Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: SilverSin on May 03, 2012, 08:57:29 PM

Title: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!
Post by: SilverSin on May 03, 2012, 08:57:29 PM
Beta Testers found! Thanks to everyone who volunteered!

Beta Testers List:
(click to show/hide)

If you are here thinking this is lego's, then im sorry, but this is mine, not his.I did not know lego was working on this until someone told me

Anyways, I have been working on a mode known as Saxton Hale and here's how it works:
One player is selected to be saxton hale a boss, and he/she must kill everyone else, while trying not be killed (he/she has a 1HKO weapon). The boss can super jump using item use, and rage blast with alt fire, which shoots a giant ball of doom Varies depending on the boss. Of course, to fill rage, the boss has to take damage. 250 base hp, plus 250 per player after 2 players join(3 including whom ever is sax). These numbers are bound to change. Also, this must be played on LMS, not TLMS. Last man standing gets a spread rune and an exit unit, dramatic music plays, all that other stuff. Simple enough, right?

Due to the long wait for the next version (and the fact that I was dead for quite a while), I decided to make this beta public.
Download the public beta HERE! (http://static.best-ever.org/wads/saxton&friendsv3d-publicbeta.pk3)(Download from Best. Ever.)
Also new to saxton hale, Saxton Hale-based classes!
No, there are no custom weapons.Okay, there is technically a custom weapon for supporter...I guess? To see more info, go to the classes section of this topic.
Download the beta for classes HERE! (http://static.best-ever.org/wads/saxtonclassesbetav1a.wad)(Download also from Best. Ever.)
Bar Fixes Coming soon!

Hale suggestions have returned!
Go wild with your suggestions again, now that damage is available and such! Same rules apply:
-No AOF primary attacks (Centaur Flash, Flash Stopper, etc.). If your hale has one, provide a good reason why, and also if it makes it, it probably wont be very effective.
-Try to avoid making your hale's name YOUR name. We already have CSCC for that.
-Health must be at a reasonable level.
-Please try to provide ALL details of your boss. Skin, passive abilities, etc.

Mappers needed!
Are you good with mapping? Do you want to make a map for one of the bosses? Well now you can!
I am looking for mappers willing to make maps for bosses. If you want to make one, let me know in this topic or via PM!
Current maps:
(click to show/hide)

Older versions (ONLY COMPATIBLE WITH MM8BDM V2):
(click to show/hide)

Older Bar Fixes:
(click to show/hide)
(Note: if you are using a bars fix, it must go after the classes in the additional wads, and must be used alone EDIT: Also, the Powered Up compatibility is not needed if you are using a bars fix.EDIT 2: I sure love me some strikes. Anyways, the base is now always required, no matter what bars fix you use. The bars fix must go after the mod, and the mod must go infront of the classes / powered up mod, and once again, powered up is NOT needed if you are using a classes addon.)
Example: Powered-up, Classes-v6e, SaxtonHaleV2B, SaxtonHaleYDClassesFix)
Example 2: KYClasses, SaxtonHaleV2B, SaxtonHaleKYClassesFix)


Updates:
(click to show/hide)
Weapon Info:
(click to show/hide)
Boss Info:
(click to show/hide)
Class Info:
(click to show/hide)
Some Screen Shots (OUT DATED):
(click to show/hide)
(click to show/hide)
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: Tengu on May 03, 2012, 10:01:26 PM
Finally this was put up. I am telling you guys, this mod is great. Definatly  try it out, I will be hosting it frequently.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: Russel on May 04, 2012, 12:03:15 AM
And you beat me to it...good gameinb4 controversy...
So yea, still working on it...and I still plan on releasing it.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: Messatsu on May 04, 2012, 01:16:31 PM
Interesting.   Ya may want to compress the audio file.  The quality is insanely high (320kbps) for something like this.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: Hallan Parva on May 04, 2012, 01:55:53 PM
You've been gone for a while now, haven't you?

Anyway, welcome back, and congrats with the new mode.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: Tengu on May 04, 2012, 07:29:10 PM
No he hasn't been gone he plays a lot. He just doesn't make posts often. He would briefly log in to look at pms or send us beta versions of his mod
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: SilverSin on May 04, 2012, 07:31:07 PM
@SmashBroPlusB Thanks, also tengu pretty much summed up what I've been doing.

@Lego I look forward to playing it  :)

@Messatsu I didn't consider that, but I will now. Thanks.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: GameAndWatcher on May 04, 2012, 10:40:45 PM
While playing this, I was thinking that there should be a YD Classes compatible version of this!
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: fortegigasgospel on May 04, 2012, 11:08:19 PM
Quote from: "Game&Watcher"
While playing this, I was thinking that there should be a YD Classes compatible version of this!
Its compatible, but there needs to be a megaman in the match it seems. Celebii was running them both for a while.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: Tengu on May 05, 2012, 12:55:14 AM
The only Classes it is currently fully compatible with is UnHoly by Pikmin555.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: Gumballtoid on May 05, 2012, 12:49:42 PM
He said he was going to make one, so I guess we just have to wait.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S)
Post by: xColdxFusionx on May 05, 2012, 01:38:13 PM
Whee, lightning quick review:
+ The actual quotes from the mod made me laugh.
+ Fun as hell to play
+ Feels pretty well balanced, despite its flaws.

- Lack of Saxton Hale skin, but I guess that's alright since no one's made one yet. Someone get on this.
- Is it just me, or does the punch feel like it goes twice as far as it needs to?
- Using Mario's rage instead of Saxton's? Why?
- Super Jump feels a bit spammy, like Bouncy's always on.

Overall, I enjoyed the mod. The flaws are more "things I'd like to see changed in the future" than actual flaws that hold it back. Good job with this one!
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V1B Released!
Post by: SilverSin on May 08, 2012, 02:02:18 AM
Bump for updates god this was late
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V1B Released!
Post by: Trentdude2 on May 08, 2012, 10:25:48 PM
V1B didn't work when I tried to host it. I don't know if i'm the only one, but I tried it with and without additional wads. Is there anyone who was able to successfully host it?
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V1B Released!
Post by: Bazookajoe45 on May 09, 2012, 01:20:45 AM
this alot of fun! thanx for sharing!
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V1B Released!
Post by: KeryoWolfe on August 16, 2012, 01:36:19 AM
I love the concept, played it and loved it.

Now if only YD would make a Saxton Hale skin to go with this.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2A Released!
Post by: SmashTheEchidna on August 16, 2012, 03:23:57 AM
Well this looks interesting! More boss battles, eh?
This is compatible with Classes now, but what about others? Is it compatible with all classes in general or just YD's?
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2A Released!
Post by: SilverSin on August 16, 2012, 04:05:19 AM
@Smash It is compatible with classes in general (no more must be one megaman at least stuff), as long as it goes after the mod. The bars for rage/jump for hale don't show. I will be fixing this soon, however.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2A Released!
Post by: Super Bros Bros on August 17, 2012, 12:58:00 PM
I love it If you can try and make it compatible with chaos generator and a question did you make the ghost of starman up or did it come from something else?
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2A Released!
Post by: SilverSin on August 17, 2012, 03:42:56 PM
Quote from: "Super Bros Bros"
I love it If you can try and make it compatible with chaos generator and a question did you make the ghost of starman up or did it come from something else?
The Ghost of Starman is an enemy from Mother/Earthbound. The original colors first used for this wad in V1A/1B looked like him, so I decided why not? Also, it's not compatible with chaos generator? I'll look into that.
EDIT: Ok, I think I see what you mean by "not compatible", but I honestly have no idea why that's happening...0_o
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2A Released!
Post by: SmashTheEchidna on August 18, 2012, 02:40:01 AM
Someone really needs to host this now that it's updated. It's no fun playing with bots. :geek:
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2A Released!
Post by: Outragous on August 18, 2012, 03:07:36 PM
Add the Vagineer as a boss and this is complete.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2B Released!
Post by: SilverSin on August 22, 2012, 08:06:02 PM
Bump for updates.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2B Released!
Post by: GameAndWatcher on August 23, 2012, 03:40:56 AM
*Issue fixed*
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2B Released!
Post by: SilverSin on August 23, 2012, 03:39:23 PM
Quote from: "Game&Watcher"
For some reason Saxton isn't gaining "jump ammo" or "rage ammo" in the YD Class version.
(It's only Hale, the rest are fine.)
I just tested it. That's strange, considering that I didn't do anything to change hale (except for adding a slow pain state, but I did that for all bosses). I'll try to figure out why that's happening. Thanks for the bug report!  :)
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
Post by: SilverSin on August 24, 2012, 08:18:14 PM
bump for updates.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
Post by: Sora on August 24, 2012, 08:24:44 PM
Don't think one day really qualifies for a bump, and you should've probably just edited your last post saying you've updated something.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
Post by: LifeCraft J on August 25, 2012, 03:24:51 PM
I hosted this mod last night. It really is quite fun.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
Post by: Super Bros Bros on August 27, 2012, 02:50:49 AM
It's your mod and stuff but maybe try nerfing cave's health because when he comes up it pretty much "gg survivors"
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
Post by: SilverSin on August 27, 2012, 02:58:07 AM
Quote from: "Super Bros Bros"
It's your mod and stuff but maybe try nerfing cave's health because when he comes up it pretty much "gg survivors"
I am doing that. I even consider his health a little to high for his own good.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
Post by: SmashTheEchidna on August 27, 2012, 03:00:03 AM
Yeah, I even lost to that guy while playing against a bunch of brainless bots. Though it is kinda fun trying to survive.
Title: Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
Post by: Hallan Parva on August 27, 2012, 02:19:00 PM
okay

Cave Johnson is hilariously OP because his attack isn't a melee, it's a projectile

which means I can lob it in corners / walls / hard to reach shit

also for a mod called Saxton Hale you almost never see Saxton actually show up

so you should slightly increase his chances of being picked so there's more Hale in Hale
Title: NACHHHHOOOOO
Post by: Lobsters on August 27, 2012, 10:43:07 PM
LOBSTERS POST YADA YADA BAD GRAMMAR AND SOME OTHER CRAP HERE

So, um I was thinking of different ideas for Hales.

Some are more in depth than others.

I was thinking something like Austin Powers. Something like when he uses his mojo to destroy the fembots. Then I thought of something a tad more serious, A Flying Nacho. Then I actually hunkered down and thought of Space Couch.

Space Couch would be a little different. It doesn't Super Jump. Instead when enraged/damaged enough  it gains the option to enable flight for a short period of time. Eh somewhere between 10-20 seconds should be fine, I assume. Keyword: assume. Aw screw the paragraphs and all that Jazz.

Name: Space Couch

Weapon: Itself

Item Slot: Instead of a Super Jump make this its rage weapon. Flight for a limited time.

Primary: Chair Rest Lever Revolver. It shoots um dust bunnies/chips/coins? at targets to stun them for a brief period of time. Has seven rounds (So not inspired by Killer7 You can't fool me I am a professional XD) and takes some time to reload  10-15 seconds.  Space loads it's gun one at a time. (The hud doesn't have to show this) A tiny shot. Oh and make it to where you don't have to fully reload to shoot. Similar to Pump Shotguns in various shooters.

Secondary: Space Couch Jaws Of Death: Basically it tries to consume you like a burger or something you eat with teeth/dentures. Use them chompers boy! Also it has bad Rate of Fire so it encourages stunning your prey then eating them. Also instant kill chomp.

Umm for health/speed: Just like Hale I guess. Sorry if this sounds cheap/OP ( such a trite term "OP")

Also I have a skin you can use although super duper horrible looking. I could record sounds for Space Couch also. Maybe this boss should be treated as a joke boss. XD


- Lobsters/Moon Rocks
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: LifeCraft J on September 01, 2012, 02:16:06 AM
Awesome! Hosting the latest version right now!
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Orange juice :l on September 01, 2012, 03:29:25 AM
Suggestions incoming
----------
Pikmin555 and I wanted a Giygas hale so here's my take on it

Very Rare, around 1%

Lower health than some other hales (75 or 80% of Saxton's health)

Attack: Ungrasp-able wave
Works like atomic fire, but reskinned to the wave. Maybe make it expand as it flies.

Jump:
In addition to jumping, Giygas becomes invisible for 1 or 2 seconds.

Rage: PK Flash
Blinds all players on the map for 10 (Maybe less for balance reasons, but 10 would be funny to watch with people flying off cliffs and panicking) seconds.
------
There was also discussion about a CMM hale cause the official TF2 mod had a Gaben hale

Health: Same as Giygas hale

Attack: TrollingHellfire Cutter
Probably the same as CSCC's cutter, but shorter range and higher RoF

Rage: BANDWIDTH BEAM
Think FiniteZero's (Right class, right?) Solar Laser, but anyone who is hit is frozen and blinded for 5 seconds.
------
We were also discussing BATMAN as a hale because it'd be glorious

Rare, 2% chance of being picked

Special:
Does not change color. Paranoia abounds.

Health:
Halfway between one of the Seemen and Hale

Attack: Batarang
After a 5 second chargeup, fires an extremely fast, very small projectile that instakills whoever it hits.

Rage: I'M BATMAN
Go completely invisible and invincible, and you have 3 shots with a melee attacks that has a full second of windup (or one minute for anti-stalling) before you become vulnerable again.
------
I EDITED THIS POST SO YOU BEST READ ME
[11:36:46 PM] Bikdark: You know what we need
[11:36:49 PM] Bikdark: captain falcon hale

EXTREMELY RARE (.5%)

Health: Same as Saxton

Attack: KNEE OF JUSTICE
Anyone hit by the KNEE is sent flying backwards until they hit a wall. Any player they collide with on the way is instantly killed.

Jump: HYEZ
Falcon kills anyone he super jumps into, bouncing off of them in the process.

Rage: Falcon Punch
After charging up the falcon punch, Captain Falcon kills everyone in a 20 degree radius in front of him. At any range.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 01, 2012, 04:14:09 AM
Here's my suggestion for a boss:
Inredible Woodman and Kung-Fu Cutman!That's right, another duo
Intros:
1.)WM:"I feel incredible!", CM:"I'm going to make paper dolls out of you!"

2.)CM:"Let's see how you do against Kung-Fu Cutman!", WM:"Prepare for Wood! (And make it good.)"

3.)CM:"I always enjoyed Ice Sculpture!", WM:"Oh yeah, I'm bad!"

Woodman Health: About Average

Woodman Speed: Somewhat low

Woodman Attack: Incredible Tackle! (Works just like YD Wood's alt)

Woodman SJump: Same as Saxton (Sound: WOOSH!)

Woodman Rage: Powerful Leaf Attack (AOE Leaf Rain, Less range than GOS' PSI Starstorm ?)

Cutman Health: Below average

Cutman Speed: Pretty Fast (Not Quickman Fast, But faster than vanilla Mega)

Cutman Attack: Karate Chop (Cutter Slice, see older YD classes)

Cutman SJump: Above Average (Sound: He-ya!)

Cutman Rage: Giga Cutter (Similar to Boss Cutman in Powered Up.  Throws a very large Rolling Cutter)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Super Bros Bros on September 01, 2012, 09:27:14 AM
My tickle man stan idea sucked BUT I got another boss

Name- Hank Hill
Speed- Slow
Primary- Power spatula: A boomerang spatula that does 1/2 the average megaman damage
Primary Speed/Range- Range= medium Speed= slow
Secondary- Propane bomb: A projectile that works similar to gamma fireball
Secondary Info- The bomb bounces a little further than the napalm bomb
Secondary Speed- a large cooldown rate for this puppy would work fine
Item-Not a super jump but a grill : hank will hop on the grill doubling his speed an quadrupling his jump however he cant attack like this and it lasts a short time
Rage- Hank will get furious for a bit and kick your ass with a 1hko charge kick like weapon
Rage durability- A semi long time
Ass kick speed- fast
music-

colors- White and yellow
Quotes- Intro "Boggle" Death "baaaah!" (when he does that thing) Rage "Damnit bobby" Item "any hank laugh"
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Hallan Parva on September 01, 2012, 07:45:51 PM
Quote from: "Orange juice :l"
We were also discussing BATMAN as a hale because it'd be glorious
yes
Quote from: "Orange juice :l"
[11:36:46 PM] Bikdark: You know what we need
[11:36:49 PM] Bikdark: captain falcon hale
hell yes

I support these hales so hard it's not funny anymore :ugeek:
Title: SAXTON HAAALE
Post by: Orange juice :l on September 02, 2012, 02:51:03 AM
GARY OAK
Kanto Champion theme from pokemon Black/White

Rare (1%)

Health: Same as Cave

Attack: Pokeball
Works like Cave's lemons, but slower RoF and bounce more.

Rage: Pogeymen
Summons a random pokemon (Think monster) that walks around attacking anyone nearby. Takes a decent beating before it dies.

Gyarados: Immobile, but has high HP and charges an instakill hyperbeam over time. Kinda accurate, but anyone who doesn't run at high speeds while near him will be caught.
Charizard: Moves around, and pursues anyone he locates. Can fly and roasts whoever he catches (think YD Wily Capsule), but has low HP.
Eggxecutor: Immobile, has medium HP, and randomly slows, stuns, or blinds players at a decently long range.
Venusaur: Slow, Extremely High HP, and pursues players. If he gets decently close, he vine whips them for heavy damage (2hko) and knocks them far back.
Shedinja: Very Rare. 100% Invisible, 1 HP, Medium Speed. Instakills whoever he catches. Think GVH Creeper.

______________________
$playername Hale!
No music

Semi-Rare (3%)

Health: Random

Attack: Random

Rage: Random

Picks random elements from all the other hales!

_____________
ULTIMATE MET HALE
Has overly dramatic music

Stupid Rare (.1%)

Health: Laughably low (Think 250 in a 20 man server)

Special: Invulnerable while idle and not firing. This works on an ammo bar to prevent stalling, but 10 seconds of being up gives him 60 seconds of armor.

Attack: Ultimate Met Buster
OHKO Megabuster.

Rage: Agony of Ten Thousand Deaths (obtained at 1/4 hp)
Uses every Hale's Rage at once, sans Saxton's.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Neo on September 02, 2012, 07:40:07 PM
If anyone on this entire board should get a class in this, simpley by how the games dynamic works, id fit the bill real perfectly, considering how pissed i am GREATLY influences how i play, not to mention my ragous rampage i had sometime back in january,
which isnt that the point of the classes, to be raging behemoths, though more to the point, if i was in it, some kind of evade/roll ability for an alt, and a sword swing for a main, and some kind of overdrive(the less health i have, the better my overall performance gets)/dark Soul mode(if anyones played MM battle network 4) for max rage, where i basically (just to mimic the effect of "not being able to control yourself") id have some kind of ungodly speed, invincibility, and inf ammo/other stuff, as well as maybe some kind of time slowing effect, but thats extra, if id be able to work.

I had another part, explaining why i fit the bill even more, but maybe its a bit TOO graphic/inappropriate, despite it being true =/
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Davregis on September 02, 2012, 07:45:44 PM
I like the Batman Hale
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: MusashiAA on September 02, 2012, 07:46:35 PM
Played this a bit, had tons of fun.

NOW HOW ABOUT GIVING EACH HALE AN EQUAL CHANCE OF APPEARING?! :D
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 02, 2012, 08:02:33 PM
@Mushashi:
That's what they just got rid of...
I think Saxton should have a slightly lower chance of appearing, too, though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: JJ Boom on September 02, 2012, 09:00:59 PM
I have an idea for a Boss:
WARIO

Colors: Pretty much reversed Ballade Cracker colors (Blue=Yellow and Cyan=Purple)

Custom Skin: Dusty's Wario Skin

Health: 5% More than Hale. (High)

Movement Speed: 10% slower than Hale.

Attack: Wario Slam
Identical to Saxton Hale's Fist, but slower. Also makes him lunge forward. "%o was rammed by Wario!"

Super Jump: About 10% less height than Hale.

Rage: Wario Waft
An AoE Explosion (Think Centaur Flash.) after a 1 second delay. Stuns players, leaving them defenseless for a few seconds. Screw it. Kills anyone unlucky enough to be nearby. Also causes you to Super Jump. "%o was gassed by Wario's Wario Waft!"

SOUNDS:

Intro:  1) “I’m-a Wario! I’m-a gonna win!” (Mario Kart 64)
   2) “Okay, Here we go!”  (Dr. Mario 64)
   3)”Here I go!” (Mario Kart 64)
Jump: *Wario’s laugh from Mario Kart 64*
Rage:  “Fire!” (Mario Kart 64)
Lose:    1) “Waaaaaah!” (Mario Kart 64)
   2) “D’oh I missed!” (Mario Party)

Music: Greenhorn Forest – Wario World (Ignore the fade out)
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Trentdude2 on September 02, 2012, 09:15:50 PM
Boss Name: Broly
Theme: http://www.youtube.com/watch?v=P81NzFqbNWw

Health: Same as Saxton

Attack: Punch (Same as Saxton)

Secondary attack: Explosive wave (Damages and launches players in a short range from Broly)

Secondary attack cooldown: About a minute maybe (For the sake of preventing spam)

Super jump: Same as Saxton except with Broly's evil laugh

Rage: Eraser Cannons (Has two chances to fire an eraser cannon which is basically the same projectile that Hale used in V1A. Yells "Kakarot!" each time one is fired)

That's pretty much all I have to say besides keeping the jump normal and the speed the same as the other Hales. (If they're not all the same speed then just make it the same as Saxton's)

Couldn't help it since I was a DBZ fan with an idea. (Sorry if anyone else thought of the same thing)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: MusashiAA on September 02, 2012, 09:32:55 PM
Quote from: "JJ Boom"
I have an idea for a Boss:
WARIO

Colors: Pretty much reversed Ballade Cracker colors (Blue=Yellow and Cyan=Purple)

Health: More than Hale.

Movement Speed: Slightly slower than Hale.

Attack: Wario Slam
Identical to Saxton Hale's Fist, but a bit slower.

Super Jump: Slightly less height than Hale.

Rage: Wario Waft
An AoE Explosion (Think Centaur Flash.) after a 1 second delay.

SOUNDS:

Intro:  1) “I’m-a Wario! I’m-a gonna win!” (Mario Kart 64)
   2) “Okay, Here we go!”  (Dr. Mario 64)
   3)”Here I go!” (Mario Kart 64)
Jump: *Wario’s laugh from Mario Kart 64*
Rage:  “Fire!” (Mario Kart 64)
Lose:    1) “Waaaaaah!” (Mario Kart 64)
   2) “D’oh I missed!” (Mario Party)

Music: Greenhorn Forest – Wario World

I support this. Just make the fist a dash attack with a huge delay both for the start and the end of it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 03, 2012, 02:30:26 AM
Quote from: "JJ Boom"
I have an idea for a Boss:
WARIO

Colors: Pretty much reversed Ballade Cracker colors (Blue=Yellow and Cyan=Purple)

Health: More than Hale.

Movement Speed: Slightly slower than Hale.

Attack: Wario Slam
Identical to Saxton Hale's Fist, but a bit slower.

Super Jump: Slightly less height than Hale.

Rage: Wario Waft
An AoE Explosion (Think Centaur Flash.) after a 1 second delay.

SOUNDS:

Intro:  1) “I’m-a Wario! I’m-a gonna win!” (Mario Kart 64)
   2) “Okay, Here we go!”  (Dr. Mario 64)
   3)”Here I go!” (Mario Kart 64)
Jump: *Wario’s laugh from Mario Kart 64*
Rage:  “Fire!” (Mario Kart 64)
Lose:    1) “Waaaaaah!” (Mario Kart 64)
   2) “D’oh I missed!” (Mario Party)

Music: Greenhorn Forest – Wario World

It looks good, but as for the rage, can you put a little more detail? Like, will it instantly kill, or stun? Also, I would make that rage cause a super jump because SSBB move.

Quote from: "Trentdude2"
Boss Name: Broly
Theme: http://www.youtube.com/watch?v=P81NzFqbNWw

Health: Same as Saxton

Attack: Punch (Same as Saxton)

Secondary attack: Explosive wave (Damages and launches players in a short range from Broly)

Secondary attack cooldown: About a minute maybe (For the sake of preventing spam)

Super jump: Same as Saxton except with Broly's evil laugh

Rage: Eraser Cannons (Has two chances to fire an eraser cannon which is basically the same projectile that Hale used in V1A. Yells "Kakarot!" each time one is fired)

That's pretty much all I have to say besides keeping the jump normal and the speed the same as the other Hales. (If they're not all the same speed then just make it the same as Saxton's)

Couldn't help it since I was a DBZ fan with an idea. (Sorry if anyone else thought of the same thing)

Looks interesting, but also a little bland. I like how he has an attack that blasts enemies away, but I'm not sure how I would do that if survivors have NOPAIN onis there a way to make a projectile blow enemies away without the need of pain states? =S...as for the rage, It looks like you want it to fire two of the Fire Balls of Doom? Personally, because this mod lacks a laser rage, I would make him fire a ray of death that's controllable, but that's just my opinion.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: JJ Boom on September 03, 2012, 02:45:32 AM
Quote from: "SilverSin"
It looks good, but as for the rage, can you put a little more detail? Like, will it instantly kill, or stun? Also, I would make that rage cause a super jump because SSBB move.

Oops, Sorry about that.

I WAS thinking about having it be instant death, But on second thought it seems a bit OP. So, Stun.
As for causing a Super Jump, Yes. Just, yes.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: TheDoc on September 03, 2012, 02:58:41 AM
Boss Name: Zero (Music is Zero's X3 Theme)

Colors: Red & Yellow (Super Adaptor & Thunder Beam colors)

Health: Below Average

Attack: Z-Saber - Quite the range for a 1HKO. A little more than Charge Kick. (Come on. I mean, it's a saber, right?)

Secondary Attack: Z-Buster - Fires a fairly fast shot (faster than Megabuster, slower than charged Protoshot) that stuns the enemy and takes a quarter of health away. Good for following up with the Saber. (you can change the damage output)

Secondary Cooldown: Meh, give it 20 seconds

Third Attack (if possible don't push yourself): Saber Throw - Like Ring Boomerang, except it's, you know, 1HKO

Third Cooldown: Hoo boy. At the very least a minute.

Super Jump: I never really pay attention to the height and am usually busy trying to survive, so I guess Saxton's?

Rage: Zero Virus - For 30 seconds to 1 minute (can be changed), turns invincible and speed increases.

I hope this isn't OP. If so, you could take out the secondary or third attack.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Trentdude2 on September 03, 2012, 03:07:07 AM
Quote from: "SilverSin"
I like how he has an attack that blasts enemies away, but I'm not sure how I would do that if survivors have NOPAIN onis there a way to make a projectile blow enemies away without the need of pain states? =S...as for the rage, It looks like you want it to fire two of the Fire Balls of Doom? Personally, because this mod lacks a laser rage, I would make him fire a ray of death that's controllable, but that's just my opinion.

I just had a thought that maybe the secondary attack could have an effect like when you get a cure in roboenza and just launch everyone instead of damaging them. Just making people fly into pits would be enough for me. As for the rage, I do kinda like the idea of a ray of death, as long as he yells "kakarot!" before the laser is fired.  :cool:
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Zard1084 on September 03, 2012, 03:28:19 AM
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: Half of Saxon's HP (or less if way too OP)

Attack: Broom Sweep (just like Rolls attack in classes but a 1HKO)

Secondary attack: Non directional Beam (works just like Gemini Beam But weaker and it lasts longer and only one can be fired at a time and its a Spread shot)

Secondary Cooldown: 20 or 30 seconds (or longer if needed)

Third attack: None ( I didn't want her to be too OP)

Third Cooldown: None

Super Jump: Temporary Flight (she fly's about half the time of the Rush Jet)

Rage: Master spark - Kills everyone in front of her with a huge Beam and Yells Master Spark!!!
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Russel on September 03, 2012, 04:17:35 AM
I support this, though it is highly doubtful that it will be going in....
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: xColdxFusionx on September 03, 2012, 01:46:43 PM
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: 3/4 of Saxton's HP. Maybe a bit more or less.

Attack: Broom Sweep (just like Rolls attack in classes but a 1HKO) Also fires a star that deals about 50% damage to whoever it hits.

Super Jump: Temporary Flight (she fly's about half the time of the Rush Jet)

Rage: Master spark - Kills everyone in front of her with a huge Beam (Think Quickbeam, but double the size). Also fires the star from her mainfire all around her to take out anyone trying to sneak up on her.

My version.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 03, 2012, 01:59:43 PM
I have an idea for one, though I was trying to think of something else, too.

Boss Name: Akuma (http://streetfighter.wikia.com/wiki/Akuma)

Health: Same as Saxton Hale's (I was thinking more, but that might be overdoing it.)

Attack: Punching (Or a kick using Charge Kick's sprites.)

Secondary Attack: Gou Hadouken (I'm thinking it should probably be light purple, and pretty large; a bit bigger than Megaman.)

Secondary Cooldown: 30 seconds

Rage: Shun Goku Satsu. (He floats forward, similar to YD Classes Pharaoh Man's alt. Once he touches somebody, he stuns them and anyone in a wide radius while attacking them repeatedly, ending in an explosion. The victims will get a status effect similar to Flash Stopper, except black and covering the whole screen for a more accurate effect. His float time will have a timer, so he has to reach someone before it runs out. )



Oh and music? I couldn't actually find the version I'd prefer anywhere but I did record it. I'll send it in if this is accepted.
Feel free to edit this in any way.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 03, 2012, 02:54:14 PM
@Gizmo's Akuma:
Wynaut use SSFIV's version of his theme? (It's better than his MvC3 theme i.m.o.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Zard1084 on September 03, 2012, 03:36:35 PM
Quote from: "xColdxFusionx"
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: 3/4 of Saxton's HP. Maybe a bit more or less.

Attack: Broom Sweep (just like Rolls attack in classes but a 1HKO) Also fires a star that deals about 50% damage to whoever it hits.

Super Jump: Temporary Flight (she fly's about half the time of the Rush Jet)

Rage: Master spark - Kills everyone in front of her with a huge Beam (Think Quickbeam, but double the size). Also fires the star from her mainfire all around her to take out anyone trying to sneak up on her.

My version.
That can work too btw it was late when i posted that @_e
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Turbodude on September 03, 2012, 04:21:40 PM
Quote from: "Game&Watcher"
@Gizmo's Akuma:
Wynaut use SSFIV's version of his theme? (It's better than his MvC3 theme i.m.o.)
Or how about this classic:
(click to show/hide)
Regardless of music chosen, I openly support the idea of Akuma being a Hale.
I can provide voice clips if needed as well.

Also, his health would have to be less than Hale's, In pretty much all of his games he has a smaller amount of health than most.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 03, 2012, 05:07:48 PM
^ That sounds like a bit of a remixed version of the one I have.

And SFIV's version was an alternative in my mind. In fact it sounds like what should play when you're the last survivor against him.

But really, most any version would be fine by me.


EDIT: Oh, and his color scheme should probably be dark and red. You know, because of his silhouette from the back...
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 03, 2012, 07:21:50 PM
Quote from: "xColdxFusionx"
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: 3/4 of Saxton's HP. Maybe a bit more or less.

Attack: Broom Sweep (just like Rolls attack in classes but a 1HKO) Also fires a star that deals about 50% damage to whoever it hits.

Super Jump: Temporary Flight (she fly's about half the time of the Rush Jet)

Rage: Master spark - Kills everyone in front of her with a huge Beam (Think Quickbeam, but double the size). Also fires the star from her mainfire all around her to take out anyone trying to sneak up on her.

My version.

Flight instead of super jump? Huh, interesting. Also, you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)...however I could make it so if you get hit twice by said attack then a script activates to kill the actor...?  :?

Quote from: "Gizmo The Cat"
I have an idea for one, though I was trying to think of something else, too.

Boss Name: Akuma (http://streetfighter.wikia.com/wiki/Akuma)

Health: Same as Saxton Hale's (I was thinking more, but that might be overdoing it.)

Attack: Punching (Or a kick using Charge Kick's sprites.)

Secondary Attack: Gou Hadouken (I'm thinking it should probably be light purple, and pretty large; a bit bigger than Megaman.)

Secondary Cooldown: 30 seconds

Rage: Shun Goku Satsu. (He floats forward, similar to YD Classes Pharaoh Man's alt. Once he touches somebody, he stuns them and anyone in a wide radius while attacking them repeatedly, ending in an explosion. The victims will get a status effect similar to Flash Stopper, except black and covering the whole screen for a more accurate effect. His float time will have a timer, so he has to reach someone before it runs out. )



Oh and music? I couldn't actually find the version I'd prefer anywhere but I did record it. I'll send it in if this is accepted.
Feel free to edit this in any way.

I assume the speed is same as saxton hale. For the secondary attack, like I asked b4 about the wario rage, does it have any effects? Or will it instantly kill? And for the rage, will the people near the victim also get effected by the explosion? Or will they just be frozen for a little longer b4 they can move?
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Super Bros Bros on September 03, 2012, 07:26:01 PM
Quote from: "Gizmo The Cat"
I have an idea for one, though I was trying to think of something else, too.

Boss Name: Akuma (http://streetfighter.wikia.com/wiki/Akuma)

Health: Same as Saxton Hale's (I was thinking more, but that might be overdoing it.)

Attack: Punching (Or a kick using Charge Kick's sprites.)

Secondary Attack: Gou Hadouken (I'm thinking it should probably be light purple, and pretty large; a bit bigger than Megaman.)

Secondary Cooldown: 30 seconds

Rage: Shun Goku Satsu. (He floats forward, similar to YD Classes Pharaoh Man's alt. Once he touches somebody, he stuns them and anyone in a wide radius while attacking them repeatedly, ending in an explosion. The victims will get a status effect similar to Flash Stopper, except black and covering the whole screen for a more accurate effect. His float time will have a timer, so he has to reach someone before it runs out. )



Oh and music? I couldn't actually find the version I'd prefer anywhere but I did record it. I'll send it in if this is accepted.
Feel free to edit this in any way.

I think we should use the same music for I cant defeat airman secret boss
nice to see some good ideas unlike my idea or atleast thats what I think other people think
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 03, 2012, 08:19:00 PM
Quote from: "Super Bros Bros"

I think we should use the same music for I cant defeat airman secret boss
nice to see some good ideas unlike my idea or atleast thats what I think other people think



...That's the one I was talking about. I couldn't find it on Youtube, because I have no idea which version it is. I at first thought it was just a really good midi, but...

Quote from: "SilverSin"

I assume the speed is same as saxton hale. For the secondary attack, like I asked b4 about the wario rage, does it have any effects? Or will it instantly kill? And for the rage, will the people near the victim also get effected by the explosion? Or will they just be frozen for a little longer b4 they can move?

The speed should probably be the same, yes. The only effects for the secondary that I can think of without making it a direct recolor of Saxton's old Fireball, is to turn it into a ripping weapon.

And yes, Shun Goku Satsu would kill everyone in range. They're stunned just like the victim, and die right at the end.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: TheDoc on September 03, 2012, 08:26:15 PM
Quote from: "SilverSin"
Survivors can't take damage

O yea. Well, in that case.
Quote from: "TheDoc"
Boss Name: Zero (Music is Zero's X3 Theme)

Colors: Red & Yellow (Super Adaptor & Thunder Beam colors)

Health: Below Average

Attack: Z-Saber - Quite the range for a 1HKO. A little more than Charge Kick. (Come on. I mean, it's a saber, right?)

Secondary Attack: Z-Buster - Fires a fairly fast shot (faster than Megabuster, slower than charged Protoshot) that stuns the enemy, but does no damage. Good for following up with the Saber. (you can change the damage output)

Secondary Cooldown: Meh, give it 15 seconds

Third Attack (if possible don't push yourself): Saber Throw - Like Ring Boomerang, except it's, you know, 1HKO

Third Cooldown: Hoo boy. At the very least a minute.

Super Jump: I never really pay attention to the height and am usually busy trying to survive, so I guess Saxton's?

Rage: Zero Virus - For 30 seconds to 1 minute (can be changed), turns invincible and speed increases.

I hope this isn't OP. If so, you could take out the secondary or third attack.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Tengu on September 03, 2012, 08:55:32 PM
I have an idea for a Boss:
BALROG (from Cave Story)

Colors: That red/gray/white that Christian Brutal Sniper uses

Skin: Kage's Balrog Skin

Health: Much more than hale

Movement Speed: About .7 (Slower than megaman)

Attack: Power jump
Like Stoneman's Stone stomp, with about a 5 second cooldown.

Super Jump: A bit less height than Sax

Rage: Balrog Flight
Think of balrog's actual flying attack from the game, there you go. Can (slowly) fly in the air by holding down MOUSE2 for awhile. Letting go will cause him to fall and kill anyone underneath.

SOUNDS:

Intro: 1) This sound clip: http://www.youtube.com/watch?v=UTzw-jBLPdY (http://www.youtube.com/watch?v=UTzw-jBLPdY)
2) This sound clip heuehue: http://www.youtube.com/watch?v=UHwegwXwwHs (http://www.youtube.com/watch?v=UHwegwXwwHs)
Jump: Heihachi's laugh http://www.youtube.com/watch?v=crIrUSSOMYY (http://www.youtube.com/watch?v=crIrUSSOMYY)
Rage: This Huehuehe http://www.youtube.com/watch?v=nhnygLQ4 ... ults_video (http://www.youtube.com/watch?v=nhnygLQ4Ar4&playnext=1&list=PLDA0C0C037830F84A&feature=results_video)
Lose: NOOOOOOOOOOOO  1) http://www.youtube.com/watch?v=YKss2uYpih8 (http://www.youtube.com/watch?v=YKss2uYpih8)

Music: Cave Story Final Boss http://www.youtube.com/watch?v=IdAzVhCof_4 (http://www.youtube.com/watch?v=IdAzVhCof_4)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: DarkAura on September 03, 2012, 10:58:17 PM
Name: Gilgamesh

Color: Red/Gray with Yellow outline
Code: [Select]
192:192=184:184, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme:
(click to show/hide)
Boss Health: 300 per person
Rage Limit: 250 hits
Speed: 0.65, 0.65 / 0.63, 0.63
Attack [Main] - Muramasa: Basic melee attack.
Attack [Rage] - Bitter End: Creates an orb of light and performs a large dash away from it. The orb explodes in a moderate-large radius after 5 seconds.
Jump - Jump (ironically called): A basic high jump into the air. When he lands, creates a short, slow shockwave in all directions.


And, for a possible 2-Hale match

Name: Enkidu
Color: Green/Gray with Yellow Outline
Code: [Select]
192:192=118:118, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme: Same as above
Boss Health: 150 per person
Rage Limit: 100 hits
Speed: 0.85, 0.85 / 0.83, 0.83
Attack [Main] - Crushing Fangs: Basic melee attack. I pre-made Projectile rotations to use for this attack.
Attack [Rage] - Growl: An AoE explosion that slows down nearby enemies. Does not OHKO.
Jump - High Jump: A basic high jump.

May need some help with the sound clips, if possible.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Jc494 on September 04, 2012, 10:01:14 AM
Gilgamesh? I approve.

Quote from: "DarkAura"
May need some help with the sound clips, if possible.

For Gilgamesh, it could be possible to use certain sound clips used in 012 Dissidia, the same way Punk used a voice clip of Garland. I have no idea for Enkidu, Though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 04, 2012, 04:18:39 PM
Quote from: "DarkAura"
Name: Gilgamesh

Color: Red/Gray with Yellow outline
Code: [Select]
192:192=184:184, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme:
(click to show/hide)
Boss Health: 300 per person
Rage Limit: 250 hits
Speed: 0.65, 0.65 / 0.63, 0.63
Attack [Main] - Muramasa: Basic melee attack.
Attack [Rage] - Bitter End: Creates an orb of light and performs a large dash away from it. The orb explodes in a moderate-large radius after 5 seconds.
Jump - Jump (ironically called): A basic high jump into the air. When he lands, creates a short, slow shockwave in all directions.


And, for a possible 2-Hale match

Name: Enkidu
Color: Green/Gray with Yellow Outline
Code: [Select]
192:192=118:118, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme: Same as above
Boss Health: 150 per person
Rage Limit: 100 hits
Speed: 0.85, 0.85 / 0.83, 0.83
Attack [Main] - Crushing Fangs: Basic melee attack. I pre-made Projectile rotations to use for this attack.
Attack [Rage] - Growl: An AoE explosion that slows down nearby enemies. Does not OHKO.
Jump - High Jump: A basic high jump.

May need some help with the sound clips, if possible.

Heh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy. For the shockwave on his jump, will it cause stun, or blow away? (I would assume stun though). scratch that, stunning is a no go until I find a way to... actually, just read the sentence below.
As for Enkidu, I still need a way to give survivors runes because they have NOPAIN on :(... A_GiveToTarget doesn't work because it gives the item to the person who shot the projectile...
Basicly, unless there is a way to give survivors runes without the need of pain states, im not sure if Enkidu's rage (or stunning survivors in general) is possible >_<

EDIT: I just read that health count. Thats 100 more than hale, holy crap 0_o
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Zard1084 on September 04, 2012, 11:09:15 PM
How about Chuck Norris for a hale?
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 04, 2012, 11:37:24 PM
Quote from: "Zard1084"
How about Chuck Norris for a hale?
Nah, he'd be OP just for the name. XD
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Knux on September 05, 2012, 12:19:12 AM
You would go around making contact with people, resulting in their demises... D:

Then rage Round House Kick. Oh dear. I can see it like Top Man's ground spin... except, you know...
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 05, 2012, 12:23:34 AM
So, are you going to make a list of all the accepted Hales?
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 05, 2012, 12:49:41 AM
Quote from: "Gizmo The Cat"
So, are you going to make a list of all the accepted Hales?
Probably, when the next version is done...which might be a while considering I start school tomorrow.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: xColdxFusionx on September 05, 2012, 12:56:36 AM
Lee Sin, the Blind Monk

Theme:
(click to show/hide)

Health: Somewhat lower than Hale's

Attack: Resonating Strike - Lee Sin shoots a chi-ball forward that dissipates after a brief duration. Hitting someone with this will stun them incredibly briefly and send you flying foot-first into their face. This kick is the actual attack; connecting with it is a one-shot kill.

Super Jump: Flash - Screw super-jumps; how about a short-range teleport? Works like YD!CentaurMan's teleport, except incredibly fast, can go up and down elevations, and creates a bright yellow flash over the origin and destination. Much slower recharge than other super-jumps.

Rage: Tempest/Dragon's Rage - Lee Sin slams the ground, stunning anyone in a somewhat small radius of him. He gets enough time out of this stun to run up to and kick one or two players. Players kicked by this ability are shot into the wall, killing anyone in their path before dying themselves.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Super Bros Bros on September 05, 2012, 04:45:15 AM
IDEA DONE
]I have an idea but it still needs some work
Name: Infectinator
Primary: Infection [ he infects people like roboenza]
Speed:high
Health: Low
colors: Green and purple
rage:Infection flash [a flash that infects all who are hit]
instead of super jump why don't we give him triple jump and have his item be a dash foward
Secondary: To prevent from having problems with uncooperative infected we need to give him a power buster [buster that does 1/4 of megaman's health]

I have not found any music or sound clips good enough yet

Infected info

Health: 1/4 the average megaman
Speed: fast
Primary: Infected claw: A claw that takes off 1/2 of megaman's health
Superjump: Have his superjump be his alt just like roboenza
additional info: The infected work like roboenza with the time limit just slightly decrease it
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 05, 2012, 07:48:04 PM
Quote from: "xColdxFusionx"
Lee Sin, the Blind Monk

Theme:
(click to show/hide)

Health: Somewhat lower than Hale's

Attack: Resonating Strike - Lee Sin shoots a chi-ball forward that dissipates after a brief duration. Hitting someone with this will stun them incredibly briefly and send you flying foot-first into their face. This kick is the actual attack; connecting with it is a one-shot kill.

Super Jump: Flash - Screw super-jumps; how about a short-range teleport? Works like YD!CentaurMan's teleport, except incredibly fast, can go up and down elevations, and creates a bright yellow flash over the origin and destination. Much slower recharge than other super-jumps.

Rage: Tempest/Dragon's Rage - Lee Sin slams the ground, stunning anyone in a somewhat small radius of him. He gets enough time out of this stun to run up to and kick one or two players. Players kicked by this ability are shot into the wall, killing anyone in their path before dying themselves.
That's new, teleportation... I like the idea of that. So the primary shoots a ball and then he kicks? I think I got that right...
For the rage, will he have to run up to the victims him self? Or will he run up to them automatically? is that even possible?  :?

Quote from: "Super Bros Bros"
I have an idea but it still needs some work
Name: Infectinator
Primary: Infection [ he infects people like roboenza but the infected attack you for 1/2 your health for ]
Speed:high
Health: Low
colors: Green and purple
infected colors: Roboenza colors
rage:Infection flash [a flash that infects all who are hit]
instead of super jump why don't we give him triple jump and have his item be a dash foward
Im still working on this so it's open to change He may need a secondary due to uncoprotive infected
So, it's kinda like a zombie boss...? Its an interesting concept, but I'm not sure if it would fit well in this mode.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Zard1084 on September 06, 2012, 12:26:09 AM
This mod needs female Hales badly just saying
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: xColdxFusionx on September 06, 2012, 01:19:19 AM
Quote from: "SilverSin"
Quote from: "xColdxFusionx"
Lee Sin, the Blind Monk

Theme:
(click to show/hide)

Health: Somewhat lower than Hale's

Attack: Resonating Strike - Lee Sin shoots a chi-ball forward that dissipates after a brief duration. Hitting someone with this will stun them incredibly briefly and send you flying foot-first into their face. This kick is the actual attack; connecting with it is a one-shot kill.

Super Jump: Flash - Screw super-jumps; how about a short-range teleport? Works like YD!CentaurMan's teleport, except incredibly fast, can go up and down elevations, and creates a bright yellow flash over the origin and destination. Much slower recharge than other super-jumps.

Rage: Tempest/Dragon's Rage - Lee Sin slams the ground, stunning anyone in a somewhat small radius of him. He gets enough time out of this stun to run up to and kick one or two players. Players kicked by this ability are shot into the wall, killing anyone in their path before dying themselves.
That's new, teleportation... I like the idea of that. So the primary shoots a ball and then he kicks? I think I got that right...
For the rage, will he have to run up to the victims him self? Or will he run up to them automatically? is that even possible?  :?

For Resonating Strike, hitting them with the ball would cause you to perform the kick, which would be the actual attack.
You'd have to run up to Dragon's Rage targets yourself. That way, you can sort of aim their trajectory. DR would replace RS for the duration of Tempest's stun.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Hinatediz on September 06, 2012, 06:19:48 PM
Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 5/5

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: Grab Smash (He grabs the opponent and slams it on the ground with his body, like in Smash Bros., BTW it's a 1HKO)

Secondary Cooldown: 30 seconds

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giga Bowser (He turns Very Giant and can smash everybody leaving the half of the health to the opponents smashed)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: TheDoc on September 06, 2012, 08:35:42 PM
Quote from: "SilverSin"
you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)

I think you should make sure people see this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 06, 2012, 08:56:38 PM
Quote from: "TheDoc"
Quote from: "SilverSin"
you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)

I think you should make sure people see this.
I added this info to the front. I hope people can read it >_<
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: TheDoc on September 06, 2012, 09:55:21 PM
Re re-edited.
Quote from: "TheDoc"
Boss Name: Zero (Music is Zero's X3 Theme)

Colors: Red & Yellow (Super Adaptor & Thunder Beam colors)

Health: Below Average

Attack: Z-Saber - Quite the range for a 1HKO. A little more than Charge Kick. (Come on. I mean, it's a saber, right?)

Second Attack: Saber Throw - Like Ring Boomerang, except it's wider, a sliiiiiiiiiiiiightly longer reach, and, you know, 1HKO

Second Cooldown: 45 seconds-1 minute.

Super Jump: Zero Dash - YD Megaman's slide, except much more speed (negative recoil). Recharge is sliiiiiiiiiiiiiiiiiightly longer than Saxton's

Rage: Zero Virus - For 30 seconds to 1 minute (can be changed), turns invincible and speed sliiiiiiiiiiiiiiiiiiiiiiiiiiightly increases.

I hope this isn't OP. If so, you could take out the secondary or third attack.

Just some sliiiiiiiiiiiiiiiiiight changes.......and yes pun intended. I know it wasn't that funny, but I couldn't help it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Hallan Parva on September 07, 2012, 06:28:03 AM
Quote from: "SilverSin"
Quote from: "DarkAura"
Name: Gilgamesh
Heh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy.
my body is ready

SilverSin, if it's okay with you I'd like to make a side add-on for Saxton Hale. The finished product will have a few new hales and will be completely optional; players would have to load it alongside Saxton Hale to see the changes.

I'm not going to say anything (except to SilverSin if he wants more information) so people don't pester me about it like they do with AwNet. I'm also going to say that it is somewhat near the bottom of my priorities list, so don't expect it next week. I just want permission before I start the project.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 07, 2012, 10:42:33 PM
Quote from: "SmashBroPlusB"
Quote from: "SilverSin"
Quote from: "DarkAura"
Name: Gilgamesh
Heh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy.
my body is ready

SilverSin, if it's okay with you I'd like to make a side add-on for Saxton Hale. The finished product will have a few new hales and will be completely optional; players would have to load it alongside Saxton Hale to see the changes.

I'm not going to say anything (except to SilverSin if he wants more information) so people don't pester me about it like they do with AwNet. I'm also going to say that it is somewhat near the bottom of my priorities list, so don't expect it next week. I just want permission before I start the project.
Depends on what the add-on is. PM me the info, though its likely I will say yes.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: LifeCraft J on September 08, 2012, 12:55:20 AM
Erm Silversin...
Sorry bro, but infinite Wily tanks or infinite exit units aren't going to cut it.

Please get rid of!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: SilverSin on September 08, 2012, 01:24:00 AM
Quote from: "LifeCraft J"
Erm Silversin...
Sorry bro, but infinite Wily tanks or infinite exit units aren't going to cut it.

Please get rid of!

I don't see how there are infinite exits... :?
But I am fixing this right now.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: Orange juice :l on September 08, 2012, 01:25:00 AM
Someone probably set sv_infiniteammo 1.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: Rozark on September 08, 2012, 01:31:51 AM
- Name: Morshu
-Color Scheme: Orange/Green/Brown
-Mini Background Story: After so many people not having enough rupees and people just plain trolling him by not buying stuff, Morshu nukes the shop and roams the world, destroying all those who oppose him. He recently encounters a group of survivors and, after a misunderstanding of trying to negotiate prices, decides to just kill them all for their incompetence.

- Attack: Throws a ohko bomb in an arc (like Bombman's), creating a Bombman sized explosion on impact (meaning no explosion delay), but here's the catches:
  1. Long reload time. (About 5-7 seconds)
  2. The bomb is held above Morshu's head. After about 3 seconds if it is not thrown, it will explode, giving Morshu HIMSELF 150-200 damage.
- Rage: A massive explosion hyperbomb, incinerating and killing all of the survivors around the explosion, add the regular hyperbomb explosion + 1/2 and that's the time before it detonates.
 
-HP: somewhere around 1800
-Speed: I'd say around .8, if that's the slow side of 1.
-Defense: Normal

- Skin: A morshu skin, or bombman
- Sounds: 1. Lamp oil, rope, bombs! You buy it? -says when match starts-
  2. mmmmmmmmmmmmm -says at random times-
  3. It's yours my friend! -says when activates rage-
  4. Sorry! -says when defeated-
- Music:
(click to show/hide)

annnnnnnnnnnnnnnnnnnnnd there's my idea. Of course things can be adjusted accordingly.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: SilverSin on September 08, 2012, 01:39:17 AM
Quote from: "Rozark"
- Name: Morshu
-Color Scheme: Orange/Green/Brown

- Attack: Throws a ohko bomb in an arc (like Bombman's), creating a Bombman sized explosion on impact (meaning no explosion delay), but here's the catches:
  1. Long reload time. (About 5-7 seconds)
  2. The bomb is held above Morshu's head. After about 3 seconds if it is not thrown, it will explode, giving Morshu HIMSELF 150-200 damage.
- Rage: A massive explosion hyperbomb, incinerating and killing all of the survivors around the explosion, add the regular hyperbomb explosion + 1/2 and that's the time before it detonates.
 
-HP: somewhere around 1800
-Speed: I'd say around .8, if that's the slow side of 1.
-Defense: Normal

- Skin: A morshu skin, or bombman
- Sounds: 1. Lamp oil, rope, bombs! You buy it? -says when match starts-
  2. mmmmmmmmmmmmm -says at random times-
  3. It's yours my friend! -says when activates rage-
  4. Sorry! -says when defeated-
- Music:
(click to show/hide)

annnnnnnnnnnnnnnnnnnnnd there's my idea. Of course things can be adjusted accordingly.

...not bad. I like the self damage thing, made me laugh a little. For the rage, exactly how big is the explosion? Also i have no idea where i would get those sound clips. And health, 1800? Is this the amount at...10 people? I'm a little confused at that. Assuming super jump because no item description, but that's not a bad thing. Other than those minor things, this boss looks pretty solid. People, have hopes for this hale.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: Rozark on September 08, 2012, 01:57:45 AM
Quote from: "SilverSin"
Quote from: "Rozark"
- Name: Morshu
-Color Scheme: Orange/Green/Brown

- Attack: Throws a ohko bomb in an arc (like Bombman's), creating a Bombman sized explosion on impact (meaning no explosion delay), but here's the catches:
  1. Long reload time. (About 5-7 seconds)
  2. The bomb is held above Morshu's head. After about 3 seconds if it is not thrown, it will explode, giving Morshu HIMSELF 150-200 damage.
- Rage: A massive explosion hyperbomb, incinerating and killing all of the survivors around the explosion, add the regular hyperbomb explosion + 1/2 and that's the time before it detonates.
 
-HP: somewhere around 1800
-Speed: I'd say around .8, if that's the slow side of 1.
-Defense: Normal

- Skin: A morshu skin, or bombman
- Sounds: 1. Lamp oil, rope, bombs! You buy it? -says when match starts-
  2. mmmmmmmmmmmmm -says at random times-
  3. It's yours my friend! -says when activates rage-
  4. Sorry! -says when defeated-
- Music:
(click to show/hide)

annnnnnnnnnnnnnnnnnnnnd there's my idea. Of course things can be adjusted accordingly.

...not bad. I like the self damage thing, made me laugh a little. For the rage, exactly how big is the explosion? Also i have no idea where i would get those sound clips. And health, 1800? Is this the amount at...10 people? I'm a little confused at that. Assuming super jump because no item description, but that's not a bad thing. Other than those minor things, this boss looks pretty solid. People, have hopes for this hale.


Explosion Size: I believe KY's Bombman's alt throws a giant bomb, and i was thinking around that explosion size.

Sounds: I've got them, I can send them via Skype (If you have one), or a zip on mediafire, the link sent through pm of course. If there's a specific format (most likely .ogg) I'll convert and have them ready at your request.

As for the 1800 hp- What about this: Base hp of 800, adding 75 per each additional player.

And yes, the item will be Super Jump to flush out those people who hide in the treetops

Lastly, the regular jump height will be the regular Saxton Jump height
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Bacon on September 08, 2012, 02:39:01 AM
Name: Behkun
Color Scheme: pink(ca) and dark red?(cr)
Mini Background Story: After Mastering the forgotten "Ring-Thing" Behkun, the bird resurrected by the Based god, sought out to live a life of peace. that was until a bunch of robots started picking on it.

Attack: shoots rings that rings that dissapear when it reaches a certain distance (3-5 ft maybe?)
(2.5 second cooldown)
Rage: a forcefield that lasts 20 seconds (instakills but makes him normal speed and can be hit but gets armor buff)

HP: 4000 (with 8 or more people, 2950 if less, 7300 if more than 15. no armor)
Speed: .5 times faster than normal
Defense: slightly below normal

Skin: Crow (if i get kapus' permission) if not, ringman
music:
(click to show/hide)


Sounds:
(click to show/hide)
(can they be randomized?)
intro: sounds 26, 50, 59, 60, 62
death: sounds 21, 46
rage:29, 32, 53, 55
win: 25, 65,
random after a kill: 28, 30, 34, 38, 66,
(since there are a lot i can convert them into a pack...if you teach me how)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: YGP1111 on September 08, 2012, 02:48:36 AM
Name: Slenderman (AKA Slendy)
Color: White on the top half, a semi-bright black on the bottom
Attack: Deathstare: A semi-ranged (if you feel that semi-range is too op, it can be close-range) purple ray that is REALLY inaccurate as it reloads very slowly (reloads every 4 seconds, but somewhat slowly)
Slenderman cannot use deathstare on people who have their back turned on him. so he needs to be infront of a person's face to actually kill them.
Slenderman is immune to flashstopper and the stun effect that spark shock has.
HP: from ether a minimal of ether 1999 or a maximum of 2222
Speed: as fast has a running player. but 0.2 points faster.
Defence: 0.5 points weaker than usual
Rage: Slendy can now turn peoples bodies so that their face faces him, but this is very inaccurate doesnt always hit OR (which ether one you perfer) Slendy's deathstare becomes more faster and more spread (shooting 2 isntead of the usual 1) and becomes more accurate. it may also kill people who have their back turn on him (and by may i mean does hit them accurately but can only kill them in 3 hits instead of 1 if they have their back turned while slendy is raging)
Other notes: Slenderman cant normally walk, he teleports with a very very short range (in this case he teleports every 4 pixels, just like if you were a player and hit the up key 4 times, if you get what i mean), but has to recharge for a half a second (or 1 second which ever is more easier for you to program) each time he walks.
Theme:
(click to show/hide)
and his sounds should sound distorted.. but somewhat nightmarish at the same time. but not to scary though.
This should has be taken into some consideration. it be cool to see slenderman in mm8bdm though :)
tell me what you think silver :D
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Balrog on September 08, 2012, 12:16:47 PM
Slenderman isn't something you fight. It's something you die running away from, screaming in terror.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: YGP1111 on September 08, 2012, 12:22:06 PM
Well arent your a sourpuss Balrog >.>
It could be a diff kind of Slendy though <.<
you may never know, give it a chance. >.<
Title: Why yes I am a sourpuss
Post by: Balrog on September 08, 2012, 12:37:23 PM
Uh, last I checked there was only one kind of Slenderman - the horror kind. The idea isn't bad, but IMO it would be a better fit for something like the Yurei, since at least she has some multiplayer boss experience.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Korby on September 08, 2012, 12:41:11 PM
Coincidentally, I was way ahead of you and released a Slenderman skin for Megaman's Yurei months ago  :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SmashTheEchidna on September 08, 2012, 12:45:31 PM
You know, I was thinking about making a hale that you actually just can't beat; you just have to run away from it until a timer runs out and it dies.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 08, 2012, 03:00:58 PM
Quote from: "Gizmo The Cat"
You know, I was thinking about making a hale that you actually just can't beat; you just have to run away from it until a timer runs out and it dies.
a survival boss? Wouldn't that be interesting. Especially in a small map like cut man  :lol:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Tengu on September 08, 2012, 03:36:26 PM
If you did that, I think it would be plausible to make it so if you damage it enough it gets temporarily stunned for a few seconds


EDIT: *cough* my hale suggestion <_<
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Rozark on September 08, 2012, 03:42:19 PM
Quote from: "Tengu and Tango"
EDIT: *cough* my hale suggestion <_<


Or.. that list that shows accepted Hales that are going to be in the next version :p
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Bacon on September 08, 2012, 03:43:48 PM
Quote from: "Tengu and Tango"
If you did that, I think it would be plausible to make it so if you damage it enough it gets temporarily stunned for a few seconds


EDIT: *cough* my hale suggestion <_<

I agree ^ but then everyone would spam on him so he'll stay still almost forever so idk how that would work

*cough* his hale suggestion (and mine :3)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: xColdxFusionx on September 08, 2012, 04:56:22 PM
Quote from: "YGP1111"
-snip-
Good idea, but I'm not sure you're really capturing the spirit of him.
Let's try this:

Name: Slenderman

Theme: None; the music mutes itself when Slenderman is selected.
Special: When Slenderman is selected, all sectors become significantly darker.

Health: Somewhat lackluster compared to the other Hales, but enough that he's no joke.

Passive: Telekinetic Shield - Whenever Slenderman takes damage, he reflects all other shots around him (like Leaf Shield or Centaur Flash).
Passive: Interference - Anyone within a certain distance of Slenderman suffers a disorienting static effect, similar to being Flashed. The closer he is to you, the thicker the static.

Attack: Shadow Tendril - Slenderman strikes foes with his shadow tendrils. Decent range.

SuperJump: Slender Walk - Poof! Slenderman teleports where you point the cursor. This has no range limit and recharges at average speed, but there's a couple limits; you can't use it if someone is looking at you, and it locks your controls for a second or two after you use it. (No cheap instant warp-kill combos!)

Rage: Slender Warp- Everyone's screen blinks with a full wall of static. After a frame or two, the static disappears and Slenderman warps where his cursor is pointing and swings his shadow tendrils at anyone in a radius.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: TheDoc on September 08, 2012, 05:23:27 PM
I would absolutely love that if it didn't sound OP
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: YGP1111 on September 08, 2012, 05:41:48 PM
i think hale idea just turned into a conversation .3.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Rozark on September 08, 2012, 07:54:37 PM
-facepalm-

Yes.. yes it did didn't it?


and here's an idea:

Using Gizmo's survival boss idea, and Slenderman..

Must I say more?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SmashTheEchidna on September 08, 2012, 08:33:12 PM
Yeah, that sounds pretty good to me. Slenderman could be a survival boss.

I also have an idea for another boss but eh, you'd really need to get the reference to understand/overall enjoy it, so I'll probably just leave it out. But I might as well say what I had in mind for it's attacking. It only attacks by doing collision damage to you, meaning it'll chase after and trample you.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: xColdxFusionx on September 08, 2012, 09:24:15 PM
Name: Gamzee Makara
Theme:
(click to show/hide)

Health: Slightly less than Hale. Around the same value, though.

Passive: Sopor Slime - Gamzee does not react to pain at all (+NOPAIN). All attacks deal half damage to Gamzee with the exception of Magnet Missile (F***ing magnets. How do they work?!). While walking, Gamzee teeters back and forth slightly.

Attack: Juggling Club - Gamzee clocks the target with a juggling club.
SuperJump: Leap - Gamzee takes to the sky. This jump goes slightly higher than Saxton's.

Rage: Sober Up - Gamzee flies into a frenzy. He is completely immune to damage, moves twice as fast, does not stumble, and can push Rage again to throw one of his juggling clubs (it flies up into the air and returns to him after hitting a wall).
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Bacon on September 09, 2012, 12:34:04 AM
(click to show/hide)
*edited to make more interesting*

also, i suggest you put all unused suggestions on the front page in its on spoiler/section so people can give their opinions on them
without going through every page.
Title: Boss idea time!
Post by: LifeCraft J on September 09, 2012, 01:12:16 AM
Name: Portal Man.
Theme:
(click to show/hide)
Skin: Galaxy Man.
Health: Same as Hale.
Mainfire: Portal gun. Shoot to a wall or floor two times, and if you touch it, it teleports you to where you shoot the other portal. Range will be like V2D Cave Johnson. If successfully shot at a person, insta-kill.  
Item: Freezes opponents when in close range. Will have a slow reload time.
Rage: Time stopper. Everyone freezes for about 5 or maybe 10 seconds, and In that time, you can place portals under them, killing them.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Bacon on September 09, 2012, 02:16:19 AM
Cave Johnson's main does not kill, can we please have old cave back, just make him rarer or lower hp?

*also edited this accursed thing again*
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: TheDoc on September 09, 2012, 02:17:43 AM
Quote from: "LifeCraft J"
In that time, you can place portals under them, not killing them, but doing HUGE damage.

Quote from: "SilverSin"
you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 09, 2012, 02:30:48 AM
Quote from: "xColdxFusionx"
Name: Gamzee Makara
Theme:
(click to show/hide)

Health: Slightly less than Hale. Around the same value, though.

Passive: Sopor Slime - Gamzee does not react to pain at all (+NOPAIN). All attacks deal half damage to Gamzee with the exception of Magnet Missile (F***ing magnets. How do they work?!). While walking, Gamzee teeters back and forth slightly.

Attack: Juggling Club - Gamzee clocks the target with a juggling club.
SuperJump: Leap - Gamzee takes to the sky. This jump goes slightly higher than Saxton's.

Rage: Sober Up - Gamzee flies into a frenzy. He is completely immune to damage, moves twice as fast, does not stumble, and can push Rage again to throw one of his juggling clubs (it flies up into the air and returns to him after hitting a wall).
Oh, a homestuck boss. Oh, and it's Gamzee. Oh, and he's sober for rage.
brb, resting in peace.

Quote from: "LifeCraft J"
Name: Portal Man.
Theme:
(click to show/hide)
Skin: Galaxy Man.
Health: Same as Hale.
Mainfire: Portal gun. Shoot to a wall or floor two times, and if you touch it, it teleports you to where you shoot the other portal. Range will be like V2D Cave Johnson. If successfully shot at a person, insta-kill. If
Item: Freezes opponents when in close range. Will have a slow reload time.
Rage: Time stopper. Everyone freezes for about 5 or maybe 10 seconds, and In that time, you can place portals under them, not killing them, but doing HUGE damage.
Are...are portals even possible in this?  :?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: MusashiAA on September 09, 2012, 03:51:03 AM
Quote from: "SilverSin"
Are...are portals even possible in this?  :?

http://www.mediafire.com/?5cek9eoy412kg52

This was made by Tsuki a long time ago, IIRC
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 09, 2012, 03:53:20 AM
Quote from: "MusashiAA"
Quote from: "SilverSin"
Are...are portals even possible in this?  :?

http://www.mediafire.com/?5cek9eoy412kg52

This was made by Tsuki a long time ago, IIRC
Oh, i did not know that.
Also today i learned to never have saxton hale with cheats or fast weapons on.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Bacon on September 09, 2012, 04:15:49 AM
Name: CutMut
Color Scheme: White&Black
Mini Background Story: You should have been there.

Attack: creates a small force field that lasts half of a second (like a ring around you)
(1.5 second cool-down)
Passive: can double jump (second jump is half of normal jump height)
Passive: when it falls into a pit it automatically super jumps out
Passive: randomly taunts after a kill (not always)
Rage: fires triple cutmanwep. lasts 25 seconds (travels faster, less than half the distance.)

HP: base hp 1337  
Speed: .3 times faster than normal
Defense: .50 more than normal
Skin: Cutman (currently working on a custom skin)
music: CUTMUT and OCTMUT (for last person) from the CUTMUT Music pack (http://cutstuff.net/forum/viewtopic.php?f=30&t=4758&p=190172#p190172)

Sounds:
(click to show/hide)

I am currently working on sounds, skin and a music pack for CUTMUT. Feel free to add any suggestions.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Knux on September 09, 2012, 05:02:33 AM
I hope you guys don't mind another double boss:
(click to show/hide)
I think that's it. Tell me if I missed a detail.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Hallan Parva on September 09, 2012, 05:51:26 AM
best hale ever



Name: Nidoqueen
Health: High
Speed: Average-ish
Sounds: Oh Yeah!

Trait: Can't strafe. At all. Ever. Instead, she steadily turns with the Strafe buttons. She also does steady damage to enemies on contact; drive over your opponents to flatten their chances of victory!

Primary: Crash Roulette. Items are automatically generated over time through a spinning reel. When the reel stops, Nido can use the item to attack enemies or increase her own powers. The player can stop the reel early with a press of primary fire, though it will slightly lower the chances of receiving a higher-tier item.

Alt-Fire: Boost Slider. Nido performs a short hop before starting a drift to the left or right. Drifting builds up Mini-Turbo energy, which can be charged to one of two levels during a drift. Ending a drift by releasing a button returns Nido's handling to normal and may also grant a Mini-Turbo depending on the energy collected.

Item: Boost Fire. Trades health for speed in a furious forward dash. Nido doesn't spin out or take recoil during the dash, but she still takes damage. Don't overdo it, or else you might be running on empty sooner than you think!

Rage: Triple Trouble. After her health dips to a fairly low amount, many Nido's items drawn from Crash Roulette are drawn in triplets. For example, a Red Shell becomes a set of Triple Red Shells, though she can't draw things like Triple Bob-Ombs. Unlike other Hales, this rage is auto-activated and doesn't fade over time like other rage bonuses.

Theme: either Shroom Ridge (http://www.youtube.com/watch?v=z789PsmScjg) or Daisy Circuit (http://www.youtube.com/watch?v=YbXD2hbrOv8).
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: OrangeMario on September 09, 2012, 06:42:49 AM
Name: Mangos and Oranges
 Saxton team consisting the skins OrangeMario (http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2.png) ((http://i1176.photobucket.com/albums/x322/OrangeMario/OMUFA8A2.png)) and Angel Girl (http://i584.photobucket.com/albums/ss288/Mubarik1995/ANGLA8A2.png), which is Mango's usual skin from my knowlege. (Plans on changing (http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2.png) to (http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2-1.png) ((http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2alt.png))


Theme:
(click to show/hide)

Voice Clips:
(click to show/hide)


Color Schemes:
 
(click to show/hide)

Passive:
(click to show/hide)

MainFire:
(click to show/hide)

Item (if not restricted to Super Jump):
(click to show/hide)

Rage:
(click to show/hide)

HP:
(click to show/hide)
This is subject to change, as this will also be based on feedback from mango and his opinions on this. I have plans on making my own sound clips for my character.

edit #1 (9/10/2012, 10:01 p.m.) A Theme has been chosen for the hales. forgot to finnish my sentence for a Passive, leaving it at "--If ally is already dead"
edit #2 (9/17/2012, 12:50 a.m.) Mango wished to have his main attack changed to a Punch-Like attack/ minuim range attack, because... lets face it; the arms are basicly Wings. yeup~! Also, Mango found some voice clips he wants for his hale, and is posted above.
We added another theme that could be used instead, so both themes are posted for decision.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Turbodude on September 09, 2012, 02:44:56 PM
If you don't mind CF, I'll use your post as a base.

Name:  M. Bison
Theme:
(click to show/hide)

Health: Same as Hale.

Color Scheme: Crimson Red with White outlines.

Attack: Hard Punch - Bison punches with his Psycho Power enhancing it's strength. (Bison's hand is enhanced with the aura of his power upon punching, so perhaps his punch can have a bit of extra range at the cost of speed.)

Rage: Psycho Crusher - Bison drills forward like a torpedo, moving at twice his normal speed, with his entire body engulfed in his Psycho Power's flame. This works sorta like Heatman's tackle in Classes, but with a wider hitbox and sprite. This gives him hitstun armor and lasts for maybe 3 or so seconds.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SmashTheEchidna on September 09, 2012, 07:46:34 PM
Quote from: "Gizmo The Cat"
I also have an idea for another boss but eh, you'd really need to get the reference to understand/overall enjoy it, so I'll probably just leave it out. But I might as well say what I had in mind for it's attacking. It only attacks by doing collision damage to you, meaning it'll chase after and trample you.


Alright, alright. I give. It doesn't matter much to me if nobody else gets the reference, I would just enjoy this boss too much to let the chance go by.

(click to show/hide)



Even if this doesn't get accepted, I'm still going to make that skin.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: LifeCraft J on September 09, 2012, 09:24:41 PM
Quote from: "Bacon"
Name: CutMut

Wow, I just make one simple typo and everyone in my server laughed to death. It's amazing lolololol
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SmashTheEchidna on September 09, 2012, 10:25:26 PM
Ah man, I remember another Hale idea I had before.

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: OrangeMario on September 09, 2012, 10:52:04 PM
SilverSin? It feels like whenever a special saxton is chosen during theLMS Countdown, that it will always choose the regular saxton hale, limiting the special hales even more so. isn't there a way to disable boss selection during the countdown, so that special classes still have a chance to be played?


Quote from: "Gizmo The Cat"
Ah man, I remember another Hale idea I had before.

(click to show/hide)

And I second this. I would probably say that he should be given a seperate rage bar for No Items Ever/make it a Auto attack that has him rip through everyone to get to the item user, stopping at a linedef that seperates the floor from a death pit or somthin, idk.

*Saxton is chosen. A player imedietly summons eddie. eddie pops out Barbat-- "wait wha--" Player is instakilled by Barbatos*
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SmashTheEchidna on September 09, 2012, 11:16:46 PM
Quote from: "OrangeMario"

And I second this. I would probably say that he should be given a seperate rage bar for No Items Ever/make it a Auto attack that has him rip through everyone to get to the item user, stopping at a linedef that seperates the floor from a death pit or somthin, idk.

*Saxton is chosen. A player immediately summons eddie. eddie pops out Barbat-- "wait wha--" Player is instakilled by Barbatos*

Yeah, that would probably be the better way to go about it. I would have said that but I wasn't sure if that was even possible.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Russel on September 10, 2012, 04:09:14 AM
Code: [Select]
If(Timer()>0){terminate;}
I think that would do it, if you attach this to whatever script freezes the player and chooses the hale, then it should work...

Although, it might be more beneficial to have the hale type chosen on an UNLOADING script, so that the hale would be chosen when the map loads rather than on LMS restart

like so
Code: [Select]
script X UNLOADING
{
Haletypevariableformula;
}

But yea....I think that could lead to boring matches that looked promising in the beginning
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: OrangeMario on September 10, 2012, 06:12:28 AM
Quote from: "Lego"
But yea....I think that could lead to boring matches that looked promising in the beginning

Wait do you mean with using this code, or without this code? cause when you said "that" I thought you meant the above code you just mentioned...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 10, 2012, 07:31:28 PM
Quote from: "Lego"
Code: [Select]
If(Timer()>0){terminate;}
I think that would do it, if you attach this to whatever script freezes the player and chooses the hale, then it should work...

Although, it might be more beneficial to have the hale type chosen on an UNLOADING script, so that the hale would be chosen when the map loads rather than on LMS restart

like so
Code: [Select]
script X UNLOADING
{
Haletypevariableformula;
}

But yea....I think that could lead to boring matches that looked promising in the beginning

Ooh, okay. thanks.
#stillanovice
EDIT:Either i'm stupid, or for some reason the UNLOAD script isn't working (it's only choosing saxton hale  :?)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: TheDoc on September 11, 2012, 12:55:18 AM
Ooh ooh ooh! I just found a MUCH better theme for Zero (in my opinion), and I've already got an .ogg file (http://www.mediafire.com/?212ww1xn20l4v85) for it. Also changed a few things.
Quote from: "TheDoc"
Boss Name: Zero
Theme:
(click to show/hide)
Colors: Red & Yellow (Super Adaptor Red & Thunder Beam Yellow)

Health: Below Average

Attack: Z-Saber - Slash Claw's range

Second Attack: Saber Throw - Like Ring Boomerang, except it's wider, a longer reach, and, you know, 1HKO

Second Cooldown: 45 seconds-1 minute.

Super Jump: Zero Dash - YD Megaman's slide, except much more speed (negative recoil). Recharge is slightly longer than Saxton's

Rage: Zero Virus - For 1 minute (can be changed), turns invincible and speed increases.

If this needs tweaking, then by all means, go ahead. Also, could you tell us which suggestions you've considered?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 11, 2012, 08:03:01 PM
Quote from: "Gizmo The Cat"
Ah man, I remember another Hale idea I had before.

(click to show/hide)
Welp, late reviews.
Wow, that item thing would be annoying, mainly cause items are essential when it comes to fighting bosses.
Is there an axe hud out there already? I cant sprite for crap. >_<
I could try to make one, but we all already know how that story ended.
As for the skin...uhm...I don't know actually. Knightman maby?  :?
Quote from: "TheDoc"
Ooh ooh ooh! I just found a MUCH better theme for Zero (in my opinion), and I've already got an .ogg file (http://www.mediafire.com/?dykmzt81aqm85zm) for it. Also changed a few things.
Quote from: "TheDoc"
Boss Name: Zero
Theme:
(click to show/hide)
Colors: Red & Yellow (Super Adaptor Red & Thunder Beam Yellow)

Health: Below Average

Attack: Z-Saber - Slash Claw's range

Second Attack: Saber Throw - Like Ring Boomerang, except it's wider, a longer reach, and, you know, 1HKO

Second Cooldown: 45 seconds-1 minute.

Super Jump: Zero Dash - YD Megaman's slide, except much more speed (negative recoil). Recharge is slightly longer than Saxton's

Rage: Zero Virus - For 1 minute (can be changed), turns invincible and speed increases.

If this needs tweaking, then by all means, go ahead. Also, could you tell us which suggestions you've considered?

Heh, your really determined to get zero into here. The rage looks a lot like NeoDS's rage, so i might change that, just maby. I was about to ask: "Why no super Jump?" then I realised, Saber Throw.
Hmm...now that I think about it...this does look a bit like NeoDS, but with a few changes here and there (like the saber throw, and the dash).

Also, the list is coming soon, once I choose one more hale or so. (I've decided that each update should have a maximum of 2 new hales, to reduce the amount of time required waiting for each version =P.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SmashTheEchidna on September 11, 2012, 08:24:17 PM
Restricting the use of items is annoying in just about any game. Not to mention having to get penalized for it...

Anyway, Knightman could work. I THINK there's a HUD sprite of an axe somewhere, but I could be wrong.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Zard1084 on September 11, 2012, 08:34:40 PM
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: Below average

Attack: Non directional Beam (works just like Gemini Beam but its OHKO and it lasts longer and only one can be fired at a time plus it has piercing ability and it has a long cool down to make it harder to use)

Super Jump: Temporary Flight (she fly's till the jump meter empty's i'd say 15 seconds)

Rage: Master spark - Kills everyone in front of her with a huge Beam and Yells Master Spark!!!and it make's her invincible for the length of the attack and the she can't move also

Skin: Lightdashers Marisa skin
The edits are in blue
we need more ranged hales i'd say
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Kapus on September 11, 2012, 08:41:22 PM
Jafar's Marisa skin is better, I think.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Zard1084 on September 11, 2012, 08:46:42 PM
Quote from: "Kapus"
Jafar's Marisa skin is better, I think.
Really?! I'll check then (edit: i never found it i looked on Jafar's post but i never found it plus i even went deep digger mode too)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: TheDoc on September 11, 2012, 10:00:48 PM
Quote from: "SilverSin"
Heh, your really determined to get zero into here.

Sorry if I came across as pushy. I just needed to edit sometimes and wanted to see if it was under consideration. You should make a list of suggestions you've seen so we know we haven't been completely ignored.

Quote from: "SilverSin"
this does look a bit like NeoDS

I'm unfamiliar with NeoDS's attacks, so I wouldn't know. It'd be nice to have stats and attacks on the front page and not just the rage name.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 11, 2012, 10:03:40 PM
Quote from: "TheDoc"
Quote from: "SilverSin"
Heh, your really determined to get zero into here.

Sorry if I came across as pushy. I just needed to edit sometimes and wanted to see if it was under consideration. You should make a list of suggestions you've seen so we know we haven't been completely ignored.

Quote from: "SilverSin"
this does look a bit like NeoDS

I'm unfamiliar with NeoDS's attacks, so I wouldn't know. It'd be nice to have stats and attacks on the front page and not just the rage name.

Yeah, i've been planning on editing the boss info stuff.
Title: Subliminal advertising
Post by: DarkAura on September 11, 2012, 10:46:26 PM
(http://img823.imageshack.us/img823/3413/screenshotdoom201209111.png)

Seemed like the perfect map to pic this.

Gilgamesh is done as far as weapons and HUD goes. The only thing left to do is fetching the sound clips for him. Also, the sword is modeled after the Excalibur sword that Gilgamesh uses in 012 Dissidia.

Since I will be inactive starting Wednesday night until sometime Sunday, I'll need someone else to fetch the sounds for me. After that, all is left is the scripting and he'll be set for the next release.
Title: Re: Subliminal advertising
Post by: SilverSin on September 11, 2012, 11:09:15 PM
Quote from: "DarkAura"
(http://img823.imageshack.us/img823/3413/screenshotdoom201209111.png)

Seemed like the perfect map to pic this.

Gilgamesh is done as far as weapons and HUD goes. The only thing left to do is fetching the sound clips for him. Also, the sword is modeled after the Excalibur sword that Gilgamesh uses in 012 Dissidia.

Since I will be inactive starting Wednesday night until sometime Sunday, I'll need someone else to fetch the sounds for me. After that, all is left is the scripting and he'll be set for the next release.
Whoa, that looks really nice. Good work! :)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Knux on September 12, 2012, 12:15:24 AM
I'm pretty sure there are some issues with my entry, but I think I'll need some help finding out what those are. I can make adjustments accordingly then (assuming it even gets cosidered).

That's a pretty detailed sword there, by the way. Heh, reminds me of that time I put together that gate from CSCM28.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Zard1084 on September 12, 2012, 12:40:41 AM
Quote from: "Zard1084"
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: Below average

Attack: Non directional Beam (works just like Gemini Beam but its OHKO and it lasts longer and only one can be fired at a time plus it has piercing ability and it has a long cool down to make it harder to use)

Super Jump: Temporary Flight (she fly's till the jump meter empty's i'd say 15 seconds)

Rage: Master spark - Kills everyone in front of her with a huge Beam and Yells Master Spark!!!and it make's her invincible for the length of the attack and the she can't move also

Skin: Lightdashers Marisa skin
The edits are in blue
we need more ranged hales i'd say
Just to show what the Master spark looks like
(click to show/hide)
sorry for re-posting my idea ^^;
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 12, 2012, 01:58:27 AM
Quote from: "Knux"
I'm pretty sure there are some issues with my entry, but I think I'll need some help finding out what those are. I can make adjustments accordingly then (assuming it even gets cosidered).

That's a pretty detailed sword there, by the way. Heh, reminds me of that time I put together that gate from CSCM28.

Im looking through your entry again. Some of the things is that for the glove primary, survivors cant take damage to, prevent team killing, so adjusting damage would not be possible. The other thing is that because the survivors have NOPAIN on, I dont think that blinding item is possible either >_<


Quote from: "Zard1084"
Quote from: "Zard1084"
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: Below average

Attack: Non directional Beam (works just like Gemini Beam but its OHKO and it lasts longer and only one can be fired at a time plus it has piercing ability and it has a long cool down to make it harder to use)

Super Jump: Temporary Flight (she fly's till the jump meter empty's i'd say 15 seconds)

Rage: Master spark - Kills everyone in front of her with a huge Beam and Yells Master Spark!!!and it make's her invincible for the length of the attack and the she can't move also

Skin: Lightdashers Marisa skin
The edits are in blue
we need more ranged hales i'd say
Just to show what the Master spark looks like
(click to show/hide)
sorry for re-posting my idea ^^;
Sweet jebus that looks overpowered.
Title: My Boss Idea
Post by: Hilman170499 on September 12, 2012, 03:07:09 AM
Name:H-Commander(Made up the name)
Colours:Thunder Bolt Colours with Purple Outline
Skin:Ballade-alt(if accepted)

Attack:Energy Punch(The fist is covered in a circular blue and yellow aura.)
Obituary:"%o was knocked out by H-Commander's Energy Punch."

Super Jump:Rock-a-chute(The jump is propelled by a rocket booster and the user will slowly float down using a parachute(use whatever gravity you want that is less than normal). Cannot attack while using the rocket booster.)

Rage Attack:Beam Field(Fires lasers in 8 directions. Lasers travel slowly and will disappear after a certain distance. Takes a few seconds to charge up. User can't move while charging.)
Obituary:"%o was radiated by H-Commander's Beams."


Not sure about music and sounds.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Zard1084 on September 12, 2012, 05:02:08 AM
Quote from: "SilverSin"
Sweet jebus that looks overpowered.
You can nerf parts as needed
Title: Re: Subliminal advertising
Post by: Hallan Parva on September 12, 2012, 06:47:53 AM
Quote from: "DarkAura"
(http://img823.imageshack.us/img823/3413/screenshotdoom201209111.png)

Seemed like the perfect map to pic this.

Gilgamesh is done as far as weapons and HUD goes. The only thing left to do is fetching the sound clips for him. Also, the sword is modeled after the Excalibur sword that Gilgamesh uses in 012 Dissidia.

Since I will be inactive starting Wednesday night until sometime Sunday, I'll need someone else to fetch the sounds for me. After that, all is left is the scripting and he'll be set for the next release.
all of my yes

I can easily get you some sound clips of Gilgamesh as needed. Oh, would you mind working with me on a little something? I had planned to make other Dissidia bosses after reading your Gilgamesh draft but I was going to not say anything... until I saw that Excalibur.

ALL OF MY YES
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Knux on September 12, 2012, 06:40:10 PM
Quote from: "SilverSin"
Im looking through your entry again. Some of the things is that for the glove primary, survivors cant take damage to, prevent team killing, so adjusting damage would not be possible. The other thing is that because the survivors have NOPAIN on, I dont think that blinding item is possible either >_<
Oh... that complicates things. I'll see what I can do about these. I'll be back once I figure things out.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Proto Man on September 12, 2012, 10:48:56 PM
Quote from: "TheDoc"
Ooh ooh ooh! I just found a MUCH better theme for Zero (in my opinion), and I've already got an .ogg file (http://www.mediafire.com/?dykmzt81aqm85zm) for it. Also changed a few things.
Quote from: "TheDoc"
Boss Name: Zero
Theme:
(click to show/hide)
Colors: Red & Yellow (Super Adaptor Red & Thunder Beam Yellow)

Health: Below Average

Attack: Z-Saber - Slash Claw's range

Second Attack: Saber Throw - Like Ring Boomerang, except it's wider, a longer reach, and, you know, 1HKO

Second Cooldown: 45 seconds-1 minute.

Super Jump: Zero Dash - YD Megaman's slide, except much more speed (negative recoil). Recharge is slightly longer than Saxton's

Rage: Zero Virus - For 1 minute (can be changed), turns invincible and speed increases.

If this needs tweaking, then by all means, go ahead. Also, could you tell us which suggestions you've considered?
In my opinion the second attack should be the Z-Buster, but it sould be nerfed. ie: How far it travels. (and for some reason it's very underrated.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: TheDoc on September 12, 2012, 11:56:49 PM
I actually did add the Z-Buster, but it did damage and stunned (both of which won't work) and I don't like the thought of his buster being a 1HKO, so I took it out
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: LifeCraft J on September 13, 2012, 09:59:57 AM
Man... you guys have posted like about 10 or 13 bosses! This is going to be fun to battle them all!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: MusashiAA on September 13, 2012, 12:28:32 PM
Quote from: "LifeCraft J"
This is going to be fun to battle them all!

cue saxton hale

for the next 10 rounds
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Rozark on September 13, 2012, 03:22:13 PM
Quote from: "LifeCraft J"
Man... you guys have posted like about 10 or 13 bosses! This is going to be fun to battle them all!

But only two are going into the next version.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: SilverSin on September 13, 2012, 03:54:44 PM
Quote from: "Rozark"
Quote from: "LifeCraft J"
Man... you guys have posted like about 10 or 13 bosses! This is going to be fun to battle them all!

But only two are going into the next version.

I will still be adding after the next version. I will decide when i will stop accepting hales.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 14, 2012, 12:28:48 AM
bump for updates
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TheDoc on September 14, 2012, 01:07:13 AM
I'd like to beta test if you're still accepting those.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Rozark on September 14, 2012, 02:02:28 AM
+1 Beta Signup
Title: Re: My Boss Idea
Post by: Hilman170499 on September 14, 2012, 02:08:59 AM
Just asking, is this ignored?(not to attract attention.) Also, making new update.

Quote from: "Hilman170499"
Name:H-Commander(Made up the name)
Health:Regular or Slightly Below Average
Colours:Thunder Bolt Colours with Purple Outline
Skin:Ballade-alt(if accepted)

Attack:Energy Punch(The fist is covered in a circular blue and yellow aura.)
Obituary:"%o was knocked out by H-Commander's Energy Punch."

Super Jump:Rock-a-chute(The jump is propelled by a jetpack and the user will slowly float down using a parachute(use whatever gravity you want that is less than normal). Cannot attack while using the jetpack. Parachute can be destroyed after a few hits, which returns the user's gravity to normal.)

Rage Attack:Fierce Beams(Fires lasers in 8 directions one-by-one. Lasers travel slowly and will disappear after a certain distance. Takes a few seconds to charge up. User can't move while charging.)
Obituary:"%o was radiated by H-Commander's Beams."

Not sure about music and voice.

Edit: I may want to be a beta tester. This modification is fun.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TailsMK4 on September 14, 2012, 04:11:28 AM
I will also ask to be a beta tester as well. I sometimes have a knack of finding bugs, or at least confirming bugs unknowingly.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 14, 2012, 03:35:00 PM
Hnng, so many replies.
Quote from: "TailsMK4"
I will also ask to be a beta tester as well. I sometimes have a knack of finding bugs, or at least confirming bugs unknowingly.
Okay, you can be one.
Quote from: "Rozark"
+1 Beta Signup
+1 Tester
Quote from: "TheDoc"
I'd like to beta test if you're still accepting those.
Sure, just need to know if your good at finding bugs.
Quote from: "Hilman170499"
Just asking, is this ignored?(not to attract attention.) Also, making new update.

Quote from: "Hilman170499"
Name:H-Commander(Made up the name)
Health:Regular or Slightly Below Average
Colours:Thunder Bolt Colours with Purple Outline
Skin:Ballade-alt(if accepted)

Attack:Energy Punch(The fist is covered in a circular blue and yellow aura.)
Obituary:"%o was knocked out by H-Commander's Energy Punch."

Super Jump:Rock-a-chute(The jump is propelled by a jetpack and the user will slowly float down using a parachute(use whatever gravity you want that is less than normal). Cannot attack while using the jetpack. Parachute can be destroyed after a few hits, which returns the user's gravity to normal.)

Rage Attack:Fierce Beams(Fires lasers in 8 directions one-by-one. Lasers travel slowly and will disappear after a certain distance. Takes a few seconds to charge up. User can't move while charging.)
Obituary:"%o was radiated by H-Commander's Beams."

Not sure about music and voice.

Edit: I may want to be a beta tester. This modification is fun.
Remember that the beta testers have to be good at finding bugs as well. As for your hale, you didnt add anything impossible to do, so i'll consider it. The super jump makes you slowly desend? Maby a feature that makes it dissapear if you attack or somin. And the rage, how far would the lasers travel?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Kage on September 14, 2012, 03:44:26 PM
Mind if I be a beta tester? I'm confident that I'll be able to spot some bugs.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 14, 2012, 03:46:11 PM
Quote from: "Kage"
Mind if I be a beta tester? I'm confident that I'll be able to spot some bugs.
Okay, you can be one.
well, time to edit the topic.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Hallan Parva on September 14, 2012, 03:59:31 PM
I noticed the Hale info is much more updated. I really like the "backstory" each Hale has; I especially got a kick out of the stories for Saxton and Gilgamesh.

Good work, keep it coming!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Knux on September 14, 2012, 04:24:44 PM
Alright, I have no idea if the stun made by T-Bone's bazooka explosion would work, because of the NOPAIN thing Silver mentioned earlier. Therefore, I took it out. Also made changes to both bosses.
(click to show/hide)
I am thinking of sound clip ideas at the moment.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 14, 2012, 04:53:05 PM
Quote from: "Knux"
Alright, I have no idea if the stun made by T-Bone's bazooka explosion would work, because of the NOPAIN thing Silver mentioned earlier. Therefore, I took it out. Also made changes to both bosses.
(click to show/hide)
I am thinking of sound clip ideas at the moment.
>Cement Gun
OMG! How did i not think of that for stunning b4!? I guess it would only work for projectiles, but still!
As for the rage, i assume that means that they can only use their rage once? or is that after 250 hits?
Title: Anwers
Post by: Hilman170499 on September 14, 2012, 04:54:01 PM
Quote from: "SilverSin"
Quote from: "Hilman170499"
Just asking, is this ignored?(not to attract attention.) Also, making new update.

Quote from: "Hilman170499"
Name:H-Commander(Made up the name)
Health:Regular or Slightly Below Average
Colours:Thunder Bolt Colours with Purple Outline
Skin:Ballade-alt(if accepted)

Attack:Energy Punch(The fist is covered in a circular blue and yellow aura.)
Obituary:"%o was knocked out by H-Commander's Energy Punch."

Super Jump:Rock-a-chute(The jump is propelled by a jetpack and the user will slowly float down using a parachute(use whatever gravity you want that is less than normal). Cannot attack while using the jetpack. Parachute can be destroyed after a few hits, which returns the user's gravity to normal.)

Rage Attack:Fierce Beams(Fires lasers in 8 directions one-by-one. Lasers travel slowly and will disappear after a certain distance. Takes a few seconds to charge up. User can't move while charging.)
Obituary:"%o was radiated by H-Commander's Beams."

Not sure about music and voice.

Edit: I may want to be a beta tester. This modification is fun.
Remember that the beta testers have to be good at finding bugs as well. As for your hale, you didnt add anything impossible to do, so i'll consider it. The super jump makes you slowly desend? Maby a feature that makes it dissapear if you attack or somin. And the rage, how far would the lasers travel?

For the lasers, I would say the same distance as Drill Bomb when the fire key is not held. As for the Super Jump, I said that the parachute is destroy-able.

Edit:Appearence Ratio:Same as Ninja Spy? Maybe the Ghost of Starman?

Edit 2:Colours:Blue and Yellow with Purple outline.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Knux on September 14, 2012, 05:01:22 PM
Quote from: "SilverSin"
>Cement Gun
OMG! How did i not think of that for stunning b4!? I guess it would only work for projectiles, but still!
As for the rage, i assume that means that they can only use their rage once? or is that after 250 hits?
Everytime they take 250 damage, their rage attack is ready.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TheDoc on September 14, 2012, 07:51:22 PM
Quote from: "SilverSin"
Sure, just need to know if your good at finding bugs.

I have experience at being a bug reporter, so I'm also confident I can spot bugs.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: D25 on September 14, 2012, 11:59:00 PM
I have an idea for a hale... :twisted:
Kung-fu Cutman: Tired of being a normal, weak robot, Cutman set out to master the art of kung-fu. Now he is ready to destroy all who stand in his way.

Health:Average
Weapon:Fist of Furry (Same as normal Saxton Hale)
Rage:Cutman's Secret weapon
Rage Info:Kung-fu Cutman sends out rolling cutters in a circle around him, killing all close to him.
Skin:Cutman
Music:The Megaman 1 boss music.
Colour:Normal Saxton hale colour.

It would be ridiculously awesome.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 15, 2012, 01:34:19 AM
Quote from: "Game&Watcher"
Here's my suggestion for a boss:
Inredible Woodman and Kung-Fu Cutman!That's right, another duo
Intros:
1.)WM:"I feel incredible!", CM:"I'm going to make paper dolls out of you!"

2.)CM:"Let's see how you do against Kung-Fu Cutman!", WM:"Prepare for Wood! (And make it good.)"

3.)CM:"Grab Him, I'll slice and dice him!", WM:"Oh yeah, I'm bad!"

Woodman Health: About Average

Woodman Speed: Somewhat low

Woodman Attack: Incredible Tackle! (Works just like YD Wood's alt)

Woodman SJump: Same as Saxton (Sound: WOOSH!)

Woodman Rage: Powerful Leaf Attack (AOE Leaf Rain, Less range than GOS' PSI Starstorm ?)

Cutman Health: Below average

Cutman Speed: Pretty Fast (Not Quickman Fast, But faster than vanilla Mega)

Cutman Attack: Karate Chop (Cutter Slice, see older YD classes/current KY classes)

Cutman SJump: Not a Jump, but a teleport (similar to his appearance in the arcade games) (Sound: He-ya!)

Cutman Rage: Tri-Cutter: Rolling Cutter + Spread = You get the Idea
Way ahead of you, Mr. D25, (with tweaks in red)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Zard1084 on September 16, 2012, 05:03:20 AM
Quote from: "Zard1084"
Quote from: "Zard1084"
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: Below average

Attack: Non directional Beam (works just like Gemini Beam but its OHKO and it only one can be fired at a time and it has about the same range as cave's attack but a bit longer range but not much plus it has piercing ability and it has a long cool down to make it harder to use)

Super Jump: Temporary Flight (she fly's till the jump meter empty's i'd say 15 seconds)

Rage: Master spark - Kills everyone in front of her with a huge Beam(its 2x the size of a quick beam) and Yells Master Spark!!!and the she can't move also which makes her a easy target for the people who avoided the attack

Skin: Lightdashers Marisa skin
The edits are in blue
we need more ranged hales i'd say
Just to show what the Master spark looks like
(click to show/hide)
sorry for re-posting my idea ^^;
Quote from: "SilverSin"
Sweet jebus that looks overpowered.

Not really the person used cheats to make it last longer and i made edits again
Title: Re: My Boss Idea
Post by: Hilman170499 on September 16, 2012, 06:33:38 AM
New updates.

Quote from: "Hilman170499"
Name:H-Commander(Made up the name)
Health:Regular or Slightly Below Average
Colours:Blue and Yellow with Purple Outline
Skin:Ballade-alt(if accepted)
Appearence Ratio:Should it be the same as Ninja Spy or the Ghost of Starman?

Attack:Energy Punch(The fist is covered in a circular blue and yellow aura.)
Obituary:"%o was knocked out by H-Commander's Energy Punch."

Super Jump:Rock-a-chute(The jump is propelled by a jetpack and the user will slowly float down using a parachute(use whatever gravity you want that is less than normal). Cannot attack while using the jetpack. Parachute is destroy-able.)

Rage Attack:Fierce Beams(Fires lasers in 8 directions one-by-one. Lasers travel slowly and will disappear after a certain distance. Takes a few seconds to charge up. User can't move while charging.)
Obituary:"%o was nuked to nothing by H-Commander's Beams."

Not sure about music and voice.

Also, I am trying to code this myself.
Title: Re: My Boss Idea
Post by: SilverSin on September 16, 2012, 02:11:32 PM
Quote from: "Hilman170499"
Appearence Ratio:Should it be the same as Ninja Spy or the Ghost of Starman?
All the bosses currently have the same chance of appearing.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Tengu on September 16, 2012, 03:27:57 PM
Quote
I have an idea for a Boss:
BALROG (from Cave Story)

Colors: That red/gray/white that Christian Brutal Sniper uses

Skin: Kage's Balrog Skin

Health: Much more than hale

Movement Speed: About .7 (Slower than megaman)

Attack: Power jump
Like Stoneman's Stone stomp, with about a 5 second cooldown.

Super Jump: A bit less height than Sax

Rage: Balrog Flight
Think of balrog's actual flying attack from the game, there you go. Can (slowly) fly in the air by holding down MOUSE2 for awhile. Letting go will cause him to fall and kill anyone underneath.

SOUNDS:

Intro: 1) This sound clip: http://www.youtube.com/watch?v=UTzw-jBLPdY (http://www.youtube.com/watch?v=UTzw-jBLPdY)
2) This sound clip heuehue: http://www.youtube.com/watch?v=UHwegwXwwHs (http://www.youtube.com/watch?v=UHwegwXwwHs)
Jump: Heihachi's laugh http://www.youtube.com/watch?v=crIrUSSOMYY (http://www.youtube.com/watch?v=crIrUSSOMYY)
Rage: This Huehuehe http://www.youtube.com/watch?v=nhnygLQ4 (http://www.youtube.com/watch?v=nhnygLQ4) ... ults_video
Lose: NOOOOOOOOOOOO 1) http://www.youtube.com/watch?v=YKss2uYpih8 (http://www.youtube.com/watch?v=YKss2uYpih8)

Music: Cave Story Final Boss http://www.youtube.com/watch?v=IdAzVhCof_4 (http://www.youtube.com/watch?v=IdAzVhCof_4)



Just saying. Fella. You should give me feedback
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 16, 2012, 03:39:06 PM
Quote from: "Tengu and Tango"
Quote
I have an idea for a Boss:
BALROG (from Cave Story)

Colors: That red/gray/white that Christian Brutal Sniper uses

Skin: Kage's Balrog Skin

Health: Much more than hale

Movement Speed: About .7 (Slower than megaman)

Attack: Power jump
Like Stoneman's Stone stomp, with about a 5 second cooldown.

Super Jump: A bit less height than Sax

Rage: Balrog Flight
Think of balrog's actual flying attack from the game, there you go. Can (slowly) fly in the air by holding down MOUSE2 for awhile. Letting go will cause him to fall and kill anyone underneath.

SOUNDS:

Intro: 1) This sound clip: http://www.youtube.com/watch?v=UTzw-jBLPdY (http://www.youtube.com/watch?v=UTzw-jBLPdY)
2) This sound clip heuehue: http://www.youtube.com/watch?v=UHwegwXwwHs (http://www.youtube.com/watch?v=UHwegwXwwHs)
Jump: Heihachi's laugh http://www.youtube.com/watch?v=crIrUSSOMYY (http://www.youtube.com/watch?v=crIrUSSOMYY)
Rage: This Huehuehe http://www.youtube.com/watch?v=nhnygLQ4 (http://www.youtube.com/watch?v=nhnygLQ4) ... ults_video
Lose: NOOOOOOOOOOOO 1) http://www.youtube.com/watch?v=YKss2uYpih8 (http://www.youtube.com/watch?v=YKss2uYpih8)

Music: Cave Story Final Boss http://www.youtube.com/watch?v=IdAzVhCof_4 (http://www.youtube.com/watch?v=IdAzVhCof_4)



Just saying. Fella. You should give me feedback
Alrighty then.
THIS BOSS IS TERRIBAD AND YOU SH--*shot*
No, jk. I guess you wanted his clips to sound...diffrent?  :?
Anywho, the primary and secondary look pretty similar...would the rage have more range than the primary?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Tengu on September 16, 2012, 04:44:48 PM
Well, what was intended is that the rage move would be somethjing you could move around and control, then let go of the mouse button when you want to land, the primary is a small range/height and non-controllable.


And well the sound clips can be whatever, I don't really care what they are lol.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TailsMK4 on September 16, 2012, 05:33:15 PM
I originally sent my idea via PM, but since my idea is more developed now, I'll post it here so I can get feedback if anything about the hale is OP or UP (under-powered).

Code: [Select]
Boss Info: A mysterious being constantly searches around the planet for anyone strong to fight. Upon finding a place absolutely flowing with robots, and noticing that these robots constantly battle each other, he intercepts a battle-in-progress and challenges all the contenders to fight him.

Name: Deathfox (based off of Tails)
Skin: I have one in mind I might make, but Gyroman will work.
Color: Blackish outline, perhaps similar to any skin color when using Oil Slider. In Rage, this color changes to that of Gilgamish, or use Thunder Beam's skin's color.
HP: Below Average
Speed: Average (of the Hales)
Defense: Below Average

Primary Attack: Electric Pulse. Make it the same range as Gilgamish's range for his primary (which is narrower than Hale's, but can hit from a little further away than Hale can).
Message for successful hit: [player] was electrocuted by Deathfox's Electric Pulse.

Item 2s: There will be two of them. The first will be the typical Hale super jump, which I have renamed the Death Jump, and the other one is called the Death Flight item, which enables the hale to use the Gyroman (I guess YD's) class's flying. Neither will deal damage. I will provide the item icons for both.

Rage: Lightning Shield: A barrier surrounds the hale for a brief time (amount to the length of a regular Hale Rage), which causes anyone that makes physical contact with the hale to be destroyed, and ups the Defense of the hale to Average.
Message for anyone that touches the hale during this time: [player] was burnt to ashes by Deathfox's Lightning Shield.


Weapon Strengths and Weaknesses (spoilered to reduce size of post):

(click to show/hide)


Other notes: I'll just throw this in since I do not know if I make something too powerful or too weak:

If Hale is OP (from most desired to least):

Remove the Defense boost from the Rage.
Reduce the range of the primary attack.
Remove the Super Jump ability.
Set the hale's HP to Low.


If Hale is UP:

Remove Stun from being hit by weapons while flying.
Remove Stun from being hit by weapons during Rage.
Increase walking speed to Above Average.
Set the hale's HP to Average.


Theme:

(click to show/hide)

Stuff still to do if approved:

Sound clips (will make my own using my voice)
HUD sprites and Item 2 Icons (as soon as I can figure out how to do them)(completed?)
Custom skin (though GyroMan will work)


All done. Now if it's approved, the ball is in Silver's court now.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 16, 2012, 05:44:37 PM
Quote from: "TailsMK4"
I originally sent my idea via PM, but since my idea is more developed now, I'll post it here so I can get feedback if anything about the hale is OP or UP (under-powered).

Code: [Select]
Boss Info: A mysterious being constantly searches around the planet for anyone strong to fight. Upon finding a place absolutely flowing with robots, and noticing that these robots constantly battle each other, he intercepts a battle-in-progress and challenges all the contenders to fight him.

Name: Deathfox (based off of Tails)
Skin: I have one in mind I might make, but Gyroman will work.
Color: Blackish outline, perhaps similar to any skin color when using Oil Slider. In Rage, this color changes to that of Gilgamish, or use Thunder Beam's skin's color.
HP: Below Average
Speed: Average (of the Hales)
Defense: Below Average

Primary Attack: Electric Pulse. Make it the same range as Gilgamish's range for his primary (which is narrower than Hale's, but can hit from a little further away than Hale can).
Message for successful hit: [player] was electrocuted by Deathfox's Electric Pulse.

Item 2s: There will be two of them. The first will be the typical Hale super jump, which I have renamed the Death Jump, and the other one is called the Death Flight item, which enables the hale to use the Gyroman (I guess YD's) class's flying. Neither will deal damage. I will provide the item icons for both.

Rage: Lightning Shield: A barrier surrounds the hale for a brief time (amount to the length of a regular Hale Rage), which causes anyone that makes physical contact with the hale to be destroyed, and ups the Defense of the hale to Average.


Weapon Strengths and Weaknesses (spoilered to reduce size of post):

(click to show/hide)


Other notes: I'll just throw this in since I do not know if I make something too powerful or too weak:

If Hale is OP (from most desired to least):

Remove the Defense boost from the Rage.
Reduce the range of the primary attack.
Remove the Super Jump ability.
Set the hale's HP to Low.


If Hale is UP:

Remove Stun from being hit by weapons while flying.
Remove Stun from being hit by weapons during Rage.
Increase walking speed to Above Average.
Set the hale's HP to Average.


Theme:

(click to show/hide)

Stuff still to do if approved:

Sound clips (will make my own using my voice)
HUD sprites and Item 2 Icons (as soon as I can figure out how to do them)
Custom skin (though GyroMan will work)

Interesting, a lightning character. I could combine the items that you described (Preform a jump if x number of ammo is left, say half of the bar, then continue flying.)
As for the rage, will he be able to attack during this time or will he just ram people, similarly to seeldier?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TailsMK4 on September 16, 2012, 06:25:33 PM
Quote from: "SilverSin"
Interesting, a lightning character. I could combine the items that you described (Preform a jump if x number of ammo is left, say half of the bar, then continue flying.)
As for the rage, will he be able to attack during this time or will he just ram people, similarly to seeldier?

That could be done as well, but are you implying that flight would actually compliment the Hale Super Jump (and thus one Item 2 altogether), or just that the hale could also perform flight even after a Super Jump?

As for the Rage, it would be regular attacking during the rage, no speed change at all. If players were able to avoid the hale before the rage, nothing changes about the chase except they must not touch the hale at all during the hale's rage. Once the rage is over with, contact with the hale doesn't kill players. Also, you can just give the regular rate of increase of the rage bar just like with Saxton Hale.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: OrangeMario on September 17, 2012, 08:35:08 AM
Just Bumping this up, because more changes, and Mango's Main fire has been changed around. Totally not op changes

Quote from: "OrangeMario"
Name: Mangos and Oranges
 Saxton team consisting the skins OrangeMario (http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2.png) ((http://i1176.photobucket.com/albums/x322/OrangeMario/OMUFA8A2.png)) and Angel Girl (http://i584.photobucket.com/albums/ss288/Mubarik1995/ANGLA8A2.png), which is Mango's usual skin from my knowlege. (Plans on changing (http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2.png) to (http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2-1.png) ((http://i1176.photobucket.com/albums/x322/OrangeMario/OGMRA8A2alt.png))


Theme:
(click to show/hide)

Voice Clips:
(click to show/hide)


Color Schemes:
 
(click to show/hide)

Passive:
(click to show/hide)

MainFire:
(click to show/hide)

Item (if not restricted to Super Jump):
(click to show/hide)

Rage:
(click to show/hide)

HP:
(click to show/hide)
This is subject to change, as this will also be based on feedback from mango and his opinions on this. I have plans on making my own sound clips for my character.

edit #1 (9/10/2012, 10:01 p.m.) A Theme has been chosen for the hales. forgot to finnish my sentence for a Passive, leaving it at "--If ally is already dead"
edit #2 (9/17/2012, 12:50 a.m.) Mango wished to have his main attack changed to a Punch-Like attack/ minuim range attack, because... lets face it; the arms are basicly Wings. yeup~! Also, Mango found some voice clips he wants for his hale, and is posted above.
We added another theme that could be used instead, so both themes are posted for decision.

if theres any chages you feel neccacery if hales are op, let me know.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Kapus on September 17, 2012, 08:50:32 AM
I don't recall anyone asking to use the Angel Girl skin for this mode!

I don't mind, but please let me know if you're going to use a skin I made in this!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Neo on September 17, 2012, 02:41:48 PM
In the mean time, since no one on my server yesterday liked my ideas, <_> while silver does v3c, ill be "TRYING" to make my own "classes" mod (tried be4, but kinda failed) thats designed for game types like LMS or TLMS, not like KY or YD classes
also, needs more item-2's, it needs more love =(
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Korby on September 17, 2012, 04:38:21 PM
I design my classes sans astroman for TLMS.
Just saying.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 18, 2012, 12:44:00 AM
I'm curious to know, what is the name of the theme that plays for Cave Johnson? because asking in servers gets you nowhere.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 18, 2012, 01:19:43 AM
Look in Slade if you're too lazy for that, it's CAVMUS
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 18, 2012, 01:27:29 AM
(http://images2.wikia.nocookie.net/__cb20120708181450/sonicfanon/images/3/34/Smash_Exasperated.gif)
Ugh, I KNEW someone was going to say that. That's not what I meant. The name of the actual song, not the music code. Where is it from?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Isaac940 on September 18, 2012, 01:45:12 AM
It's called "The Part Where He Kills You" from Portal 2
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 18, 2012, 01:52:58 AM
Ah, Thank you.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TailsMK4 on September 18, 2012, 04:58:51 AM
Well, I think it's time I put my status as a beta tester to good use. There's a few issues regarding using Saxton Hale in Rockman No Constancy. I know the mod was intended for vanilla LMS, but bare with me here, especially since people are tempted to combine both, hence why I'm making this information public.

1. NeoDS has problems spawning in RNC, and ends up getting his abilities and items, plus the items the player started with. His health is at 0 in the HUD, but definitely has health, and his music does not play, instead the regular stage music. Tsuki said that NeoDS's music was not found, if that helps any. All other hales are confirmed to spawn normally.

2. There may be problems with some hales in the Wily 3's RNC stage, the one with the teleporters. I can confirm Ra Thor cannot walk on the ceiling after using a teleporter, but NeoDS was fine.

3. Unknown why this happens, but occasionally survivors end up gaining more weapons than the amount they usually start with. I noticed this especially at Air Man's RNC stage.

4. This last one is minor, but no weapon bars for the RNC weapons in Saxton Hale.


This other thing I noticed is related to the mod itself, but are all the Special Round hales set so each one has an equal chance to appear? In Saxless Hale, the Ninja Spy appears almost 50% of the time.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: DarkAura on September 18, 2012, 06:41:31 PM
It's a freshly-made idea, so this roughdraft is a bit incomplete. The only thing I need is an idea for a Rage attack.


Name: Scrooge Mc'Duck (alt name: Duck In Freaking Space)

Color: Red/White
Code: [Select]
192:192=178:178, 198:198=4:4Theme:
(click to show/hide)
Boss Health: *HNNG* 250 per person *HNNG*
Speed: 0.70, 0.70 / 0.68, 0.68
Skin: Scrooge Mc'Duck made by Dusty
Attack [Main] - Cane: Basic melee attack.
Attack [Rage] - ???
Jump - Pogo-Cane: A high-jump that can insta-kill anyone below or very close to Scrooge. Basically, an item-use version of an Instagib Sakugarne.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Rozark on September 18, 2012, 06:44:46 PM
Quote from: "DarkAura"
Boss Health: 400 per person


inb4 a server has approximately 23 people..
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 18, 2012, 07:40:56 PM
Quote from: "DarkAura"
It's a freshly-made idea, so this roughdraft is a bit incomplete. The only thing I need is an idea for a Rage attack.


Name: Scrooge Mc'Duck (alt name: Duck In Freaking Space)

Color: Red/White
Code: [Select]
192:192=178:178, 198:198=4:4Theme:
(click to show/hide)
Boss Health: 400 per person
Speed: 0.70, 0.70 / 0.68, 0.68
Skin: Scrooge Mc'Duck made by Dusty
Attack [Main] - Cane: Basic melee attack.
Attack [Rage] - ???
Jump - Pogo-Cane: A high-jump that can insta-kill anyone below or very close to Scrooge. Basically, an item-use version of an Instagib Sakugarne.
Quote from: "DarkAura"
Boss Health: 400 per person
Quote from: "DarkAura"
Boss Health: 400 per person
Quote from: "DarkAura"
400 per person
200 more health than saxton hale. Thats all i have to say about that.
For rage...uh...i dunno. I...i just dont know >.<
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: DarkAura on September 18, 2012, 08:43:58 PM
Quote from: "SilverSin"
200 more health than saxton hale. Thats all i have to say about that.

FFF...I don't know where I got the idea that Saxton Hale had 500 HP per.

*proceeds to use Neo's desk for facedesking*

Make it 250 HP for DuckInFreakingSpace.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Orange juice :l on September 18, 2012, 08:54:02 PM
Moon Party: Lowers Gravity and Aircontrol, Summons Mobies everywhere. Anyone who touches a whale dies instantly.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Rozark on September 18, 2012, 09:23:36 PM
Quote from: "Rozark"
Quote from: "DarkAura"
Boss Health: 400 per person


inb4 a server has approximately 23 people..

Did anyone do the math on this? :p
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 19, 2012, 03:40:11 AM
Just re posting these to make sure I don't lose them back there. These are all the Hale's I came up with.

Akuma
(click to show/hide)


???
(click to show/hide)

Barbatos Goetia
(click to show/hide)


Also, seeing how Neo got away with making a Hale out of himself, I was wondering if I could do the same with Smash. Granted, I'm not as enthusiastic about it as I am about the other three, but I did come up with many more ideas for him than the others. I might as well show what I've got, regardless of whether or not he gets accepted.

(click to show/hide)


Whew. That makes 4 Hale's I've submitted. I kinda doubt any of them will actually make it, but I think that's enough submissions out of me.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: Rozark on September 19, 2012, 03:29:42 PM
(click to show/hide)

Just reposting so it doesn't get lost.

Oh, and I haven't seen the new version, but is Cave Johnson decent to play as now/not horrid as before?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 19, 2012, 04:25:03 PM
Yes, Cave Johnson is better now. Definitely so. (http://www.youtube.com/watch?v=P7HZF1N-b0M&t=2m8s)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: JJ Boom on September 19, 2012, 07:21:21 PM
Re-posting so it's not lost back there...

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 19, 2012, 07:33:32 PM
Copycats.... >_>;

Imean, Wario might be pretty good, but I don't think he should have higher HP than Saxton.


Also I don't really like how the new page obscured my group of submissions, so I'll just quote it. =X

Quote from: "Gizmo The Cat"
Just re posting these to make sure I don't lose them back there. These are all the Hale's I came up with.

Akuma
(click to show/hide)


???
(click to show/hide)

Barbatos Goetia
(click to show/hide)


Also, seeing how Neo got away with making a Hale out of himself, I was wondering if I could do the same with Smash. Granted, I'm not as enthusiastic about it as I am about the other three, but I did come up with many more ideas for him than the others. I might as well show what I've got, regardless of whether or not he gets accepted.

(click to show/hide)


Whew. That makes 4 Hale's I've submitted. I kinda doubt any of them will actually make it, but I think that's enough submissions out of me.


Apparently you can't stack spoilers in eachother, like I was just about to do.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 19, 2012, 07:35:09 PM
Quote from: "Gizmo The Cat"
Yes, Cave Johnson is better now. Definitely so. (http://www.youtube.com/watch?v=P7HZF1N-b0M&t=2m8s)
I laughed too hard at that.

Quote from: "Gizmo The Cat"
Copycats.... >_>;

Imean, Wario might be pretty good, but I don't think he should have higher HP than Saxton.


Also I don't really like how the new page obscured my group of submissions, so I'll just quote it. =X

Quote from: "Gizmo The Cat"
Just re posting these to make sure I don't lose them back there. These are all the Hale's I came up with.

Akuma
(click to show/hide)


???
(click to show/hide)

Barbatos Goetia
(click to show/hide)


Also, seeing how Neo got away with making a Hale out of himself, I was wondering if I could do the same with Smash. Granted, I'm not as enthusiastic about it as I am about the other three, but I did come up with many more ideas for him than the others. I might as well show what I've got, regardless of whether or not he gets accepted.

(click to show/hide)


Whew. That makes 4 Hale's I've submitted. I kinda doubt any of them will actually make it, but I think that's enough submissions out of me.


Apparently you can't stack spoilers in eachother, like I was just about to do.
Aright, here we go.
Still feeling the same way for Akuma, if I knew how to make projectiles give stuff without pain states for the rage, this would be so cool.
Armless sonic...er...huh...
Barbatos might be the best of your suggestions IMO. Also, if  i were to add him, knight man skin is taken, so...how 'bout Tomahawkman? =P
Smash looks cool, I have to admit that. The secondary attack also looks pretty interesting (I would probably make it consume some of the ammo for super jump.) Also that double rage, holy shit that sounds awesome. Lower knock back? The hales use A_Stop, like Megaman. I would make that stun armor IMO, but thats just what I think.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Bacon on September 19, 2012, 09:04:38 PM
(click to show/hide)
*Cough* *wheeze*
Title: Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
Post by: Zard1084 on September 19, 2012, 09:21:09 PM
Quote from: "Zard1084"
Quote from: "Zard1084"
Quote from: "Zard1084"
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)
(click to show/hide)

Colors: Black and white

Health: Below average

Attack: Magic missile marisa shoots a single exploding projectile that starts off very slow (just like the delay flame from RNC) and then speeds forward in the direction it was aimed at high speed and it has a long cool down (i can make the sprites for the projectile if needed)

Super Jump: Temporary Flight (she fly's till the jump meter empty's i'd say 15 seconds)

Rage: Master spark - Kills everyone in front of her with a huge Beam(its 2x the size of a quick beam) and Yells Master Spark!!!and the she can't move also which makes her a easy target for the people who avoided the attack

Skin: Lightdashers Marisa skin

i made edits again the new ones are in yellow
I still want a marisa hale but i think can make the sprites for the projectile (if needed)
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 19, 2012, 09:33:29 PM
Just putting this back up.
Quote from: "Game&Watcher"
Quote from: "Game&Watcher"
Here's my suggestion for a boss:
Inredible Woodman and Kung-Fu Cutman!That's right, another duo
Intro:
1.)WM:"I feel incredible!",
CM:"Let's see how you do against Kung-Fu Cutman!",

Theme: Pokemon Anime: Team Rocket's Theme

Woodman Health: About Average

Woodman Speed: Somewhat low

Woodman Attack: Incredible Tackle! (Works just like YD Wood's alt)

Woodman SJump: Same as Saxton (Sound: WOOSH!)

Woodman Rage: Powerful Leaf Attack (AOE Leaf Rain, Less range than GOS' PSI Starstorm ?)

Cutman Health: Below average

Cutman Speed: Pretty Fast (Not Quickman Fast, But faster than vanilla Mega)

Cutman Attack: Karate Chop (Cutter Slice, see older YD classes/current KY classes)

Cutman SJump: Not a Jump, but a teleport (similar to his appearance in the arcade games) (Sound: He-ya!)

Cutman Rage: Tri-Cutter: Rolling Cutter + Spread = You get the Idea
Way ahead of you, Mr. D25, (with tweaks in red)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: DarkAura on September 19, 2012, 11:00:19 PM
You do realize that the more you shove your ideas in their faces, the higher the chance that the idea will NOT happen.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 19, 2012, 11:00:41 PM
Quote from: "DarkAura"
You do realize that the more you shove your ideas in their faces, the higher the chance that the idea will NOT happen.
That.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Zard1084 on September 19, 2012, 11:30:47 PM
Quote from: "SilverSin"
Quote from: "DarkAura"
You do realize that the more you shove your ideas in their faces, the higher the chance that the idea will NOT happen.
That.
ok i wont pester you about the marisa hale anymore (i still want her in but i can wait)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 20, 2012, 12:15:09 AM
Quote from: "SilverSin"
Aright, here we go.
Still feeling the same way for Akuma, if I knew how to make projectiles give stuff without pain states for the rage, this would be so cool.
Yeah I guess it's probably not really possible to do that right now.

Armless sonic...er...huh...
I figured that would be your response. It's a huge inside joke.

Barbatos might be the best of your suggestions IMO. Also, if  i were to add him, knight man skin is taken, so...how 'bout Tomahawkman? =P
Close enough. Silver Tomahawk is an axe of some sorts.

Smash looks cool, I have to admit that. The secondary attack also looks pretty interesting (I would probably make it consume some of the ammo for super jump.)
That sounds fine.
Also that double rage, holy shit that sounds awesome.
Thanks. It IS possible, too. I made something very similar for my CSCC class, as buggy as it is. (It probably won't stay, but it was worth the experiment.)
Lower knock back? The hales use A_Stop, like Megaman. I would make that stun armor IMO, but thats just what I think.
Stun armor, lower knockback, whichever.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Jakeinator on September 21, 2012, 02:15:40 PM
A bit of a question regarding the music. What's the song that plays for Neo DS? Not the music code, the name of the song.

Also i have an idea for a boss
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TheDoc on September 21, 2012, 06:19:29 PM
Look up Megaman Battle Network 6 boss theme and you'll find it.

EDIT: With the new expansion and all, could you add a saxton hale compatible with RockmanNoConstancy? I tried it out and there's no ammo bars
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 22, 2012, 05:32:10 PM
Quote from: "TheDoc"
Look up Megaman Battle Network 6 boss theme and you'll find it.

EDIT: With the new expansion and all, could you add a saxton hale compatible with RockmanNoConstancy? I tried it out and there's no ammo bars
I plan on doing that.
EDIT: Probably gonna be in the next version, but im not so sure.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: Hinatediz on September 23, 2012, 04:12:44 PM
Quote from: "Hinatediz"
Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 5/5

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: Grab Smash (He grabs the opponent and slams it on the ground with his body, like in Smash Bros., BTW it's a 1HKO)

Secondary Cooldown: 30 seconds

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giga Bowser (He turns Very Giant and can smash everybody leaving the half of the health to the opponents smashed)

Hey! Could someone get me?
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: SilverSin on September 23, 2012, 04:30:31 PM
Quote from: "Hinatediz"
Quote from: "Hinatediz"
Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 5/5

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: Grab Smash (He grabs the opponent and slams it on the ground with his body, like in Smash Bros., BTW it's a 1HKO)

Secondary Cooldown: 30 seconds

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giga Bowser (He turns Very Giant and can smash everybody leaving the half of the health to the opponents smashed)

Hey! Could someone get me?
Sorry for the late review.
Anywho, could you be a bit more specific for the HP? Saxton Hale has 200 per player.
Also, im not sure if that secondary attack is possible.
As well for the rage, survivors cant take damage. Its either 1HKO or some sort of radius blast. Sorry.
Title:
Post by: Hinatediz on September 23, 2012, 06:59:34 PM
Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 4/5

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: Grab Smash (He grabs the opponent and slams it on the ground with his body, like in Smash Bros., leaving half of the health)

Secondary Cooldown: 30 seconds

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giant Bowser (He turns Giant and his attacks can deal x2 damage)

What about it now?

BTW i came with other boss...

Boss Name: Peacock

(click to show/hide)

Colors: Purple and Red (But not like the Ghost of Starman)

Health: 3/5

Attack: Revolver Shot (She shoots with her revolver)

Secondary attack: Bomb Throw (She throws a 8 Billiard Ball like bomb and damages the 2/5 damage for the enemy)

Secondary Cooldown: 20 seconds

Third attack: Toon Kick (She kicks an enemy with 2/5 damage that launches it very far [if hits wall causes extra damage])

Third Cooldown: 60 seconds

Super Jump: Jet Jump (She activates a Jet Rocket Fire down her tallons that brings an extra boost)

Rage: Goodfellas (She calls Andy Anvil, Tommy Ten Tons and Lonesome Lenny that hits 1/5 of the enemy and they leave, then a little bomb comes and Peacock can toss a cigar, if the cigar hits the bomb, it explodes and the explosion can deal 1HKO.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TailsMK4 on September 23, 2012, 07:44:56 PM
4/5 doesn't tell anything about your HP. What I did was compare my ideal HP to that of other hales. Should Bowser have Below Average HP (of other hales, Saxton Hale has high HP, for example), according to your idea?
Title: Re: Specify the health PER PLAYER
Post by: TheDoc on September 24, 2012, 02:18:29 AM
Quote from: "Hinatediz"
Health: 4/5

Nononononononono, do it this way.

Health: 200 per player
Health: 250 per player
Health: 217.8392060953479025 PER PLAYER

Ya see what I mean? That way, Silver won't have to guess what you mean because he'll have a specific number.
Title: Re: Specify the health PER PLAYER
Post by: Rozark on September 24, 2012, 05:42:10 AM
Quote from: "TheDoc"
Quote from: "Hinatediz"
Health: 4/5

Nononononononono, do it this way.

Health: 200 per player
Health: 250 per player
Health: 217.8392060953479025 PER PLAYER

Ya see what I mean? That way, Silver won't have to guess what you mean because he'll have a specific number.


Unless he wants his hale to have 4 hp for every 5 players that joined, which in that case..
(click to show/hide)
Title: best idea ever: +0 HP per player
Post by: Hallan Parva on September 24, 2012, 07:02:37 AM
Quote from: "Rozark"
Hale to have 4 health every 5 players that joined
Challenge accepted. :cool:



Name: Spike

Skin: Helm-less Mega Man (someone go make a skin (http://images4.wikia.nocookie.net/__cb20090923225307/apeescape/images/8/86/Ape_escape_million_monkeys_1.jpg) though)

Story: While chasing after the rampaging Pipo Monkeys, Spike falls for one of Specter's traps and is sent through time again... but now, to the future! Unfamiliar with such advanced robotics, Spike thinks the flashing lights and explosions means the robots are working for Specter. He sets out to try and put a stop to the fighting, much to the dismay of Mr. X's tournament contestants.

Theme: Peak Point Matrix - Vs. Specter
(click to show/hide)
Health: Spike only has five health points, visible on-screen as a... pile of cookies? Any damage taken by Spike deals exactly one point of damage, and Spike is stunned for a bit before he can move again. However, immediately after recovering he will have a few seconds of mercy invincibility, so watch out!

Movement speed: Blazing. For a guy with only melee attacks and six health points, you gotta move it son!

Special Trait: Spike can double-jump, similar to Bass in YD Classes.

Catch Bonus: When a player is defeated by Spike and he is missing health, one of Spike's cookies will be restored.

Attack: Actually, Spike brings four of his "Gotcha Gadgets" with him to the stage. He switches through them by pressing a movement button and Alt-Fire. For example, pressing Alt-Fire while holding the Forward button will switch to the Stun Club. Holding down Alt-Fire will allow the player to select their Gotcha Gadget as long as the button is held, though they will be unable to move while doing so.

Up: Stun Club. Swing this sword-like device to stop enemies in their tracks for a few seconds, which should be plenty of time to net 'em up. The attack has a decent range for a melee attack, and the club can be swung rapidly over and over again. However, multiple swings in a short time frame will drain the club's energy reserves.

Left: Sky Flyer. Hold down Fire to swirl the device around, then release to propel yourself high into the air. You'll gently float back down to the ground after taking flight unless you switch weapons. Flight can also be triggered mid-air, though the player has to start swirling the Sky Flyer while on the ground.

Right: Time Net. You stop, you swing, you net. Bye bye monkey.

Down: Here I'd like a little bit of input. I'm not sure whether the Dash Hoop or the Slingback Shooter would be a better option.

Dash Hoop: Swish-swish-swish-swish-VREEEEEEEEE~!! The silliest (and most downright fun) Gotcha Gadget in the game to most players, this electrically-charged hula hoop temporarily stops Spike in place while he shakes his money maker. After getting in a couple good sways, Spike dashes forward at high (and nearly uncontrollable) speeds, rebounding off walls and plowing down those who get in his way. Releasing the Fire button in the middle of a dash will cancel the attack. Turning is disabled throughout the attack, so prepare the attack to make sure you don't run right off a cliff! Players hit are immobilized as if they were hit by the Stun Net, though you might not get to them in time to catch them in the net. As a sort of trade-off, hit players will also be pushed back by a fair amount.

Slingback Shooter: Ready... aim... fire! Load this slingshot with seed pellets by holding Fire, then release to launch them forward in a fast and low arc. While a seed is loaded Spike moves slower, so make your shots quickly... but not too quickly, as delaying the shot will increase its accuracy. Rivals hit by pellets will slow down, but won't come to a complete stop like they do when hit by the Stun Club.

Due to his high speed and arsenal of attacks (plus the low health isn't helping much), Spike lacks any form of rage boost.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: JJ Boom on September 25, 2012, 12:34:00 AM
I have another boss idea.

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 25, 2012, 12:48:18 AM
Quote from: "JJ Boom"
I have another boss idea.

(click to show/hide)
Omg, i loved this boss in castle crashers.
Anywho, its interesting, but also wouldn't be too hard to make. The skeleton wave is his magic, if i remember correctly?
As for his skin, I don't want to be using doubles *COUGHKNIGHTMANCOUGH*, Plus he is using the same colors as Ninja Spy, though I guess that only makes sense. How about Shademan?
And for his music, I personally prefer the one from the game IMO.
...Other than those things, I don't see anything wrong with this hale.inb4some1elsedoes Like i said b4 about Rozark's suggestion, have hopes for this one.
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: D25 on September 25, 2012, 01:52:41 AM
Quote from: "Game&Watcher"
Quote from: "Game&Watcher"
Here's my suggestion for a boss:
Inredible Woodman and Kung-Fu Cutman!That's right, another duo
Intros:
1.)WM:"I feel incredible!", CM:"I'm going to make paper dolls out of you!"

2.)CM:"Let's see how you do against Kung-Fu Cutman!", WM:"Prepare for Wood! (And make it good.)"

3.)CM:"Grab Him, I'll slice and dice him!", WM:"Oh yeah, I'm bad!"

Woodman Health: About Average

Woodman Speed: Somewhat low

Woodman Attack: Incredible Tackle! (Works just like YD Wood's alt)

Woodman SJump: Same as Saxton (Sound: WOOSH!)

Woodman Rage: Powerful Leaf Attack (AOE Leaf Rain, Less range than GOS' PSI Starstorm ?)

Cutman Health: Below average

Cutman Speed: Pretty Fast (Not Quickman Fast, But faster than vanilla Mega)

Cutman Attack: Karate Chop (Cutter Slice, see older YD classes/current KY classes)

Cutman SJump: Not a Jump, but a teleport (similar to his appearance in the arcade games) (Sound: He-ya!)

Cutman Rage: Tri-Cutter: Rolling Cutter + Spread = You get the Idea
Way ahead of you, Mr. D25, (with tweaks in red)

Better than my idea!  :mrgreen:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: GameAndWatcher on September 25, 2012, 02:49:40 AM
Already, reupdated the two, D25.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Hallan Parva on September 25, 2012, 04:06:38 AM
I hate to be a pest Silver but

well yeah

you sort of didn't say anything about Spike at all

not "that's cool", not "you're dumb Smash", not even a "hello"

I just got a big fat can of NOTHIN' AT ALL
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 25, 2012, 03:21:54 PM
Quote from: "SmashBroPlusB"
I hate to be a pest Silver but

well yeah

you sort of didn't say anything about Spike at all

not "that's cool", not "you're dumb Smash", not even a "hello"

I just got a big fat can of NOTHIN' AT ALL
Heh, sorry 'bout that. I'll do it later, im kinda in school right now XD
EDIT: Okay, now that I'm Home, here we go.

Quote from: "SmashBroPlusB"
Quote from: "Rozark"
Hale to have 4 health every 5 players that joined
Challenge accepted. :cool:



Name: Spike

Skin: Helm-less Mega Man (someone go make a skin (http://images4.wikia.nocookie.net/__cb20090923225307/apeescape/images/8/86/Ape_escape_million_monkeys_1.jpg) though)

Story: While chasing after the rampaging Pipo Monkeys, Spike falls for one of Specter's traps and is sent through time again... but now, to the future! Unfamiliar with such advanced robotics, Spike thinks the flashing lights and explosions means the robots are working for Specter. He sets out to try and put a stop to the fighting, much to the dismay of Mr. X's tournament contestants.

Theme: Peak Point Matrix - Vs. Specter
(click to show/hide)
Health: Spike only has five health points, visible on-screen as a... pile of cookies? Any damage taken by Spike deals exactly one point of damage, and Spike is stunned for a bit before he can move again. However, immediately after recovering he will have a few seconds of mercy invincibility, so watch out!

Movement speed: Blazing. For a guy with only melee attacks and six health points, you gotta move it son!

Special Trait: Spike can double-jump, similar to Bass in YD Classes.

Catch Bonus: When a player is defeated by Spike and he is missing health, one of Spike's cookies will be restored.

Attack: Actually, Spike brings four of his "Gotcha Gadgets" with him to the stage. He switches through them by pressing a movement button and Alt-Fire. For example, pressing Alt-Fire while holding the Forward button will switch to the Stun Club. Holding down Alt-Fire will allow the player to select their Gotcha Gadget as long as the button is held, though they will be unable to move while doing so.

Up: Stun Club. Swing this sword-like device to stop enemies in their tracks for a few seconds, which should be plenty of time to net 'em up. The attack has a decent range for a melee attack, and the club can be swung rapidly over and over again. However, multiple swings in a short time frame will drain the club's energy reserves.

Left: Sky Flyer. Hold down Fire to swirl the device around, then release to propel yourself high into the air. You'll gently float back down to the ground after taking flight unless you switch weapons. Flight can also be triggered mid-air, though the player has to start swirling the Sky Flyer while on the ground.

Right: Time Net. You stop, you swing, you net. Bye bye monkey.

Down: Here I'd like a little bit of input. I'm not sure whether the Dash Hoop or the Slingback Shooter would be a better option.

Dash Hoop: Swish-swish-swish-swish-VREEEEEEEEE~!! The silliest (and most downright fun) Gotcha Gadget in the game to most players, this electrically-charged hula hoop temporarily stops Spike in place while he shakes his money maker. After getting in a couple good sways, Spike dashes forward at high (and nearly uncontrollable) speeds, rebounding off walls and plowing down those who get in his way. Releasing the Fire button in the middle of a dash will cancel the attack. Turning is disabled throughout the attack, so prepare the attack to make sure you don't run right off a cliff! Players hit are immobilized as if they were hit by the Stun Net, though you might not get to them in time to catch them in the net. As a sort of trade-off, hit players will also be pushed back by a fair amount.

Slingback Shooter: Ready... aim... fire! Load this slingshot with seed pellets by holding Fire, then release to launch them forward in a fast and low arc. While a seed is loaded Spike moves slower, so make your shots quickly... but not too quickly, as delaying the shot will increase its accuracy. Rivals hit by pellets will slow down, but won't come to a complete stop like they do when hit by the Stun Club.

Due to his high speed and arsenal of attacks (plus the low health isn't helping much), Spike lacks any form of rage boost.

Huh, 5 hp only? I'm not sure how i would do that, but im sure its do-able.
The health restoration thing...I could probably find a way to make that work.
Also, I dunno how I would make some of the weps/the multi-wep thing work for two reasons.
One:
Quote from: "SilverSin"
Survivors cant take damage.
AKA, stunning isnt possible.
Secondly:
Survivors don't lose all their weps upon becoming a boss, so I'm pretty sure that's self explanatory.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TheDoc on September 25, 2012, 08:22:30 PM
Quote from: "SmashBroPlusB"
I hate to be a pest Silver but

well yeah

you sort of didn't say anything about Spike at all

not "that's cool", not "you're dumb Smash", not even a "hello"

I just got a big fat can of NOTHIN' AT ALL

Same thing for Zero. I know you're not adding him, so please say no.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 25, 2012, 09:33:17 PM
Quote from: "Eon_and_Rush"
A bit of a question regarding the music. What's the song that plays for Neo DS? Not the music code, the name of the song.

Also i have an idea for a boss
(click to show/hide)
Sorry for the late review. Anyways, His rage seems a little too...bland. A simple blade beam? I can't think of a rage right now, but think harder! I simple blade shot just seems to plain.
Not saying that its a BAD idea, im just saying that the rage could use more...thought. Also, before you say it notthatyouwill, 7-saber combo slash isn't possible (currently), sorry >_<
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: CHAOS_FANTAZY on September 25, 2012, 09:41:14 PM
I do technically have two ideas, but since one needs a custom skin and likely won't be accepted anyway (I'm really deep into my own fanon now), I'll only submit the one for now.

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Hallan Parva on September 26, 2012, 12:12:04 AM
Quote from: "SilverSin"
Huh, 5 hp only? I'm not sure how i would do that, but im sure its do-able. This part is easy. Set the boss's DamageFactor to x0 for everything, and in the Pain state, add a temporary invincibility then take away 1 health, jumping to the Death state if the player's health is zero.
Also, I dunno how I would make some of the weps/the multi-wep thing work for two reasons.
One:
Quote from: "SilverSin"
Survivors cant take damage.
AKA, stunning isnt possible.
Secondly:
Survivors don't lose all their weps upon becoming a boss, so I'm pretty sure that's self explanatory.
Actually, all of Spike's attacks are the same weapon. The alt-fire changes inventory flags, which affect the primary fire and the HUD display. It might be a little hard to understand, but when I send you the file it should be a bit clearer.
Title: Re:
Post by: Hinatediz on September 26, 2012, 02:07:07 AM
Okay... now i really understand the mechanic of this... Fixed FINALLY... i hope---

Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 1350

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: None

Secondary Cooldown: None

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giant Bowser (He turns Giant and his attacks can deal x2 damage)

Boss Name: Peacock

(click to show/hide)

Colors: Purple and Red (But not like the Ghost of Starman)

Health: 950

Attack: Revolver Shot (She shoots with her revolver)

Secondary attack: Toon Kick (She kicks an enemy that launches it very far)

Secondary Cooldown: 20 seconds

Third attack: None

Third Cooldown: None

Super Jump: Jet Jump (She activates a Jet Rocket Fire down her tallons that brings an extra boost)

Rage: Goodfellas (She calls Andy Anvil, Tommy Ten Tons and Lonesome Lenny that hits 1/5 of the enemy and they leave, then a little bomb comes and Peacock can toss a cigar, if the cigar hits the bomb, it explodes and the explosion can deal 1HKO.)

What about it now?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 26, 2012, 02:17:31 AM
Quote from: "SmashBroPlusB"
Quote from: "SilverSin"
Huh, 5 hp only? I'm not sure how i would do that, but im sure its do-able. This part is easy. Set the boss's DamageFactor to x0 for everything, and in the Pain state, add a temporary invincibility then take away 1 health, jumping to the Death state if the player's health is zero.
Also, I dunno how I would make some of the weps/the multi-wep thing work for two reasons.
One:
Quote from: "SilverSin"
Survivors cant take damage.
AKA, stunning isnt possible.
Secondly:
Survivors don't lose all their weps upon becoming a boss, so I'm pretty sure that's self explanatory.
Actually, all of Spike's attacks are the same weapon. The alt-fire changes inventory flags, which affect the primary fire and the HUD display. It might be a little hard to understand, but when I send you the file it should be a bit clearer.
Ooh, I get it...it's kinda like what I did for NeoDS...more or less.
...wait, this means I can actually make Robo-Christian Brutal Sniper's rage to work properly! Oh, I'm blabbering. Hnngwhydidntithinkofthisb4
Quote from: "Hinatediz"
Fixed

Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 250%

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: Grab Smash (He grabs the opponent and slams it on the ground with his body, like in Smash Bros., leaving half of the health)

Secondary Cooldown: 30 seconds

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giant Bowser (He turns Giant and his attacks can deal x2 damage)

What about it now?

BTW i came with other boss...

Boss Name: Peacock

(click to show/hide)

Colors: Purple and Red (But not like the Ghost of Starman)

Health: 180%

Attack: Revolver Shot (She shoots with her revolver)

Secondary attack: Bomb Throw (She throws a 8 Billiard Ball like bomb and damages the 2/5 damage for the enemy)

Secondary Cooldown: 20 seconds

Third attack: Toon Kick (She kicks an enemy with 2/5 damage that launches it very far [if hits wall causes extra damage])

Third Cooldown: 60 seconds

Super Jump: Jet Jump (She activates a Jet Rocket Fire down her tallons that brings an extra boost)

Rage: Goodfellas (She calls Andy Anvil, Tommy Ten Tons and Lonesome Lenny that hits 1/5 of the enemy and they leave, then a little bomb comes and Peacock can toss a cigar, if the cigar hits the bomb, it explodes and the explosion can deal 1HKO.)
You want 250 hp for bowser, and 180 hp for Peacock I assume.
Well, for one, the alts arn't do-able because:
Quote from: "SilverSin"
Survivors cant take damage.
I've said that a lot. lol.
Anywho, the rage for peacock also has ^ that same rule. Bowser's on the other hand, I'm sure is do-able.
Primary's and Super Jump's look good though. Nothing I want to change there.

EDIT: oops, forgot about this:

Quote from: "CHAOS_FANTAZY"
I do technically have two ideas, but since one needs a custom skin and likely won't be accepted anyway (I'm really deep into my own fanon now), I'll only submit the one for now.

(click to show/hide)
Well, firstly I might just make that alt a 1hko if you get near it bec--you know what. I've said that enough.
Secondly, The rage...I'm not sure if I can do what SmashBros said about his alt, for the twin weps...wait, nvm I think I can do that.
BUUUUT, survivors ca--*shot*
meening, the nemesis cant have that effect. hnng.
For his other wep, I would make it so it fires a normal 1HKO shot IF fired normally, no ripping. If charged, well, the massive ripper thing you said sums that up.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TailsMK4 on September 26, 2012, 02:26:41 AM
I don't know how the Ninja Spy is going to get balanced...but please increase the range of the spy's primary attack. It is so hard to hit people with it. I refuse to play as the spy now since I can never get anyone, even when the person is right in front of me.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Hilman170499 on September 26, 2012, 02:30:17 AM
I read the first post and it said Claw attacks have short range in exchange for faster rate of fire.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: CHAOS_FANTAZY on September 26, 2012, 02:32:22 AM
Well, I completely misinterpreted that line earlier, and now I understand it!  That would be why you completely ignored Quote just now.  *Facedesk*

But anyway, I'm sure you already did, but would you care to explain exactly why a survivor can't take damage?  In my experience, a rage that isn't a guaranteed kill can make up the backbone of some TF2 Hales (Solar Flare, Trixie, Serious Sam/The Rocket, etc.).  I'm curious as to why this can't be so here.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Hallan Parva on September 26, 2012, 03:03:13 AM
It's because Silver was lazy and gave everyone +NOPAIN.

If he would just change the DamageFactor to 0 for everyone and make replacements for the Shock and Bright pain states... :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 26, 2012, 05:38:32 AM
Actually, is there any reason why you can't do that?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 26, 2012, 03:32:20 PM
Quote from: "Gizmo The Cat"
Actually, is there any reason why you can't do that?
Because then I would have to do that for all the classes mods, assuming that they would be used.
Quote from: "SmashBroPlusB"
It's because Silver was lazy and gave everyone +NOPAIN.

If he would just change the DamageFactor to 0 for everyone and make replacements for the Shock and Bright pain states... :ugeek:
=P
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Myroc on September 26, 2012, 03:37:16 PM
So you're limiting or outright excluding the feasability of a lot of otherwise creative ideas... because you're lazy.

: |
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 26, 2012, 03:54:32 PM
Quote from: "Myroc"
So you're limiting or outright excluding the feasability of a lot of otherwise creative ideas... because you're lazy.

: |
Im not saying i wont do it. Im simply saying it would take some time.
...wait, all the classes inheret from a base class right? So all i have to do is edit the base class...
(click to show/hide)
plus im at school right now, so i cant do it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: Max on September 26, 2012, 04:27:39 PM
Since players can't take damage, does this mean every attack has to kill in one hit? I was thinking about making a Hale but I'm a bit confused at the technicalities... I'm sure I could open slumped and just do it but I'd kind of like to post plans here first!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: SilverSin on September 26, 2012, 04:45:37 PM
Quote from: "Yellow Devil"
Since players can't take damage, does this mean every attack has to kill in one hit? I was thinking about making a Hale but I'm a bit confused at the technicalities... I'm sure I could open slumped and just do it but I'd kind of like to post plans here first!
Thats how it is for now. If I find a way to surpass this (which I may have), then damage will be possible, as well as stunning, etc.
EDIT: Actually, I don't think damage would be doable at all. Because this is LMS, friendly fire is technically on, and if I use damagefactor Normal 0.0, then players will be immune to spikes or any stage hazard that doesn't have a damage type.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: MusashiAA on September 26, 2012, 05:35:54 PM
First off, this Hale can only fly.

Second, he is technically invincible most of the time. A blue bubble surrounds him, destroying all projectiles and bouncing players off if they touch this "force field".

Third, he only has 5 health points and a long invulnerability period.

His mainfire attack consists of a laser gun that can shoot 1 kind of 3 different projectiles, with a 3 second cooldown:

-A purple one. It has a huge hitbox and a slow projectile speed. OHKOs.

-A blue one. It has a small hitbox, a fast projectile speed and it's a seeker. OHKOs.

-A green one. This is the most important kind of projectile, and you'll see why. It has a small hitbox and an average speed, does exactly 50 damage if it hits a player, AND CAN BE BOUNCED OFF BACK INTO THE HALE. If it hits the Hale, it damages him no matter what. The projectile can be bounced off by anything that isn't a shield weapon. This is the only way to defeat the Hale.

His altfire attack consists of shooting about 6 mines all over the place. These mines instantly kill players if they step on them. The Hale can do this attack, at the cost of losing his force field. Said force field will regenerate after a little while.

He has no items and moves as fast as a normal Megaman.

His skin should be this one, if I get Squidgy's permission :P (http://www.mediafire.com/?7kb2zkmbbcqdona). If not, it should be Alien.

His boss theme:

(click to show/hide)

yd love me
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Hinatediz on September 26, 2012, 10:25:51 PM
Okay... now i really understand the mechanic of this... Fixed FINALLY... i hope---

Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 1350

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: None

Secondary Cooldown: None

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giant Bowser (He turns Giant and his attacks can deal x2 damage)

Boss Name: Peacock

(click to show/hide)

Colors: Purple and Red (But not like the Ghost of Starman)

Health: 950

Attack: Revolver Shot (She shoots with her revolver)

Secondary attack: Toon Kick (She kicks an enemy that launches it very far)

Secondary Cooldown: 20 seconds

Third attack: None

Third Cooldown: None

Super Jump: Jet Jump (She activates a Jet Rocket Fire down her tallons that brings an extra boost)

Rage: Goodfellas (She calls Andy Anvil, Tommy Ten Tons and Lonesome Lenny that hits 1/5 of the enemy and they leave, then a little bomb comes and Peacock can toss a cigar, if the cigar hits the bomb, it explodes and the explosion can deal 1HKO.)

What about it now?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: Gummywormz on September 26, 2012, 10:32:54 PM
Quote from: "SilverSin"
EDIT: Actually, I don't think damage would be doable at all. Because this is LMS, friendly fire is technically on, and if I use damagefactor Normal 0.0, then players will be immune to spikes or any stage hazard that doesn't have a damage type.

Give each projectile in the game a damagetype if it doesn't already have one. Then set all those to 0.0. Sure, you would lose some compatibility with other mods, but you can always just fix that in your bar patches anyways.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
Post by: Hallan Parva on September 26, 2012, 11:20:18 PM
Quote from: "Gummywormz"
Give each projectile in the game a damagetype if it doesn't already have one.
If I'm not mistaken YD Classes already does that. You can literally copy that file and put it in this mod and it should work.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 27, 2012, 01:09:44 AM
So..if all this works, will this mean that we'll be having more variety in the hales' attacks with varying damage instead of everything being a OHKO?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SilverSin on September 27, 2012, 01:11:44 AM
Quote from: "Gizmo The Cat"
So..if all this works, will this mean that we'll be having more variety in the hales' attacks with varying damage instead of everything being a OHKO?
Basically.
Title: posting on a wii, sorry ^^;
Post by: ice on September 27, 2012, 04:23:16 AM
Quote from: "SilverSin"
Quote from: "Yellow Devil"
Since players can't take damage, does this mean every attack has to kill in one hit? I was thinking about making a Hale but I'm a bit confused at the technicalities... I'm sure I could open slumped and just do it but I'd kind of like to post plans here first!
Thats how it is for now. If I find a way to surpass this (which I may have), then damage will be possible, as well as stunning, etc.
EDIT: Actually, I don't think damage would be doable at all. Because this is LMS, friendly fire is technically on, and if I use damagefactor Normal 0.0, then players will be immune to spikes or any stage hazard that doesn't have a damage type.

*AHEM*
In any megaman class's wad file you'll notice they have 3 damage type related death states

Death, normal death
Instagib, instagib damage type
fall, fall damage type

so in other words you can have damage normal 0.0 and have falling 1.0, making the class immune to all attacks but still die in pits
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Hallan Parva on September 27, 2012, 04:43:37 AM
There are also unique damage types for lava, fast water, and other things like that.

This explains why you see "X can't swim" or "X melted" instead of "X died" or "X fell too far".
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: ice on September 27, 2012, 04:58:37 AM
I'm guessing it might be something like a melt or drown damage type or something like that, I'll try to figure it out tommorow *1 AM over here*

Edit: It's Drowning (can't swim) Fire (x melted) Slime (X mutated) Telefrag (X was telefragged) Crush (X was squished) and suicide (X killed itself)
Title: Re: posting on a wii, sorry ^^;
Post by: SilverSin on September 27, 2012, 08:38:26 PM
Quote from: "ice"
Quote from: "SilverSin"
Quote from: "Yellow Devil"
Since players can't take damage, does this mean every attack has to kill in one hit? I was thinking about making a Hale but I'm a bit confused at the technicalities... I'm sure I could open slumped and just do it but I'd kind of like to post plans here first!
Thats how it is for now. If I find a way to surpass this (which I may have), then damage will be possible, as well as stunning, etc.
EDIT: Actually, I don't think damage would be doable at all. Because this is LMS, friendly fire is technically on, and if I use damagefactor Normal 0.0, then players will be immune to spikes or any stage hazard that doesn't have a damage type.

*AHEM*
In any megaman class's wad file you'll notice they have 3 damage type related death states

Death, normal death
Instagib, instagib damage type
fall, fall damage type

so in other words you can have damage normal 0.0 and have falling 1.0, making the class immune to all attacks but still die in pits
The thing about this is that...well, it wont work >_< . Pits in stages like Cossak and Blizzard Man have a none damage factor, not falling, fire, etc., so damagefactor normal 0.0 would mean invulnerability to those types of pits.
EDIT: Apparently I love editing. Anyway, no point in arguing any more, I just did what gummywormz said what would be best to do. HOPEFULLY, damage is finally allowed, but i'm still testing.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on September 29, 2012, 02:56:50 AM
Okay so, it's been officially confirmed that the new version will have the damage working normally, so I'll be revising my hales.


Quote from: "Gizmo The Cat"
Just re posting these to make sure I don't lose them back there. These are all the Hale's I came up with.

Akuma
(click to show/hide)



???
(click to show/hide)

Barbatos Goetia
(click to show/hide)


Smash The Echidna
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Zard1084 on September 29, 2012, 06:12:21 AM
Quote from: "Gizmo The Cat"
Okay so, it's been officially confirmed that the new version will have the damage working normally, so I'll be revising my hales.


Quote from: "Gizmo The Cat"
Just re posting these to make sure I don't lose them back there. These are all the Hale's I came up with.

Akuma
(click to show/hide)



???
(click to show/hide)

Barbatos Goetia
(click to show/hide)


Smash The Echidna
(click to show/hide)
Wow those are some very detailed hales.... i guess i need to be more detailed with my hale lol
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TailsMK4 on September 29, 2012, 06:22:15 AM
Reposting my hale info since damage is now allowed, and it is also now known that my hale is in. Updates are underlined.

Boss Info: A mysterious being constantly searches around the planet for anyone strong to fight. Upon finding a place absolutely flowing with robots, and noticing that these robots constantly battle each other, he intercepts a battle-in-progress and challenges all the contenders to fight him.

Name: Deathfox (based off of Tails)
Skin: Gyroman
Color: Blackish outline, perhaps similar to any skin color when using Oil Slider. In Rage, this color changes to that of Gilgamish, or use Thunder Beam's skin's color.
HP: Below Average
Speed: Average (of the Hales)
Defense: Below Average

Primary Attack: Electric Pulse. Same range as Gilgamish's range for his primary.
Damage: 20-25 per hit.
Message for successful hit: [player] was electrocuted by Deathfox's Electric Pulse.

Support: Death Jump and Death Flight. Two moves in one, Deathfox will perform a big jump that uses up half of his ammo, and can fly around as long as his ammo bar isn't empty. This does no damage.

Rage: Lightning Shield: A barrier surrounds the hale for a brief time (amount to the length of a regular Hale Rage), which causes anyone that makes physical contact with the hale to be destroyed, and ups the Defense of the hale to Average.
Damage: Instant Kill.
Message for anyone that touches the hale during this time: [player] was burnt to ashes by Deathfox's Lightning Shield.


Weapon Strengths and Weaknesses:


Weapons that deal lower damage to the hale than usual (0.8x):

Thunder Beam
Air Shooter
Gyro Attack
Wind Storm
Thunder Bolt
Thunder Claw (when MM8 Expansion comes out)

Weapons that deal more (1.2x):

Super Arm
Hard Knuckle
Drill Bomb
Power Stone
Crystal Eye
Sakugarne

All other weapons do normal damage.


Theme:

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: BiscuitSlash on September 29, 2012, 07:12:35 PM
Name: Luckyman
Skin: Luckyman skin
(click to show/hide)
Colours: Normal Blue and Cyan.
Backstory: Luckyman is from the year 9038AD, and has somehow found himself in the wrong timezone. He is unaware of his surroundings, but he sees it all as threatening. He believes that he must destroy any enemies that he comes across before they do the same to him. His main aim is to return to his original place. Since he's from the far future, he has very advanced weaponry.
Speed: Slightly slower than Megaman
Height: Same as Megaman
Health: Average (or below average if op).
Mainfire: Lucky Buster. Shoots a short range pellet that does 30* damage. Uses a custom buster sprite that I'd need to send. Holding it down charges, firing a medium range 80* damage charge shots that does knockback. Uses MM5 charge shot colours and sprites, only it has no charge noise. If he gets hit, he loses whatever charge he has.
Altfire: Slide. Slides just like Megaman, only he can do it in the air as well (can only airslide once at a time).
Rage: ????? (Mezame gekido).
RageInfo: Skin changes from looking really happy to having his smile flipped and his eyes having another dot to make him look angry. Turns dark purple and red, like in that screenshot with ballade. Gets a faster running animation and moves slightly faster. He loses his altfire, but his mainfire changes to using both hands as busters, firing instant charge shots each time. The firing alternates, so it's like having ragerune.
Music if needed: Something from either RM5 Dood in Gate or RM5 Wily's Dream Space. I';; decide which.

*if it has to be instant kill, then yes, change it to instant kill.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: TheBladeRoden on September 30, 2012, 11:22:00 AM
Name: Andross
Skin: Maybe Wily Skull Suit, or Hard Man, or a custom one if necessary
(click to show/hide)
Colours: Light gray and a reddish orange.
Speed: Rather slow
Health: Higher than average
Mainfire: Shoots rotating tiles out of both his eyes.
Altfire: Sucks nearby players towards him, and will eat them once they get too close.
Rage: Devil (Bowser?, Dog?, Bull?) face
RageInfo: Let's loose a great spray of tiles from his mouth while shooting plasma balls from his eyes.
Theme:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Zard1084 on September 30, 2012, 08:40:42 PM
I have a new idea for a hale!
Boss: Tenshi Hinanawi

Music:
(click to show/hide)

Colors: Blue and white

Health: below average or same as rolls hp (silver you can change the hp to your liking)

speed: same as megaman

mainfire: Sword of Hisou (close range weapon) due to the swords nature it OHKO's people (fragged string : [fragged player] had [his/her/its] spirit slashed by Tenshi's Sword of Hisou)

Superjump: Tenshi jumps up about the same height as hale and crushes anyone below her with a big Keystone its a OHKO (Fragged string: [fragged player] was crushed under Tenshi's Keystone)

Rage: Sky of Scarlet Perception of All Humankind: Tenshi stands still and hovers a bit off the floor and begins to shoot lasers everywhere nearby her at first ( just like starmans Pk starstorm also the lasers deal 20 damage each ) then a quickbeam shoots out at a random person to OHKO them
(click to show/hide)

Skin: Jafar's Tenshi skin

Backstory: Tenshi gets bored of heaven again and looks around in in other worlds to relieve her boredom she find a bunch of robots fighting and thinks they can cure her boredom so she attacks them! Can the they fight her off?!
Edit: i made some change's they are in Blue on a side note silver told me to change Tenshi's Main attack to OHKO
Title:
Post by: Hinatediz on September 30, 2012, 09:25:10 PM
Damn... gonna update Bowser and Peacock...

Boss Name: Bowser.
Skin: My Bowser Skin.
Colours: Green and Yellow.
Backstory: Bowser was tired of being defeated by Mario (and Lucario with Pharaoh Man...) everytimes... so he builded a Dimensional Portal, he ended up in Megalopolis and now he searches for an army to conquer the Mushroom Kingdom... and the entire world!.
Speed: Slowish...
Height: Like in my skin...
Health: 1250.
Mainfire: Firebreath, he shoots a fire projectile from his mouth to the survivors, if it charges, the Fire projectile will be big and can deal more damage.
Altfire: None.
Jump Power: Shell Jump. He spins while jumping. Just like in Super Smash Bros.
Rage: Giant Bowser.
RageInfo: He becomes giant and with every step, can create a mini earthquake that can paralyse the survivors while 5 seconds if they not jump, his attacks are nos OHKO.
Music: Super Mario World - Bowser's Theme.

Boss Name: Peacock.
Skin: My Peacock Skin.
Colours: Purple and Red (but not like The Ghost of Starman).
Backstory: Once a war orphan slave named Patricia, Peacock’s body was gruesomely mutilated by slave traders that captured her. She was rescued by Dr. Avian’s Anti-Skullgirls Labs, and rebuilt with a reality-defying arsenal of biomechanical weaponry: the Argus System augmented her body, and the Avery Unit gave her access to unprecedented weaponry.

Alas, they couldn’t do anything for her mind: Peacock’s damaged psyche and abiding love of cartoons shaped her new “toys” into a terrifying gang of cronies, who she has no qualms using to paint the town red… with blood. Terrifying as she is, she may be the kingdom’s best bet against the Skullgirl.

After defeating the Skullgirl, which turns out to be her best friend Marie, Peacock destroys the Skull Heart. She and Marie have a friendly conversation before Marie disappears from the world and vows to take revenge on the people who made both their lives miserable.

She was seen confronting the true head of the Medici family and his own secret weapon (Black Dahlia) and the two duke it out.

after defeating Black Dahlia, but not able to destroy the Medici family mafia, she goes all over the world to find new victims to get fun by killing them.
Speed: A bit Quick.
Height: As in my skin.
Health: 950.
Mainfire: Revolver Shot. She shots with her revolver, dealind 1/5 of damage.
Altfire: Toon Kick. She kicks a survivor that launches it very far.
Jump Power: Jet Jump. She activates a Jet Rocket Fire down her tallons that brings an extra boost.
Rage: Goodfellas.
RageInfo: She calls Andy Anvil, Tommy Ten Tons and Lonesome Lenny that get the survivor that is close into a bag. they hit 1/5 of the enemy and they leave, then a little bomb comes too late to the beating and Peacock can toss a cigar, if the cigar hits the bomb, it explodes and the explosion can deal OHKO.
Music: Digimon Battle Spirit 2 - Loweemon's Theme

...and now?
Title: Re:
Post by: Rozark on September 30, 2012, 09:35:41 PM
Quote from: "Hinatediz"
Damn... gonna update Bowser and Peacock...

Boss Name: Bowser.
Skin: My Bowser Skin.
Colours: Green and Yellow.
Backstory: Bowser was tired of being defeated by Mario (and Lucario with Pharaoh Man...) everytimes... so he builded a Dimensional Portal, he ended up in Megalopolis and now he searches for an army to conquer the Mushroom Kingdom... and the entire world!.
Speed: Slowish...
Height: Like in my skin...
Health: 1250.
Mainfire: Firebreath, he shoots a fire projectile from his mouth to the survivors, if it charges, the Fire projectile will be big and can deal more damage.
Altfire: None.
Jump Power: Shell Jump. He spins while jumping. Just like in Super Smash Bros.
Rage: Giant Bowser.
RageInfo: He becomes giant and with every step, can create a mini earthquake that can paralyse the survivors while 5 seconds if they not jump, his attacks are nos OHKO.
Music: Super Mario World - Bowser's Theme.

Boss Name: Peacock.
Skin: My Peacock Skin.
Colours: Purple and Red (but not like The Ghost of Starman).
Backstory: Once a war orphan slave named Patricia, Peacock’s body was gruesomely mutilated by slave traders that captured her. She was rescued by Dr. Avian’s Anti-Skullgirls Labs, and rebuilt with a reality-defying arsenal of biomechanical weaponry: the Argus System augmented her body, and the Avery Unit gave her access to unprecedented weaponry.

Alas, they couldn’t do anything for her mind: Peacock’s damaged psyche and abiding love of cartoons shaped her new “toys” into a terrifying gang of cronies, who she has no qualms using to paint the town red… with blood. Terrifying as she is, she may be the kingdom’s best bet against the Skullgirl.

After defeating the Skullgirl, which turns out to be her best friend Marie, Peacock destroys the Skull Heart. She and Marie have a friendly conversation before Marie disappears from the world and vows to take revenge on the people who made both their lives miserable.

She was seen confronting the true head of the Medici family and his own secret weapon (Black Dahlia) and the two duke it out.

after defeating Black Dahlia, but not able to destroy the Medici family mafia, she goes all over the world to find new victims to get fun by killing them.
Speed: A bit Quick.
Height: As in my skin.
Health: 950.
Mainfire: Revolver Shot. She shots with her revolver, dealind 1/5 of damage.
Altfire: Toon Kick. She kicks a survivor that launches it very far.
Jump Power: Jet Jump. She activates a Jet Rocket Fire down her tallons that brings an extra boost.
Rage: Goodfellas.
RageInfo: She calls Andy Anvil, Tommy Ten Tons and Lonesome Lenny that get the survivor that is close into a bag. they hit 1/5 of the enemy and they leave, then a little bomb comes too late to the beating and Peacock can toss a cigar, if the cigar hits the bomb, it explodes and the explosion can deal OHKO.
Music: Digimon Battle Spirit 2 - Loweemon's Theme

...and now?

I'm sorry, but why is my OP/ridiculous-dar beeping again..
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Max on October 01, 2012, 05:31:47 PM


(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: Knux on October 01, 2012, 07:35:57 PM
I was going to update T-Bone and Razor, but an idea occurred to me.

What if there was a chance of every single player turning into a random Hale for a massive frag fest? That would basically mean instagib mode mayhem. Although if the damage idea was implemented, it would be a whole lot more fun.

...Eh, what the heck. Let me put the Swat Kats here again before they sink:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: CHAOS_FANTAZY on October 02, 2012, 01:47:46 AM
Well, since Tails tells me that damage has been fixed for the upcoming update, I'll repost Quote (With slight changes) for re-evaluation.
Quote from: "CHAOS_FANTAZY"
(click to show/hide)
EDIT:  Oh, yes, while I have your attention...I hear that Ghost of Starman's lines are actual words, and I'd like to know what they are.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: JJ Boom on October 02, 2012, 03:34:15 AM
Updating my hales since damage is allowed now. Now with 25% more detail!

(click to show/hide)

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on October 05, 2012, 06:16:23 PM
bump for updates
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on October 05, 2012, 06:19:53 PM
Quote from: "SilverSin"
V3C:
-New Saxton Hale Based Map!
-Damage now available!



SilverSin you are a total bro
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on October 05, 2012, 07:21:02 PM
I see I contributed to something here.

Glad to see the new update's here. I wanna try this out as soon as possible.


EDIT: Question! Does Saxton show up less than before in this version? I don't want him popping up all over the place, but I kinda missed having him around.
Title: I got a question
Post by: Hilman170499 on October 06, 2012, 02:34:11 PM
Just asking, are still going to work on pre-existing boss ideas?

I know you are not accepting boss ideas.

To be specific:
Someone submits a boss idea before the V3C update. Are you going to add them if they are approved and completed?
Title: Re: I got a question
Post by: SilverSin on October 06, 2012, 06:25:17 PM
Quote from: "Hilman170499"
Just asking, are still going to work on pre-existing boss ideas?

I know you are not accepting boss ideas.

To be specific:
Someone submits a boss idea before the V3C update. Are you going to add them if they are approved and completed?
Yes, thats why i stopped submissions for now.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on October 07, 2012, 08:33:08 PM
I'm curious to know who all got in. (If any of mine were accepted, then I'll probably have to help out.)

Anyway, Silver. Are you SURE you fixed the mapchanging glitch where everyone but one person has to spectate? Because I was just on Lifeup's server, and though I'm not sure if the rcon guy screwed something up to cause it, but that glitch was the first thing I encountered. it was especially bad because nobody on the server knew better than to spectate until 5 stages later. and there were still 2-3 people who just plain wouldn't. -_-;
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on October 07, 2012, 08:57:59 PM
i made a trailer for this... just wanted to share that. it will be online sometime.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on October 08, 2012, 01:10:36 AM
Quote from: "Gizmo The Cat"
I see I contributed to something here.
Question! Does Saxton show up less than before in this version? I don't want him popping up all over the place, but I kinda missed having him around.
Yes. I decided to go back to all hales having the same appearance ratio, so he will be appearing about as often as the others will, which is currently 1/12.
EDIT:
Quote from: "Gizmo The Cat"
I'm curious to know who all got in. (If any of mine were accepted, then I'll probably have to help out.)

Anyway, Silver. Are you SURE you fixed the mapchanging glitch where everyone but one person has to spectate? Because I was just on Lifeup's server, and though I'm not sure if the rcon guy screwed something up to cause it, but that glitch was the first thing I encountered. it was especially bad because nobody on the server knew better than to spectate until 5 stages later. and there were still 2-3 people who just plain wouldn't. -_-;
Im almost positive i fixed this. Are you sure you were playing the newest version?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Knux on October 08, 2012, 01:55:18 AM
Yo, Silver. Should I make changes to the Swat Kats, or something? Or are they rejected? Let me know, 'kay?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on October 08, 2012, 01:03:22 PM
Quote from: "SilverSin"
Yes. I decided to go back to all hales having the same appearance ratio, so he will be appearing about as often as the others will, which is currently 1/12.

Alright, that's good to know. Though I haven't seen him at all when I was playing yesterday.

Quote from: "SilverSin"
Im almost positive i fixed this. Are you sure you were playing the newest version?
And yes, I'm positive we were playing the latest version. Though I don't believe the hotfix was enabled. But don't worry, it only happened that one time; I played on Neo's server, and then back to Lifeup's, and it didn't happen again. Pretty sure it was Bacon screwing things up.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Mr.shadow on October 15, 2012, 11:01:09 PM
Where are Saxtonandfriendcopybotclasses wad? this "Neo has a new wad every night" is annoying
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Giantmega on October 15, 2012, 11:31:57 PM
its In Neo's Class Thread, Here viewtopic.php?f=28&t=4790 (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=4790)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Balrog on October 15, 2012, 11:33:36 PM
I agree, having to download a new wad every time Neo hosts is a colossal pain in the ass. Neo, please lrn2releasecycles.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Super Bros Bros on October 19, 2012, 06:21:34 AM
Is ghost of Starman going to ever get a Starman(Earthbound) skin considering he's that he is from Earthbound?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on October 19, 2012, 11:59:44 AM
Not until someone makes one.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on October 20, 2012, 03:23:03 AM
Spike's skin is near completion. I'll post my work here some time tomorrow. Afterwards, I'll work on the HUDs.

Quick question for SmashBro, or anyone who played Ape Escape before: In the game, from AE2 onwards I believe, there is a giant "chocolate-chip" cookie that restore's the characters health up to the maximum of 5. Now, when I begin to code Spike and alter the PlayerPawn accordingly, should I add a small (about 3%) chance to spawn the giant cookie instead of the small one?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Tengu on October 20, 2012, 04:44:30 AM
Is it just me, or does Gilgamesh get picked more than any other hale? Seriously, whenever i play 75% of the time it's Gilgamesh haha.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on October 20, 2012, 05:17:27 AM
No, all Hales have the same chance of being chosen, sadly, this means you still might see some Hales more often than others.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on October 20, 2012, 06:37:38 AM
Quote from: "DarkAura"
Spike's skin is near completion. I'll post my work here some time tomorrow. Afterwards, I'll work on the HUDs.
I love you. :ugeek:

Quick question for SmashBro, or anyone who played Ape Escape before: In the game, from AE2 onwards I believe, there is a giant "chocolate-chip" cookie that restore's the characters health up to the maximum of 5. Now, when I begin to code Spike and alter the PlayerPawn accordingly, should I add a small (about 3%) chance to spawn the giant cookie instead of the small one?
Hmmm... I forgot all about the "mega cookie". I'm sure some balancing would be needed, but I'm up for the idea. As long as normal players can't steal Spike's cookies, that would make Spike hilariously underpowered.

EDIT: Yo DA, since you're making the HUDs, do you think the Dash Hoop or the Slingback Shooter would be a better option? I know both weapons have a sort of "overlap" with the Stun Club's function, but I wanted the Club / Net / Flyer as those seemed to be the three tools Spike's universally known for using. Of course you could go ahead and make HUDs for both anyway and I can do versions with both weapons, but I figured I'd rather save you some work right now if I can!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on October 20, 2012, 11:48:14 PM
Quote from: "SmashBroPlusB"
Dash Hoop or the Slingback Shooter
Bah, forgot to mention that. I think I chose the Slingback Shooter to give him a "ranged" advantage for taking out those pesky blue-pantsed monkeys runaways. If I can figure out how to make him act like a projectile with Doombounce when he uses the Dash Hoop, I can code that instead. I can use the skin sprites for the Slingback for the skin release.

EDIT: Skin is done-ish. Lemme know if any errors are present.
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Zard1084 on October 21, 2012, 02:25:04 AM
Quote from: "DarkAura"
Quote from: "SmashBroPlusB"
Dash Hoop or the Slingback Shooter
Bah, forgot to mention that. I think I chose the Slingback Shooter to give him a "ranged" advantage for taking out those pesky blue-pantsed monkeys runaways. If I can figure out how to make him act like a projectile with Doombounce when he uses the Dash Hoop, I can code that instead. I can use the skin sprites for the Slingback for the skin release.

EDIT: Skin is done-ish. Lemme know if any errors are present.
(click to show/hide)
Holy crap that is one great looking skin good job  :mrgreen:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on October 23, 2012, 03:05:09 AM
Just posting some new thoughts from the server that was just up.

> Each Hale should have their own personal map
I like this idea, myself.  A lot of them could prove quite promising (Aperture Science, Ra Thor's Cave, Slender Forest, etc.).  At the same time, however, I also want the VSH Map Pack to be full of MM8BDM renditions of the various Vs. Saxton Hale maps from TF2.  Maybe it could contain both?  I don't know.

> If you play on a personal map, there is a 100% chance that the Hale it's for will appear
This one, I'm not so sure of.  Being able to play as only one Hale--while forcing players to strategize--can also bar options for the Hale.  What if I want to play as Ra Thor on Slender Forest?  Neo had the idea that it could be 50% the personal Hale and 50% everything else, but I had another thought...

> Import the option to choose your own boss from Vanilla VSH
Some Vs. Saxton Hale/Freak Fortress 2 servers will feature the option for the player to choose their boss when their turn rolls around.  Not only would this eliminate the problem posed in the previous bullet point, it would just be an all around good edition--since some of us don't like to play as certain Hales.  But is it even physically possible to code something like this?
Just tossing in my two cents here.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on October 23, 2012, 03:30:51 AM
Quote from: "CHAOS_FANTAZY"
> Import the option to choose your own boss from Vanilla VSH
Some Vs. Saxton Hale/Freak Fortress 2 servers will feature the option for the player to choose their boss when their turn rolls around.  Not only would this eliminate the problem posed in the previous bullet point, it would just be an all around good edition--since some of us don't like to play as certain Hales.  But is it even physically possible to code something like this?
Just tossing in my two cents here.
Apprimorating this idea: Add something to check for HaleCandidates. if HaleCandidates <= (PlayersInGame/2), then EVERYONE is a Hale Candidate.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: FTX6004 on October 23, 2012, 03:51:22 PM
Can you make saxton hale bosses have a taunt.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on October 23, 2012, 07:30:36 PM
Quote from: "CHAOS_FANTAZY"
Just posting some new thoughts from the server that was just up.

> Each Hale should have their own personal map
I like this idea, myself.  A lot of them could prove quite promising (Aperture Science, Ra Thor's Cave, Slender Forest, etc.).  At the same time, however, I also want the VSH Map Pack to be full of MM8BDM renditions of the various Vs. Saxton Hale maps from TF2.  Maybe it could contain both?  I don't know.

> If you play on a personal map, there is a 100% chance that the Hale it's for will appear
This one, I'm not so sure of.  Being able to play as only one Hale--while forcing players to strategize--can also bar options for the Hale.  What if I want to play as Ra Thor on Slender Forest?  Neo had the idea that it could be 50% the personal Hale and 50% everything else, but I had another thought...

> Import the option to choose your own boss from Vanilla VSH
Some Vs. Saxton Hale/Freak Fortress 2 servers will feature the option for the player to choose their boss when their turn rolls around.  Not only would this eliminate the problem posed in the previous bullet point, it would just be an all around good edition--since some of us don't like to play as certain Hales.  But is it even physically possible to code something like this?
Just tossing in my two cents here.
1)A map for each hale? I'm not the best at mapping, though I'll see what i can do.
2)Eh, I'll leave it at random, unless I feel that it would be necessary.
3)This is very possible, I just haven't decided if I should add it or not. If I did add it, I would probably make a cvar for the players that lets them choose (using numbers, each one for a diff. hale), and one for the server, toggling if this would be aloud or not.

Quote from: "FTX"
Can you make saxton hale bosses have a taunt.
I could, yes, but im pretty sure that the bosses shouting shit at you every time they get a kill, or do anything at that, is enough +avoiding taunt spam hnng

Quote from: "DarkAura"
Quote from: "SmashBroPlusB"
Dash Hoop or the Slingback Shooter
Bah, forgot to mention that. I think I chose the Slingback Shooter to give him a "ranged" advantage for taking out those pesky blue-pantsed monkeys runaways. If I can figure out how to make him act like a projectile with Doombounce when he uses the Dash Hoop, I can code that instead. I can use the skin sprites for the Slingback for the skin release.

EDIT: Skin is done-ish. Lemme know if any errors are present.
(click to show/hide)
DA, You never cease to impress me. Nice job with those sprites!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on October 24, 2012, 11:16:36 PM
Silver, apparently proto-related damage types do harm other survivors.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on October 24, 2012, 11:21:09 PM
I believe that's already been established. :geek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on October 24, 2012, 11:47:09 PM
Quote from: "tsukiyomaru0"
Silver, apparently proto-related damage types do harm other survivors.
Huh, I must have missed that. I'll get right on it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on October 25, 2012, 11:09:09 PM
Here's a hale Idea:
Name: Raging Gutsliath
Speed: 1.0 (Can't strafe)
Jump: Normal
Main Fire: A punch, similar to Saxton Hale, but stops moving for the duration of the punch.
Alt Fire: Super Jump, but behaves similar to Scrooge's with two differences: causes radial damage when he is off the ground and he crushes anyone when landing (radius effect, however, is similar to napalm bomb
Rage: Level Up! - Instantly activates when full and in "Ready" state, recovers the entire health and maybe reduces damage taken, but can only be charged by killing players and has "five levels". Players who dies to traps won't count. Creates a harmless explosion to anounce the levelling. Total kills to get each factor:
Pros: Never flinches (recoil) when taking damage, gains resistance as he kills others.
Cons: Can't strafe and lacks an offensive Rage.
Skin: Gutsman modified to look like this:
(http://i16.photobucket.com/albums/b16/oaklab151/SO-GOD-DAMN-ANGRY.png)
Colors: Black = Dark Red; Blue = Dark Gray; Cyan = Red
Sounds:

After 8:12
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on October 25, 2012, 11:13:22 PM
No offense, but did you read the title?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on October 25, 2012, 11:21:15 PM
Quote from: "Game&Watcher"
No offense, but did you read the title?
yes. Says "For Now", which means he's reviewing the ones he had received already.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Tengu on October 26, 2012, 12:03:05 AM
I was wondering if you could post what the music codes are
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on October 26, 2012, 01:59:44 AM
You could always look them up in Slumped, Slade, or whichever WAD editing tool you got.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Blaze The Cat on October 29, 2012, 10:09:33 PM
I'm having trouble trying to find the file SH&F+CBC-3c-3b.pk3.
I cannot get it via Doomseeker.
I don't know what this file is for, but it barricades me from a 20 player game.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on October 29, 2012, 10:21:54 PM
Quote from: "Blaze The Cat"
I'm having trouble trying to find the file SH&F+CBC-3c-3b.pk3.
I cannot get it via Doomseeker.
I don't know what this file is for, but it barricades me from a 20 player game.
Look for Neo's topic in Weapons and Actors.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: TheDoc on October 30, 2012, 12:35:27 AM
Stupid Question: Who is Stinko? Because his name is on the front of the topic. I thought SilverSin ran dis joint.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on October 30, 2012, 12:39:36 AM
Quote from: "TheDoc"
Stupid Question: Who is Stinko? Because his name is on the front of the topic. I thought SilverSin ran dis joint.
Im Stinko. My old name on 8bdm was Stinkoman 20X6, hence my picture, though I changed it to SilverSin because that's the name I use for...pretty much everything (Steam, MMO's, etc)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Blaze The Cat on October 30, 2012, 09:50:04 AM
Boss Name: Sonic The Hedgehog

Sprite: I'm certain there's one already made. And the colors should be easy too. I can't link because I'm on a mobile.

Theme music: Sonic's theme from SA2:B

Voices:
On introduction: Sonic's the name and speed's my game!
On kill:
- You're too slow! (From SSBB)
- Laaateeer! (From SA2:B in Kart Racing)
- Yes! (Sonic Unleashed)
Super Jump: Wooooo! (Sonic Unleashed)
Spin Attack: Spindash sound
Tornado Spin: Take this! + Tornado Sound (Sonic Heroes)
Super Form: Super Transform Sound + Time to show you my real power! (SSBB)
On death: Noooooo! + Bu-bum sound that is all too familiar.

Stats:
Power: Low (Desribled in attacks)
Speed: Very Fast
Health: Medium-High (275/Player)
Knockback: Like Roboenza (His speed makes up for this)

Attacks:

Main attack is a kick attack, like the charge kick. It does 1/2 damage, meaning it will take two kicks to kill a player.

Using Alt-Fire utilizes a spin attack. Sonic turns into a spinning sprite, and any player he rams into takes damage alike that of top spin.

The Super Jump works like the other super jumps.

When sonic builds enough in the rage meter, he can use tornado spin, which is a quite wide ranged attack, which will fling all those within range high into the air, while dealing half their HP of damage. This makes it easy picking to kick a player and kill them. When he is in rage, he turns white so players know to watch out.

If there is a higher level of rage, his second rage is to turn super. For 10 (Maybe 15) seconds, he is invulnerable, and anything he touches gets topspin damage. He can still receive knockback, however.

Messages:
When kicked: Victim was too slow for Sonic (Attacker)'s flying kick.
When hit by spin attack: Sonic (Attacker) spun right through Victim with spin attack.
When killed by tornado: Victim got sent into the clouds by Sonic (Attacker)'s Tornado Spin!
When killed by the super form: Victim was obliterated by Super Sonic (Attacker)!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Rozark on October 30, 2012, 08:23:41 PM
2hko, very fast movement speed.

-hears beeping-

Woops, I gotta take this. It's my OP-dar going off again :/
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Blaze The Cat on October 31, 2012, 02:16:53 AM
(click to show/hide)

Based on what Zard talked to me earlier, I've gone and modified the Sonic boss a little bit, to take down some of his overpowered properties.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Tengu on October 31, 2012, 02:48:10 AM
Quote
Main attack is a spin attack. Sonic turns into a spinning sprite, and must rev up the attack for a second or two, before unleashing it with amazing speed. The more it is revved, the faster it goes. It will one-hit-KO, but it's rather predictable, and can likely be stopped by an attack. Sonic will continue this until he hits a wall, takes a fall off a ledge, or gets hurt.


This renders certain maps useless, as he would almost always just fall off. Unless he's lucky enough to take damage.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on October 31, 2012, 02:57:32 AM
Doesn't he respawn when he falls off. (Unless spike pit.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Blaze The Cat on October 31, 2012, 03:06:10 AM
Perhaps he can break the spin by jumping as well? Let me add that in there.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Super Bros Bros on November 02, 2012, 12:55:38 AM
Quote from: "Blaze The Cat"
(click to show/hide)

Based on what Zard talked to me earlier, I've gone and modified the Sonic boss a little bit, to take down some of his overpowered properties.
Ok so look at the topic name see that "NOT ACCEPTING  FOR NOW" that means he's not accepting ideas. Might want to hold off on that idea until hales are accepted
But we already have a speed type boss *cough*Neo*cough*
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Tengu on November 03, 2012, 08:02:04 PM
NeoDS shouldn't even be a hale.



I think we should have a vote to VOTE THIS HALE OFF OF THE MOD.

It's OP with that Dash, and HP amount, and the rage, and iirc Silver said that there shouldn't be hales of people.


+Vote Delete NeoDS
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: TailsMK4 on November 03, 2012, 08:13:12 PM
Silver did not say he would not accept hales of people, or he would have already rejected mine a while ago, and that NeoDS would have been removed by now. I do agree NeoDS is slightly OP, though there are worse hales (Ra Thor is tricky to avoid, and the Ninja Spy has a lot of HP now per life, though I could also make a case for Scrooge having no knockback except when he's doing his Super Jump). Just bare with us as the test session for V3D slowly approaches. My main concern is making sure the hales are fairly balanced when compared to Saxton Hale himself.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Orange juice :l on November 03, 2012, 08:22:36 PM
+Vote Delete NeoDS
+Vote add GaryOak
+Vote add Giygas
+Vote add CaptainFalcon
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 03, 2012, 08:29:15 PM
+Vote Redo NeoDS.
Just remove his dash
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Balrog on November 03, 2012, 09:06:22 PM
+Vote Kill NeoDS with fire
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Gumballtoid on November 03, 2012, 09:23:32 PM
+Drive a knife into NeoDS's neck
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Stardroid Venus on November 03, 2012, 09:26:07 PM
Basically, what tengu said. +Vote Delete NeoDS
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hinatediz on November 03, 2012, 09:29:44 PM
+Vote Replace NeoDS with Peacock
Title: when did this thread turn into Mafia
Post by: Hallan Parva on November 03, 2012, 09:44:05 PM
+vote end NeoDS and his life
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Neo on November 03, 2012, 10:34:36 PM
@basically every person on this topic above(on this page) oh just because your ******* hales didnt get in doesnt mean you hate on whoevers did.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Tengu on November 03, 2012, 10:42:22 PM
We're not hating on it. It's quite frankly, bad.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 03, 2012, 10:45:20 PM
Quote from: "Neo"
@basically every person on this topic above(on this page) oh just because your ******* hales didnt get in doesnt mean you hate on whoevers did.
Kind of agree... The most problem people see is with the dash, however.
Title: You may or may not see a hale of me next time
Post by: MasterXman on November 03, 2012, 10:53:06 PM
+Vote remove all votes
His dash should either be nerfed or removed. It can dash entirely across RingMan's stage.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Tengu on November 03, 2012, 10:54:29 PM
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 03, 2012, 11:07:44 PM
Better idea:
Remove Dash, have his uppercut go up-forward.
Make his rage allow him to fire a sonic boom akin to Protoman.EXE with every attack
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Neo on November 03, 2012, 11:11:21 PM
Quote from: "Tengu and Tango"
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on November 03, 2012, 11:11:36 PM
Quote from: "Tengu and Tango"
...basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD...
No offense, but RCBS has a pretty bad HUD.  Sure, the machete looks nice, but nobody swings their arms like that when they swing a weapon.

While I'm talking about aesthetics, can I just go ahead and do something here?  I don't think the bosses should be represented with stock skins; it kind of changes who they are.
Saxton Hale:  NOT SKINNED
Ghost of Starman:  NOT SKINNED
Cave Johnson:  NOT SKINNED
Robo-Christian Brutal Sniper:  NOT SKINNED
Seeman:  NOT SKINNED
Seeldier:  SKIN AVAILABLE--YELLOW DEVIL'S SOLDIER
Ninja Spy:  SKIN AVAILABLE--YELLOW DEVIL'S SPY
NeoDS:  SKINNED
PO'd Roll:  SKINNED
Ra Thor:  SKINNED
Gilgamesh:  NOT SKINNED
Slenderman:  SKINNED
Scrooge McDuck:  SKINNED
...That's a little under half the bosses that are not skinned and don't have skins available.  I think the community should band together to help those poor skinless bosses.

Also I have like a billion more boss ideas but I'm waiting until suggestions are open again like you're supposed to
And hopefully not annoying SilverSin will increase the chances of Quote
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Max on November 03, 2012, 11:17:24 PM
Quote from: "CHAOS_FANTAZY"
Seeldier:  SKIN AVAILABLE--YELLOW DEVIL'S SOLDIER
Ninja Spy:  SKIN AVAILABLE--YELLOW DEVIL'S SPY

please don't use them
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on November 03, 2012, 11:30:22 PM
Quote from: "Yellow Devil"
please don't use them
Yeah, I know they're bad, but they're all we've got, and I always say that something is better than nothing.  Why do you think I document every idea I ever get?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Mr. X on November 03, 2012, 11:42:32 PM
...They're his skins.  If he tells you don't use them, don't use them.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on November 03, 2012, 11:46:30 PM
Quote from: "Neo"
Quote from: "Tengu and Tango"
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.
then i have news youl REALLY like:

you see, hales ARENT being removed unless theyre submitter/creator ASKES/REQUESTS them to be removed. and only da's doing that for his hales(plus its only temporarily).

so, in a nutshell, deal with it. my hales NOT getting removed, and its staying as is.
and, too quote someone:
"ITS OVER, DEAL WITH IT, YOU GOT THE BAD ENDING, GAME OVER"
so this is why the "Report Post" button exists

okay then
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on November 03, 2012, 11:49:35 PM
Quote from: "Mr. X"
...They're his skins.  If he tells you don't use them, don't use them.
Earlier, he said he didn't want them used because they were bad.  I was just too slow on my reply and he edited his post.
BUT WHATEVER.  Sorry for derailing the topic.  Point is, well, now over half the bosses don't have acceptable skins and we need to fix that.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 03, 2012, 11:53:56 PM
I'd suggest keeping NeoDS in the Hale.wad for the time being. Like I've probably haven't stated on this forum, we should probably consider making a CSCSH (CutStuff Community Saxton Hale) expansion for all the hales that represent the members of the community. Now, if it's because he is too powerful, then just nerf him as needed and save the "He's OP!" complaining for Gilgamesh.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: chuggaafan1 on November 04, 2012, 12:05:56 AM
Quote from: "SmashBroPlusB"
Quote from: "Neo"
Quote from: "Tengu and Tango"
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.
then i have news youl REALLY like:

you see, hales ARENT being removed unless theyre submitter/creator ASKES/REQUESTS them to be removed. and only da's doing that for his hales(plus its only temporarily).

so, in a nutshell, deal with it. my hales NOT getting removed, and its staying as is.
and, too quote someone:
"ITS OVER, DEAL WITH IT, YOU GOT THE BAD ENDING, GAME OVER"
so this is why the "Report Post" button exists

okay then


In a Call with GBT, Tengu and Venus. Tengu tries to report Neo's Post.

"This Post has already been Reported"
Laughter Ensued upon the irony.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Tengu on November 04, 2012, 12:07:36 AM
That CSCSH thing is a good idea, DA.

Perhaps if that is made then NeoDS can be moved there. As for this mod, I still just think it's easier if it's altogether removed, but if it underwent some rather large changes, it COULD probably work out and stay.

And Neo, I can't help but say I'm a little surprised by your behavior about this. There's no need to get so worked up.


But, this is all Silversin's choice.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: LlamaHombre on November 04, 2012, 12:29:38 AM
Quote from: "Neo"
you see, hales ARENT being removed unless theyre submitter/creator ASKES/REQUESTS them to be removed. and only da's doing that for his hales(plus its only temporarily).

so, in a nutshell, deal with it. my hales NOT getting removed, and its staying as is.
and, too quote someone:
"ITS OVER, DEAL WITH IT, YOU GOT THE BAD ENDING, GAME OVER"

This is just wrong.

If the creator does or does not support the removal of the Hale, he'd speak for it himself. You declaring the word of everyone else bullshit with that attitude isn't necessary and I'm going to have to respond with a necessary action.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on November 04, 2012, 01:00:45 PM
I really dont see a problem with neods. Just saying.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hilman170499 on November 04, 2012, 02:58:59 PM
Just asking, is the next version going to be before or after the release of the MM8 Expansion?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: SmashTheEchidna on November 05, 2012, 05:16:47 PM
Okay, since Smash's skin is finished, I suppose I could give this a shot. I'll update the info here.

Quote from: "Gizmo The Cat"

Smash The Echidna
(click to show/hide)


Now, I could PROBABLY do some of the basic stuff myself, but I won't know until I look at the actual template. I'll also need help with the HUD sprites.



Also, a suggestion for Barbatos' rage. I have no idea whether or not this is a good idea, but here goes. I said this before in the extra info.

Quote from: "Gizmo The Cat"
Extra info: World Destroyer would've been his rage, but then it would be OP because it would annihilate everyone no matter what.

What if his rage actually WAS World Destroyer? It would work like the original. He stops what he's doing and begins charging the skill, and it's up to all the players to attack him enough until he stops. He could have a damage meter that shows up for the duration of the charge, and when the players rack it up to full, he is knocked out of it. (and possibly stunned) But if they're too late, then he annihilates every last player. It's a big gamble. Also, when he begins using it, the voice clip should sound for all players (much like the earlier versions of the mod) because everyone should be alerted to this danger.

It could be a nice alternative for Genocide breaker. Or, maybe he could choose which rage he uses. Somewhat like how NeoDS had a rage item, except all of Barbatos' items are different rages he could use...



And as for Akuma, he's lacking a fitting skin. Maybe someone could make a skin of him using these sprites (http://spriters-resource.com/arcade/supergemfighterminimix/sheet/38327)? Then again, they're probably way too big...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on November 05, 2012, 05:32:40 PM
But wouldent it be possible for him to camp in a larger maps where there would be less people to attack him due to the fact that not all the players are gonna be fighting him.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on November 05, 2012, 05:36:42 PM
Hm...You have a point there. It could be easily exploited. He could probably run off once he gets rage.
Hmm, perhaps he could just have a huge radius explosion, meaning the only way to avoid it would be to hide behind something. That would prevent him from camping with it, as he won't benefit by killing anyone.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on November 05, 2012, 06:38:27 PM
if its like that, I would make it so that he could still move but very slow until its released and lower the amount of time its take to use it just a little. It would suck if as soon as he used it, the guy he was using it against hoped right behind a crate or something right infront of him and he could just sit there for the time without doing anything.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on November 05, 2012, 06:53:12 PM
why not

have a thing that shows you where he is

like have a +NOINTERACTION projectile automatically spawn from players that travels in the hale's direction

you know sort of like the red guide mist beams that find Emeralds in Sonic Adventure 1

this can be done by storing the hale's ID and then directing the guide projectiles to face the player with that ID
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 05, 2012, 08:09:42 PM
Quote from: "SmashBroPlusB"
why not

have a thing that shows you where he is

like have a +NOINTERACTION projectile automatically spawn from players that travels in the hale's direction

you know sort of like the red guide mist beams that find Emeralds in Sonic Adventure 1

this can be done by storing the hale's ID and then directing the guide projectiles to face the player with that ID

If that is done, better try to not use ACS running individually per player. And rather, ACS gives custominventory to everyone that spawns the projectile on pickup. You know how harsh it is to run script per player.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on November 05, 2012, 08:11:02 PM
Hm. If it's possible, then that would be a nice thing to have. I'm still concerned about the camping though. I can imagine him using it in one of the windows in Darkman's stage. (i.e the one over the pit.) No one would be able to get him in time like that. Of course, if it was just a normal explosion, then he wouldn't kill anyone with it anyway...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on November 10, 2012, 08:40:37 PM
Oh, yes, a couple things I forgot to mention earlier:

> Roll's theme is...just, ugh.  It's as if the song accentuates my hate for the boss.
Here's a more action-oriented track from the Rockman Chiptuned album.  After Gilgamesh's poll is over, we might want to consider voting on which song we like better.

> Slender's theme, though not nearly as bad as Roll's, still leaves some to be desired.  The low droning doesn't really give off the feeling of fear you get when there's an all-powerful being of darkness chasing you in the dark--to elaborate, the song you have is "Despair Scary" (See also:  Clock Town Final Hours), whereas Slender should have something more "Panic Scary" (See also:  Drowning Theme (A lighter example, but you get the idea).
I'm sure there's a good song we could steal from Amnesia that fits the bill.

> Also, when I said each Hale should have their own personal map, I didn't mean you had to make them all yourself...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on November 10, 2012, 09:08:07 PM
Quote from: "CHAOS_FANTAZY"
Oh, yes, a couple things I forgot to mention earlier:

> Roll's theme is...just, ugh.  It's as if the song accentuates my hate for the boss.
Here's a more action-oriented track from the Rockman Chiptuned album.  After Gilgamesh's poll is over, we might want to consider voting on which song we like better.

> Slender's theme, though not nearly as bad as Roll's, still leaves some to be desired.  The low droning doesn't really give off the feeling of fear you get when there's an all-powerful being of darkness chasing you in the dark--to elaborate, the song you have is "Despair Scary" (See also:  Clock Town Final Hours), whereas Slender should have something more "Panic Scary" (See also:  Drowning Theme (A lighter example, but you get the idea).
I'm sure there's a good song we could steal from Amnesia that fits the bill.

> Also, when I said each Hale should have their own personal map, I didn't mean you had to make them all yourself...
@Roll's theme, THANK YOU! I felt that the theme she has just isn't...exciting enough. I'll definitely be using this.
@Slendy's theme, I see what your getting at, and I guess I can do something about that.
@The maps, I know I shouldn't be making em all by my self...in fact, when V3D is out, I'm gonna be asking for some help.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 10, 2012, 09:33:39 PM
As for Slendy's Theme... Maybe Penguin Cemetery from Parodius. That musics make me so sleepless.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on November 10, 2012, 09:39:19 PM
Is it alright if I update KFCM & IWM?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: TailsMK4 on November 10, 2012, 09:44:21 PM
Roll's theme as suggested by Chaos Fantasy definitely sounds good, plus it is 8-bit or close to it. It also sounds a bit more pleasing to the ears, so I will support it being in.
As for Slendy, I just do not know much about the character itself, so I will not be saying much more other than the alternate song Neo did at one point in his "own" version of Saxton Hale sounded horrible.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on November 10, 2012, 10:09:10 PM
The new Roll theme sounds a lot better, and I'd definitely like to see it in. I don't mind the song, but it's not really fit for a battle, y'know?

As for Slenderman, I don't really know. I've been looking for a fitting creepy theme myself.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on November 10, 2012, 10:15:48 PM
Because this was buried on the last page.
Quote from: "Game&Watcher"
Is it alright if I update KFCM & IWM?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 10, 2012, 10:17:06 PM
By creepy, I mean...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on November 10, 2012, 10:18:24 PM
Embedding disabled by request. :|
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Rozark on November 10, 2012, 10:25:48 PM
How has noone thought of the $20 dollar song from the game for Slenderman's theme >_>
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 10, 2012, 10:38:45 PM
Quote from: "Gizmo The Cat"
Embedding disabled by request. :|
At least you can click the "Watch on Youtube" in it :D
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 10, 2012, 10:44:35 PM
Quote from: "CHAOS_FANTAZY"
After Gilgamesh's poll is over, we might want to consider voting on which song we like better.
I will be switching Gilgamesh's rage to Rocket Punch since majority rules. If SilverSin wants to do the new vote for Roll's theme, he can do so.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on November 10, 2012, 11:12:46 PM
Gilgamesh is still staying in? I've heard rumors about him getting the boot.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 10, 2012, 11:50:15 PM
Changed my mind, since I thought the next update was gonna be a lot sooner.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on November 11, 2012, 01:30:46 AM
I see. What about Scrooge?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 11, 2012, 01:40:43 AM
Scrooge is getting the small buffs he needs and will also be returned. The 2 reworks'll be sent when Spike gets finished.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on November 11, 2012, 02:05:32 AM
Scrooge needed buffs?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 11, 2012, 02:16:58 AM
Slight coding fix, Mobies are slightly faster, and removing +CLIENTSIDEONLY from the Moby's core script. becasue Neo is a fking genius.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 11, 2012, 02:28:20 AM
Dude, those Mobies are bad idea. See what happened in CBC. Even if they disappeared over time, they still have that HUUUUUUUGE box.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 11, 2012, 02:44:21 AM
I'm not comfortable discussing anything related to CBC. The Mobys have the exact same hitbox as the one from MM4DIV. They're getting the buff due to their lack-luster performance in wide-open maps, despite such maps being rare. If it causes too much of a problem, the I'll shrink the hitbox down by some bit.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 11, 2012, 02:45:57 AM
Even so. In CBC they were fixed to work, but that meant that Scrooge was guaranteed to win by mob barricading everyone's ways.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 11, 2012, 03:13:28 AM
That's somewhat the point. The Mobys are supposed to be used to cloud out popular camping spots, clogging certain hallways, and somewhat coralling enemies in open areas.

I don't know what the hell to do with it to get everyone's approval.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Orange juice :l on November 11, 2012, 03:18:49 AM
The mobies don't actually kill people, last I checked. Fix that and it's fine :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
Post by: GameAndWatcher on November 11, 2012, 03:56:18 AM
I'm updating this old thing.
Quote from: "Game&Watcher"
Quote from: "Game&Watcher"
Here's my suggestion for a boss:
Incredible Woodman and Kung-Fu Cutman!That's right, another duo
Intro:
1.)WM:"I feel incredible!",
CM:"Let's see how you do against Kung-Fu Cutman!",

(click to show/hide)

Woodman Health: About Average

Woodman Speed: Somewhat low

Woodman Attack: Incredible Tackle! (Works just like YD Wood's alt)

Woodman SJump: Same as Saxton (Sound: WOOSH!)

Woodman Rage: Powerful Leaf Attack (AOE Leaf Rain, Less range than GOS' PSI Starstorm ?)

Cutman Health: Below average

Cutman Speed: Pretty Fast (Not Quickman Fast, But faster than vanilla Mega)

Cutman Attack: Karate Chop (Cutter Slice, see older YD classes/current KY classes)

Cutman SJump: Has the option of the usual Super Jump or a teleport (similar to his appearance in the arcade games) (Sound: He-ya!)

Cutman Rage: Tri-Cutter: Rolling Cutter + Spread = You get the Idea

One other thing: when there's only one of the two left: the person who defeated the one boss gets SpreadRune and the following Music plays:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Rozark on November 11, 2012, 05:10:18 AM
So uh, when will we see a v3 release?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on November 11, 2012, 05:54:24 PM
Soon enough, still making some tweaks.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Zard1084 on November 15, 2012, 02:28:03 AM
I still can't wait for the update and the new hales lol
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: TailsMK4 on November 16, 2012, 09:21:47 PM
I'm thinking Silver is waiting until after MM8BDM V3A before he gets ready to release it, since in V3A we will no longer be using Skulltag, so things internally will be different. The gamemode should, of course, be compatible with Zandronum. Since V3A, from what I heard, is in the beta-test stage now, it will be pretty soon. Not to mention MM8 will complete my hale's weapon resistance so that he will not be quite as UP...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on November 18, 2012, 05:55:43 PM
Okay, just throwing out there that I believe I have the updates for my Hales done:

Gilgamesh
------------
HP count reduced to ehh...220 seems fair, right?
Weakness to Melee added (Top, StarHug, Slash, JunkHug, Charge, FireHug, Saku, and Sword if this gets out after MM8), but retains his resistances to everything else.
SaxtonHaleRage requirement reduced.
Rage is now Rocket Punch. To put it simply, it's a near-clone of Sniper's old rage.

Scrooge
---------
Small HUD tweak
Mobies are slightly faster, smaller hitbox, and disappear a lot sooner
Corpse spawned on death works proplerly, I think. Doesn't work on bots, however.

If it's not too late, is it possible to add this in so I can stop being pestered about it?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on November 18, 2012, 10:41:18 PM
Quote from: "DarkAura"
Okay, just throwing out there that I believe I have the updates for my Hales done:

Gilgamesh
------------
HP count reduced to ehh...220 seems fair, right?
Weakness to Melee added (Top, StarHug, Slash, JunkHug, Charge, FireHug, Saku, and Sword if this gets out after MM8), but retains his resistances to everything else.
SaxtonHaleRage requirement reduced.
Rage is now Rocket Punch. To put it simply, it's a near-clone of Sniper's old rage.

Scrooge
---------
Small HUD tweak
Mobies are slightly faster, smaller hitbox, and disappear a lot sooner
Corpse spawned on death works proplerly, I think. Doesn't work on bots, however.

If it's not too late, is it possible to add this in so I can stop being pestered about it?
Go right ahead. I was actually gonna ask if I should wait for you to finish up editing them.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on November 18, 2012, 10:48:05 PM
By the way, you might want to look into the fog thing for Slender. Anyone using OpenGL can disable the fog completely and the default FogDist barely does anything.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Zard1084 on December 02, 2012, 04:08:56 PM
Hey Silversin i found a english version of Rolls theme  *the one you used for the roll hale  :ugeek: *
(click to show/hide)
I hope you can use it for the next version or the one after that
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on December 02, 2012, 04:56:30 PM
Quote from: "Zard1084"
Hey Silversin i found a english version of Rolls theme  *the one you used for the roll hale  :ugeek: *
(click to show/hide)
I hope you can use it for the next version or the one after that
Had you paged back a few pages, you would know that her theme's getting changed to this:
Quote from: "CHAOS_FANTAZY"
> Roll's theme is...just, ugh.  It's as if the song accentuates my hate for the boss.
Here's a more action-oriented track from the Rockman Chiptuned album.  After Gilgamesh's poll is over, we might want to consider voting on which song we like better.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Zard1084 on December 02, 2012, 05:06:20 PM
hey that fits into the hole 8-bit thing perfectly of course silversin may use the one i posted but we will see soon wont we?  :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: sipfried on December 02, 2012, 08:18:45 PM
can slender be teleport away if he is stuned??? (to many hits)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on December 02, 2012, 09:16:25 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "Zard1084"
Hey Silversin i found a english version of Rolls theme  *the one you used for the roll hale  :ugeek: *
(click to show/hide)
I hope you can use it for the next version or the one after that
Had you paged back a few pages, you would know that her theme's getting changed to this:
Quote from: "CHAOS_FANTAZY"
> Roll's theme is...just, ugh.  It's as if the song accentuates my hate for the boss.
Here's a more action-oriented track from the Rockman Chiptuned album.  After Gilgamesh's poll is over, we might want to consider voting on which song we like better.
Wouldn't it be illegal to use the "Chiptuned Rockman" Roll theme, seeing how you'd have to buy the Soundtrack?
I'd think this would be a suitable replacement:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SilverSin on December 02, 2012, 11:20:54 PM
Oh man, I got a lot to reply to...sorta...not really...aaanywho,

Quote from: "TailsMK4"
I'm thinking Silver is waiting until after MM8BDM V3A before he gets ready to release it, since in V3A we will no longer be using Skulltag, so things internally will be different. The gamemode should, of course, be compatible with Zandronum. Since V3A, from what I heard, is in the beta-test stage now, it will be pretty soon. Not to mention MM8 will complete my hale's weapon resistance so that he will not be quite as UP...
Now that you mention it, I might wait for the next update.
Quote from: "tsukiyomaru0"
By the way, you might want to look into the fog thing for Slender. Anyone using OpenGL can disable the fog completely and the default FogDist barely does anything.
Yeah, I've been trying to find a way to prevent that. Right now I'm just using the setdarkness ACS command, but if I find something better than that, I will replace.
Quote from: "Game&Watcher"
Quote from: "CHAOS_FANTAZY"
Quote from: "Zard1084"
Hey Silversin i found a english version of Rolls theme  *the one you used for the roll hale  :ugeek: *
(click to show/hide)
I hope you can use it for the next version or the one after that
Had you paged back a few pages, you would know that her theme's getting changed to this:
Quote from: "CHAOS_FANTAZY"
> Roll's theme is...just, ugh.  It's as if the song accentuates my hate for the boss.
Here's a more action-oriented track from the Rockman Chiptuned album.  After Gilgamesh's poll is over, we might want to consider voting on which song we like better.
Wouldn't it be illegal to use the "Chiptuned Rockman" Roll theme, seeing how you'd have to buy the Soundtrack?
I'd think this would be a suitable replacement:
I too thought it would be illegal to use it for the same reason. As for that other roll theme you just posted, it sounds nice. I could try speeding it up a bit, maby increasing the pitch, you know, make  it sound a bit more...fast paced.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on December 07, 2012, 04:15:55 PM
HUDs for Quote. Need opinions.

(http://imageshack.us/a/img607/4474/hquoa0.png)

King's Sword. Need an idea of what color to actually make it. Cyan, maybe?

(http://imageshack.us/a/img96/418/hquod0.png)

Super Rocket Launcher. NES color limits can't make it orange. Quote sorta holds it over his shoulder when using it which explains the lack of his arm in this sprite. Might add his fingers on the top like he's grasping the top of it to hold it up.

(http://imageshack.us/a/img577/1274/hquoi0.png)

Nemesis. Might need to angle it outward some more.

(http://imageshack.us/a/img507/1739/hquoe0.png)

Spur. Anyone mind if the Spur takes on a "revolver" type forme?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on December 07, 2012, 06:57:51 PM
Quote from: "DarkAura"
HUDs for Quote. Need opinions.

(http://imageshack.us/a/img607/4474/hquoa0.png)

King's Sword. Need an idea of what color to actually make it. Cyan, maybe?

(http://imageshack.us/a/img96/418/hquod0.png)

Super Rocket Launcher. NES color limits can't make it orange. Quote sorta holds it over his shoulder when using it which explains the lack of his arm in this sprite. Might add his fingers on the top like he's grasping the top of it to hold it up.

(http://imageshack.us/a/img577/1274/hquoi0.png)

Nemesis. Might need to angle it outward some more.

(http://imageshack.us/a/img507/1739/hquoe0.png)

Spur. Anyone mind if the Spur takes on a "revolver" type forme?

they don't look very correct... Try reading this:
http://forum.zdoom.org/viewtopic.php?f= ... ed74092d13 (http://forum.zdoom.org/viewtopic.php?f=4&t=20793&sid=61c7972ccf9736ff060ab6ed74092d13)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on December 07, 2012, 07:38:08 PM
first of all I love you just for making a Quote hale

second of all I would be happy to supply skin frames or something





and third of all those arms are too straight and look like noodles :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3B + NOW ACCEPTING HAL
Post by: DarkAura on December 07, 2012, 08:03:14 PM
Quote from: "SmashBroPlusB"
first of all I love you just for making a Quote hale
You might want to thank CHAOS_FANTAZY too. I'm using his blueprints for Quote. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4319&p=192406&hilit=quote#p192406)

second of all I would be happy to supply skin frames or something

(http://fc07.deviantart.net/fs71/f/2010/196/f/f/MM8BDM_Quote_FINISHED_by_MM19872008.png)
Also CHAOS_FANTAZY's idea...unless he can agree to use a different set of skin sprites for Quote.



and third of all those arms are too straight and look like noodles :ugeek:
Most of the arm would get cropped off when they get positioned together. I'll try curving the arm downward a bit...again.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Korby on December 07, 2012, 08:04:59 PM
argh not blaze's human quote
the dude has white skin, not...white skin!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on December 07, 2012, 08:32:06 PM
hey Misdreavus would you not mind if I made a Quote skin



also, why not make Quote start off with the Spur and use the Blade as part of the rage
the Blade is an OHKO in the game and is supposed to shoot out those sexy throwing swords anyways
and besides, starting with a weapon you have to charge to OHKO and then upgrading to a natural OHKO makes more sense
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on December 07, 2012, 08:39:35 PM
First, let me dump a thousand thank-yous on your head for actually designing Quote when I thought nobody would.  Seriously.  It brings my heart great joy.

Quote from: "DarkAura"
(http://imageshack.us/a/img607/4474/hquoa0.png)
King's Sword. Need an idea of what color to actually make it. Cyan, maybe?
What's wrong with leaving it the color that it is?

Quote from: "DarkAura"
(http://imageshack.us/a/img96/418/hquod0.png)
Super Rocket Launcher. NES color limits can't make it orange. Quote sorta holds it over his shoulder when using it which explains the lack of his arm in this sprite. Might add his fingers on the top like he's grasping the top of it to hold it up.
Actually, I had a thought about that...people are always saying "we need more duo bosses," etc., so in the event that Quote got accepted, Curly Brace was going to be right after him (And then they could be another duo), and the Super Missile Launcher was going to go to her while Quote uses the normal counterpart.
(click to show/hide)
So, um...yeah, that should be the Normal Missile Launcher.

Quote from: "DarkAura"
(http://imageshack.us/a/img577/1274/hquoi0.png)
Nemesis. Might need to angle it outward some more.
Definitely; it looks like it's being aimed to the side.

Quote from: "DarkAura"
(http://imageshack.us/a/img507/1739/hquoe0.png)
Spur. Anyone mind if the Spur takes on a "revolver" type forme?
I always interpreted the Spur as more of a laser-gun-type-gun.  It's basically a white version of the Polar Star, though, which you can see with a lot of detail here. (https://www.youtube.com/watch?v=8Vcgks5f5FM)  Admittedly, my HUDsprites fail to capture this too.

Quote from: "Korby"
argh not blaze's human quote
the dude has white skin, not...white skin!
[/quote]
Yeah, I'm really not too fond of it either.  It'll work as a nice placeholder until we get something better, though, because--like I've already said--Wiiware sprites are way out of place.

Quote from: "SmashBroPlusB"
hey Misdreavus would you not mind if I made a Quote skin
I don't care one way or the other, but ask DA up there, not me.  He's the one who needs it.

Quote from: "SmashBroPlusB"
also, why not make Quote start off with the Spur and use the Blade as part of the rage
the Blade is an OHKO in the game and is supposed to shoot out those sexy throwing swords anyways
and besides, starting with a weapon you have to charge to OHKO and then upgrading to a natural OHKO makes more sense
The Blade isn't an OHKO; which Cave Story have you been playing?  It's a short-ranged, high-damage weapon, yes, but far from an OHKO.  It does 12 damage on L1, 18 on L2, and 3 per hit on L3.
Really, the idea presented before isn't an accurate depictions of King's Sword to begin with.  It's a melee weapon, not thrown, for one; and its damage received a huge buff.  I would have it be one of his guns, but honestly, non-melee boss weapons (Cave Johnson's Lemon Launcher, and Curly's Fireball Gun discussed above) are awkward.
To me, the progression of "Melee OHKO" to "Ranged OHKO" makes sense.  And, admit it, you'd have fun dual-wielding the two strongest weapons in the game.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on December 07, 2012, 11:14:58 PM
Quote from: "CHAOS_FANTAZY"
The Blade isn't an OHKO; which Cave Story have you been playing?
this one

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Balrog on December 07, 2012, 11:29:54 PM
agagagh

Those HUDs are ass. It looks like Quote is inspecting the weapon, not shooting people with it. Definitely angle it out more. The Spur should be a shiny laser pistol thing or possibly like how it looks in the Cave Story Update (http://dl.dropbox.com/u/21595111/TF2%20Mods/thecavestoryupdate.html), since it's all white in the PC version and in my opinion the Nicalis version looks really silly.

I'm actually in favor of using the heretical skin by Blaze, since PC sprites would be ugly blobs of color, Nicalis sprites would look out of place without significant modifications, and it's supposed to be in MM style, so if would fit in with everything else quite nicely.

Quote from: "SmashBroPlusB"
Quote from: "CHAOS_FANTAZY"
The Blade isn't an OHKO; which Cave Story have you been playing?
this one

(click to show/hide)
(http://3.bp.blogspot.com/-knpCsUjX1L8/UJWlCxN8lhI/AAAAAAAAGWk/_ODNnh5BR_4/s640/facepalm-captain-picard.jpg)

That means one projectile, not one-hit-kills. Blame the cut-rate localization team Nicalis hired instead of trying to license the fan translation.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Accel on December 09, 2012, 12:15:10 AM
So, I actually just recently started getting into this Hale craze mainly because nobody plays classes anymore. and it's been bothering me. Ghost of Starman v2 is one of the cooler bosses in my opinion, but it just bugs me that his skin is... well, Star Man. Have you considered a Ghost of Starman skin? I'm not too experienced at skin-making, but I could possibly make one based on an EB0 sprite or something?

Just a thought.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on December 09, 2012, 12:19:19 AM
Quote from: "Accel"
So, I actually just recently started getting into this Hale craze mainly because nobody plays classes anymore. and it's been bothering me. Ghost of Starman v2 is one of the cooler bosses in my opinion, but it just bugs me that his skin is... well, Star Man. Have you considered a Ghost of Starman skin? I'm not too experienced at skin-making, but I could possibly make one based on an EB0 sprite or something?

Just a thought.
...Um...
Quote from: "CHAOS_FANTAZY"
I don't think the bosses should be represented with stock skins; it kind of changes who they are.
Saxton Hale:  NOT SKINNED
Ghost of Starman:  NOT SKINNED
Cave Johnson:  NOT SKINNED
Robo-Christian Brutal Sniper:  NOT SKINNED
Seeman:  NOT SKINNED
Seeldier:  SKIN AVAILABLE--YELLOW DEVIL'S SOLDIER
Ninja Spy:  SKIN AVAILABLE--YELLOW DEVIL'S SPY
NeoDS:  SKINNED
PO'd Roll:  SKINNED
Ra Thor:  SKINNED
Gilgamesh:  NOT SKINNED
Slenderman:  SKINNED
Scrooge McDuck:  SKINNED
...That's a little under half the bosses that are not skinned and don't have skins available.  I think the community should band together to help those poor skinless bosses.
Quote from: "Yellow Devil"
Quote from: "CHAOS_FANTAZY"
Seeldier:  SKIN AVAILABLE--YELLOW DEVIL'S SOLDIER
Ninja Spy:  SKIN AVAILABLE--YELLOW DEVIL'S SPY
please don't use them
We already discussed this...

Also, on a side note, Silver announced a while ago that he's going to try getting something together between him and a few other members to create a map pack where each Hale gets their own map...I'd start thinking about what each map might be like.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Accel on December 09, 2012, 12:27:56 AM
Quote from: "CHAOS_FANTAZY"
We already discussed this...
Ah, alright. Again, I just barely started playing this mod last night. Haven't had a chance to go through the entire thread. Thanks for correcting me~
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: DarkAura on December 09, 2012, 07:33:38 AM
(http://img594.imageshack.us/img594/1067/hquo0.png)

Better? I might need to touch up the Nemesis a bit lot.

Also, gonna shoot a suggestion for Cave: when he sets people on fire with the lemons, can ya make it so the survivors are faster instead of slower? Wouldn't make much sense if someone would just stand still or casually walked to extinguish your fire-engulfed body instead of running around, flailing your arms around like a Muppet.
Title: hey non-melee Hales aren't necessarily a bad thing
Post by: Hallan Parva on December 09, 2012, 08:28:24 AM
I think the slowing down while on fire is to make things easier for Cave. You know, balancing and what-not. Unlike most hales (who can just RUN FORWARD and punch things) Cave requires a bit of finesse to use properly, and making his job harder wouldn't be the best approach.


Oh yeah, the HUDs are MUCH better. Nemesis needs to be tilted down a little as it looks like Quote's going to arc his shots, but I'm really loving the Spur and Super Missile Launcher.


I still think Quote needs to hold the Spur by default and upgrade to Nemesis / SML combo :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on December 09, 2012, 06:05:44 PM
Quote from: "DarkAura"
(http://img594.imageshack.us/img594/1067/hquo0.png)

Better? I might need to touch up the Nemesis a bit lot.

Also, gonna shoot a suggestion for Cave: when he sets people on fire with the lemons, can ya make it so the survivors are faster instead of slower? Wouldn't make much sense if someone would just stand still or casually walked to extinguish your fire-engulfed body instead of running around, flailing your arms around like a Muppet.
Way better now. I say to keep it at this.

So, as you are making suggestions for a hale, I'll throw a few in too:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on December 09, 2012, 07:00:33 PM
Quote from: "tsukiyomaru0"
Quote from: "DarkAura"
(http://img594.imageshack.us/img594/1067/hquo0.png)

Better? I might need to touch up the Nemesis a bit lot.

Also, gonna shoot a suggestion for Cave: when he sets people on fire with the lemons, can ya make it so the survivors are faster instead of slower? Wouldn't make much sense if someone would just stand still or casually walked to extinguish your fire-engulfed body instead of running around, flailing your arms around like a Muppet.
Way better now. I say to keep it at this.

So, as you are making suggestions for a hale, I'll throw a few in too:
    (Nerf) Ghost of Starman: Rage should have him move way slower. That would give the survivors at least a chance, rather than "full speed ahead" PK Starstorm.
    If he does move slower, it should be just a little, I dont want a rage that could be avoided way to easily
     (Nerf) Op(pan) Ninja Spy: Life counter should go down to 2 or have some flag that allows the server to control remotely to increase/decrease difficulty on fighting him.
    I would just give him less health
     (Change) Seeldier: Rage is pretty impratical and surviveable even on direct hit. Perhaps give him a rage that has him throw OHKO Napalm Bombs within a range and varying pitch and angle.
     (Change) General rage: Add a bar that allows them to know how long they have until their rage ends. Either that or a timer.
    Yeah, I would like to knowe how much my rage is gonna last.
     (Buff) Cave Johnson: Have his projectile fly faster but only remove the BOUNCEONACTORS after the first two to four tics.
    , I would like his lemons to explode on contact with a player.
     (Buff) Slender: The timer could be increased by 10*# of players in game.
    Slender could use more time when theres alot of people on the server. Its hard finding every camper on the map somtimes
     (Nerf) Scrooge: Narrow the blast radius for his super jump and make it take 2x longer to recharge.
    yes
     (Buff) Scrooge: Have the Mobies be harmless at the first few frames, but die in contact with walls/ceilings/floors for those few frames (About one or two frames), before being allowed to bounce off walls and kill enemies. That would prevent turbo whales of doom.
    ummmmm...dont know about this one...I like hyper mobies.
     (Nerf) NeoDS: Dash, sadly, has to go. It makes it the same as if Gilgamesh could have infinite rage without the explosion, and doesn't require much skill to score kills.
    NeoDS's dash is a little op but I dont think it should go, Just maybe make it take longer for him to recharge or lesson the amount of times he can dash with a full bar but dont remove it completly,
     (Change) Roll: Not a serious idea, but have her rage use a Roll Buster, that fires a " fully charged protobuster"
Roll's rage has to be changed, her rage can be seriosly op somtimes, I was at 250 health one time, I was able to get my rage before I died and restore my health back to 250, this didnt end, I was able to repeat this and the last guy alive didnt have what it takes to finish me off before I could heal.

Edit:Oh hey, I think ima try making ghost of starman skin. see how that goes. Might not turn out well though because Im not the best spriter ever but oh well, lets wait and see.

Edit2: Umm, can anyone please maybe get a sprite sheet for starman for me...please?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on December 09, 2012, 07:13:37 PM
> Why is the Spur black instead of white?  Also, I love how everyone ignored the bit about Curly and the Super Missile Launcher...meh, I suppose it doesn't matter unless someone wants to take her up, too.

> I've said it a million times, but still no one listens...
All we have to do is nerf NeoDS' dash.  Make it take his full action bar, and perhaps take away his superjump as well, but then he should be good to go.

> What bothers me about Ninja Spy is he's so different from his original. (http://wiki.teamfortress.com/wiki/Freak_Fortress_2#Ninja_Spy)  In Freak Fortress 2, time would slow when Ninja Spy lost a life, but he would somehow move faster than the other players, allowing him to catch up to and cut down anyone who was fighting him.  He also had a completely different rage and what feels like a lot less health.

> @Duora:  I can't find a full sheet, but it probably won't help you much...it's not a thing you can just rip and use.
Nonetheless, here are a couple sprites I found you can use for reference.
(http://local-static4.forum-files.fobby.net/forum_attachments/0001/4354/New%20Ghost%20Of%20Starman.PNG)  (http://images2.wikia.nocookie.net/__cb20090518231956/earthbound/images/c/c1/Enemy_GhostOfStarman.gif)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hallan Parva on December 09, 2012, 07:46:15 PM
Spur can be black if it wants to
it looks sexy



and Curly Brace would be the best hale because she uses PROJECTILESSSSSSSS
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: GameAndWatcher on December 09, 2012, 08:02:09 PM
Quote from: "SmashBroPlusB"
Spur can be black if it wants to
it looks sexy



and Curly Brace would be the best hale because she uses PROJECTILESSSSSSSS
Cave Johnson says Hi.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Accel on December 09, 2012, 08:17:59 PM
Quote from: "CHAOS_FANTAZY"
> @Duora: I can't find a full sheet, but it probably won't help you much...it's not a thing you can just rip and use.
Nonetheless, here are a couple sprites I found you can use for reference.
(http://local-static4.forum-files.fobby.net/forum_attachments/0001/4354/New%20Ghost%20Of%20Starman.PNG) (http://images2.wikia.nocookie.net/__cb20090518231956/earthbound/images/c/c1/Enemy_GhostOfStarman.gif)
To add onto that, here's Starman from MOTHER for the NES. Mind you, it's not Ghost of, since he doesn't show up until MOTHER 2-- which is not 8-Bit in the slightest.

(http://starmen.net/mother1/images/game/bluestarman.gif)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on December 09, 2012, 08:55:51 PM
hey, do I need any special sprites or anything aside from a normal skin (like jump sprites or a sprite for his rage or somthing)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: SmashTheEchidna on December 09, 2012, 11:57:59 PM
Not necessarily, no. Unless you wanna be fancy.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hinatediz on December 10, 2012, 04:27:23 PM
(http://images3.wikia.nocookie.net/__cb20110821181456/earthbound/images/e/e4/Starman_Overworld.png)

This sprite says hi to balance the game sizes
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on December 10, 2012, 06:35:43 PM
Quote from: "Hinatediz"
(http://images3.wikia.nocookie.net/__cb20110821181456/earthbound/images/e/e4/Starman_Overworld.png)

This sprite says hi to balance the game sizes

thanks but I already balanced his size, at the moment, hes like a pixel or two taller then centaurman...because I dont know how tall hes suppose to be...I pictured him tall...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Hinatediz on December 10, 2012, 11:37:27 PM
Quote from: "Duora Super Gyro"
Quote from: "Hinatediz"
(http://images3.wikia.nocookie.net/__cb20110821181456/earthbound/images/e/e4/Starman_Overworld.png)

This sprite says hi to balance the game sizes

thanks but I already balanced his size, at the moment, hes like a pixel or two taller then centaurman...because I dont know how tall hes suppose to be...I pictured him tall...

His size it's about Guts Man's one...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on December 12, 2012, 01:13:35 AM
Oh, yes.
Until we get something really good for the Slenderman theme, we can use this for his theme from the actual Slender game.

IIRC, Slender is a free game, so taking music from it shouldn't be a problem, and--well, maybe it's just me, but--I think it works well.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SilverSin on December 27, 2012, 11:42:13 PM
bump for updates.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on December 27, 2012, 11:57:10 PM
A beta release, huh? And hale suggestions are back yay.

BTW, I remember you putting up a hale template sometime earlier, but I don't see it anymore.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SilverSin on December 28, 2012, 12:03:33 AM
Quote from: "Gizmo The Cat"
A beta release, huh? And hale suggestions are back yay.

BTW, I remember you putting up a hale template sometime earlier, but I don't see it anymore.
Oh, sorry, I'll put that up soon.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on December 28, 2012, 12:11:35 AM
That'd be great, thanks.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on December 28, 2012, 12:27:30 AM
Suggestions are back up?!  Whee~!

Horseless Headless Horsemann, a Freak Fortress original with a few MM8BDM changes.
(click to show/hide)

Chaos Lord Roll, a joke spawned by me that I probably take too seriously.
(click to show/hide)

There are more ideas floating around in here, but these are the ones ready for presentation.

Also, I might add a checklist for Skins and Maps for each boss to the front page.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on December 28, 2012, 12:41:08 AM
I think Chaos Lady Roll should be replaced with Merasmus the Magician (http://wiki.teamfortress.com/wiki/Merasmus), because PORoll.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on December 28, 2012, 01:01:19 AM
Quote from: "Game&Watcher"
I think Chaos Lady Roll should be replaced with Merasmus the Magician (http://wiki.teamfortress.com/wiki/Merasmus), because PORoll.
It actually is still Chaos Lord, in respect of the source material of AQWorlds.  The sixth of the Chaos Lords, though female, was still referred to as a Lord.

Plus, Merasmus, while a cool idea and somewhat coincides with the idea (When I first looked at KOTH_Lakeside_Event, the first thing I thought was "Hoo boy, it's Roll's Chaos Generator"), doesn't quite fit.  For one, he'd need even more of a magical motif, and his Rage would have to be the Bazbobibbybomb Bazbobombbitron Bombinomicon.
I honestly don't see the problem with having two radically different Roll bosses--they're not even centered on the same idea--but I'm ~90% sure she won't make the cut anyway, so whatever.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Zard1084 on December 28, 2012, 01:26:48 AM
Someone host this now! Like right now! with the classes too!
But seriously the new hales are awesome! the classes are well thought out and the old hales being fixed up makes this all the much better! plus 2 new maps! all my YES!!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on December 28, 2012, 01:43:49 AM
Oh hey, hale suggestions.

Here's a couple ideas:

(click to show/hide)

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on December 28, 2012, 02:26:44 AM
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Myroc on December 28, 2012, 11:19:39 AM
Quote from: "Balrog"
(click to show/hide)
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ? Manibogi ? on December 28, 2012, 01:26:44 PM
Quote from: "CHAOS_FANTAZY"
Chaos Lord Roll, a joke spawned by me that I probably take too seriously.
(click to show/hide)
How about the world theme for the Evil War? I always thought that was an epic score.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: BiscuitSlash on December 28, 2012, 02:15:08 PM
(click to show/hide)
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: JJ Boom on December 28, 2012, 08:50:40 PM
Boss ideas  #3 and 4 are go!

Boss 3
(click to show/hide)

Boss 4 (Inb4 Hate)
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on December 28, 2012, 09:46:07 PM
Yay, submits

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on December 28, 2012, 10:57:16 PM
Okay.
So.
Hard Mode was a bad idea.
Classes have potential, but need tweaking to not be frustrating (Speedster's speed power comes to mind; maybe he could have a Sprint item where he runs stupid-fast but can't shoot?).
Timer needs to be reworked to not be obnoxious, but other than that it's golden.
With those out of the way, New Update is Good.

If I may put forward a couple themes for the upcoming maps:
(click to show/hide)
Just trying to paint some pictures and inspire some mapmakers; don't feel like you have to use my ideas.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Senkle on December 28, 2012, 11:28:09 PM
(click to show/hide)

Here's a Suggestion for a hale.

Name: Omega Zero
Skin: Omega Zero Skin.
Health: Average.
Resistances: No.
Speed: Normal Speed.
Music: http://www.youtube.com/watch?v=GUBE4PbHFvo (http://www.youtube.com/watch?v=GUBE4PbHFvo)
Attack Method: Z-Saber: Uses a copy of Zero's Saber, but Omega Zero's saber is purple. It damages any close target, causing instant death to anyone who gets damaged by it (Similar as NeoDS' saber, but it's slower and has no dash or uppercut).
Rage: He fires lasers, reaching the sky. Omega Zero may run with these lasers, killing anybody who touches the lasers. It also protects from any attack. (I recommend the rage to have a time from 5 to 10 seconds.)

Original Idea by GiantMega.EXE and me.
In case of more details, see the battle. http://www.youtube.com/watch?v=W6wxfxLebjI (http://www.youtube.com/watch?v=W6wxfxLebjI)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on December 29, 2012, 01:53:29 AM
Man, you made a TERRIBLE mistake that might be very well linked to all the sudden lag and crash... THIS:
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
GiveInventory("TelefraggingIsBad",1);
ACS_ExecuteAlways(814,0);
}
Script 814 should NOT run "per player", as it was originally meant to be "run by map", because it gives something to all players every 5 tics. Result:
Intense lag every 5 tics, high very fatal error ratio and crashes.

this script should be:
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
GiveInventory("TelefraggingIsBad",1);
}

And 814 should be:
Code: [Select]
Script 814 OPEN
{
Delay(5);
GiveActorInventory(1000,"SuperReplacer9k",1);
GiveActorInventory(1001,"SuperReplacer9k",1);
GiveActorInventory(1002,"SuperReplacer9k",1);
GiveActorInventory(1003,"SuperReplacer9k",1);
GiveActorInventory(1004,"SuperReplacer9k",1);
GiveActorInventory(1005,"SuperReplacer9k",1);
GiveActorInventory(1006,"SuperReplacer9k",1);
GiveActorInventory(1007,"SuperReplacer9k",1);
GiveActorInventory(1008,"SuperReplacer9k",1);
GiveActorInventory(1009,"SuperReplacer9k",1);
GiveActorInventory(1010,"SuperReplacer9k",1);
GiveActorInventory(1011,"SuperReplacer9k",1);
GiveActorInventory(1012,"SuperReplacer9k",1);
GiveActorInventory(1013,"SuperReplacer9k",1);
GiveActorInventory(1014,"SuperReplacer9k",1);
GiveActorInventory(1015,"SuperReplacer9k",1);
GiveActorInventory(1016,"SuperReplacer9k",1);
GiveActorInventory(1017,"SuperReplacer9k",1);
GiveActorInventory(1018,"SuperReplacer9k",1);
GiveActorInventory(1019,"SuperReplacer9k",1);
GiveActorInventory(1020,"SuperReplacer9k",1);
GiveActorInventory(1021,"SuperReplacer9k",1);
GiveActorInventory(1022,"SuperReplacer9k",1);
GiveActorInventory(1023,"SuperReplacer9k",1);
GiveActorInventory(1024,"SuperReplacer9k",1);
GiveActorInventory(1025,"SuperReplacer9k",1);
GiveActorInventory(1026,"SuperReplacer9k",1);
GiveActorInventory(1027,"SuperReplacer9k",1);
GiveActorInventory(1028,"SuperReplacer9k",1);
GiveActorInventory(1029,"SuperReplacer9k",1);
GiveActorInventory(1030,"SuperReplacer9k",1);
GiveActorInventory(1031,"SuperReplacer9k",1);
GiveActorInventory(1032,"SuperReplacer9k",1);
restart;
}
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Ceridran on December 29, 2012, 02:49:08 AM
I am interested in giving this a try.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SilverSin on December 29, 2012, 02:58:30 AM
Quote from: "tsukiyomaru0"
Man, you made a TERRIBLE mistake that might be very well linked to all the sudden lag and crash... THIS:
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
GiveInventory("TelefraggingIsBad",1);
ACS_ExecuteAlways(814,0);
}
Script 814 should NOT run "per player", as it was originally meant to be "run by map", because it gives something to all players every 5 tics. Result:
Intense lag every 5 tics, high very fatal error ratio and crashes.

this script should be:
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
GiveInventory("TelefraggingIsBad",1);
}

And 814 should be:
Code: [Select]
Script 814 OPEN
{
Delay(5);
GiveActorInventory(1000,"SuperReplacer9k",1);
GiveActorInventory(1001,"SuperReplacer9k",1);
GiveActorInventory(1002,"SuperReplacer9k",1);
GiveActorInventory(1003,"SuperReplacer9k",1);
GiveActorInventory(1004,"SuperReplacer9k",1);
GiveActorInventory(1005,"SuperReplacer9k",1);
GiveActorInventory(1006,"SuperReplacer9k",1);
GiveActorInventory(1007,"SuperReplacer9k",1);
GiveActorInventory(1008,"SuperReplacer9k",1);
GiveActorInventory(1009,"SuperReplacer9k",1);
GiveActorInventory(1010,"SuperReplacer9k",1);
GiveActorInventory(1011,"SuperReplacer9k",1);
GiveActorInventory(1012,"SuperReplacer9k",1);
GiveActorInventory(1013,"SuperReplacer9k",1);
GiveActorInventory(1014,"SuperReplacer9k",1);
GiveActorInventory(1015,"SuperReplacer9k",1);
GiveActorInventory(1016,"SuperReplacer9k",1);
GiveActorInventory(1017,"SuperReplacer9k",1);
GiveActorInventory(1018,"SuperReplacer9k",1);
GiveActorInventory(1019,"SuperReplacer9k",1);
GiveActorInventory(1020,"SuperReplacer9k",1);
GiveActorInventory(1021,"SuperReplacer9k",1);
GiveActorInventory(1022,"SuperReplacer9k",1);
GiveActorInventory(1023,"SuperReplacer9k",1);
GiveActorInventory(1024,"SuperReplacer9k",1);
GiveActorInventory(1025,"SuperReplacer9k",1);
GiveActorInventory(1026,"SuperReplacer9k",1);
GiveActorInventory(1027,"SuperReplacer9k",1);
GiveActorInventory(1028,"SuperReplacer9k",1);
GiveActorInventory(1029,"SuperReplacer9k",1);
GiveActorInventory(1030,"SuperReplacer9k",1);
GiveActorInventory(1031,"SuperReplacer9k",1);
GiveActorInventory(1032,"SuperReplacer9k",1);
restart;
}

Oh fuck me. I forgot to remove that. Thanks for posting this...god this is embarrassing  :(
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: That One Boss on December 29, 2012, 03:49:00 AM
Name: megaman-bba
Skin: megaman-bba (If Possible).
Health: Average (300 Health +  health per player).
Colors: Bright Blue and Yellow
Weakness: Good weapons, after all, the quality of the box art is bad (Hard knuckle Spark Shock, Etc.). Does 110% (1.10) damage
Resistances: bad weapons, (I can't think of any off the top of my head. Crap)
Speed: faster than Megaman (1.1ish?)

Mainfire: Face stamp. Its just like saxtons fist, except when it hits you, it has a screamer like effect. Think creeper from ghouls vs humans. Instead of a monster, it simply shows megaman bbas face covering the screen.

Altfire: He throws the box of megaman 1 at you. If it hits, it does one damage, and it fills the screen with a 8-bit picture of the megaman box art for 5 seconds. It can be used once every 5 seconds

rage: He turns into a large megaman BBA mech. He half as fast, and takes half damage. His mainfire changes to an explosive rocket. His alt fire fires twice as fast. It lasts for 15 seconds.

theme: The wily stage 2 theme. Backwards

oh, and supporters really should be able to use buster upgrades
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on December 29, 2012, 03:51:37 AM
You can hurt allies with Wild Coil.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on December 29, 2012, 08:44:46 AM
Silver, if you don't mind I have a couple of suggestions. Some of these may already be fixed as the current build is indeed a beta, but I feel like they're worth mentioning.



Captain Falcon's pretty underpowered as-is. He's extremely hard to win with, and I blame the unwieldly Falcon Punch. For being forced to stand still, it's got a pretty small range to it. I'd change the rage to True Falcon Punch, where Captain Falcon dashes at high speed and then launches a devastating punch, dealing damage to anyone in a good radius (including Captain Falcon, but he'd have resistance to his own damage type so he doesn't nuke himself in one shot). The current Super Smash Bros. version of Falcon Punch can be moved to his main; you'd still have the plain fist, but charging a shot uses the current "stand still and shaBAM" Falcon Punch.

Ninja Gentle Spy still has way too much HP per life. Combining all three lives, he has more than vanilla Saxton, who is supposed to be the tank of the game! Add his massive health to his invisibility rage and the fact that every time he uses a life he has a bit of invincibility, and Gentle Spy is easily quite the cheap-ass. Nerf the health, PLEASE.

NeoDS is still bad and you should feel bad. I thought we all agreed to remove him... ?

Hard Mode appearing randomly makes me frown. Sometimes a really cool Hale is drawn on a stage that is really effective for him, and then HARD MODE rears its ugly head and we can't fully enjoy the match. I'd limit Hard Mode to a server variable so the server host can choose to have it always on, appear randomly, or to never show up at all.

Oh, this last one's the most important, so listen carefully... it's the bloody end-game timer. Honestly, I always thought the game could use an anti-stall feature such as a timer, and you have a good idea. However, the way you ended up using the idea is utter bullshit. For a feature that's supposed to discourage camping, why did you make it only trigger when everyone but the Hale(s) and one survivor are alive? Two survivors or three survivors are just as good as stalling as one, and the sudden timer when the game's supposed to get the most strategic (when it gets to 1 vs. 1) is plain awful.

Most of the time, a lot of stalling happened when there were two survivors, and when the Hale killed the jerk who was camping, the timer showed up. Both players fought hard and both the survivor and the Hale were nearly out of health, but guess what THE FUCKING TIMER KILLED THEM BOTH AND WE HAD TO RESET THE ENTIRE GAME. Yeah, I've seen 10 minute long matches go to waste simply because someone was just a few seconds away from ending the match, and that's just not fun at all. That's bullshit.

Here's a suggestion on how to fix the timer. First off, you have to start the timer at the very beginning of the game. Messatsu's Rage Bot Apocalypse uses the time limit server variable for its game clock, so try looking at the code and see if you can adapt that. Second, insta-killing all the players is awful in LMS because it results in a Draw Game. That means you have to play the map ALL OVER AGAIN. With unskilled players or stalling trolls, you could end up in an infinite loop unless someone calls a map vote. Instead of killing everyone, I'd make every player on the map take a small bit of damage instead... for instance, 20 damage. After they take damage, the timer resets for 30 seconds, and when THAT time runs out, everyone on the map takes 20 more damage. After that 20 damage, the timer gets another 30 seconds, and this repeats itself until the game is completed.

Dealing damage to everyone has a few benefits. First, it rewards both the survivors and the Hale for their work. If the Hale's had a good run and managed to keep high, but they can't seem to stop that last survivor or two, the damage will likely kill the survivors first and score the Hale the win. Likewise, if the survivors have the Hale on the ropes but he keeps running away like a pansy, the timer damage will finish off the Hale before the survivors. In both scenarios, the "losing" side (the players with less health) is encouraged to weaken the enemy and engage in combat so the timer doesn't kill them instead.

Well, that's all I have. The timer is the most glaring flaw, and while I'd appreciate a server setting for Hard Mode and a few Hale changes here and there, the timer's definitely something that should have been fixed yesterday. Saxton Hale is a fun game modifier and I'd like to keep playing it like I have already been, but this timer thing is a major turn-off for me. Please fix it as soon as you can. Thanks.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Super Bros Bros on December 29, 2012, 09:29:09 AM
I only have on suggestion not for a hale but about the classes
Let them use skins
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hinatediz on December 29, 2012, 03:02:09 PM
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on December 29, 2012, 03:33:05 PM
Quote from: "SilverSin"
(click to show/hide)

Oh fuck me. I forgot to remove that. Thanks for posting this...god this is embarrassing  :(
Good thing we have found out before the damage would piss off people...  I guess?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: doofusroad on December 29, 2012, 06:14:15 PM
Boss: Trollface
Skin: Trollface (needs to be made, though only two sprites (sad (pain frames) and regular (all other frames)) need to be made)
HP: 500 Per Person (9001 Max)
Speed: Topman Fast
Armor: Very Weak to make his HP not so bad
Weapon: Troll Ram: Trollface rams into the player, and if it hits, upon death they will see Trollface's image (range is in a straight line Trollface is facing towards and stops if it hits something)
Item: Troll Barrier: Troll Face summons a barrier that is impenetrable for 15 seconds, but it takes two minutes and five seconds before it can be used again
Rage: UMAD?: Trollface causes large explosions around it.
Weakness: Mega Buster, Bass Buster
Resists: EVERYTHING ELSE! UMAD?
Music:

Other Notes: When somebody dies, the obituary message is "Problem, (Fragged person's name)?"
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on December 29, 2012, 09:07:37 PM
Suggestion:


Boss: Airman
Theme: I can't defeat Airman
Regular Attack: A short ranged burst of air in front of him (Similar to Ra Thor's main attack)
Rage attack: Three flurries of air shooters that insta-kill (Like his classes altfire)
Skin: Airman
Speed: Megaman speed
Jumping height (Without Superjump): Low
Armor: Weaker than Megaman
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: BiscuitSlash on December 29, 2012, 10:15:31 PM
Quote from: "Senkle"
(click to show/hide)

Here's a Suggestion for a hale.

Name: Omega Zero
Skin: Omega Zero Skin.
Health: Average.
Resistances: No.
Speed: Normal Speed.
Music: http://www.youtube.com/watch?v=GUBE4PbHFvo (http://www.youtube.com/watch?v=GUBE4PbHFvo)
Attack Method: Z-Saber: Uses a copy of Zero's Saber, but Omega Zero's saber is purple. It damages any close target, causing instant death to anyone who gets damaged by it (Similar as NeoDS' saber, but it's slower and has no dash or uppercut).
Rage: He fires lasers, reaching the sky. Omega Zero may run with these lasers, killing anybody who touches the lasers. It also protects from any attack. (I recommend the rage to have a time from 5 to 10 seconds.)

Original Idea by GiantMega.EXE and me.
In case of more details, see the battle. http://www.youtube.com/watch?v=W6wxfxLebjI (http://www.youtube.com/watch?v=W6wxfxLebjI)
I think it could use some touching up, as it doesn't seem to be at it's full potential yet. I'd really love to see Omega Zero in this mod, but he'll need to be in his full glory somehow.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on December 29, 2012, 10:48:50 PM
This really is unplayable for me atm. The last few matches, I had to spend most of the match time trying to get back in a server after a crash than actually playing/watching the match. In one match I crashed three or four times before the match was over.

For me, Hard Mode is a good idea, but I think the players are too handicapped in the match. Could you restore the W Tank count back to the original, or at least increase it (3 minimum)? I usually find a good weapon, but only being able to refill it once means I've had to rely on people using the Supporter class for either weapon refills or other effective weapons, since usually when there is one or two survivors left, the hale still has like 2000-3000 health left, which is WAY TOO MUCH for a single player to try to get rid of. At least I can almost take full credit for beating Hard Mode Morshu by myself, but other players damaged him as well, and I had a supporter hand out the weapons I needed...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on December 30, 2012, 12:24:33 AM
Name: He's got the Guts, Man
Skin: Gutsman
Health: a lot
Resistances: Super Arm, other stuff you'd expect from Guts Man
Speed: Slow.
Music: 8-bit version of Ah Otoko Ichidai
Attack Method: Guts Punch
Rage: Ground Quake: Knocks ALL players up (like his attack from B&C so it does no damage, just sends them into the air a bit) and he gets a use of IG Super Arm.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on December 30, 2012, 01:24:10 AM
For those wanting a Mario and/or Sonic Hale, I have a better Idea
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: tsukiyomaru0 on December 30, 2012, 02:06:37 AM
ANOTHER URGENCY!
Code: [Select]
[00:14:36] JaxOf7: Tsuki you are only guy I know on hale team

script 812 OPEN
{
CreateTranslation(SAXTON, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=161:161, 198:198=151:151);
CreateTranslation(GOSM, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=245:245, 198:198=254:254);
CreateTranslation(CAVE, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=80:80, 198:198=95:95);
CreateTranslation(SNIPER, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=79:79, 198:198=5:5);
CreateTranslation(SEEMAN, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=199:199, 198:198=245:245);
CreateTranslation(SEELDIER, 0:2=199:199, 3:8=199:199, 243:247=199:199, 192:192=175:175, 198:198=189:189);
CreateTranslation(GENTLEMEN, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=5:5, 198:198=6:6);
CreateTranslation(ROLL, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=4:4, 198:198=185:185);
CreateTranslation(RATHOR, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=144:144, 198:198=163:163);
CreateTranslation(MINION, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=185:185, 198:198=189:189);
CreateTranslation(GILGAMESH, 0:2=162:162, 3:8=162:162, 243:247=162:162, 192:192=184:184, 198:198=93:93);
CreateTranslation(SLENDY, 192:192=80:80, 198:198=4:4);
CreateTranslation(MORSHU, 0:2=233:233, 3:8=233:233, 243:247=233:233, 192:192=128:128, 198:198=220:220);
CreateTranslation(CFALCON, 192:192=222:222, 198:198=248:248);
Delay(2);
restart;
}
Delay(2);
restart;
}
Those "Delay(2);restart;" should NOT exist!

Also...

My idea for hale from page 29 (Made some minor changes):
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Zard1084 on December 30, 2012, 02:39:24 AM
Here is a hale idea from me
Name: Laharl
Skin: not made yet but i will work on it!
Theme:
(click to show/hide)
Attack Method: Sword slash But not as much range as gilga
health: high but not Gilga high
Move speed: same as megaman
inventory item: Super jump atm i may think of something else later
Rage one of three choice's:
Blazing Knuckle
Overlord's wrath
Meteor Impact
moves are shown in this vid Laharls are at the beginning
(click to show/hide)
backstory: Laharl finds himself on earth after Etna plays a prank on him by messing with the teleportion gate to send him to a random world while trying to find his way back to the Netherworld he finds the robot tournament interesting and always wanting new vassals he invades! Can the They fight him off or will they be Enslaved?!

If someone is willing to help me get the sounds for laharl i will be very very happy
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on December 30, 2012, 02:51:04 AM
I actually had an idea for a type of hale, one that focuses more on Hit and Run tactics, and doesn't OHKO. I'm thinking something that's insanely fast, and hits players with poison... or since these are robots, a virus. Of course, he'd need some pretty low health for this to not be completely broken.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on December 30, 2012, 02:52:16 AM
Btw, what are you looking for in a map? I would be willing to put my hand in coming up with something. After my map poll ends of course so I can get some ideas of good things and bad things about my maps.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: That One Boss on December 30, 2012, 03:21:02 AM
Double hale suggestion

Name: Nukeman
Skin: Until some kind of nuclear bomb skin gets made, astroman
Health: Above average, but not that high
Resistances: None
Speed: 1.1-1.3 speed
Music: http://www.youtube.com/watch?v=Kk8S4bjzeQk (http://www.youtube.com/watch?v=Kk8S4bjzeQk)
Attack Method: None
Rage: None
Instead of attacking, nukeman is like a reverse slenderman. He has to run away from all the other players for a certain duration of time. Somewhere around 2 minutes would be good. When the timer reaches zero, all the players die in a atomic explosion.
On a side note, some kind of anti camp measure would be in order. For instance, some projectile that only damages him could constantly follow him, forcing him to always be on the move.

Name: Two-Face
Skin: searchman
Health: below average.
Resistances:  Acid type weapons. Hes already been through that
Speed: 1.1
Music: http://www.youtube.com/watch?v=FY8C9flp4oA (http://www.youtube.com/watch?v=FY8C9flp4oA)
Attack Method: A short ranged pistol whip. Simply a basic attack, but faster than usual.
Rage:
Light: After two seconds of charging, he sends out a large storm of slow instagib projectiles around him.
Dark: causes a slenderman like darkness effect in a range around him for about 10 seconds
Note: Being Two-Face, he has two sides. He acts different based on which "side" he's on. Every twenty seconds, he switches sides. On the "light" side, his main attack only does one damage, but launches players. however, his rage meter builds much faster. On the dark side, He only takes 33% of the damage he would take otherwise, but the rage meter builds much slower, and he can't use the rage. The mainfire is instant death in dark mode
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on December 30, 2012, 03:22:09 AM
Lately I've been seeing a LOT of whining in the hale server about bosses needing to be buffed/nerfed/removed and such. For everyone that absolutely needs to say something about the hales, say so now and forever hold your ground, and let's keep the discussions out of the server (not likely...).

Here are my thoughts about each of the hales:

Saxton Hale: I wouldn't change anything about him.
Ghost of Starman: His Rage is way too difficult to dodge. Could it perhaps deal more damage, but make the hale much slower? He still moves almost normal speed even when using the rage.
Cave Johnson: I know he has had the most dramatic changes during the older versions...I think we are now at a point where he is good as is.
Brutal Sniper: I know some people have been complaining about him, but I think he is good as is.
Seeman: I think the health has been a bit too high lately for them. I think a small health nerf will balance them enough. I have seen just one Seeman almost win against an entire group (I know this because I was the other one, and I crashed at the start of the battle).
Gentle/Ninja Spy: Imo, still the most OP of the hales. For the amount of lives he has, he almost gets 2000 HP per life, even with one person left. Either reduce the life count or cut his HP by a good amount. Oh, and btw, I absolutely hate his theme.
NeoDS: The one hale the community loves to hate. I personally do not have anything against him, but NeoDS is pretty easy to beat now, since it is likely a Supporter will throw out a Metal Blade wep or two. I can only think to maybe raise his Defense, but I just don't know what could be done. From what I've seen of the community, though...it almost sounds like it's time for him to go.
Pissed Off Roll: Her rage, just from what little experience I got from her, makes her pretty OP now. I would probably either raise the amount of Rage she needs, or reduce the effectiveness of her Rage. I've used Flame Sword to get rid of about 500 HP of her HP, and she then raged after being attacked by other members, and almost all of that damage I did on her was healed.
Ra Thor: He is pretty good as is, though the minions may need a slight buff in attack power or health.
Gilgamesh: One boss in particular that people have talked about removing. I think he should stay in, but the slow speed kind of makes him hard to win with. I do know the Rage is a tad on the OP side if it connects, though. I'm not sure what could be done to balance him, but I do like the concept.
Scrooge: Not much to say about this one. I know this one was based on past MM8BDM...activities, but it is just randomness about this hale. I find the fact he cannot be stunned to be my only negative comment about him. I would probably support his removal.
Slenderman: The way he moves now makes it tricky for him on some stages. The one map in particular is MM1FIR, right in the teleport room. Maybe increase his acceleration, but reduce his overall speed? I do like the effect of him just adjusting his height automatically, but he is pretty difficult to control as is. Perhaps the v3c speed could make a return?
Morshu: Personally there is not much I can say about this one. I would support his removal, but if he is to stay in, he needs to be buffed in probably more than one area. Even on Hard Mode, he is pretty easy to beat.
Captain Falcon: Another hale I would say I would be fine with him being removed. I just cannot say anything positive about the hale at all, though I have not played as him yet. He looks difficult to attack with, and his rage has short range. I have not died against him yet, so I cannot say how much his attacks hurt.

So, the hales I would support removing are Scrooge, Morshu, and Captain Falcon. Everyone will, of course, have their own opinions (heads up for you, Neo). Now, for those to follow after me, just try to avoid ranting and I think this discussion may turn out ok. Begin.  :|

EDIT: Forgot Scrooge. Check the post again.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: mugenstation360 on December 30, 2012, 03:25:13 AM
Most interesting! I like tail's ideas!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on December 30, 2012, 04:31:21 AM
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on December 30, 2012, 04:33:23 AM
Just wanna throw this out there while the idea is still fresh in my mind.

Hale Packs.

Hale Pack 1, Hale Pack 2, TF2 Hale Pack, Megaman Hale Pack, CutStuff User Hale Pack, etc.

Not really going to be of use currently but I just thought it would be a good idea if, since you seem to be swimming in a sea of "I don't wanna make it, you make it!" requests, we separated the numerous hales into separate "packs" and hosted one different pack a day/week instead of removing them...but not after someone takes a wrench to their coding.

In the mean time I will firmly agree to removing Scrooge from the core if he is to be, through majority rules. You won't hear any NeoRaging from me if it has to be done. But, despite all my best efforts, I'll do my best efforts to keep Gilgamesh in this by keeping him from being OP, by anyone's request.

Progress on Quote is pending and progress on Spike may be stopped...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on December 30, 2012, 04:49:09 AM
Quote from: "TailsMK4"
So, the hales I would support removing are Scrooge, Morshu, and Captain Falcon. Everyone will, of course, have their own opinions (heads up for you, Neo). Now, for those to follow after me, just try to avoid ranting and I think this discussion may turn out ok.
I actually like Morshu as a Hale, to be honest. The idea of having a "melee" ranged bomb that can be lobbed further with well-timed jumps is interesting. I agree that his rage is highly useless and could stand a buff or a change, but I'd like to keep him in the main mod. The same can be said for Captain Falcon; honestly, his only problem is his poor rage, and once that is fixed or changed he's a fun Hale to fight against or to play as yourself.

Scrooge... he's fun, and I haven't seen many complaints. If people want him out then I wouldn't really mind, but personally I like Scrooge.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on December 30, 2012, 06:19:32 AM
Well since you went out of your way to throw it out there, I guess I'll talk about my opinions on the hales, too.



That is, after I play again. I haven't played this mod in ages.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hilman170499 on December 30, 2012, 06:55:15 AM
Boss Idea

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on December 30, 2012, 08:29:20 AM
Hey, I can't find the .pk3, I get a .zip but not a .pk3.

Speaking of Morshu, I have a few changes that might be for the better. Just uh, look over them.

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on December 30, 2012, 02:08:18 PM
So, after getting a good play, (though I could have used playing as some of the bosses a little more...) here's what I have to say about each of the hales:

Saxton Hale: To be honest, he's the rarest and blandest of the whole group. I'd suggest giving him something to spice things up, but I don't wanna "ruin" him either, as there's nothing directly WRONG with the way he is now.
Ghost of Starman: Interestingly enough, I managed to dodge his rage twice in one match. And I'm usually one of the first people to die when those stars start storming. Still, this thing needs a nerf, 'cause it's just scary. One starman can wipe out an entire army in 3 minutes tops.
Cave Johnson: Please don't change him again. He was fine at one point but got an unecessary change. He's good now, so leave him alone.
Brutal Sniper: He's fine. Nothing really wrong with him.
Seeman: I think I'mma have to agree with Tails here, and suggest a health nerf. These guys tend to be really hard, and I've rarely seen the survivors actually win against them. (Though the only time I saw them since this update was right before I left the server, so I'm judging by my last experiences.)
Gentle/Ninja Spy: First of all, what the heck am I even listening to when his theme pops on. No seriously, his theme is so bizarre I don't even know what to think. That aside, I'm siding with Tails here again. I haven't seen anyone take down more than one life since the RNC expansion came out.
NeoDS: Honestly, I don't even know what's wrong with him. I never got to see if he got any changes since this update because everybody refused to play as him. Honestly it's beginning to seem like people are just hating on NeoDS because Neo got his hale in. If the dash is OP like people complain about, then just nerf it or take it out. You don't have to resort to such extreme measures as taking him out the entire dang game. Way to make a guy feel awful. inb4 flaming starts.
Pissed Off Roll: Tails is absolutely right about her rage. A guy had spread knight crush and had me locked in place with it several times over, and I kept spamming rage and was literally immortal.
Ra Thor: I don't really see anything wrong about Ra Thor. He's fun and has an awesome theme.
Gilgamesh: Gilgamesh is cool, but that Rocket Punch is scary fast. It's like "Press 'Rage' Key for Instant Death" Honestly I swear he took out 4 people with a shot that nobody could even see.
Scrooge: Scrooge appears way too often in the RNG. That's all I really have to say at this point.
Slenderman: Slenderman is very awkward to control, but I guess that's part of what makes him unique. Also the new theme is definitely better.
Morshu: I groaned so hard when this boss came up. Technically speaking there's nothing really WRONG with him, except for maybe that range he has. (Honestly being able to throw something that OHKO's halfway across an entire map can be pretty cheap at times.) But really, I don't like Morshu. I never liked Morshu. >.>;
Captain Falcon: Captain Falcon can use work. A lot of it. Right now he's basically a Saxton clone with a pretty bad rage. I've only seen someone get hit by it once, and that was their own fault for being in the way. So, I'm gonna have to go with SmashBro's suggestion here:

Quote from: "SmashBroPlusB"
Captain Falcon's pretty underpowered as-is. He's extremely hard to win with, and I blame the unwieldly Falcon Punch. For being forced to stand still, it's got a pretty small range to it. I'd change the rage to True Falcon Punch, where Captain Falcon dashes at high speed and then launches a devastating punch, dealing damage to anyone in a good radius (including Captain Falcon, but he'd have resistance to his own damage type so he doesn't nuke himself in one shot). The current Super Smash Bros. version of Falcon Punch can be moved to his main; you'd still have the plain fist, but charging a shot uses the current "stand still and shaBAM" Falcon Punch.

Also, I have a couple of suggestions for him. If he super jumps into a person, he and the target both stop, and Captain Falcon boosts off of him in an explosion that kills. "Yes!"
EDIT: About the super jump: It should probably be a lower jump than normal but pushes you forward more, just so it's easier to connect with someone. That and if you do boost off of someone, it should refill the super jump gauge to full for reuse.
And I was also going to suggest a Falcon Kick, which would be like a longer and more lethal version of Charge Kick, but given the way people raged about NeoDS' non-lethal dash, I'm a bit weary about this one. It would be nice to see an aerial Falcon Kick, which shoots him toward the ground, though.


Okay now that we've got the hales out of the way, lemme point out that players can STILL get hurt by Proto Buster. And not just the regular buster shots this time, the whole thing hurts them now. Thunder Claw and a couple other MM8 weapons can hurt survivors too. Also Flash Bomb makes certain bosses a complete joke. We managed to stun lock one of them in an endless flash spam until he died.

Well, that's about all I can think of for now.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jafar on December 30, 2012, 02:43:42 PM
Quote
Honestly it's beginning to seem like people are just hating on NeoDS because Neo got his hale in.
Actually, I think it's more because NeoDS is an overpowered self-insert for Neo. I'll admit I haven't played as NeoDS much, and can't really comment on his balance, but as far as concepts go, I never liked the idea of making fancharacters and self inserts into bosses. (That goes for suggestions like Smash the Echidna and Deathfox, too.)

That kind of thing should be saved for CSCC.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on December 30, 2012, 03:18:13 PM
While a self-insert may not sit too well with everyone, there really wasn't much to do to balance him out. But everyone made such a big deal about it that it seemed ridiculous to me.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on December 30, 2012, 03:34:50 PM
Some opinions on a few Hales...as of now.

Saxton Hale: Nothing wrong with the most vanilla character in the game...but I might suggest swapping the Guts skin for Frost since he got released.

Gentle Spy: "A gentleman is a gentle man." In this case he scares the crap out of people by popping in unannounced. Making him fully invisible is not a good idea, in my opinion. I can practically predict dying of a heart attack in the exact same manner as with YD Shadow. I'd make him at least slightly visible, but not as visible as the previous. I also kinda like the new theme...to an extent. I never knew the Spy was intrested in oldies music.

Seemen: Still don't like the fact that they're both still Gemini. Make Seeldier into Grenade and Seemen into Burst.

Slenderman: I like the concept of the Re-Dead scream for stunning survivors. Maybe use the Re-Dead scream from Wind Waker. More sudden and frightening, IMO.

Morshu: Okay...I hate this thing with a dying passion. Not Morshu overall, but this hale. Morshu doesn't use just bombs. He needs his lamp oil and his rope. If he's just gonna use bombs for his entire hale carrer, then he's better off using this skin (http://www.mediafire.com/?pnfhse4f45dt2du#!) instead. in short, he needs more re-tooling. Here's what I would've set him up with:

Weapon 1 - Lamp Oil: His main method of attacking works similar to Cave's lemons, moderate 2HKO projectile with burning, but a slower projectile speed and no bounce. It also creates oil puddles on the floor if the attack doesn't connect with another player.
Weapon 2 - Rope: A long-distance projectile tht can "stun" enemies so can can move in closer to burn them.
Rage - Bombs: Gives him his current Hale attack for 20 seconds. I'll let eveyone else decide what level of cooldown it should have.

that's pretty much everything for now...Oh, and the problem with the hale's color transition as well. It's not funny to get killed by a Hale that looks like a survivor. But let's be thankful that this is only a beta.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on December 30, 2012, 03:49:40 PM
@GentleSpy's Theme:
The song that now drives you insane is GentleSpy's official theme, and it has been so ever since his origin video. (https://www.youtube.com/watch?v=cjRkglhjjYw)  If I had to guess, the objective with his theme was just to have something upscale and classy, but hell if I know.  If it bothers y'all that much, let's go find a more gentlemannly theme for him to have.
While we're here, though, his powers are so ridiculously different from Ninja Spy's, calling him GentleSpy right now is a joke.  GentleSpy does not use his Dead Ringer in combat--he only has one life--and his rage gives him 5 (Could be changed for balance) OHKO shots from his Ambassador.  As a matter of fact, why don't we go the whole way and give him Your Eternal Reward HUDsprites (Still with Claw-Type mechanics, of course)?

@Hale Packs:
I've actually seen a couple Freak Fortress servers that do this, since there's a limited number of hales you can have active at a time.  As our number of hales continues to increase, it may be a good idea.

@NeoDS Rage:
From what I deduce, there are three primary reasons why people hate NeoDS:
- His Dash.  People have complained for a while now that despite NeoDS' dash intention to be used as a dodge-roll, it can easily be used multiple times to chase down and kill a fleeing opponent, regardless of how quick they are.  The easy solution to this is to not let NeoDS use it multiple times--nerf it so it uses the entire bar.
- His resistances.  Though easily defeatable with the Metal Blade, people have complained about how NeoDS has resistances to Fire-, Ice-, and Electric-Type weapons.  His bio mentions a resistance to heat and cold, so I say we just ditch the electric, simple as that.
- He didn't deserve it.  NeoDS has been called a pseudo-Zero, a shameless self-insert for Neo, and the epitome of bad fan-characters--and I can't prove them wrong about any of it.  From the outside looking in, Neo is incredibly boring--there's nothing particularly exciting about a laser sword, athletics, or a Dark Super Form.  I think it's important to note two important things, however:  one, Neo hasn't had the chance to tell NeoDS' story.  I think we should all see what he has to say about that before we shoot him down.  Two, just because NeoDS didn't turn out so well doesn't mean that every original hale idea is bad.  xColdxFusionx-EX and Chaos Lord Roll looks like a very interesting idea.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Korby on December 30, 2012, 04:11:41 PM
Quote from: "Gizmo The Cat"
Gentle/Ninja Spy ...I haven't seen anyone take down more than one life since the RNC expansion came out.

I've killed Gentle Spy  :ugeek:

He does have far too much HP though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on December 30, 2012, 04:28:35 PM
Okay maybe that's a bit of a stretch, especially including how little I'd played this mod until now, but you get the idea.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on December 30, 2012, 06:59:36 PM
Hale Suggestion:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on December 30, 2012, 07:02:42 PM
Quote from: "Tengu and Tango"
Suggestion:


Boss: Airman
Theme: I can't defeat Airman
Regular Attack: A short ranged burst of air in front of him (Similar to Ra Thor's main attack)
Rage attack: Three flurries of air shooters that insta-kill (Like his classes altfire)
Skin: Airman
Speed: Megaman speed
Jumping height (Without Superjump): Low
Armor: Weaker than Megaman
Resistances: Air, Blades
Weaknesses: Electric, Ice, Whatever Leaf Shield is


Edited for missing things.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on December 30, 2012, 07:11:17 PM
Quote from: "Tengu and Tango"
Quote from: "Tengu and Tango"
Suggestion:


Boss: Airman
Theme: I can't defeat Airman
Regular Attack: A short ranged burst of air in front of him (Similar to Ra Thor's main attack)
Rage attack: Three flurries of air shooters that insta-kill (Like his classes altfire)
Skin: Airman
Speed: Megaman speed
Jumping height (Without Superjump): Low
Armor: Weaker than Megaman
Resistances: Air, Blades
Weaknesses: Electric, Ice, Whatever Leaf Shield is


Edited for missing things.
Yep you forgot health.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on December 30, 2012, 07:34:56 PM
Quote from: "DarkAura"
Weapon 1 - Lamp Oil: His main method of attacking works similar to Cave's lemons, moderate 2HKO projectile with burning, but a slower projectile speed and no bounce. It also creates oil puddles on the floor if the attack doesn't connect with another player.
Weapon 2 - Rope: A long-distance projectile tht can "stun" enemies so can can move in closer to burn them.
Rage - Bombs: Gives him his current Hale attack for 20 seconds. I'll let eveyone else decide what level of cooldown it should have.


I might've actually suggested rope/lamp oil combos similar to this to Silver, but they were never actually implemented. Also, the colors are off on the hale. I asked for Green/Brown, but I got Red/Yellow :I

Something along the lines of throwing down the lamp oil first/huge splash then throwing a bomb to activate it on fire. Then the rope was stun. But, this could work too.

Oh hey look i'm trying to make him better
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on December 30, 2012, 07:58:46 PM
...He is green and brown.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on December 30, 2012, 08:39:11 PM
Quote from: "Gizmo The Cat"
...He is green and brown.

Sorry, didn't play online yet, and offline he was red/yellow.

But anywho, ill be submitting the changes to you in pm Silver.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Beed28 on December 30, 2012, 08:42:00 PM
Even though I hate Saxton Hale with a vengence (does it even work in offline skirmish with bots?), I like to propose a Hale idea:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on December 31, 2012, 01:27:31 AM
Hmm, I just saw an interesting hale idea...actually, there are so many hale ideas that it would take forever to look through them all. I think people should just go ahead and repost the ideas they seriously want in...cause otherwise I think some hales that are actually good ideas could be missed.

I would support having another theme for the spy, or else just put it back at Ninja Spy, since I cannot see myself adjusting to his new theme at the moment, but if people want the theme in, I can always just do Changemus Cavmus or some other song. It is not that big of a deal to me.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on December 31, 2012, 08:22:18 AM
Wait... so Mark Four, you're part of the Hale team? Huh.

Here's a re-post of the complaints I have... or should I say, "complaint". Really, it's just the awful way the timer's currently implemented. Some Hale changes or balances would be nice, but really all I want to see is a timer that isn't complete bollocks.
(click to show/hide)
I'll also be posting a Hale soon, but I'm still polishing the idea to make it unique enough from any other idea so far.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on December 31, 2012, 08:29:50 AM
Quote from: "Game&Watcher"
I'm updating this old thing.
Quote from: "Game&Watcher"
Quote from: "Game&Watcher"
Here's my suggestion for a boss:
Incredible Woodman and Kung-Fu Cutman!That's right, another duo
Intro:
1.)WM:"I feel incredible!",
CM:"Let's see how you do against Kung-Fu Cutman!",

(click to show/hide)

Woodman Health: About Average

Woodman Speed: Somewhat low

Woodman Attack: Incredible Tackle! (Works just like YD Wood's alt)

Woodman SJump: Same as Saxton (Sound: WOOSH!)

Woodman Rage: Powerful Leaf Attack (AOE Leaf Rain, Less range than GOS' PSI Starstorm ?)

Cutman Health: Below average

Cutman Speed: Pretty Fast (Not Quickman Fast, But faster than vanilla Mega)

Cutman Attack: Karate Chop (Cutter Slice, see older YD classes/current KY classes)

Cutman SJump: Has the option of the usual Super Jump or a teleport (similar to his appearance in the arcade games) (Sound: He-ya!)

Cutman Rage: Tri-Cutter: Rolling Cutter + Spread = You get the Idea

Obits: X was slammed by Incredible Woodman (Y)'s Incredible Tackle.
X couldn't handle Incredible Woodman's Powerful Leaf Attack.
X was chopped by Kung-Fu Cutman (Y)'s Karate Chop.
Kung-Fu Cutman (Y) made paper dolls out of X with his Tri-Cutter.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on December 31, 2012, 06:57:12 PM
Quote from: "SmashBroPlusB"
Wait... so Mark Four, you're part of the Hale team? Huh.

I was posting as just a regular player, but if you count being a beta tester as part of the team, then yes, I am. The list of beta testers can be found on the first post of this thread.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: doofusroad on January 01, 2013, 06:12:29 PM
Following TailsMK4's Idea:
Quote
Boss: Trollface
Skin: Trollface (needs to be made, though only two sprites (sad (pain frames) and regular (all other frames)) need to be made)
HP: 500 Per Person (9001 Max)
Speed: Topman Fast
Armor: Very Weak to make his HP not so bad
Weapon: Troll Ram: Trollface rams into the player, and if it hits, upon death they will see Trollface's image (range is in a straight line Trollface is facing towards and stops if it hits something)
Item: Troll Barrier: Troll Face summons a barrier that is impenetrable for 15 seconds, but it takes two minutes and five seconds before it can be used again
Rage: UMAD?: Trollface causes large explosions around it.
Weakness: Mega Buster, Bass Buster
Resists: EVERYTHING ELSE! UMAD?
Music:

Other Notes: When somebody dies, the obituary message is "Problem, (Fragged person's name)?"
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 01, 2013, 07:38:48 PM
Do ya think it's a good idea to, since there is a message that pops up when the Hale's rage is ready to be activated, have a message pop up WHEN the rage is activated instead of waiting for the warning message to start fading? I kinda don't like being on my toes, waiting for the Hale to use his rage so I can get a clear, safer shot at him.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 01, 2013, 07:54:33 PM
Another Hale Suggestion:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 01, 2013, 09:04:56 PM
Oh, yes, before I forget.
Since Robo Christian Brutal Sniper is in fact a Robot, perhaps we could use the Robot Sniper lines (https://www.youtube.com/watch?v=DPdkfCbC-Es) instead of the human ones.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 03, 2013, 12:18:35 AM
Making some more changes to Gilgamesh's Rocket Punch:

*Adding a delay before firing
*Much needed speed nerf
*Fires 2 punches in a V-formation
*Might shrink the explosion for each punch.

Also, asking everyone here, is it a good idea for every Hale to have a more powerful, different rage attack when the ever-so-treacherous Hard Mode pops up? I'm thinking maybe a giant, and dangerously OP, slashing wave for Gilgamesh's H-Rage, like how 'Evil Robot' uses it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 03, 2013, 03:42:08 AM
Quote from: "DarkAura"
*Adding a delay before firing
*Much needed speed nerf
*Fires 2 punches in a V-formation
I love you for listening to me :cool:

Oh, and I don't know if anyone feels the same, but to be honest I'd rather not lose my ranged explosion fists for a more powerful version of my melee when the game's supposed to get harder for the survivors. Just give the fists their old speed back in Hard Mode, that will make the attack more than scary enough.

Yeah, and Jump. Gotta have Jump. Like, you know how Scrooge has an attack with his Super Jump? Gilgamesh does too, but instead of the normal jump physics arc, he leaps up at high speeds then crashes down almost immediately. It's a better offensive choice than Scrooge's pogo cane, but its use as an actual leap is slightly limited.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on January 04, 2013, 04:55:36 AM
Silversin has just been contacted, so I have no idea if he was already aware of this glitch, but here it is anyway:

If a player gets telefragged at around the time a hale is picked, that player can not only move around while a hale is being picked, but that player CANNOT take damage. I was unaware of the connection at first, but I was able to confirm it just now thanks to another player. The best map to test out the glitch is MM3DW1.


If you guys notice anyone getting telefragged before the match actually begins, go to another map or have the hale suicide, as the hale CANNOT win in this case since he cannot kill the glitched players.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 04, 2013, 05:52:56 AM
Quote from: "TailsMK4"
I think people should just go ahead and repost the ideas they seriously want in...cause otherwise I think some hales that are actually good ideas could be missed.
You got it, boss.
Quote from: "CHAOS_FANTAZY"
Suggestions are back up?!  Whee~!

Horseless Headless Horsemann, a Freak Fortress original with a few MM8BDM changes.
(click to show/hide)

Chaos Lord Roll, a joke spawned by me that I probably take too seriously.
(click to show/hide)
Also you can't possibly take Troll Face as a serious idea
That is just
Ugh

Quote from: "DarkAura"
Do ya think it's a good idea to, since there is a message that pops up when the Hale's rage is ready to be activated, have a message pop up WHEN the rage is activated instead of waiting for the warning message to start fading? I kinda don't like being on my toes, waiting for the Hale to use his rage so I can get a clear, safer shot at him.
It's as viable a tactic for the boss to hold the rage back for the right time to use it (and possibly employ fear tactics) as it is to actually use it, in my opinion.  It's better than the original VSH, anyway, where it doesn't tell you when the boss has/is using rage at all and when you become its victim it's just "oh, okay".
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 04, 2013, 07:48:44 AM
Quote from: "CHAOS_FANTAZY"
Quote from: "DarkAura"
Do ya think it's a good idea to, since there is a message that pops up when the Hale's rage is ready to be activated, have a message pop up WHEN the rage is activated instead of waiting for the warning message to start fading? I kinda don't like being on my toes, waiting for the Hale to use his rage so I can get a clear, safer shot at him.
It's as viable a tactic for the boss to hold the rage back for the right time to use it (and possibly employ fear tactics) as it is to actually use it, in my opinion.  It's better than the original VSH, anyway, where it doesn't tell you when the boss has/is using rage at all and when you become its victim it's just "oh, okay".
Seems logical enough. I'm just on edge because I normally can't tolerate sudden things. I don't plan on getting a non-heart attack from this game and I certainly hope I don't. Save my whining for those damn lemons.
Quote from: "CHAOS_FANTAZY"
Quote from: "TailsMK4"
I think people should just go ahead and repost the ideas they seriously want in...cause otherwise I think some hales that are actually good ideas could be missed.
Okay then:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on January 04, 2013, 07:51:26 AM
I only suggested that since I don't know Silversin would want to go through almost 50+ pages of posts for maybe a few hales per page. If that seems to be ok with him, though...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 05, 2013, 12:11:27 PM
ghost of starman skin, its coming along...meh... I have standing frames already but... thats it so far...
Other then that I was thinking of a hale for myself.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 05, 2013, 01:24:58 PM
I always imagined that Starmen float instead of walk, so that might help.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: HD_ on January 05, 2013, 03:31:50 PM
OKAY FINE I HAVE SOMETHING:

(click to show/hide)

EDIT: Added obituaries.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on January 05, 2013, 04:05:54 PM
Quote from: "DarkAura"
Just wanna throw this out there while the idea is still fresh in my mind.

Hale Packs.

Hale Pack 1, Hale Pack 2, TF2 Hale Pack, Megaman Hale Pack, CutStuff User Hale Pack, etc.

Not really going to be of use currently but I just thought it would be a good idea if, since you seem to be swimming in a sea of "I don't wanna make it, you make it!" requests, we separated the numerous hales into separate "packs" and hosted one different pack a day/week instead of removing them...but not after someone takes a wrench to their coding.

Hey so, I think this should be a thing.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 05, 2013, 05:43:19 PM
...I should probably give my two cents. Do note that I don't go on the server as often as other players, so don't expect a comprehensive review for everyone.

Saxton Hale: I think he's fine as-is, though I really haven't played a lot against him, so...
Ghost of Starman: JEEGUS CRIPES TURN DOWN THOSE SOUND CLIPS! My ears bleed whenever I hear them...
Cave Johnson: One of the more interesting Hales to fight against. His rage needs to be a little more interesting, though...
Brutal Sniper: Haven't seen him at all. No comment.
Seeman/Seeldier: The concept of a double-boss is interesting, but it should be a bit easier to distinguish between the two...
Ninja GentleSpy: Is there a particular reason he was changed to a Hale that already exists, but not given his moveset? Change him back to the Ninja Spy. ...Oh, also nerf his HP; he's incredibly hard to kill...
NeoDS: ...I'm going to be brutally honest here: He needs to go. He exists for no reason other than to give Neo a big ol' ego trip, and he's universally despised by the other players. Can we please remove him?
Pissed Off Roll: Not sure I see why her Rage is OP.
Ra Thor: He is pretty good as is, though the minions may need a slight buff in attack power or health.
Gilgamesh: The few times I've played against him, he hasn't really been successful. He uses long swords; perhaps give his default attack a longer range?
Scrooge: My only question is... why the hell is Scrooge firing Mobies all over the place? Can we please switch out his Rage if we're going to keep him?
Slenderman: Haven't seen him at all. No comment.
Morshu: I personally like him, though he needs something more than just bombs. You should replace his small bombs with flasks of Lamp Oil, and use Rope as a super-jump.
Captain Falcon: His Rage needs to be vastly improved. It's absolutely pathetic.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 05, 2013, 05:53:44 PM
Quote from: "Neo"
Quote from: "Tengu and Tango"
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.
then i have news youl REALLY like:

you see, hales ARENT being removed unless theyre submitter/creator ASKES/REQUESTS them to be removed. and only da's doing that for his hales(plus its only temporarily).

so, in a nutshell, deal with it. my hales NOT getting removed, and its staying as is.
and, too quote someone:
"ITS OVER, DEAL WITH IT, YOU GOT THE BAD ENDING, GAME OVER"

Quote from: "Neo"
@basically every person on this topic above(on this page) oh just because your ******* hales didnt get in doesnt mean you hate on whoevers did.
The above is why NeoDS hasn't been removed yet. Unless Neo changes his mind about NeoDS or this policy was changed (if it even existed) while we weren't looking, NeoDS is here to stay.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 05, 2013, 05:58:44 PM
...Please tell me that policy was changed.

NeoDS deserves to be removed, and I just lost a ton of respect for Neo after reading those posts.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Korby on January 05, 2013, 06:00:50 PM
Quote from: "xColdxFusionx"
Pissed Off Roll: Not sure I see why her Rage is OP.
She heals 10 damage per second-ish. AFAIK the OPness comes from Speedsters not being able to outdamage her heal.
Scrooge: My only question is... why the hell is Scrooge firing Mobies all over the place? Can we please switch out his Rage if we're going to keep him?
MOOOOOOOOOOOOOOOON PAAAAAAAAAAAAAAAAARTY
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 05, 2013, 06:43:26 PM
OK, update because I'm actually playing right now:

Christian Brutal Sniper: Sucker got pinned in a corner and died instantly. Anything to fix that?
Slenderman: He needs his LightAmp to constantly refresh.
NeoDS: When confronted about his Hale being terrible, Neo turned into an egotistical prick. Please remove him. He doesn't deserve it at all.
Gilgamesh: When did he get his rocket fist back? ...Forget what I said about him being bad.
Captain Falcon: Make Falcon Punch usable, please. Everyone just runs out of range as soon as he winds up.

Etc.: Wild Coil deals damage normally. This needs to be fixed.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 05, 2013, 06:51:02 PM
PORoll needs her old theme back, I'm starting to regret showing you that video.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on January 05, 2013, 06:54:07 PM
I still say NeoDS should burn in a fire, but it seems that ship has sailed no matter how many people agree
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 05, 2013, 07:36:15 PM
Captain Falcon can be so much better than he is now. He has potential, he just needs some heartfelt work put into him.


Like this, for instance.

(http://i11.servimg.com/u/f11/15/63/01/05/captai10.png)

I dunno what I was doing but I put my heart into it. I probably screwed up somewhere but it's a start.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Korby on January 05, 2013, 07:38:13 PM
his fists confuse me
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 05, 2013, 07:50:29 PM
They confuse me too.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 05, 2013, 08:04:31 PM
(click to show/hide)

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 05, 2013, 09:34:33 PM
Quote from: "xColdxFusionx"
Jump Skill: Banhammer "%o was kicked from the server."
CutmanMike gets vengeful, striking down anyone in his way with his administrative privilege. This is a small AoE blast right in front of him that not only kills whoever is caught in it, but outright boots them from the server! Don't worry, though, you can just reconnect if you get tagged; CMM is a good sport about resetting the blacklist after he's had his fun.

I'm not sure if this is even possible, but it'd be funny as hell. DO EEEEEEEEEET!!!!!!!!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 05, 2013, 10:41:04 PM
It would also be frustrating as hell. Bad idea.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 05, 2013, 10:43:47 PM
Okay so I did a quick edit to it, and I THINK it may be good to go.

(http://i11.servimg.com/u/f11/15/63/01/05/captai11.png)

EDIT: I just did another edit to his helmet. Please tell me which is better; Right or left?

(http://i11.servimg.com/u/f11/15/63/01/05/captai12.png)


And while I'm at it, I'm going to see if I can dig up my hale suggestions from pages ago, and maybe add something to them.


Akuma
(click to show/hide)

???
(click to show/hide)

Barbatos Goetia
(click to show/hide)

Smash The Echidna
(click to show/hide)


Oh by the way, I kept mentioning "Secondary attack" there. But I just recently realized that there are no secondary attacks. The altfires are used for rage, and the items are super jump. Sooooo....I'm thinking that the secondary attacks could be on the altfire, and are replaced by rage once the bar fills up. How's that sound?

I also had another idea for a hale but I forgot it. I'll come back once I remember who it was...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 05, 2013, 11:09:27 PM
NeoDS, I want him to stay, I know hes a OP but that doesent mean we remove him completely, imagine if we just took out whatever people said was op about everything.
I see no reason to completely remove him at all, but just nerf.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: HD_ on January 05, 2013, 11:11:23 PM
Quote from: "xColdxFusionx"
NeoDS: When confronted about his Hale being terrible, Neo turned into an egotistical prick. Please remove him. He doesn't deserve it at all.

^This is why we want it removed, not because it's OP (although that contributes).
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on January 05, 2013, 11:13:23 PM
Quote from: "Gizmo The Cat"
Barbatos Goetia
(click to show/hide)
Barbatos? Are you kidding me? Holy crap, I want this to be accepted! Seeing him in Hale would be awesome!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 05, 2013, 11:14:29 PM
Okay I was just ninja'd, so my post is pretty much moot.
But yeah, I'm seriously aiming to get Barbatos in this. Out of all the hales I posted, He's the one I want in the most. By far. (I'm listening to his theme while we speak.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 05, 2013, 11:23:07 PM
Quote from: "HD_"
Quote from: "xColdxFusionx"
NeoDS: When confronted about his Hale being terrible, Neo turned into an egotistical prick. Please remove him. He doesn't deserve it at all.

^This is why we want it removed, not because it's OP (although that contributes).

Neo definetly could have handled that better but I really dont think we should kick out his hale because of hit. He made a mistake in handling the situation but I'v made mistakes like that quite a few times myself, 1 time here on this forum, but people havent tried to anything like this to me and I learned how to handle this stuff better. We shouldent make it worse for him. And another thing, when he was confronted, how did the person tell neo his hale was bad, I know I wouldent be okay if some guy came to me and said the DRSG Pack was a piece of crap.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 05, 2013, 11:41:26 PM
Didn't all that happen like, several months ago? Why don't we just ask him about it NOW and see if he's okay with fixing the hale up or even giving him a revamp? I can think of a few changes that could do him well. If he's still "turning his nose up at people", THEN take action and give him the boot. Otherwise, It's kind of unfair dragging him down for something that happened some time ago.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: HD_ on January 05, 2013, 11:47:33 PM
Quote from: "Neo"
Quote from: "Tengu and Tango"
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.
then i have news youl REALLY like:

you see, hales ARENT being removed unless theyre submitter/creator ASKES/REQUESTS them to be removed. and only da's doing that for his hales(plus its only temporarily).

so, in a nutshell, deal with it. my hales NOT getting removed, and its staying as is.
and, too quote someone:
"ITS OVER, DEAL WITH IT, YOU GOT THE BAD ENDING, GAME OVER"

Mmhmm.

Yep.

He totally went and said it was a piece of crap.

Uh huh.

Also, 2 months really is NOT that long Gizmo.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on January 05, 2013, 11:49:07 PM
If this many people have been wanting it out for this long, I think it needs to go.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 05, 2013, 11:50:08 PM
I could swear this happened longer than that. I'm almost completely sure I saw this conversation before November.

Still. I'd say give him one more chance. It's true that he's just a brutal sniper with a dash at the moment, but he could be improved if Neo will allow it. If he doesn't, then go ahead and take him down.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: Duora Super Gyro on January 05, 2013, 11:52:10 PM
Quote from: "HD_"
Quote from: "Neo"
Quote from: "Tengu and Tango"
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.
then i have news youl REALLY like:

you see, hales ARENT being removed unless theyre submitter/creator ASKES/REQUESTS them to be removed. and only da's doing that for his hales(plus its only temporarily).

so, in a nutshell, deal with it. my hales NOT getting removed, and its staying as is.
and, too quote someone:
"ITS OVER, DEAL WITH IT, YOU GOT THE BAD ENDING, GAME OVER"

Mmhmm.

Yep.

He totally went and said it was a piece of crap.

Uh huh.

Also, 2 months really is NOT that long Gizmo.

it doesent seem like he was respoding to Tengu's comment. at all.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
Post by: CHAOS_FANTAZY on January 05, 2013, 11:52:20 PM
Quote from: "HD_"
Also, 2 months really is NOT that long Gizmo.
It takes a matter of hours, of bloody minutes for a mind to get changed.  I say we talk to him about it; he does seem more willing, as he's said he talked to Silver about giving his boss a good nerf.  If he needs additional assistance, I can help him design a cooler character than the "Pseudo-Zero" everyone hates.  The very least we could do, however, is stop kicking him from the server every time he enters.
Seriously.  That makes you guys bigger jerks than him.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on January 05, 2013, 11:57:30 PM
The point is, having a boss that's clearly based around yourself for a big ego trip is just distasteful. I don't give a flying fuck about how balanced it is, and to be honest I'm not sure how many people do at this point. And you know, I don't see the kicking most of the time, but from what I've seen and heard, Neo DESERVES the kicking he gets because he throws hissy fits like a fucking spoiled toddler whenever something he doesn't like gets said. He kicked people from his server for saying they don't like Copybotclasses for Christ sake. God forbid I have a different opinion than yours. Like Cold fusion said, he just doesn't deserve to have the damn thing in there.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 12:04:24 AM
Well that certainly escalated quickly.

Well, like Chaos Fantazy said, Neo does seem more willing to change, so let this be his last chance. Is one last chance too much to ask for?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on January 06, 2013, 12:05:11 AM
To be blunt, yes.

With his attitude he shouldn't be given another chance. Unless of course he would like to entirely replace Neo DS with something else.


Look at it this way. If you give a four year old that's screaming and crying about wanting candy, and you get fed up with it and just give him the candy every single time, he's going to continue to do it because he knows he'll get what he want.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 06, 2013, 12:08:16 AM
having a boss based on yourself, theres nothing wrong with that, look at CSCC, its like saying everyone with there own class for it is distasteful. He throws 1 hissy fit and suddenly everyone hates him? it was one time, last year, and hes already been punished for it. You're not acting any better then he is right now calling him distasteful, a spoiled toddler, and talking about how bad his stuff is, instead of just hating on what he likes, leave it alone, he obviously cares about what hes put work into, and he should.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: HD_ on January 06, 2013, 12:09:47 AM
Quote from: "Duora Super Gyro"
having a boss based on yourself, theres nothing wrong with that, look at CSCC, its like saying everyone with there own class for it is distasteful. He throws 1 hissy fit and suddenly everyone hates him? it was one time, last year, and hes already been punished for it. You're not acting any better then he is right now calling him distasteful, a spoiled toddler, and talking about how bad his stuff is, instead of just hating on what he likes, leave it alone, he obviously cares about what hes put work into, and he should.

-A boss based on someone that isn't the creator and didn't really work on the mod is a bad idea in the first place; CSCC is a terrible example because it's based on community created characters.

-It wasn't one hissy fit. He throws them all the time on servers. Also, 2 months=/=a year.

EDIT:

Quote from: "Silversin"
-Try to avoid making your hale's name YOUR name. We already have CSCC for that.

*cough*
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 12:13:13 AM
Quote from: "Tengu and Tango"
Look at it this way. If you give a four year old that's screaming and crying about wanting candy, and you get fed up with it and just give him the candy every single time, he's going to continue to do it because he knows he'll get what he want.

That is assuming that his Last Chance isn't blown off.

Honestly, if people still don't like it if it does get an update/upgrade/overhaul or even completely replaced, just get rid of it. All I'm saying is that we should at the very least confront him about it now before making any decisions to remove him, instead of going by what he said two months ago. You say two months isn't that long; Yeah well it's long enough for a guy to change his mind. At the very least hear what he has to say right now. If he's still the same then go ahead and remove him. Simple as that.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 06, 2013, 12:22:06 AM
That pseudo Zero is his super character, his heart. If that gets replaced/fixed, he will throw a tantrum, similar to the one he threw a few months ago. If he is ready to to come out of the corner and make an agreement to nerf the hale, then we're happy. If he continues to throw his tantrum, then just remove his bottle and delete the hale. You see, if we even MENTION nerfing him in the slightest, he gets defensive. A reasonable person would be open to criticism and try to fix the hale rather than make.. THAT again.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: HD_ on January 06, 2013, 12:27:39 AM
Quote from: "HD"
-It wasn't one hissy fit. He throws them all the time on servers.

Gizmo did you miss this?

My patience is stretched. I don't want a player with this kind of attitude in any mod, let alone a ridiculously popular mod like this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 12:31:10 AM
No I didn't, but I'd rather we confirm it in the thread right here where we can all see for ourselves instead of taking someone else's word for it.

Look, I know you guys hate his guts and all, but I'm just trying to be reasonable here.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 12:34:08 AM
Quote from: "Everyone"
-snip-

^ This. All of this.

Just a note, when I brought it up to him in a server earlier, he said

Quote from: "Neo"
I have F8 up just so you know
(F8's default function turns the chat on and off)

Just figured I'd give an example of him shoving his fingers into his ears.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 12:43:30 AM
Quote from: "xColdxFusionx"
Quote from: "Everyone"
-snip-

^ This. All of this.

Just a note, when I brought it up to him in a server earlier, he said

Quote from: "Neo"
I have F8 up just so you know
(F8's default function turns the chat on and off)

Just figured I'd give an example of him shoving his fingers into his ears.


...................*scraps the overly long PM to Neo*


(http://i43.servimg.com/u/f43/15/63/01/05/doneal10.png)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tails on January 06, 2013, 12:47:03 AM
I'm not getting involved in saying whether or not he's a jerk, or the worst thing ever. Because that's just flaming and I don't want to go down that road.
I will say though that he has said that he "doesn't take criticism" and he can act egotistical and stubborn when it comes to receiving advice.

I'm just going to say that I don't think he's a positive leading member for Hale. Though, some of the comments towards him in the thread are unwarranted and a bit harsh, but if he was removed for whatever reason, I would like to see someone lead who is accepting of what feedback they get and make Hale more enjoyable. Though, may we please tone it down on the name calling and stuff? I wouldn't want to see any warnings struck down or anyone upset in the end.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on January 06, 2013, 12:49:36 AM
Hence why I'm upset with the community in general, but I won't go into details. I will just say that Silver has not got back to me about any PMs I have sent him lately, and from what I know, Neo is having the same problems as well. Just leave the situation about NeoDS between Neo and Silver, ok? This is starting to get out of hand. There is nothing that can be done right now anyway.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 12:53:02 AM
Yeah, ultimately it depends on Silver's decision and Neo's actions. Complaining about it will only make things more stressful for everyone.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 06, 2013, 12:53:25 AM
Why not make it this: "Hales created around yourself are strictly forbidden." There, no major boasting will ever happen again with this. And, in addition, make it so "Silversin reserves the rights to modify the hale if it somehow breaks/bends the gameplay toward/against Hale."

Sadly I haven't played lately because, you know... Gamebreaker ACS in there...one related to 814 being run and stacked by players and other about Hale Colors. I have to skim through pages to find them again here.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Davregis on January 06, 2013, 12:53:37 AM
Hey guys, I have an idea

Quote from: "Tengu and Tango"
Quote from: "DarkAura"
Just wanna throw this out there while the idea is still fresh in my mind.

Hale Packs.

Hale Pack 1, Hale Pack 2, TF2 Hale Pack, Megaman Hale Pack, CutStuff User Hale Pack, etc.

Not really going to be of use currently but I just thought it would be a good idea if, since you seem to be swimming in a sea of "I don't wanna make it, you make it!" requests, we separated the numerous hales into separate "packs" and hosted one different pack a day/week instead of removing them...but not after someone takes a wrench to their coding.

Hey so, I think this should be a thing.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Neo on January 06, 2013, 12:54:06 AM
Quote from: "Gizmo The Cat"
Didn't all that happen like, several months ago? Why don't we just ask him about it NOW and see if he's okay with fixing the hale up or even giving him a revamp? I can think of a few changes that could do him well. If he's still "turning his nose up at people", THEN take action and give him the boot. Otherwise, It's kind of unfair dragging him down for something that happened some time ago.

and thats what ive been trying to do for a while, but NOOOOO... silver wont even respond.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 12:56:28 AM
Quote from: "Daveris"
Hey guys, I have an idea

Quote from: "Tengu and Tango"
Quote from: "DarkAura"
Just wanna throw this out there while the idea is still fresh in my mind.

Hale Packs.

Hale Pack 1, Hale Pack 2, TF2 Hale Pack, Megaman Hale Pack, CutStuff User Hale Pack, etc.

Not really going to be of use currently but I just thought it would be a good idea if, since you seem to be swimming in a sea of "I don't wanna make it, you make it!" requests, we separated the numerous hales into separate "packs" and hosted one different pack a day/week instead of removing them...but not after someone takes a wrench to their coding.

Hey so, I think this should be a thing.


Actually I meant to make a comment about that but the whole Neo argument kinda made me forget.

This would solve at least one problem.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 06, 2013, 12:59:25 AM
Just a reminder for what causes the breakness, in case we forget.

Quote from: "tsukiyomaru0"
Man, you made a TERRIBLE mistake that might be very well linked to all the sudden lag and crash... THIS:
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
GiveInventory("TelefraggingIsBad",1);
ACS_ExecuteAlways(814,0);
}
Script 814 should NOT run "per player", as it was originally meant to be "run by map", because it gives something to all players every 5 tics. Result:
Intense lag every 5 tics, high very fatal error ratio and crashes.

this script should be:
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
GiveInventory("TelefraggingIsBad",1);
}

And 814 should be:
Code: [Select]
Script 814 OPEN
{
Delay(5);
GiveActorInventory(1000,"SuperReplacer9k",1);
GiveActorInventory(1001,"SuperReplacer9k",1);
GiveActorInventory(1002,"SuperReplacer9k",1);
GiveActorInventory(1003,"SuperReplacer9k",1);
GiveActorInventory(1004,"SuperReplacer9k",1);
GiveActorInventory(1005,"SuperReplacer9k",1);
GiveActorInventory(1006,"SuperReplacer9k",1);
GiveActorInventory(1007,"SuperReplacer9k",1);
GiveActorInventory(1008,"SuperReplacer9k",1);
GiveActorInventory(1009,"SuperReplacer9k",1);
GiveActorInventory(1010,"SuperReplacer9k",1);
GiveActorInventory(1011,"SuperReplacer9k",1);
GiveActorInventory(1012,"SuperReplacer9k",1);
GiveActorInventory(1013,"SuperReplacer9k",1);
GiveActorInventory(1014,"SuperReplacer9k",1);
GiveActorInventory(1015,"SuperReplacer9k",1);
GiveActorInventory(1016,"SuperReplacer9k",1);
GiveActorInventory(1017,"SuperReplacer9k",1);
GiveActorInventory(1018,"SuperReplacer9k",1);
GiveActorInventory(1019,"SuperReplacer9k",1);
GiveActorInventory(1020,"SuperReplacer9k",1);
GiveActorInventory(1021,"SuperReplacer9k",1);
GiveActorInventory(1022,"SuperReplacer9k",1);
GiveActorInventory(1023,"SuperReplacer9k",1);
GiveActorInventory(1024,"SuperReplacer9k",1);
GiveActorInventory(1025,"SuperReplacer9k",1);
GiveActorInventory(1026,"SuperReplacer9k",1);
GiveActorInventory(1027,"SuperReplacer9k",1);
GiveActorInventory(1028,"SuperReplacer9k",1);
GiveActorInventory(1029,"SuperReplacer9k",1);
GiveActorInventory(1030,"SuperReplacer9k",1);
GiveActorInventory(1031,"SuperReplacer9k",1);
GiveActorInventory(1032,"SuperReplacer9k",1);
restart;
}

Quote from: "tsukiyomaru0"
ANOTHER URGENCY!
Code: [Select]
[00:14:36] JaxOf7: Tsuki you are only guy I know on hale team

script 812 OPEN
{
CreateTranslation(SAXTON, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=161:161, 198:198=151:151);
CreateTranslation(GOSM, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=245:245, 198:198=254:254);
CreateTranslation(CAVE, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=80:80, 198:198=95:95);
CreateTranslation(SNIPER, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=79:79, 198:198=5:5);
CreateTranslation(SEEMAN, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=199:199, 198:198=245:245);
CreateTranslation(SEELDIER, 0:2=199:199, 3:8=199:199, 243:247=199:199, 192:192=175:175, 198:198=189:189);
CreateTranslation(GENTLEMEN, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=5:5, 198:198=6:6);
CreateTranslation(ROLL, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=4:4, 198:198=185:185);
CreateTranslation(RATHOR, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=144:144, 198:198=163:163);
CreateTranslation(MINION, 0:2=175:175, 3:8=175:175, 243:247=175:175, 192:192=185:185, 198:198=189:189);
CreateTranslation(GILGAMESH, 0:2=162:162, 3:8=162:162, 243:247=162:162, 192:192=184:184, 198:198=93:93);
CreateTranslation(SLENDY, 192:192=80:80, 198:198=4:4);
CreateTranslation(MORSHU, 0:2=233:233, 3:8=233:233, 243:247=233:233, 192:192=128:128, 198:198=220:220);
CreateTranslation(CFALCON, 192:192=222:222, 198:198=248:248);
Delay(2);
restart;
}
Delay(2);
restart;
}
Those "Delay(2);restart;" should NOT exist!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 01:01:57 AM
Quote from: "Neo"
but NOOOOO...

Okay, seriously, stop with the whining. You sound like a little kid.

...I'm not really sure "changes" are really going to help your case, Neo. The class is still ultimately an unwarranted self-insert in a mod where not even the creator put himself in, and I don't really see how that can be fixed outside of changing the character to someone else, like Zero.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Neo on January 06, 2013, 01:05:54 AM
Quote from: "xColdxFusionx"
Quote from: "Neo"
but NOOOOO...

Okay, seriously, stop with the whining. You sound like a little kid.

...I'm not really sure "changes" are really going to help your case, Neo. The class is still ultimately an unwarranted self-insert in a mod where not even the creator put himself in, and I don't really see how that can be fixed outside of changing the character to someone else, like Zero.

that is kinda what thinking in terms of change(though im not changing it to something like "zero" =/)if im changing it, its gonna be something a hell of alot more different.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 01:06:47 AM
Quote from: "xColdxFusionx"
The class is still ultimately an unwarranted self-insert in a mod where not even the creator put himself in, and I don't really see how that can be fixed outside of changing the character to someone else, like Zero.

Nobody really complained when I suggested Smash...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: HD_ on January 06, 2013, 01:07:42 AM
It's not a self-insert if you're Gizmo

It's only a self-insert if you're Smash

Which you clearly aren't
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 01:08:09 AM
I swear to God if the change is to rename it "Bleo"

In all seriousness, as long as it isn't an OC that sounds like something out of a terrible fangame I'd be happy.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 06, 2013, 01:09:21 AM
Difference between NeoDS and Smash (And xColdxFusionx-EX, and CutManMike, and Chaos Lord Roll) is that everyone felt like those were well-designed and interesting hales whereas people never liked NeoDS much as a boss to begin with.

My logic is that if Neo can significantly improve NeoDS to the point of not being over-powered or bland, everyone will be fine with him.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Neo on January 06, 2013, 01:10:33 AM
Quote from: "xColdxFusionx"
I swear to God if the change is to rename it "Bleo"

something out of a terrible fangame I'd be happy.

its not if your wondering, but whats it being from something fanmade got to do with anything(if its just like the same name as the person who made it)?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: HD_ on January 06, 2013, 01:10:52 AM
Quote from: "CHAOS_FANTAZY"
Difference between NeoDS and Smash (And xColdxFusionx-EX, and CutManMike, and Chaos Lord Roll) is that everyone felt like those were well-designed and interesting hales whereas people never liked NeoDS much as a boss to begin with.

My logic is that if Neo can significantly improve NeoDS to the point of not being over-powered or bland, everyone will be fine with him.

Actually no.

I don't want any users (except MAYBE CutmanMike) in this pack

Seperate Cutstuff Users' pack? Okay, fine. Main pack? No.

(Chaos Lord Roll doesn't count, it's not really a self-insert)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 01:19:36 AM
What I meant by "something out of a terrible fangame" is that a generic superpowered hero is generally not well-recieved. Especially if it has the same name as the creator. Even more so if the creator gets excessively defensive about its quality.

ARGH! Hey, quit whacking me!
Drop it already!
Okay, okay, fine...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 06, 2013, 01:25:35 AM
Please, someone host this mod and add this as the last file:
http://www.mediafire.com/?xwxo9gigka25mwo (http://www.mediafire.com/?xwxo9gigka25mwo)

I can't stand all this crash...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 06, 2013, 01:42:03 AM
I had a hale version of myself but I dont even know if its a good idea to post it any more :(
On a different note, what do you guys think I should do for ghost of starman's walking sprites?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 01:50:31 AM
Quote from: "HD_"
It's not a self-insert if you're Gizmo

It's only a self-insert if you're Smash

Which you clearly aren't

In case you don't remember, I was Smash for an entire year, maybe longer. So in a way, yes, it still qualifies as a self-insert.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 06, 2013, 01:50:53 AM
Quote from: "tsukiyomaru0"
Please, someone host this mod and add this as the last file:
http://www.mediafire.com/?xwxo9gigka25mwo (http://www.mediafire.com/?xwxo9gigka25mwo)

I can't stand all this crash...
Hold it on this one, I forgot a single fix. Not a major one, but Script 814 is defined as "(void)" in this by accident, so it won't run unless called by host. Made a brief correction for it. So, use this one instead of the above one:
http://www.mediafire.com/?san4ewzowxjavlz (http://www.mediafire.com/?san4ewzowxjavlz)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: That One Boss on January 06, 2013, 01:57:11 AM
Personally, I don't have a problem with Neods, although I see what people don't like about it. But its honestly getting pretty over-the-top how much people hate it. Neo joined a saxton server earlier today, and after getting ridiculed by several people before he even said anything, he almost got kicked just for making Neods. I get why people want Neods removed, but almost kicking Neo just for making him is taking it too far.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 02:05:25 AM
Quote from: "xColdxFusionx"
In all seriousness, as long as it isn't an OC that sounds like something out of a terrible fangame I'd be happy.

....*cough*.

Well...On another subject, I noticed that Silver never did update the first post with that Hale template.

And I made a little thing here.

(http://i11.servimg.com/u/f11/15/63/01/05/world_10.gif)
World Destroyer

Kinda shoddy, I know, 'cause I only gave those effects a vertical flip. Anyway, I guess I'm going to have to make the skins for him and Captain Falcon, then. I was waiting on some feedback on the sprite I showed that got lost about 4 pages back because of the Neo fiasco before actually starting on it, but I guess I should probably just go ahead.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on January 06, 2013, 02:14:48 AM
Oh? Regarding the Barbatos skin? I actually liked the right most one, if that's what you were asking. I'm not sure about others opinions though... I'm sure just one opinion won't be enough.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 06, 2013, 02:40:37 AM
Forget my last one "He's got the guts man".
Fighter Roar from Bandpresto's The Great Battle series. Aka this guy
(click to show/hide)
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 06, 2013, 02:46:45 AM
Good news everyone: the Hotfix I had posted above (the one with "(oops)") works. The crashes and framerate loss have decreased greatly, but have not stopped though. Haven't fixed the "telefrag immunity" because... Well, mappers should make maps for at least 32 players to begin, with exceptions of coop maps, of course. But, yeah, the telefrag immunity needs to go.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 02:50:02 AM
Quote from: "Accel"
Oh? Regarding the Barbatos skin? I actually liked the right most one, if that's what you were asking. I'm not sure about others opinions though... I'm sure just one opinion won't be enough.

I was actually referring to the Captain Falcon sprite, but glad you like the Barbatos one. I was planning on using it anyway because that was the most accurate one.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on January 06, 2013, 02:56:49 AM
Oh, in that case...

Quote from: "Gizmo The Cat"
Okay so I did a quick edit to it, and I THINK it may be good to go.

(http://i11.servimg.com/u/f11/15/63/01/05/captai11.png)

EDIT: I just did another edit to his helmet. Please tell me which is better; Right or left?

(http://i11.servimg.com/u/f11/15/63/01/05/captai12.png)
Let's just quote this to get it relevant again... anyway, I personally prefer the right one. Looks less like a Protoman edit like that.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 03:02:34 AM
Alrighty then, I guess I'll get started on them both.
I really do want all these upgrades given to Falcon. Right now he plays just as good as his current skin looks.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TailsMK4 on January 06, 2013, 03:28:07 AM
All right, since I noticed people in the server posting ideas to help make Chaos Lord Roll a better idea, hopefully this might make mine better as well. I tried to do it as simple as I could so Silver wouldn't have to do that much work on it, but I think to make mine more unique I may need to edit it some more. So I wonder if you guys know anything to make this better:

Code: [Select]
Boss Info: A mysterious being that constantly searches for strong opponents to test his abilities on. Upon finding a place absolutely flowing with robots, and noticing that these robots constantly battle each other, he intercepts a battle-in-progress and challenges all the contenders to fight him.

Name: Deathfox
Skin: Gyroman
Color: Overall color theme is Black.
HP: Average (Put Below Average if Rage makes the hale a bit too OP)
Speed: Average (of the Hales)
Defense: Below Average

Primary Attack: Electric Pulse. Kind of like a regular Thunder Bolt shot that splits apart when it hits an object.
Damage: 20-25 per hit.
Message for successful hit: [player] was electrocuted by Deathfox's Electric Pulse.

Support: Death Jump and Death Flight. Two moves in one, Deathfox will perform a big jump that uses up half of his ammo, and can fly around as long as his ammo bar isn't empty. This does no damage.

Rage: Giga Recovery: When activated, the hale is given a temporary shield (amount of damage to break it can be adjusted, but I say 200, or it could be based upon how many players are left, like starting HP 100 + 20 for each player), and starts recovering damage fairly quickly (perhaps like 5-10 HP a sec?). The hale cannot move or shoot while in this state, and the two ways to remove the shield is either when the hale has fully recovered, or the shield is destroyed by player fire. When damage is done to the shield, the hale does not take damage unless the hit breaks the shield (or after if this makes it hard to program).
Damage: None.
Note: If this idea works out, you can just use the first 3 seconds of the "Rage" voice clip, since obviously the shield does no damage to anyone if they touch it.

SilverSin's reaction to Rage:

Quote
Doesn't look that bad, but a bit under powered...for the primary, might reduce damage slightly, but make it a ripper. Not sure though.
The rage also sounds a bit like rolls, only more effective...IMO, I would just add the ability for slow movement while raged, and the shield deals rapid damage to any1 near, like the new junk shield or star crash, just an idea.


The other Rage idea I had...

Quote
To SilverSin (about a week ago):

I have another idea for the rage if you want the rage ability to be slightly more original:

Basically, the hale will make a big jump in the air and slam on the ground, causing an earthquake-effect like a Gamma Stomp to anyone nearby, then the hale fires one or two rounds of Thunder Bolts, though the formation covers all directions around the hale. Anyone caught in this rage attack will suffer perhaps 80 damage if all attacks land. People that fail to avoid the earthquake attack will get hit by the bolts, but it can be avoided if the player jumps in time, but dodging the bolts will not be an easy task either.

Basically, the entire rage CAN be avoided, but it will be very difficult to do so, especially since the hale can move after the last round of bolts is fired. In tight areas, the bolts could continue to have the spread effect hitting objects if you want, so it could be deadly if players are against the wall during the rage. A couple of names I have for the rage are Earth Crusher or Atomic Discharge, but you can come up with a name for it if you want to.

Death message (didn't send this to SilverSin): [player] was sent into the Earth's Core by Deathfox's Earth Crusher/was burnt to ashes by Deathfox's Atomic Discharge


Theme:

(click to show/hide)


I originally had a weapon resistance and weakness system set up, but I have seen people dislike the concept, so I have dropped it. It was going to be resistant to Electricity and Air, and weak to Earth. Also, on Hard Mode, the hale also gets a Haste Rune (though the other bonuses would be adjusted accordingly if SilverSin approves of it). Any thoughts? I feel the hale is still a bit too underpowered.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 06, 2013, 06:58:20 AM
Another idea:

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 06, 2013, 12:30:48 PM
meh, ima just post my hale me...

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: sipfried on January 06, 2013, 01:27:48 PM
i got a plan for a hale
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 01:43:55 PM
How does a frying pan classify as a claw type weapon?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 03:14:14 PM
Quote from: "TailsMK4"
Deathfox

Not going to lie, I stopped caring as soon as I read the name and backstory. If you're going to make a Hale (even as a joke), at least make the character somewhat worth paying attention to.

Quote from: "Galactan"
Sakugarne

OK, I'll admit, I laughed at this one. Actually kind of clever.

Quote from: "Duora Super Gyro"
Robo Duora

It feels a tad generic, but the idea of a Hale that can fly is still something I would consider looking into.

Quote from: "sipfried"
conker (bad fur day)

...Sounds like Robo-Christian Brutal Sniper with a machine gun. Not sure whether or not I approve of this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 06, 2013, 03:26:25 PM
While it looks like Tsuki beat me to it, here's a fixed version of the Saxton Hale mode with a few much-requested changes, like the removal of NeoDS and a better version of Last Man Standing mode.

Full PK3 (http://static.best-ever.org/wads/saxton&friendsv3d-nothigh.pk3)
Hotfix (code doesn't look as nice, but it should work the same) (http://static.best-ever.org/wads/saxton&friendsv3d-publicbeta-balroghf.pk3)

Code: [Select]
+ means added, * means fixed/changed, - means removed

Applied Tsuki's ACS fixes
 * fixed script spam code that was making everyone lag and crash
 * fixed translation bug that was leaving hales untranslated
- Removed NeoDS from the hale-picker ACS; the actors are still in, for those that care
- Disabled telefrag disabler
* Fixed Wild Coil damaging allies
* Commented out ACS to make it (hopefully) easier to read
+ Added an alternate Last Man Standing resolver, set sax_lastmandamage to 1 to activate. When the timer expires, all players will be dealt 20 damage and the timer will be reset to 30 seconds until only one player is left.
* Separated the DECORATE lump into separate text files, because having everything in one big file was ugly as sin.
* Replaced Pissed-Off Roll's theme with the old version. The chiptune is still in the pk3 as EARRAPE, so if you like it, changemus away.
* (Hopefully) gave Scrooge McDuck his appropriate death sound
+ I wasn't high when I coded this.

EDIT: Well, crap, this is broken. You could still play around with it, but don't expect anything to be fixed. Never mind, I'm an idiot, the server was misconfigured.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on January 06, 2013, 03:46:15 PM
That's pretty  cool, I'll play around with it later
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Colonel ServBot on January 06, 2013, 04:04:51 PM
just an idea  ;)


(click to show/hide)

EDIT:sorry if this is too much like the original slendy
i added his story as well.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 06:55:47 PM
[WARNING: The following sketch was based on something I haven't actually seen in entirety and thus is probably not very accurate to the characters. If someone else wants to try their hand at it, go right ahead.]

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 06, 2013, 07:29:57 PM
You do realize that PSG is the Robot Chicken of animewell, it's actually FLCL, but you get the idea, right?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 07:41:47 PM
@Balrog: Someone else's idea, not mine.

And let's throw in another idea for maximum shenanigans.
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on January 06, 2013, 07:43:59 PM
Someone hasn't seen PSG, have they?

First off, they have their own theme. Second, Kneesocks? Yeah, she uses a scythe. Finally, holy hell is PSG raunchy. Are you sure this would be a good idea?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 07:47:28 PM
Quote from: "Accel"
Someone hasn't seen PSG, have they?

As a matter of fact, no, I haven't. ...At least, not much of it. I basically did that write-up from (fuzzy) memory.

Someone else can try their hand at them if they want. I basically just wanted to sketch someone out of boredom and that was who was being discussed.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 07:52:15 PM
Quote from: "Accel"
Finally, holy hell is PSG raunchy. Are you sure this would be a good idea?

Iiiii'm gonna have to agree here. I don't even need to be told, I could tell from the start about this. I'd much rather we didn't add them in SH.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 06, 2013, 08:01:20 PM
Quote from: "Accel"
Finally, holy hell is PSG raunchy.
That's what I meant. Robot Chicken was the closest comparison I could think of off the top of my head.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Colonel ServBot on January 06, 2013, 08:03:55 PM
*coughsouthparkcough*
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 06, 2013, 08:10:10 PM
Quote from: "colonel servbot"
*coughsouthparkcough*
South Park uses satire. PSG does not. Sorry, bud.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 06, 2013, 08:11:18 PM
Quote from: "Accel"
Finally, holy hell is PSG raunchy. Are you sure this would be a good idea?
TIME TO REPENT [redacted]!!


wow I have seen that show
and while it is AMAZING BEYOND WORDS to the point it will explode your mind
I do agree that it's a bit too "dirty" for the young children of Cutstuff here





a PSG Hale could work if you were VERY careful about the voice clips you picked
but yeah

Quote from: "colonel servbot"
*coughsouthparkcough*
your comparison is bad and you should feel bad
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 08:11:45 PM
Let's try something else to... lighten the mood, I guess?
(click to show/hide)

EDIT: Fixed some wrong formatting.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 08:15:07 PM
Hm...That sounds pretty interesting. Another survival hale, but different enough to not be a Slenderman clone.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 06, 2013, 08:17:07 PM
The only real trick would be the "if he's on my screen, he can't move" to work.

I think there's a way to check to see if there's a certain actor on your screen, but I'm not sure.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 06, 2013, 08:47:02 PM
Quote from: "xColdxFusionx"
The only real trick would be the "if he's on my screen, he can't move" to work.

I think there's a way to check to see if there's a certain actor on your screen, but I'm not sure.

Everyone is given "a weapon" they can't switch from. The weapon constantly fires projectile1 that then spawns projectile2 that then spawns projectile3. Projectile1 to 3 acts as seekers and all but hale receives +CANTSEEK. When Hale is harmed by either of these projectiles, he receives something to stop him for X tics.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Neo on January 06, 2013, 09:14:52 PM
Quote from: "tsukiyomaru0"
Quote from: "xColdxFusionx"
The only real trick would be the "if he's on my screen, he can't move" to work.

I think there's a way to check to see if there's a certain actor on your screen, but I'm not sure.

Everyone is given "a weapon" they can't switch from. The weapon constantly fires projectile1 that then spawns projectile2 that then spawns projectile3. Projectile1 to 3 acts as seekers and all but hale receives +CANTSEEK. When Hale is harmed by either of these projectiles, he receives something to stop him for X tics.

wouldnt that mean that players would be "stuck" with only "said weapon" able to be used, no matter what it is?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 06, 2013, 09:16:02 PM
Yeah, but it's not like they're going to be actually fighting the hale.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 06, 2013, 09:33:50 PM
Quote from: "Neo"
Quote from: "tsukiyomaru0"
Quote from: "xColdxFusionx"
The only real trick would be the "if he's on my screen, he can't move" to work.

I think there's a way to check to see if there's a certain actor on your screen, but I'm not sure.

Everyone is given "a weapon" they can't switch from. The weapon constantly fires projectile1 that then spawns projectile2 that then spawns projectile3. Projectile1 to 3 acts as seekers and all but hale receives +CANTSEEK. When Hale is harmed by either of these projectiles, he receives something to stop him for X tics.

wouldnt that mean that players would be "stuck" with only "said weapon" able to be used, no matter what it is?
Quote from: "Gizmo The Cat"
Yeah, but it's not like they're going to be actually fighting the hale.
Well, yes and no. If you can use a remote actor to constantly give an item that creates the "sight checker", then they can still use weapons.

(http://img822.imageshack.us/img822/7051/screenshotdoom201301061.png) (http://www.mediafire.com/?wawve5mq5dyp1g1)
Sadly the checker didn't attack Slendy, so not everything worked.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: HD_ on January 06, 2013, 09:36:31 PM
That sounds really laggy.

Just sayin'.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 07, 2013, 12:34:20 AM
Quote from: "xColdxFusionx"
Quote from: "TailsMK4"
Deathfox

Not going to lie, I stopped caring as soon as I read the name and backstory. If you're going to make a Hale (even as a joke), at least make the character somewhat worth paying attention to.

Quote from: "Galactan"
Sakugarne

OK, I'll admit, I laughed at this one. Actually kind of clever.

Quote from: "Duora Super Gyro"
Robo Duora

It feels a tad generic, but the idea of a Hale that can fly is still something I would consider looking into.

Quote from: "sipfried"
conker (bad fur day)

...Sounds like Robo-Christian Brutal Sniper with a machine gun. Not sure whether or not I approve of this.
Any opinion on Fighter Roar? I haven't been able to tell if I'm coming up with a decent idea or not cause no one ever even says if it is bad.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 07, 2013, 02:45:14 AM
Suggestion for replacing Captain Falcon's current theme



Or any of the other F-Zero music Wyatt Croucher made, if anyone wants something other than Big Blue (http://www.youtube.com/playlist?list=PL05416B21F11242F3)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 07, 2013, 07:03:57 PM
I dunno, it doesn't really have much of a fighting feel to it.

On another note, I finished the skin for Barbatos and gathered up some sounds for him. All I really need now is for him to actually get accepted.

EDIT: Adding something to Barbatos.

Quote from: "Gizmo The Cat"
Barbatos Goetia
(click to show/hide)

Basically I'm just waiting on Silver to accept him, or at least put up that hale template so that I/somebody can try to make him. Where is he, anyway? I haven't seen him in at least a week.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: That One Boss on January 07, 2013, 11:53:13 PM
another hale suggestion

Name: Everything

If this hale is selected, every single person becomes a hale, and have to fight till there's only one hale left. It would probably be a little less common than the normal hales.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 08, 2013, 12:04:23 AM
Quote from: "That One Boss"
another hale suggestion

Name: Everything

If this hale is selected, every single person becomes a hale, and have to fight till there's only one hale left. It would probably be a little less common than the normal hales.
It must be That One Boss
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 08, 2013, 12:08:01 AM
Quote from: "Gizmo The Cat"
EDIT: Adding something to Barbatos.

Quote from: "Gizmo The Cat"
Barbatos Goetia
(click to show/hide)

Basically I'm just waiting on Silver to accept him, or at least put up that hale template so that I/somebody can try to make him. Where is he, anyway? I haven't seen him in at least a week.


I made this post edit thinking I was the last one to make a post. Turns out I was ninja'd. Twice.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: pikmin555 on January 08, 2013, 12:28:19 AM
Pik attempts a Hale suggestion, here goes nothing...

(click to show/hide)

If This Doesn't seem good, I'd like Ideas.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tengu on January 08, 2013, 12:30:22 AM
So does  this mean he's much harder to kill people with? I kinda like that.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 08, 2013, 12:32:00 AM
Hm. He's way different from all the other hales, who are mainly just "Rush in, hit people, win." I think I like that, too.

When you say he can use weapons, you mean regular weapons that every survivor can use, right?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 08, 2013, 12:35:11 AM
There have been ideas of an anti-hale going around, so I whipped up this:
Ghost Nappa!
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: LifeCraft J on January 08, 2013, 12:44:28 AM
Hey Silver, for some reason, I can't find the new public beta version of Saxton and Friends v3d, you didn't post the download link in your topic yet... and everyone is on your server... so confused. Where did everyone get the wad?

EDIT: The wad is called saxton&friendsv3d-publicbeta-hotfix-(oops).pk3
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: pikmin555 on January 08, 2013, 12:48:35 AM
http://www.mediafire.com/?san4ewzowxjavlz (http://www.mediafire.com/?san4ewzowxjavlz)

This is the Hotfix wad with the "oops", Posted by Tsuki.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 08, 2013, 12:55:20 AM
Don't get your hopes up- I've seen a few crashfests even with this fix loaded. Haven't tried Balrog's, though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 08, 2013, 01:05:06 AM
Hey, here's my idea for what Pikmin said. Brownie points for getting the reference.
Code: [Select]
Name: Dark Matter Knight
Backstory: Once, in a faraway land, full of magic and monsters, there was a benevolent knight. He was strong, and true, and faithful - until a succubus tempted him to evil. Empowered and corrupted by the succubus' magic, he cut a bloody swath through the kingdom until he found himself in the land of demons. With nothing worth conquering in the immediate area, he brooded and planned his next move, failing to notice the lady riding a ball of darkness slowly floating towards him....

Now fully consumed by evil and composed entirely of roiling, malevolent energy, the Dark Matter Knight flies through time and space in search of battle.
Skin: Knight Man
Palette: Blue:Black, Cyan:Dark Grey, Black: Lightish Red
Health: Medium (Weakness: Flash Stopper and other "light" weapons)
Speed:Slow-ish (maybe 0.75 or 0.7)
Main: Unlike most hales, Dark Matter Knight has a full complement of weaponry, one for each slot. These weapons consume a shared energy pool that he must replenish by using his Absorb ability (below) or by picking up a weapon from the appropriate slot. Absorb replenishes more than weapons.
Slot 1 - Absorb: Dark Matter Knight extends a tendril of his substance to consume the bodies and souls of his victims. A long-range (for a hale melee weapon) ripper that deal massive damage while giving ammo to his other weapons; a killing blow will give health as well. Long cooldown.
Slot 2 - Spear: A +RIPPER lance of Dark Matter that travels in a straight line, dealing high damge, but consuming a lot of ammo per shot.
Slot 3 - Spiker: A low-ammo-usage volley of low-damage spikes; think like Flood Ranged Forms in Halo 3, but balanced.
Slot 4 - lolno: DMK already has a close-range weapon in Slot 1.
Slot 5 - Erosion: Dark Matter Knight tosses a portion of his substance onto the floor, forming a puddle that deals damage-over-time to anyone who steps on it. Consumes health as well as ammo.
Slot 6 - Magnetism: Dark Matter Knight draws nearby opponents closer to him.
Slot 7 - Not sure, I'm kinda tapped out here.
Rage: Dark Repulsion. Dark Matter Knight can fly now, woohoo! It also makes his speed high enough to catch up with the other players. Should probably take more damage to activate than with other hales.
Super Jump: A super jump. Nothing special, this guy's got enough gimmicks as it is.

I know the above sounds like NeoDS 2.0, but I deliberately left room for him to be tweaked significantly if need be.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 08, 2013, 01:13:24 AM
Quote from: "Orange juice :l"
Ghost Nappa!
(click to show/hide)

Holy Cheetos a hale based off of my favorite character from my favorite parody (plus it looks really fun) I say go for it.Few questions/problems, though.
1.) How many balls will there be though? I'd say 7 dragonballs would be very tedious, and he'll probably be killed before he can collect all of them. If you gave Ghost Nappa a better chance of survival with more health or something or had him need 3-5 balls instead of 7, that'd be nice. I'd recommend changing the dragonball count instead. but it would take away from the story bcuz there has to be 7 but whatever its a game
2.) How fast does he charge at the player in Phase 2 exactly? Because depending on the speed, that could be either ridiculously UP or OP (more likely OP than UP)
3. Nappa's Phase 2 super jump. Define "decent" :?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 08, 2013, 01:27:18 AM
1. Well, since Ghost Nappa is SUPER FAST, it's easier for him to snag the balls and run. Maybe give his punch a bit of a wider range.
2. Make it fast enough to get one rage off per living phase.
3. Eeeh, a little smaller than Morshu's bomb?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Zard1084 on January 08, 2013, 02:15:02 AM
Quote from: "Balrog"
Hey, here's my idea for what Pikmin said. Brownie points for getting the reference.
Code: [Select]
Name: Dark Matter Knight
Backstory: Once, in a faraway land, full of magic and monsters, there was a benevolent knight. He was strong, and true, and faithful - until a succubus tempted him to evil. Empowered and corrupted by the succubus' magic, he cut a bloody swath through the kingdom until he found himself in the land of demons. With nothing worth conquering in the immediate area, he brooded and planned his next move, failing to notice the lady riding a ball of darkness slowly floating towards him....

Now fully consumed by evil and composed entirely of roiling, malevolent energy, the Dark Matter Knight flies through time and space in search of battle.
Skin: Knight Man
Palette: Blue:Black, Cyan:Dark Grey, Black: Lightish Red
Health: Medium (Weakness: Flash Stopper and other "light" weapons)
Speed:Slow-ish (maybe 0.75 or 0.7)
Main: Unlike most hales, Dark Matter Knight has a full complement of weaponry, one for each slot. These weapons consume a shared energy pool that he must replenish by using his Absorb ability (below) or by picking up a weapon from the appropriate slot. Absorb replenishes more than weapons.
Slot 1 - Absorb: Dark Matter Knight extends a tendril of his substance to consume the bodies and souls of his victims. A long-range (for a hale melee weapon) ripper that deal massive damage while giving ammo to his other weapons; a killing blow will give health as well. Long cooldown.
Slot 2 - Spear: A +RIPPER lance of Dark Matter that travels in a straight line, dealing high damge, but consuming a lot of ammo per shot.
Slot 3 - Spiker: A low-ammo-usage volley of low-damage spikes; think like Flood Ranged Forms in Halo 3, but balanced.
Slot 4 - lolno: DMK already has a close-range weapon in Slot 1.
Slot 5 - Erosion: Dark Matter Knight tosses a portion of his substance onto the floor, forming a puddle that deals damage-over-time to anyone who steps on it. Consumes health as well as ammo.
Slot 6 - Magnetism: Dark Matter Knight draws nearby opponents closer to him.
Slot 7 - Not sure, I'm kinda tapped out here.
Rage: Dark Repulsion. Dark Matter Knight can fly now, woohoo! It also makes his speed high enough to catch up with the other players. Should probably take more damage to activate than with other hales.
Super Jump: A super jump. Nothing special, this guy's got enough gimmicks as it is.

I know the above sounds like NeoDS 2.0, but I deliberately left room for him to be tweaked significantly if need be.
I like this hale already powerful but balanced and many options to take out people hehehe~
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 08, 2013, 03:38:03 AM
Since it's been all but established that there's more than Silver just making bosses now (And there are too many up for him to choose from anyway), I've finished some more sketches and I might as well toss them up to see if people like them.

Spiked Wall Man, the grandfather of overused Mega Man jokes
(click to show/hide)

Gideon Graves, a Scott Pilgrim-based boss that's been on the backburner for some time
(click to show/hide)

Copy Robot, a boss who fights his opponents on their own projectile-based level
(click to show/hide)
I probably make too many of these and I need to stop.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Knux on January 08, 2013, 03:39:29 AM
I have a map for Slenderman, if you want it. It's the v1b version of KCTF02 (Torn Woods). The various elevations are easily climbed by Slender. The map is incredibly huge, too, and there are various places to hide in. Could be a blast, even though it's an incredibly shitty map there might be some fps lag for some.

Tell me if you're interested. You can also modify it as you wish if you take it in. No credit needed.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 08, 2013, 05:19:03 AM
We should ask Jack Corvus to use his TGBCTF map, "Battle on the Big Brige," for Gilgamesh  :mrgreen:

EDIT
-----
Better suggestion for Falcon's music:

Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 08, 2013, 01:46:04 PM
Quote from: "DarkAura"
We should ask Jack Corvus to use his TGBCTF map, "Battle on the Big Brige," for Gilgamesh  :mrgreen:

Heck yeah. I don't even know what the stage looks like but any "Battle on the Bridge" themed map would be awesome.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Neo on January 08, 2013, 03:24:16 PM
Okay, while i am tweaking my hale, as well as giving it a name/skin change, i did come up with a new hale (pokemon themed, well sort of). No its not based on ME, but something a friend of mine named VICTOR gave me a long time ago in pokemon platinum, that i just sent to my white 2 game recently. Its a sableye with the OT off "Matt", but this sableye has the ability Wonder Guard, and in my white 2, it knows 2 moves it cant learn at all, aura sphere and shadow force. Though for this hale, im kinda gonna give it another move it can't normally learn, and use that for its main attack...more on the details later...when i get out of school <_>(and draw the hud/skin)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on January 08, 2013, 03:54:25 PM
I think i got a perfect hale you guys can make.
(click to show/hide)

Oh yeah i forgot a thing he comes only in hard mode.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 08, 2013, 04:12:53 PM
Quote from: "Orange juice :l"
Ghost Nappa!

I laughed so hard when I read this. I love the concept/gimmick, too; Gotta get the Dragonballs and wish myself back to life! WOO!

Quote from: "Balrog"
Code: [Select]
Name: Dark Matter Knight

I'd give him a fourth attack anyways, like a sword swing or something. Random Blank spot makes me feel sad.

Quote from: "CHAOS_FANTAZY"
Spiked Wall Man, the grandfather of overused Mega Man jokes

I actually find this boss kind of funny. A spiked wall that just rams into people...
You should make it a Survival boss. Run away from the spiked wall that's slowly coming towards you!

Quote from: "CHAOS_FANTAZY"
Gideon Graves, a Scott Pilgrim-based boss that's been on the backburner for some time

...I approve of this. The specifics could probably be tweaked, but it's actually a pretty cool idea.
I might make a Famitracker version of his theme if he gets accepted.

Quote from: "CHAOS_FANTAZY"
Copy Robot, a boss who fights his opponents on their own projectile-based level

You're doing it wrong; he needs to flash rainbow colors and use Magic Man for his skin.
I approve of this ditto-fighting machine. I do see one problem; what if someone's smart and forces him to copy the Megabuster?

Quote from: "Neo"
No its not based on ME, but something a friend of mine named VICTOR gave me a long time ago in pokemon platinum, that i just sent to my white 2 game recently.

...Not going to lie, the concept of "oh hey there's this hacked pokemon I have let's make it a Hale" doesn't particularly impress me, but a Pokemon Hale does seem kind of interesting. Perhaps one of the legendaries could be made into a Hale?

Quote from: "FTX"
Super Speed Quick Man

...I'm going to be perfectly honest here, I don't like this Hale at all. "Let's take the original Ghost of Starman and make him go super fast!" ...No thanks. I do appreciate the fact that you want to make something, but try to put a bit more effort into your sketchup next time, please.

Also, Health typically scales based on the number of players.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Neo on January 08, 2013, 05:00:56 PM
Quote from: "xColdxFusionx"

Quote from: "Neo"
No its not based on ME, but something a friend of mine named VICTOR gave me a long time ago in pokemon platinum, that i just sent to my white 2 game recently.

...Not going to lie, the concept of "oh hey there's this hacked pokemon I have let's make it a Hale" doesn't particularly impress me, but a Pokemon Hale does seem kind of interesting. Perhaps one of the legendaries could be made into a Hale?

while the way you put it is not very impressive, it was gonna be more along the lines of "the concept of this hacked pokemon is quite neat, why not use that same concept as a Hale boss", Rather then "lets just take this and make it a boss". As for which pokemon, i had either Mewtwo,Deoxys,Giratina(origin), or Arceus in mind, all of which i could probably do.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: pikmin555 on January 08, 2013, 07:00:55 PM
Quote from: "Gizmo The Cat"
Hm. He's way different from all the other hales, who are mainly just "Rush in, hit people, win." I think I like that, too.

When you say he can use weapons, you mean regular weapons that every survivor can use, right?

Err not exactly use regular weapons, but instead a "Negafied" version of those weapons, however only 8 would be selceted.

Negafied weapons work differently than regular weapons and have more limited ammo. Lets take an Example:

-Megaball is kicked and will bounce around the area.

-Negaball is kicked and will target a player dealing less damage than the megaball but also rippers. Since this a negafied weapon, its ammo is more limited than the regular megaball.

Sadly, I don't know what 8 weapons can be selected.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 08, 2013, 07:12:02 PM
I kinda figured as much. Negafied or not, he still can gain new weapons, which was my (probably unclear) point.

Either way, I approve. =P
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 08, 2013, 07:12:19 PM
Quote from: "Neo"
while the way you put it is not very impressive, it was gonna be more along the lines of "the concept of this hacked pokemon is quite neat, why not use that same concept as a Hale boss", Rather then "lets just take this and make it a boss". As for which pokemon, i had either Mewtwo,Deoxys,Giratina(origin), or Arceus in mind, all of which i could probably do.

The key to a good Hale boss is that it should be something that many people can recognize (which is why many of them are from pop-culture) and there has to be a very good reason for them to be a Hale boss in the first place. "Some hacked Pokemon I own" isn't exactly recognizable, and I'm not entirely sure a Sableye is Hale-worthy on its own. TCG Sneasel (http://bulbapedia.bulbagarden.net/wiki/Sneasel_(Neo_Genesis_25)), maybe, but Sableye doesn't strike me as being quite powerful enough to warrant it.

As for your list above, Deoxys would be a very interesting fight. How you would work his Forms in would be something to see.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Max on January 08, 2013, 07:16:23 PM
I'd like to see a "Hale" where everyone but one person is transformed into a really weak Hale and they all try to bundle the Megaman

Just throwing that out there
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 08, 2013, 07:20:16 PM
...I approve heartily of this.

EDIT: Did someone say sketch? I think I heard someone say sketch!

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: WheelieCarbonate on January 08, 2013, 10:14:49 PM
i got this guys
Name: Christopher Robin

Skin: If anyone has it, strikeman, if not, then oilman

Theme: The music in winnie the pooh homerun derby

Voice: http://www.youtube.com/watch?v=fxOxVnCrwUY (http://www.youtube.com/watch?v=fxOxVnCrwUY)

Health: Low-Medium

Speed: Fast

Weak to: Meele

Resists: Mega Ball

Attack: Pitch “%o couldn't handle the dark lord Christopher Robin's (%k) balls!”
Throws a baseball that does one of these effects:
Fastball: fires a very fast ball
Kanga: Throws a medium-fast speed ball that dips up and down
Rabbit: Throws a ball that is very slow at first but then speeds up to be faster than a fast ball
Owl: Throws a medium fast ball that zig-zags side to side
Tigger: Throws a medium-fast ball that turns invisible after you throw it.

Jump skill: Takes half a second of readying to jump extrememly high and can land on people to stun them for 1 second

Rage: Pitch of 1000 devils (same killtext as normal attack)
throws 3 faster fastballs spreadrune style in front of you that pierce through targets

this better work
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 08, 2013, 10:15:45 PM
Quote from: "Orange juice :l"
1. Well, since Ghost Nappa is SUPER FAST, it's easier for him to snag the balls and run. Maybe give his punch a bit of a wider range.
Okay. :)
Quote from: "Orange juice :l"
2. Make it fast enough to get one rage off per living phase.
Nonononononononono not what I meant. When he uses the rage, how fast does he charge at people?
Quote from: "Orange juice :l"
3. Eeeh, a little smaller than Morshu's bomb?
Sounds good. I'd like to see it for myself, but that's only if this gets accepted which I hope it does. Looks good!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 08, 2013, 10:37:39 PM
Fast enough that minimal leading is required and dodging is nearly impossible once he's coming towards you. This is Nappa's last hurrah before he dies again, so it's got to be able to take out a decent chunk of the opposition.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 08, 2013, 10:45:44 PM
I was hoping for a fairly fast rage. Don't you think 3 seconds wait before charging again is a bit lengthy? By the time Nappa kills the first person, every1 will have scattered in 3 seconds.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 08, 2013, 10:51:21 PM
That's the wait time for the SUPER JUMP. His rage is below that. The rage's 5 second timer isn't a requirement, you just leave rage-mode if you don't attack by then.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 08, 2013, 11:02:08 PM
WARNING!
- Gunstar Green -
- Actions -
All Gunstar's Actions
Boss's Vitality 5000
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 08, 2013, 11:06:19 PM
Holy crap that is a lot of HP. Forget Roll's healing, This guy would take an hour to kill in a full server.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 08, 2013, 11:46:06 PM
Quote from: "Gizmo The Cat"
Holy crap that is a lot of HP. Forget Roll's healing, This guy would take an hour to kill in a full server.
Except for the fact he wouldn't, like, regen or kill in one shot.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Mendez on January 09, 2013, 12:08:39 AM
But he would drag out the match for a lot longer than most hales. The only thing I enjoy about Saxton Hale, and I stress the word "only", is that matches can end quickly if you've got a good hale or you've got a lot of good players ganging up on the hale. Judging by my experiences in Hale servers, a match can last up to 10 minutes, and that's even if the hale has only 2000 hp. I don't want a hale with more than 3000 (let alone 5000) hp because I don't want a friggin' dull marathon that lasts at least 20 minutes. Also, even if it doesn't OHKO, the amount of health it has would be incredibly unfair to the players who have a limited amount of ammunition. You want megabuster vs hale matches that last 25 minutes?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 09, 2013, 12:37:11 AM
Quote from: "Mendez"
But he would drag out the match for a lot longer than most hales. The only thing I enjoy about Saxton Hale, and I stress the word "only", is that matches can end quickly if you've got a good hale or you've got a lot of good players ganging up on the hale. Judging by my experiences in Hale servers, a match can last up to 10 minutes, and that's even if the hale has only 2000 hp. I don't want a hale with more than 3000 (let alone 5000) hp because I don't want a friggin' dull marathon that lasts at least 20 minutes. Also, even if it doesn't OHKO, the amount of health it has would be incredibly unfair to the players who have a limited amount of ammunition. You want megabuster vs hale matches that last 25 minutes?

Made some changes to make it less painful. Usually the longest matches involves Gilgamesh or NeoDS, where players are aware of their "one-hit-pointer-wonder" and makes sure to stay the hell away.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 09, 2013, 01:09:40 AM
Reposting just cause stuff gets lost in this topic really quick. I think this is the most active topic in the Discussion sub-forum.
Quote from: "fortegigasgospel"
Forget my last one "He's got the guts man".
Fighter Roar from Bandpresto's The Great Battle series. Aka this guy
(click to show/hide)
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 09, 2013, 10:25:43 PM
Well, here is my last attempt in hotfixing this up.

saxton&friendsv3d-publicbeta-Hotfix2.pk3 (http://www.mediafire.com/?66u92b5jf2970f1)

Removed Telefrag Protection from the script that gives it, modified Item1 to NOT have ThruGhost AT ALL.
Hopefully, this does it...

EDIT: And, no, haven't disabled NeoDS. Although I'm hearing so many complaining greatly of him that I'm tempted to.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 09, 2013, 10:39:04 PM
Well, that pretty much fixes it up, then. People were crashing in various other circumstances, though, so there's probably still a few instances of ACS overload where things need to be streamlined or interspersed with Delay(). I still recommend that SilverSin base v3D-final on my hotfix, since I took the liberty of making things look much nicer and easier to maintain on the developer end.

Quote from: "Swiss"
Name: Christopher Robin
This makes no goddamn sense.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 09, 2013, 10:47:44 PM
Quote from: "Balrog"
Well, that pretty much fixes it up, then. People were crashing in various other circumstances, though, so there's probably still a few instances of ACS overload where things need to be streamlined or interspersed with Delay(). I still recommend that SilverSin base v3D-final on my hotfix, since I took the liberty of making things look much nicer and easier to maintain on the developer end.

The ACS lag has been dealt with in mine, but yeah, there's an ACS soup in that.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: WheelieCarbonate on January 09, 2013, 11:13:45 PM
Quote from: "Balrog"
Quote from: "Swiss"
Name: Christopher Robin
This makes no goddamn sense.
You obviously don't know what Winnie the Pooh Homerun Derby is.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 09, 2013, 11:46:45 PM
Quote from: "tsukiyomaru0"
The ACS lag has been dealt with in mine, but yeah, there's an ACS soup in that.
Yes, there is. Your hotfix still crashes on occasion, so there's probably other issues where the ACS virtual machine is getting overloaded. I'm currently in the process of doing performance tweaks to (hopefully) reduce the lagging and crashes further as well as making the ACS less ugly in general.

Quote from: "Swiss"
Quote from: "Balrog"
Quote from: "Swiss"
Name: Christopher Robin
This makes no goddamn sense.
You obviously don't know what Winnie the Pooh Homerun Derby is.
The fact that I don't does not speak well for this thing's Hale-worthiness.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 10, 2013, 12:43:20 AM
I have two new ideas for hales.

(click to show/hide)


I had this idea for a while, but I'd forgotten it for some time. I'm kind of ashamed, given how unforgettable this guy is.
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 10, 2013, 12:49:47 AM
Quote from: "Gizmo The Cat"
I had this idea for a while, but I'd forgotten it for some time. I'm kind of ashamed, given how unforgettable this guy is.
(click to show/hide)
FEEL THE RAWKENZA!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 10, 2013, 12:50:29 AM
I miss that guy. He was fun.


I'm just as hyped about getting the Rawk in as I am about Barbatos.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 10, 2013, 02:46:42 AM
Paper Mario might get incorporated into Hale= :mrgreen:  :mrgreen:  :mrgreen:

The attacks listed gave me a very nostalgic feel. However, now that I think about it, I'd say I prefer a Bowser Hale, (you're probably thinking "Why not suggest, Doc you asshole? I'm thinking that 2 hales from the same game would be frowned upon. However if Silver's okay with 2 hales from the same game, I'll get back to you with a Hale suggestion momentarily)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 10, 2013, 02:54:23 AM
Hey, Rawk Hawk's Paper Mario exclusive. Bowser is from the entire series. Personally I think people would enjoy having both of them around.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 10, 2013, 03:28:18 AM
I said I'd suggest it, so here it is!

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 10, 2013, 04:15:56 AM
That Hale seems overly complicated and broken.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: sipfried on January 10, 2013, 01:26:52 PM
i know a joke hale
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 10, 2013, 02:40:29 PM
Simply amazing, why can't my mind comprehend the skill and thought put into this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 10, 2013, 05:50:57 PM
Quote from: "TheDoc"
I said I'd suggest it, so here it is!

(click to show/hide)


Eh I dunno. Bowser could be a lot better, IMO. Collecting the meat does sound interesting though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 10, 2013, 07:43:17 PM
Quote from: "Gizmo The Cat"
I had this idea for a while, but I'd forgotten it for some time. I'm kind of ashamed, given how unforgettable this guy is.
(click to show/hide)

OK, you win. There are no words to describe the awesomeness you have just given us.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 10, 2013, 09:34:54 PM
If someone could make a skin of the Rawk, that would be the best thing ever.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 10, 2013, 10:04:01 PM
Can we cut back on the Best-Ever Saxton Servers? There's currently Four up. One is PLENTY.

One normal
One with Classes (The two are broken together)
One for Balrog's "Fix"
One private????
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 10, 2013, 10:07:32 PM
Why is there a private one.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 11, 2013, 01:51:04 AM
Quote from: "Gizmo The Cat"
Eh I dunno. Bowser could be a lot better, IMO. Collecting the meat does sound interesting though.

Quote from: "Galactan"
That Hale seems overly complicated and broken.

Instead of just saying it sucks and kicking dust on it, could you tell me what I can do to change it? If you just dislike the entire idea, however, then there's nothing I can do, but give some feedback instead of a generic opinion.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 11, 2013, 05:20:34 AM
I originally planned to edit that post because I was rushed at the time, but meh.

Anyway, basing him off of his paper self probably isn't the best of ideas. I'd say that instead of a poison bite for a primary attack, he should attack with his claws. (since that's what he usually fights with.) And he needs to be able to breathe fire. If Bowser couldn't breathe fire, he just wouldn't be Bowser. I'd say that it should be his altfire when not at full rage. His super jump is fine, though.

As for his rage, the meat thing would probably be too inconvenient for someone slow like him, so that should probably be scrapped. The rage itself maybe could stay. OR you could just have him stay the same size and be invincible or so.


Or his rage could be the Koopa Clown Car. It'd probably work like that Wily Capsule in classes, (in terms of morphing and flight, that is.) He'd fly around in the clown car and can drop mechakoopas, (slow monsters that can breathe fire) and gigantic cannon balls.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 11, 2013, 05:27:45 AM
Quote from: "Gizmo The Cat"
Or his rage could be the Koopa Clown Car. It'd probably work like that Wily Capsule in classes, (in terms of morphing and flight, that is.) He'd fly around in the clown car and can drop mechakoopas, (slow monsters that can breathe fire) and gigantic cannon balls.
Hello. Giga Bowser. quadruples in size.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 11, 2013, 07:03:18 AM
Don't think I didn't consider that. What he had was essentially the same thing. But the size thing probably wouldn't work, and that's why I suggested something else.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Dusty on January 11, 2013, 07:04:45 AM
(http://imageshack.us/a/img248/3021/comingsoonpr.png)

I am in the process of making a bowser skin....
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 11, 2013, 07:33:18 AM
If those have taunts, That is just simply amazing.
If not, then those are still simply amazing.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Zard1084 on January 11, 2013, 07:37:46 AM
Quote from: "Rozark"
If those have taunts, That is just simply amazing.
If not, then those are still simply amazing.
Its dusty of course they are going to have taunts! thats why i want them so bad!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 11, 2013, 07:49:02 AM
Yeah, I kept meaning to bring that up, but I could never stay sitting at the computer long enough. =/
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Max on January 11, 2013, 05:58:24 PM
Here's that EVERYONE HALE idea

(click to show/hide)

I know somebody submitted a Sableye before but I like them okay
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Colonel ServBot on January 11, 2013, 06:38:03 PM
The sexiest hale ever
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 11, 2013, 06:51:57 PM
-Try to avoid making your hale's name YOUR name. We already have CSCC for that.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 11, 2013, 07:08:03 PM
And thus the self-insert Hale gets taken to its logical conclusion.
Thank you, Colonel Servbot, for reminding me why that rule Galactan quoted exists in the first place.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 11, 2013, 07:39:04 PM
Balrog from Cave Story
Health: Average
Resistance:
Running speed x0.5
Rage info: An much quicker jump and fall, which will unleash against one opponent instantly killing them if they do not avoid it. He will yell HUZZAH! to telegraph the attack.

In order to pursuit enemies quickly he leaps above the map and attempts to crush enemies, flying briefly if necessary.
He can grab you and throw you away, shoot 5 or 6 gigantic missiles and releases waves of energy in the form of large blasts.
The missiles slowly rush from mid-air and into the ground to explode.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 11, 2013, 08:49:38 PM
May I make a suggestion to change Colonel Servbot to simply Colonel (as in from X4)
Normal Hale HP
Decent speed
Main fire is his sword attack combined with a voice clip of his "OYEAAAAAA"
Alt is his teleport which replaces his super jump.
Rage is Ground Crush, where he jumps straight up and comes down with the sword to create a large sword wave that gets taller as it travels and rips through enemies, accompanied with the voice clip of his saying it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 11, 2013, 11:58:45 PM
Quote from: "zblueboltz"
Balrog from Cave Story
Health: Average
Resistance:
Running speed x0.5
Rage info: An much quicker jump and fall, which will unleash against one opponent instantly killing them if they do not avoid it. He will yell HUZZAH! to telegraph the attack.

In order to pursuit enemies quickly he leaps above the map and attempts to crush enemies, flying briefly if necessary.
He can grab you and throw you away, shoot 5 or 6 gigantic missiles and releases waves of energy in the form of large blasts.
The missiles slowly rush from mid-air and into the ground to explode.
Not really sure what you're going for here. What's his main, what's his jump skill, why the hell does he have average health with only 0.5 Speed, etc.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 12, 2013, 12:07:03 AM
A proposition, regarding Morshu:

If/When Morshu gets an overhaul to be more like how he's represented in Faces of Evil (with the inclusion of the Lamp Oil and Rope) I suggest keeping a clone of the hale he is now, adjusted as needed of course, and make him into Mouser (http://www.mariowiki.com/Mouser) instead.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 12, 2013, 12:36:43 AM
http://static.best-ever.org/wads/saxton ... roghf2.pk3 (http://static.best-ever.org/wads/saxton&friendsv3d-publicbeta-balroghf2.pk3)

Well, here's version 2 of that old hotfix.

Code: [Select]
Changes since version 1:
* removed +THRUSPECIES and +THRUGHOST from Item-1 (less stupidly than Tsuki's; protip: replace actors with the replaces keyword)
* Made sax_lastmandamage do what it's supposed to
+ (hopefully) made the damage-based Last Man Standing system deal damage based on maximum health instead of a fixed value. When the timer runs out, all players are dealt their max health divided by the value of sax_lastmanfactor in damage; the factor is set to 5 by default.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 12, 2013, 01:44:29 AM
Quote from: "Balrog"
http://static.best-ever.org/wads/saxton&friendsv3d-publicbeta-balroghf2.pk3

Well, here's version 2 of that old hotfix.

Code: [Select]
Changes since version 1:
* removed +THRUSPECIES and +THRUGHOST from Item-1 (less stupidly than Tsuki's; protip: replace actors with the replaces keyword)
* Made sax_lastmandamage do what it's supposed to
+ (hopefully) made the damage-based Last Man Standing system deal damage based on maximum health instead of a fixed value. When the timer runs out, all players are dealt their max health divided by the value of sax_lastmanfactor in damage; the factor is set to 5 by default.

"Replaces" doesn't replace everything. Trust me, I tried to "replace" megaman once.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Mr.shadow on January 12, 2013, 02:25:16 AM
Joke Hale!
Name: Sonichu(kill me)
Skin and colors: Gizmo's sonic skin with yellow and red (Gimzo...plz don't kill me)
Voice sayings: "Nyeh! I'm gonna zap you to the EXTREEEM!
Music: Team galactic grunt gen5
Speed: fast

Mega punch: a simple hit-n-run due to him being fast. Cool down will take mmmm.... 3 secs. 3hko
Player didn't dodge Sonichu's(player) mega punch.

Rage: thunder wave. This will send three bolts coming down from sky in front of Sonichu and goes in a line toward  the end of the map. Anyone hit will be stunned until hit by a punch.
Player was surely zapped by sonichu's($$$) thunder wave

Guys.. Take at your own risk... I bet this is a big fat no
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 12, 2013, 05:29:40 AM
Quote from: "colonel servbot"
The sexiest hale ever
(click to show/hide)

Why does this sound like NeoDs has taken 'roids.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 12, 2013, 12:42:07 PM
Quote from: "tsukiyomaru0"
"Replaces" doesn't replace everything. Trust me, I tried to "replace" megaman once.
Quote from: "The ZDoom Wiki"
    replaceclassname
The name of the class this class replaces (optional). This works at a higher level than using duplicate doomednums and will affect all attempts to spawn the replaced actor in the map. However, this does not affect effect that create the actor through other means, such as giving an inventory item directly to a player. Player actors are handled differently from other actors, so this method also does not work for custom player classes.
The Item1Platform actor is neither of those things. It's spawned using A_SpawnItemEx, so this is exactly what the replaces keyword is designed for.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Colonel ServBot on January 12, 2013, 04:32:49 PM
Quote from: "Rozark"
Quote from: "colonel servbot"
The sexiest hale ever
(click to show/hide)

Why does this sound like NeoDs has taken 'roids.
yeah, but colonel here, deals very little damage, making it easy to defeat him.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 12, 2013, 06:44:44 PM
Quote from: "Balrog"
Quote from: "zblueboltz"
Balrog from Cave Story
Health: Average
Resistance:
Running speed x0.5
Rage info: An much quicker jump and fall, which will unleash against one opponent instantly killing them if they do not avoid it. He will yell HUZZAH! to telegraph the attack.

In order to pursuit enemies quickly he leaps above the map and attempts to crush enemies, flying briefly if necessary.
He can grab you and throw you away, shoot 5 or 6 gigantic missiles and releases waves of energy in the form of large blasts.
The missiles slowly rush from mid-air and into the ground to explode.
Not really sure what you're going for here. What's his main, what's his jump skill, why the hell does he have average health with only 0.5 Speed, etc.

In game, he's usually only really fast when jumping. He appears to get faster the more he moves forward though.
His jump would practically be the best it can get as he's usually burst through roofs and can fly as well.
His main attack would be to release a wave of energy, and secondarily, a wave of large missiles. I forget to mention that half the blasts also bounce against the ground, though.
It's probably better to give examples of what I mean.

It's probably good to give him high speed and health, I just wanted to be more realistic to the game.
If it's possible to make him move faster the more he runs though, that would be good.


http://youtu.be/FNhX9X5at6Y?t=1m (http://youtu.be/FNhX9X5at6Y?t=1m)
http://www.youtube.com/watch?v=25D-le6YV3w (http://www.youtube.com/watch?v=25D-le6YV3w)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 12, 2013, 08:18:40 PM
Gizmo, I did think of Bowser using his claws except that he never uses those in TTYD.

I've decided to scrap the Paper aspect of Bowser. TAKE 2

Name: Bowser

Speed: Slow

Health: High

Color Scheme: Green and Orange

Theme:


Attack: Claw - Instakill, claw range, do i really need to explain this?

Secondary Attack: Hammer Barrage - Honestly, I'm not sure how secondary attacks work at all. Would have to switch weapons or what? Anyway, if secondary attacks are accepted, Bowser would fire a rapid stream of high-arching, short range, deadly ripping hammers. Maybe there could be a slow-regenerating ammo bar for this like in Classes?
Alternate 2nd attack: Flame Breath - Blows out a wide ripper flamethower-like breath that can easily kill, but Bowser must stand still while using this, and has to wait about .25-.5 seconds before unleashing the flame. Ammo bar would be kinda unnecessary for this

Super Jump: Normal Hale Jump, but at one point stops completely in mid-air, waits for 1-2 seconds, and ground-pounds the ground, probably at the speed of someone in mid-air hit by gravity hold. Probably no AoE, but instakills whoever he lands on, and maybe even sends out a Gamma stomp shockwave, which would do 15 or so damage. Pretty Slow recharge depending on whether or not he has the shockwave and/or AoE.

Rage: Flying Clown Car (idea from Gizmo) - Bowser gains a Wily Capsuleesque ship that he flies around in. While inside, he has 2 attacks

Rage Attack 1: Mechakoopa - Throws out a Mechakoopa that chases opponents and instakills on impact. Considering Mechakoopas are pretty slow, I'd say Bowser should be able to spam mechakoopas fairly well. However, Mechakoopas have the health of 8 megabuster shots and can be destroyed.

Rage Attack 2: Boulder Drop - Bowser drops this huge-ass boulder that starts rolling in the direction that Bowser was facing when it dropped.
Alternate Rage Attack 2: Bowser grounds-pounds the ground (not as fast as super jump. More like Napalm bomb falling speed) and bounces back up to his original height (if possible). I say this one should make a Gamma shockwave and/or AoE, except this one would do 50 or so damage.

After about 30-60 seconds, the rage ends.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 12, 2013, 08:38:41 PM
Quote from: "TheDoc"
I've decided to scrap the Paper aspect of Bowser.
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQ5gLfZnmmu3id4N6wqBY29KKsgt_H6_CBM-4MeMeLtkzzWv0jc)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on January 12, 2013, 08:40:07 PM
Quote from: "TheDoc"
Gizmo, I did think of Bowser using his claws except that he never uses those in TTYD.

I've decided to scrap the Paper aspect of Bowser. TAKE 2

Name: Bowser

Speed: Slow

Health: High

Color Scheme: Green and Orange

Theme:


Attack: Claw - Instakill, claw range, do i really need to explain this?

Secondary Attack: Hammer Barrage - Honestly, I'm not sure how secondary attacks work at all. Would have to switch weapons or what? Anyway, if secondary attacks are accepted, Bowser would fire a rapid stream of high-arching, short range, deadly ripping hammers. Maybe there could be a slow-regenerating ammo bar for this like in Classes?
Alternate 2nd attack: Flame Breath - Blows out a wide ripper flamethower-like breath that can easily kill, but Bowser must stand still while using this, and has to wait about .25-.5 seconds before unleashing the flame. Ammo bar would be kinda unnecessary for this

Super Jump: Normal Hale Jump, but at one point stops completely in mid-air, waits for 1-2 seconds, and ground-pounds the ground, probably at the speed of someone in mid-air hit by gravity hold. Probably no AoE, but instakills whoever he lands on, and maybe even sends out a Gamma stomp shockwave, which would do 15 or so damage. Pretty Slow recharge depending on whether or not he has the shockwave and/or AoE.

Rage: Flying Clown Car (idea from Gizmo) - Bowser gains a Wily Capsuleesque ship that he flies around in. While inside, he has 2 attacks

Rage Attack 1: Mechakoopa - Throws out a Mechakoopa that chases opponents and instakills on impact. Considering Mechakoopas are pretty slow, I'd say Bowser should be able to spam mechakoopas fairly well. However, Mechakoopas have the health of 8 megabuster shots and can be destroyed.

Rage Attack 2: Boulder Drop - Bowser drops this huge-ass boulder that starts rolling in the direction that Bowser was facing when it dropped.
Alternate Rage Attack 2: Bowser grounds-pounds the ground (not as fast as super jump. More like Napalm bomb falling speed) and bounces back up to his original height (if possible). I say this one should make a Gamma shockwave and/or AoE, except this one would do 50 or so damage.

After about 30-60 seconds, the rage ends.

Well i freaking love the hale i want this hale to be in but we can make the sprites of the clown car.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 12, 2013, 08:59:32 PM
That's much better. And I kinda forgot that he didn't use them in TTYD, but he definitely did in the first game.

The clown car sprites shouldn't be too hard to do, either.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on January 12, 2013, 09:07:52 PM
Yea? i want to make the sprites of the clown car!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 12, 2013, 09:43:46 PM
I would suggest waiting until the Bowser skin is finished. That way we can judge how big the clown car should be by comparing them to Bowser's sprites.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: BiscuitSlash on January 13, 2013, 03:29:06 PM
Name: BEN
Health: Low, but cannot be attacked.
Time: 20 seconds + 10 seconds per survivor. BEN doesn't die if the time runs out, instead the game just ends with the survivors winning and BEN losing.
Speed: 0x (Cannot turn either)
Jump: 0x
Theme: Song of healing in reverse, preferably in 8-bit.
Skin: BEN. This will have to be made. Shouldn't be too hard as there are just standing frames.
Mainfire: Anyone standing in front of BEN at a short range will suffer a terrible fate. The words "You've met with a terrible fate, haven't you?" will appear on their screen, and one of the following effects will happen to them:
-The victim will be set on fire. They will die instantly, but will be seen covered in flames with a palette like when burning in RM7FC, while being in their pain frame. After a few seconds they explode. Their explosion sound is also lower pitched.
-The victim pauses in their pain frame for a second and will die, with the obituary "Player can't swim"
-The victim will be slowly transformed into a copy of the Elegy of Emptiness statue, similar to what happened in Jadusable's nightmare. The player will not enter spectate mode after dying, instead they will be fixed in that position where they got transformed, unable to move for the rest of the round.
-The map coordinates of the victim are shown, with "A vessel that holds wandering spirits rests here". The victim then falls through the fall and dies. (Not sure if this effect is possible, but it would be good if it is)
-Rather than "You've met with a terrible fate, haven't you?", the words "You can't run" appear on screen. The player is frozen in their current frame for 5 seconds, exploding like a drill bomb afterwards (this can hurt players). While they are frozen, the overall time that BEN has is also frozen. This is a rare effect.
Altfire: Teleport. While holding this, BEN slowly vanishes like in the creepypasta. He can move at 1.5x speed and can run up walls like HD's class. In order to attack, BEN must stop using this by releasing the button and teleporting back in. This has an ammo bar of about 15 seconds and has medium regen.
Super Jump: None.
Rage: Not sure if he could have one due to him being unhitable. If he did have one, it would be the "You can't run" effect on everyone else minus the exploding afterwards.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 13, 2013, 04:04:13 PM
So we have Slenderman, the Sculpture, and now BEN...

Survival Hale shenanigans at their finest?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 13, 2013, 05:12:16 PM
You forgot Nukeman By TOB.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 13, 2013, 05:19:50 PM
Also technically the Pants could easily be converted into a Survival battle.

Though someone could just shove their face in a corner and win...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 13, 2013, 07:04:49 PM
Oh, it's a joke hale you want?
Then it's a joke hale you'll get.
(click to show/hide)
DISCLAIMER:  NO OFFENSE IS MEANT TOWARDS ORANGE JUICE OR MUSASHIAA BY THE MAKING OF THIS BOSS IDEA.  ALL IS IN GOOD FUN.

This makes seven of them.  Seven boss sketches.  I must be a loser by now.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 13, 2013, 09:29:11 PM
Teamkilling isn't any fun if you're the Hale!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 13, 2013, 09:41:25 PM
Well then, would you rather the two hales be able to damage eachother so that you can legitimately teamkill?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 13, 2013, 09:42:38 PM
Of course.

Alternatively, Musashi and Orange Juice are immune to damage. Instead, they can only be killed by a third hale who tries to protect all the other players. If all survivors are killed, the third hale is also killed.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 13, 2013, 09:48:05 PM
Actually that alternate idea sounds pretty sweet. Who would our savior be?








wait...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jman on January 13, 2013, 10:47:59 PM
honestly... this topic just seems so poorly organized. If all the hotfixes could be put on the first post that would be greatly appreciated.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 13, 2013, 11:14:26 PM
Well neither of the hotfixes are official, and Silversin seems to have temporarily vanished off the face of the forums, so there really isn't much we can do.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Colonel ServBot on January 14, 2013, 01:56:19 AM
im sorry,
i dont mean to be rude or anything,
but could somebody please re-upload the file as pk3?
sorry.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Skunk on January 14, 2013, 03:11:51 AM
This Zandorunm or whatever program keeps crashing. I don't know why. It's not giving me anything to indicate any kind of error. It only happens when I try to play this mod.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 14, 2013, 03:18:27 AM
Quote from: "Skunk"
This Zandorunm or whatever program keeps crashing. I don't know why. It's not giving me anything to indicate any kind of error. It only happens when I try to play this mod.
Don't sweat, it is crashing for us all. There are issues with the mod, you see...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 14, 2013, 03:49:34 AM
Whoever thought it would be a good idea to host this with Classes, you're a loony, as the people on the server can testify as I run around Mag-Locking other "survivors."

Please either stop hosting this thing with Classes or fix it to not break with them.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jatea on January 14, 2013, 03:58:19 AM
Quote from: "xColdxFusionx"
you're a loony
I thought I was the loony


Anyway, the guy who hosts this crap with classes

it's his own fault
we can't exactly petition him (whoever it is) to stop hosting the server
you could try boycotting it

but it's just too hilarious to stop

Accidentally crushing Pyo with Hardman was the highlight of the server

Quote from: "Gizmo The Cat"
Silversin seems to have temporarily vanished off the face of the forums, so there really isn't much we can do.
I don't know if anyone else has tried this,
but couldn't we try contacting him on Steam?

I see the guy constantly playing TF2 whenever he's on (which is most days & hours)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 14, 2013, 05:18:53 AM
Well I don't have steam so...

EDIT: Well someone suggested on the server that there should be a Smash Daisaku hale. I kinda agreed, so here he is.


(click to show/hide)

So how's that?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 14, 2013, 05:29:40 AM
Quote from: "Gizmo The Cat"
Well I don't have steam so...

EDIT: Well someone suggested on the server that there should be a Smash Daisaku hale. I kinda agreed, so here he is.


(click to show/hide)

So how's that?
Dude... It's ironic, but I was talking with a friend of mine in Skype not long ago about Smash Daisaku. Well, sounds like a tough match. You forgot the part where he takes almost a whole second to shoot the fireballs, thoung. As for the fireball sprites, consider yourself lucky that I riped the projectiles from the Game Gear version.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 14, 2013, 05:50:59 AM
Ah right, that delay. I was thinking about it, but I just didn't say anything. And yes, Smash Daisaku was always pretty tough in that last battle with him. (Mainly due to having to go through an entire army before reaching him, but still.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 14, 2013, 07:27:38 AM
Quote from: "TheDoc"
Gizmo, I did think of Bowser using his claws except that he never uses those in TTYD.

I've decided to scrap the Paper aspect of Bowser. TAKE 2

Name: Bowser

Speed: Slow

Health: High

Color Scheme: Green and Orange

Theme:


Attack: Claw - Instakill, claw range, do i really need to explain this?

Secondary Attack: Hammer Barrage - Honestly, I'm not sure how secondary attacks work at all. Would have to switch weapons or what? Anyway, if secondary attacks are accepted, Bowser would fire a rapid stream of high-arching, short range, deadly ripping hammers. Maybe there could be a slow-regenerating ammo bar for this like in Classes?
Alternate 2nd attack: Flame Breath - Blows out a wide ripper flamethower-like breath that can easily kill, but Bowser must stand still while using this, and has to wait about .25-.5 seconds before unleashing the flame. Ammo bar would be kinda unnecessary for this

Super Jump: Normal Hale Jump, but at one point stops completely in mid-air, waits for 1-2 seconds, and ground-pounds the ground, probably at the speed of someone in mid-air hit by gravity hold. Probably no AoE, but instakills whoever he lands on, and maybe even sends out a Gamma stomp shockwave, which would do 15 or so damage. Pretty Slow recharge depending on whether or not he has the shockwave and/or AoE.

Rage: Flying Clown Car (idea from Gizmo) - Bowser gains a Wily Capsuleesque ship that he flies around in. While inside, he has 2 attacks

Rage Attack 1: Mechakoopa - Throws out a Mechakoopa that chases opponents and instakills on impact. Considering Mechakoopas are pretty slow, I'd say Bowser should be able to spam mechakoopas fairly well. However, Mechakoopas have the health of 8 megabuster shots and can be destroyed.

Rage Attack 2: Boulder Drop - Bowser drops this huge-ass boulder that starts rolling in the direction that Bowser was facing when it dropped.
Alternate Rage Attack 2: Bowser grounds-pounds the ground (not as fast as super jump. More like Napalm bomb falling speed) and bounces back up to his original height (if possible). I say this one should make a Gamma shockwave and/or AoE, except this one would do 50 or so damage.

After about 30-60 seconds, the rage ends.

Relevant, Dorkly's made a good, new retro version of bowser standing up in green and orange. It looks like SMW's. Just giving it to you if it'd help or anything.
http://www.dorkly.com/video/42299/peachs-revenge-part-1 (http://www.dorkly.com/video/42299/peachs-revenge-part-1)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 14, 2013, 10:06:13 PM
I've been thinking on how SilverSin actually picks his Hales and I came up w/ an idea. What if Silver picks out 5-10 Hale suggestions and made a poll to see what we think? You can pick up to 3 hales, and after all the voting is done, Silver can pick from the remaining 3 (or he can be a meanie and scrap them all). Just a thought.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 14, 2013, 10:52:04 PM
Went on and tried to see if there's a way to fix the constant crashing (again) and made a third hotfix (not that there's any hope to fix things, though). Here it is:
saxton&friendsv3d-publicbeta-Hotfix3.pk3 (http://www.mediafire.com/?ty84dnbkd4dc3la)

Deactivated NeoDS due to popular demand, added an "initial value" to variables and fixed Scrooge's death sound (hopefully). As you may already know, I cannot execute tests with multiple instances due to the strain that is being caused by something (perhaps the "color changer ACS" used on items, perhaps just that of Saxton), so use it at your own risk.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Celebi on January 15, 2013, 01:14:11 AM
Quote from: "tsukiyomaru0"
Went on and tried to see if there's a way to fix the constant crashing (again) and made a third hotfix (not that there's any hope to fix things, though). Here it is:
saxton&friendsv3d-publicbeta-Hotfix3.pk3 (http://www.mediafire.com/?ty84dnbkd4dc3la)

Deactivated NeoDS due to popular demand, added an "initial value" to variables and fixed Scrooge's death sound (hopefully). As you may already know, I cannot execute tests with multiple instances due to the strain that is being caused by something (perhaps the "color changer ACS" used on items, perhaps just that of Saxton), so use it at your own risk.


Didn't test this that much, but the SEEMEN are able to spawn when there are only two players.  This causes one player to be one of the hales, and the other player to just sit there, unable to move.  After the second player dies to the first hale, he turns into the other hale on death.
Also thought this was a classes fix at first
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Super Bros Bros on January 15, 2013, 01:27:50 AM
Quote from: "Celebi"
Also thought this was a classes fix at first
WE NEED THAT RIGHT NAOW
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 15, 2013, 02:17:54 AM
I also agree that classes compatibility should be fixed.  Don't listen to whatever OJ says.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on January 15, 2013, 02:23:07 AM
Listen to everything I say. Classes Saxton is an absolute joke anyways. Please see Quickman, Gyroman, Topman, or literally any class faster than the Hale. With nothing but a melee, it is literally impossible to kill runaways.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 15, 2013, 02:51:56 AM
Scrooge has seen better days...

(http://img577.imageshack.us/img577/9813/scroj0.png)

Because weakness to fire.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 15, 2013, 03:08:41 AM
Quote from: "Orange juice :l"
Listen to everything I say. Classes Saxton is an absolute joke anyways. Please see Quickman, Gyroman, Topman, or literally any class faster than the Hale. With nothing but a melee, it is literally impossible to kill runaways.

I killed Quickman as Saxton or someone slow, I don't remember who exactly. It was friggin' hard but I did it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jman on January 15, 2013, 04:08:10 AM
hale suggestion!
Scp-173
(click to show/hide)

and Scp-106
(click to show/hide)

if possible, 173's movement is limited to when he is not being aimed at by other players. to balance this out, 173 is given a timefreezesphere every 30 seconds (this simulates blinking), that way he can get away from campers looking at him from a long distance or take out someone stupid enough to just stay close to him. He can neck snap anyone who gets close, even if immobile. 173 is completely unaffected by attacks. (if the aiming gimmick is impossible, the alternative would be to just continuously fire at him. Every hit would activate a 1 second stun)

106 is given noclip and fly at the start of the round, and he immediately kills anyone he comes in contact with. However, he is very slow, and gets stunned if shot enough. His rage pulls up his pocket dimension that sucks in survivors and slowly damages them.

Both hales take no damage, though 106 is stunned by attacks like slenderman. To win, the survivors must stay alive for 200 seconds.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 15, 2013, 03:33:03 PM
Fixing Balrog from Cavestory a bit.
Main fire charges up. Initially it will be used to grab enemies and crush them, after 1 seconds it'll become a wave of destructible energy blasts, and at 2 seconds it'll be a gigantic leap that kills anyone he stomps on, used mainly to get around. This stomp will also produce rocks from the ground at 4 seconds, is a wave of missiles dealing 75 damage per hit.
The, energy balls that bounce generally don't go fast, but the missiles are.

His rage is to become a giant frog who jumps up and land onto the ground for 5 seconds. The area beneath him is much larger for killing and upon landing, small and large frogs appear from the ceilings.

Also i liek jmans idea
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: YGP1111 on January 15, 2013, 09:01:29 PM
My hale suggestion:
Name: Wreck-It Ralph
Skin: His Original sprite (Im sure theres a mm8bdm skin of his original sprite floating around somewhere in the mm8bdm community) (check the spoiler, copy and paste the link in a new tab)
(click to show/hide)
Norm Attack: Punch
Rage: Its like Hardman's groundpound, but if someone gets too close to Ralph they'll become stunned. This also makes the stage shake. this makes a little hard for players to move during the rage.
Also. rage has very short range, its range is horter then flash stopper but significantly higher than flashbomb. and its also possible to damage ralph while hes Raging. but he'll have temp super-armor on, and he'll continue doing his rage till the ragebar is completely depleted/empty.
Hp: At the minimum About 1000 or 1500.
When someone gets fragged by his norm attack: [Player Name] was pounded by Wreck-It Ralph's Punch!
When Someone gets fragged by his Rage: [Player Name] was wrecked by Wreck-It Ralph's Ground pound!
When Someone is chosen has Wreck-It Ralph at the beginning of a Match: I'm gonna Wreck It!
Music:
(click to show/hide)

Pm me what you think.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Dimpsy on January 15, 2013, 09:34:22 PM
...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 15, 2013, 10:23:57 PM
Welcome to Cutstuff, VirtualSonic.
You need to be more detailed on your Hale, there. not that it's likely that ponies are going to be accepted.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Super Bros Bros on January 15, 2013, 11:09:47 PM
Quote from: "VirtualSonic43"
Here's my suggestion for a skiiiiiiin. (Bronies only?)
Rarity:
Health: 2000
Attack: Jewels - Simply, throws gems and stuff.
Rage: Jewel Apocalypse - Spawns many jewels.
Theme: http://www.youtube.com/watch?v=Ob5g2irAUdo (http://www.youtube.com/watch?v=Ob5g2irAUdo)
Um, no voice clips for you to use.

Welcome Sonic. But however not only is that idea not very detailed but it's a hale that only a few people will like.
Silver generally chooses hales everyone can enjoy. My Little Pony hales would cause more trouble than they are worth to code on the fact that not everyone likes ponies, I myself hate ponies and many other members do as well and if silver were to put one in it would cause a gigantic shitstorm. (an even bigger shitstorm than NeoDs causes daily)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: JJ Boom on January 15, 2013, 11:14:56 PM
Okay, the Gunstar Green and Smash Daisaku hales gave me an idea for one. A ridiculous hale, but still.

(click to show/hide)
Needless to say, this will be quite a fight.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Beed28 on January 16, 2013, 12:12:45 AM
I'm still wanting to know, does the mode even work with bots? Also, will the sound effects and music grate on my ears?

Anyway, after skimming Gigamix Vol. 2 again, I've come up with another great Hale idea:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jatea on January 16, 2013, 12:17:37 AM
triple edit: god damn it you people need to stop interrupting me when I'm typing something ungodly long
edit 2: I hit the submit button by accident but I went back, deleted it, and continued typing the full thing

Beed: It does work with bots to an extent; the Hale will come after all of you and wreck your shit because the other bots are too busy shooting each other


PREFACE: oh fuck this is a wall of text with some small breaks in it someone save us all


Oh hey it's a new person, hi there. You should probably get to know everyone in this thread here. (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=3748)

Anyway, this is the part where I kill you make my suggestions for your Hale in the absence of SilverSin and friends

You should probably look at what SilverSin put up about making suggestions for Hales
Quote from: "SilverSin; Front Page of topic"
-No AOF primary attacks (Centaur Flash, Flash Stopper, etc.). If your hale has one, provide a good reason why, and also if it makes it, it probably wont be very effective.
-Try to avoid making your hale's name YOUR name. We already have CSCC for that.
-Health must be at a reasonable level.
-Please try to provide ALL details of your boss. Skin, passive abilities, etc
And here's some commentary from our other pals
Quote from: "Super Bros Bros"
however not only is that idea not very detailed but it's a hale that only a few people will like.
Silver generally chooses hales everyone can enjoy. My Little Pony hales would cause more trouble than they are worth to code on the fact that not everyone likes ponies, I myself hate ponies and many other members do as well and if silver were to put one in it would cause a gigantic shitstorm. (an even bigger shitstorm than NeoDs causes daily)
Quote from: "Game&Watcher"
You need to be more detailed on your Hale, there. not that it's likely that ponies are going to be accepted.

The basics are right there in your suggestion, but there's not much detail in it, like those two guys said.
The idea might sound promising, but most people around here either don't care about ponies or wouldn't enjoy the fact that ponies have crossed into their megamans once again. (Gummy's 2nd Coop Secret) Even though SilverSin has been reported to enjoy equines, the vast majority of the Cutstuff Community would probably oppose the idea just because of ponies. And apparently he "chooses hales everyone can enjoy [say that to Neo/DS]."
Plus the whole jewel thing sounds like it'd be more fitting for Jewelman's MM9 class or something
You should probably format it similarly to this:
Quote from: "SilverSin; Front page of topic"
Saxton Hale:
After receiving a call from Dr. Light about his interest in the Mann Co. weaponry, Saxton Hale travelled to deliver the weapons. Just Before he enters the lab, he sees many robots that appear to be battling. Due to the current robot crisis going on in Hale's life, he instantly turns violent and begins to attack the robots. Will the robots be able to defeat this powerful foe?
Health: High
Weapon: Fist
Rage: Super Armor
Rage Info: Saxton Hale gains stun resistance and damage resistance for a short amount of time.
Welp, might as well start looking at every detail of your suggestion.
Quote from: "VirtualSonic43"
Here's my suggestion for a skiiiiiiin. (Bronies only?)
Rarity
So, the Element of Generosity makes an appearance. Also, they're not called skins. They're all separate Hales. Also, by Bronies only, what do you even mean by that?
Like, would the code have a thing to check if someone is a confirmed brony? Or was this idea only meant for the eyes of bronies?
Quote from: "VirtualSonic43"
Health: 2000
I don't even know what the fuck the base health formulas are for these things [note: after looking through the code (Which I don't even know how to read, why did I go and do that), apparently the base health is between 250 and ~800, with probably a formula for adding health for every extra player in the server]
so I think it'd be better to go by basic Low/Below Average/Average-Medium/Above Average/High things so that SilverSin and pals can toy around with the values
(I'd probably make it below average or average)
Quote from: "VirtualSonic43"
Attack: Jewels - Simply, throws gems and stuff.
Rage: Jewel Apocalypse - Spawns many jewels.
for Attack: But, how would the gems be thrown? Would they go in an arc like Cave Johnson's lemons/Morshu's bombs or would they go in a straight line like Christian Brutal Sniper's rage shots? And would they do small damage but with a high fire rate, instakill with the usual slow rate of most Hale attacks, or some sort of ripper? Maybe it should just be a short-ranged burst of unicorn magic [generic, but it works] that works similarly to Ra Thor's attack.

for Rage: Spawning many jewels. How would that work? Would it just be like Astro Crush/Ghost of Starman's PSI Starstorm or like Scrooge McDuck's Moby Moon Party Rage? Plus, even though it sounds hilarious, it doesn't seem like something Rarity would actually use. Maybe her rage should be Tom-centric (Tom is a giant boulder), where Tom either rolls around randomly like the Mobies or it would be remote-controlled or some shit, I don't know. Or she could make a short-ranged whine that slightly damages, blinds (short-circuiting the robots) and stuns everyone within the area of effect.
Quote from: "VirtualSonic43"
Theme: http://www.youtube.com/watch?v=Ob5g2irAUdo (http://www.youtube.com/watch?v=Ob5g2irAUdo)
Um, no voice clips for you to use.
ok
Welp, they don't call it a public test beta for nothing, but then again all the Hales have sounds.
If you're too lazy to get some voice clips then ok
but it'd probably help them out if you decide to rip them yourself (and it could improve the chances of the hale getting in, although not by much since it's ponies)

Also you forgot to have a skin, but then again you would face the perpetual pony problem that most people have unless people are willing to do a Centaurman edit

If you put some of my suggestions into your reworked version of Rarity, it could probably be decent
and if someone figures out how to de-ponify it then that's good too


[don't listen to me anymore]
For some reason you've inspired me to make a hilariously bad & not entirely serious Double-Hale just because you brought ponies into this topic
and because I kept playing a certain game on Steam on my laptop during the ride back home

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 16, 2013, 12:21:57 AM
I'm sorry, but...

Please no.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Zard1084 on January 16, 2013, 12:23:44 AM
Quote from: "Galactan"
I'm sorry, but...

Please no.
you took the words right out of my mouth...
now for my say on bronies i for one don't hate bronies but it just does NOT fit with saxton hale
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jatea on January 16, 2013, 12:56:34 AM
You know I really didn't expect other people to try saving the world (even though that mission is long dead; they did not save some people).
not like I actively try to spread equines in everyone's face

It was originally VirtualSonic's idea, though; I just went overboard and made suggestions and a fork of his idea.
I would actually like to see another Double Hale get in, though.


Back to the topic of the mod:

Is there an unofficial list of Hale ideas floating around anywhere? Or has SilverSin been secretly stalking us all for our ideas and is slowly considering putting a select few in for a surprise public-beta 2?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 16, 2013, 01:18:30 AM
+1 Incredible Woodman and Kung-Fu Cutman (Duo) confirm.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jatea on January 16, 2013, 02:13:55 AM
(click to show/hide)

There's your proof that SilverSin's not dead

EDIT: I added in more discussion starting from 9:24 PM

Also that list we talked about
I finally got it
I probably made an error somewhere or neglected to update each link to the latest version of the idea, but whatever

Here it is. (http://pastebin.com/762UjLEB)

It's ordered by time of suggestion (from 1st few pages to page 70), so there's that.
However, it does not diffrentiate between joke suggestions and actual suggestions, just a warning.
also the piece of crap doesn't automatically highlight links; you need to paste those in yourself
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 16, 2013, 04:30:17 AM
I saved all my hale suggestions just the other day. I didn't really look to see if you had gotten the most up-to-date out of mine though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 16, 2013, 12:27:22 PM
That list is pretty thorough, but it forgot my Curly Brace Hale.  Not that I'm mad, it was pretty well hidden.
Eh, I can just repost it.
(click to show/hide)

And the duo I totally planned for them to have from the beginning:
(click to show/hide)
This compilation is neat; it seems there were some good Hale ideas overlooked.  I appreciate its existence.
Meanwhile I've got plans to make SaviorSword (As a revision to the OJ/AA duo boss), in addition to a couple other Hales...grah, seeing VS43's bad rendition of Rarity almost makes me want to drop what I'm doing and sketch the entire Mane Six.  Maybe later.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on January 16, 2013, 04:17:47 PM
Well i think we need a skin of morshu so i making him here is the first sprite.
(http://img94.imageshack.us/img94/2783/95753750.png) (http://imageshack.us/photo/my-images/94/95753750.png/)

:Edit: his nose is deleted.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: YGP1111 on January 16, 2013, 05:56:21 PM
Doesnt anyone like my Wreck it Ralph suggestion? D:

I need feedback on it comeon peoples.  :(

Can i please have someone tell me what they think of my wreck it ralph hale suggestion on page 69? please? =/
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Knux on January 16, 2013, 06:19:24 PM
I realized that I need to change a few things in the big old version of Torn Woods if it will be Slenderman's map. There are some platforms he can't reach, where players can camp. Still, since I haven't received any green light about it, I'll be waiting.

Speaking of maps, Mann Co. needs to be cut down. I was Gilgamesh in that map, and it took forever to get everyone. Then, I stalled the last player out of time because I was unable to get close to him. As a survivor though, Mega Ball is absolutely hilarious in that map. Besides the size, the buildings would probably be better off being lower.

Now, about the Hales themselves. Scrooge Mc Duck has the Cptn. Falcon death sound when killed, probably a bug. Also, the original Saxton Hale has no knockback to begin with, so how does his rage exactly help? I mean, I hit him with a stream of Ice Slashers, and that didn't stop him from getting up close as quickly as he was running prior to getting hit.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Mr.shadow on January 16, 2013, 06:23:45 PM
Quote from: "VirtualSonic43"
Here's my suggestion for a skiiiiiiin. (Bronies only?)
Rarity:
Health: 2000
Attack: Jewels - Simply, throws gems and stuff.
Rage: Jewel Apocalypse - Spawns many jewels.
Theme: http://www.youtube.com/watch?v=Ob5g2irAUdo (http://www.youtube.com/watch?v=Ob5g2irAUdo)
Um, no voice clips for you to use.

Not to punch this in the balls but... this is coming from a pony tyrant(which mean means if you don't like ponies "then fuck you".*) I don't think many people here would like that then have a pony tyrant on top of that shitcake.

*actual quote in-game
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jatea on January 16, 2013, 08:33:04 PM
Quote from: "Mr.shadow"
Quote from: "VirtualSonic43"
-terrible & underdetailed idea-
Not to punch this in the balls but... this is coming from a pony tyrant(which mean means if you don't like ponies "then fuck you".*) I don't think many people here would like that then have a pony tyrant on top of that shitcake.

*actual quote in-game

So wait, is this you saying that, or did VirtualSonic come on the server and listen to someone hate on ponies and then he said "then fuck you"
I don't even anymore
Plus my version is far superior to his

Also should I keep periodically updating the list as new suggestions roll in? [you know because Chaos_Fantazy reposted his cave story hales]


Quote from: "YGP1111"
Doesnt anyone like my Wreck it Ralph suggestion? D:

I need feedback on it comeon peoples.  :(

Can i please have someone tell me what they think of my wreck it ralph hale suggestion on page 69? please? =/

You know, I need someone else's hale to make comments on. At least this one has true promise and not fake promise that I tried to salvage something out of

Comments are in purple (because yes)
Quote from: "YGP1111"
My hale suggestion:
Name: Wreck-It Ralph
Skin: His Original sprite (Im sure theres a mm8bdm skin of his original sprite floating around somewhere in the mm8bdm community) (check the spoiler, copy and paste the link in a new tab)
I searched "Ralph" on the Forums and all I got were skins of other characters, nothing about the guy himself
(click to show/hide)
Norm Attack: Punch
It's a punch. What else is there to say?

Rage: Its like Hardman's groundpound, but if someone gets too close to Ralph they'll become stunned. This also makes the stage shake. this makes a little hard for players to move during the rage.
Also. rage has very short range, its range is horter then flash stopper but significantly higher than flashbomb. and its also possible to damage ralph while hes Raging. but he'll have temp super-armor on, and he'll continue doing his rage till the ragebar is completely depleted/empty.
Hardman's ground pound is hilarious on its own, (http://www.cutstuff.net/forum/viewtopic.php?p=214684#p214684) and this is just tacking on extra effects (not that it's bad).
I don't think stage shaking is viable without making it like Jelly World from Chaos Generator (and everyone knows how much fun that is), unless you make it mess with people's screens.
Rage Range - I'm not good with radiuses (radii?) but as long as it's short-ranged, I guess it's good enough
By temporary super-armor, is that like Tsuki's Raging Gutsliath suggestion (http://www.cutstuff.net/forum/viewtopic.php?p=198295#p198295) where he takes less damage from everything for a short time? Because that'd probably work.


Hp: At the minimum About 1000 or 1500.
Ok so I just looked through the code and did some health testing with that TailsMK4 guy and other pals [RNG doesn't like people]

So let's say N = amount of people (algebra oh boy)
The classic Saxton Hale has 500 base HP + 235 HP for every (N-1) person
The more frail Cave Johnson has 350 base HP + 197.5 HP for every (N-1) person  (probably; I hate decimals)
The even frailer Seeman/Seeldier Hale Duo have 250 base HP + 145 HP for every (N-1) person   each

Someone can correct me on those values, but that's some sort of approximation.
Plus, 1000 minimum sounds like a pain for just one person to take out on his own, so it should be reduced to around Saxton-level.


When someone gets fragged by his norm attack: [Player Name] was pounded by Wreck-It Ralph's Punch!
When Someone gets fragged by his Rage: [Player Name] was wrecked by Wreck-It Ralph's Ground pound!
I think these are fine enough as is plus I haven't seen the movie and I'm not good with obituaries

When Someone is chosen has Wreck-It Ralph at the beginning of a Match: I'm gonna Wreck It!
Voice clip, right?
I think Rozark's Classes Taunts has that for Hardman.


Music:
best
(click to show/hide)
Conclusion: It's good enough on its own, but it could use a bit more originality and probably some more references from the movie
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 16, 2013, 08:48:11 PM
To set the record straight, local Skinsmith Hinatidez is attempting a Wreck-It Ralph skin using his original sprites. (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=3993&start=90)
Other content like voice clips and more sprites probably won't come around until the movie's inevitable DVD release.

...There's something I keep forgetting to say whenever I'm in this topic.  Something I always forget to bring up.  Something that seriously irks me about existing content, but I can never remember what it is while I'm here.
Oh well.  Maybe it'll come to me.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 16, 2013, 09:25:49 PM
Spy has a ridiculous total HP count with his speed.

Just putting that out there.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 16, 2013, 11:11:50 PM
How about King Harkinian himself as a boss?
I was thinking of using dinner to make enemies fat (slow), a Pizza with a shadow blade traveling path, and a rage where everyone must scrub all the floors in Hyrule.
There's a lot of possibilities, so it'd be hard to choose.
Generally I think he should have high health, running at around Mega Man speed.

Scrub all the floors in Hyrule then we'll talk about mercy!

Also, I'm disappointing in Morshu's lack of oil and rope.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 16, 2013, 11:24:28 PM
Quote from: "CHAOS_FANTAZY"
(click to show/hide)
I like the idea of pissed of Curly but I'd think it'd need to be more accurate in that Curly uses the Nemesis and Machine gun.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 17, 2013, 12:07:26 AM
Quote from: "zblueboltz"
How about King Harkinian himself as a boss?
I was thinking of using dinner to make enemies fat (slow), a Pizza with a shadow blade traveling path, and a rage where everyone must scrub all the floors in Hyrule.
There's a lot of possibilities, so it'd be hard to choose.
Generally I think he should have high health, running at around Mega Man speed.

Scrub all the floors in Hyrule then we'll talk about mercy!

Also, I'm disappointing in Morshu's lack of oil and rope.
You know what? There's a skin of him with DINNAH Blaster 2
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 17, 2013, 12:17:26 AM
I'd largely prefer if Saxton Hale wasn't flooded with memes like this. .__.;
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 17, 2013, 12:24:14 AM
Quote from: "Gizmo The Cat"
I'd largely prefer if Saxton Hale wasn't flooded with memes like this. .__.;
But then there would be only Saxton and NeoDS as bosses...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 17, 2013, 12:26:25 AM
Saxton Hale being an uber badass is also a meme. And people hating NeoDS is practically a meme too at this point, so that leaves Ra Thor Reborn, Ghost of Starman, and maaaybe Scrooge.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 17, 2013, 12:34:05 AM
Okay, there are a lot of memes already in this, I admit. But I dunno, seeing the CDI memes being added is kinda unappealing to me.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 17, 2013, 12:34:19 AM
Quote from: "zblueboltz"
How about King Harkinian himself as a boss?
I was thinking of using dinner to make enemies fat (slow), a Pizza with a shadow blade traveling path, and a rage where everyone must scrub all the floors in Hyrule.
There's a lot of possibilities, so it'd be hard to choose.
Generally I think he should have high health, running at around Mega Man speed.

Scrub all the floors in Hyrule then we'll talk about mercy!
Ironically, I was thinking about a King Harkinian hale...with the Dinner Blaster™, of course, as a possible rage. IIRC, Kackebango made a skin for King Harkinian, so that'd make very useful for the Hale.

I also had an idea for a Colette Brunel hale recently, but shhhhhhhhhhhhhh...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 17, 2013, 12:43:41 AM
Collete's too nice to be a hale.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Mr.shadow on January 17, 2013, 12:45:12 AM
Quote from: "A big teddy bear"
Quote from: "Mr.shadow"
Quote from: "VirtualSonic43"
-terrible & underdetailed idea-
Not to punch this in the balls but... this is coming from a pony tyrant(which mean means if you don't like ponies "then fuck you".*) I don't think many people here would like that then have a pony tyrant on top of that shitcake.

*actual quote in-game

So wait, is this you saying that, or did VirtualSonic come on the server and listen to someone hate on ponies and then he said "then fuck you"
yea you should have seen him
I don't even anymore
Plus my version is far superior to his
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Turbodude on January 17, 2013, 02:37:17 AM
Quote from: "Gizmo The Cat"
Okay, there are a lot of memes already in this, I admit. But I dunno, seeing the CDI memes being added is kinda unappealing to me.
This. CDI hasn't been humorous/entertaining in YEARS.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 17, 2013, 02:59:15 AM
Quote from: "Jman, ~5 pages back,"
Scp-173

This thread needs to be easier to navigate. (http://www.cutstuff.net/forum/viewtopic.php?p=213120#p213120)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 17, 2013, 02:59:36 AM
Quote from: "tsukiyomaru0"
Quote from: "zblueboltz"
How about King Harkinian himself as a boss?
I was thinking of using dinner to make enemies fat (slow), a Pizza with a shadow blade traveling path, and a rage where everyone must scrub all the floors in Hyrule.
There's a lot of possibilities, so it'd be hard to choose.
Generally I think he should have high health, running at around Mega Man speed.

Scrub all the floors in Hyrule then we'll talk about mercy!

Also, I'm disappointing in Morshu's lack of oil and rope.
You know what? There's a skin of him with DINNAH Blaster 2
OH I FORGOT ABOUT THIS THANKS

also the thing about cd-i is more nostalgia than "being funny in the recent years". If the characters aren't memes, then they've been somewhat nostalgic to a good number of us.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jatea on January 17, 2013, 04:45:58 AM
Quote from: "xColdxFusionx, 1 post back"
Quote from: "Jman, ~5 pages back,"
Scp-173

This thread needs to be easier to navigate. (http://www.cutstuff.net/forum/viewtopic.php?p=213120#p213120)

I agree
I made an entire collection of almost every suggestion ever made ever (http://pastebin.com/762UjLEB) (I'll update it eventually when submissions pick up again) and then it gets largely brushed aside

I would go yell at that SilverSin guy to fix the topic but he still has his exams or something I don't know
The point is that he has school and that's about it

Meanwhile I have my own exams and minor sleep deprivation to deal with
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: YGP1111 on January 17, 2013, 05:03:38 AM
Quote from: "A big teddy bear"
Quote from: "Mr.shadow"
Quote from: "VirtualSonic43"
-terrible & underdetailed idea-
Not to punch this in the balls but... this is coming from a pony tyrant(which mean means if you don't like ponies "then fuck you".*) I don't think many people here would like that then have a pony tyrant on top of that shitcake.

*actual quote in-game

So wait, is this you saying that, or did VirtualSonic come on the server and listen to someone hate on ponies and then he said "then fuck you"
I don't even anymore
Plus my version is far superior to his

Also should I keep periodically updating the list as new suggestions roll in? [you know because Chaos_Fantazy reposted his cave story hales]


Quote from: "YGP1111"
Doesnt anyone like my Wreck it Ralph suggestion? D:

I need feedback on it comeon peoples.  :(

Can i please have someone tell me what they think of my wreck it ralph hale suggestion on page 69? please? =/

You know, I need someone else's hale to make comments on. At least this one has true promise and not fake promise that I tried to salvage something out of

Comments are in purple (because yes)
Quote from: "YGP1111"
My hale suggestion:
Name: Wreck-It Ralph
Skin: His Original sprite (Im sure theres a mm8bdm skin of his original sprite floating around somewhere in the mm8bdm community) (check the spoiler, copy and paste the link in a new tab)
I searched "Ralph" on the Forums and all I got were skins of other characters, nothing about the guy himself
(click to show/hide)
Norm Attack: Punch
It's a punch. What else is there to say?

Rage: Its like Hardman's groundpound, but if someone gets too close to Ralph they'll become stunned. This also makes the stage shake. this makes a little hard for players to move during the rage.
Also. rage has very short range, its range is horter then flash stopper but significantly higher than flashbomb. and its also possible to damage ralph while hes Raging. but he'll have temp super-armor on, and he'll continue doing his rage till the ragebar is completely depleted/empty.
Hardman's ground pound is hilarious on its own, (http://www.cutstuff.net/forum/viewtopic.php?p=214684#p214684) and this is just tacking on extra effects (not that it's bad).
I don't think stage shaking is viable without making it like Jelly World from Chaos Generator (and everyone knows how much fun that is), unless you make it mess with people's screens.
Rage Range - I'm not good with radiuses (radii?) but as long as it's short-ranged, I guess it's good enough
By temporary super-armor, is that like Tsuki's Raging Gutsliath suggestion (http://www.cutstuff.net/forum/viewtopic.php?p=198295#p198295) where he takes less damage from everything for a short time? Because that'd probably work.


Hp: At the minimum About 1000 or 1500.
Ok so I just looked through the code and did some health testing with that TailsMK4 guy and other pals [RNG doesn't like people]

So let's say N = amount of people (algebra oh boy)
The classic Saxton Hale has 500 base HP + 235 HP for every (N-1) person
The more frail Cave Johnson has 350 base HP + 197.5 HP for every (N-1) person  (probably; I hate decimals)
The even frailer Seeman/Seeldier Hale Duo have 250 base HP + 145 HP for every (N-1) person   each

Someone can correct me on those values, but that's some sort of approximation.
Plus, 1000 minimum sounds like a pain for just one person to take out on his own, so it should be reduced to around Saxton-level.


When someone gets fragged by his norm attack: [Player Name] was pounded by Wreck-It Ralph's Punch!
When Someone gets fragged by his Rage: [Player Name] was wrecked by Wreck-It Ralph's Ground pound!
I think these are fine enough as is plus I haven't seen the movie and I'm not good with obituaries

When Someone is chosen has Wreck-It Ralph at the beginning of a Match: I'm gonna Wreck It!
Voice clip, right?
I think Rozark's Classes Taunts has that for Hardman.


Music:
best
(click to show/hide)
Conclusion: It's good enough on its own, but it could use a bit more originality and probably some more references from the movie


Gee, Thanks :D

Do you think it might be possibly added? =D
Yes? No?
Also about the Rage. it would make everyone's but ralph's screen shake rapidly.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 17, 2013, 05:14:12 PM
Hate to break it to you, but a lot of good ideas haven't made it in yet. Silversin vanished from the face of the earth for quite a while, and nothing's really been added in his absence. We'll have to wait and see what he decides to include.

In other news, this needs to be played at some point during the Ralph fight or be included as a changemus:
(click to show/hide)
Title: Am I the only one who actually LIKES Jelly World?
Post by: Beed28 on January 17, 2013, 05:41:01 PM
Quote from: "A big teddy bear"
Comments are in purple (because yes)
Quote from: "YGP1111"
Rage: Its like Hardman's groundpound, but if someone gets too close to Ralph they'll become stunned. This also makes the stage shake. this makes a little hard for players to move during the rage.
I don't think stage shaking is viable without making it like Jelly World from Chaos Generator (and everyone knows how much fun that is), unless you make it mess with people's screens.

You could make it so that all players (except Ralph himself) just bounce up and down (http://zdoom.org/wiki/ThrustThingZ) while using Radius_Quake (http://zdoom.org/wiki/Radius_Quake) on everyone's screens.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 17, 2013, 09:23:27 PM
So, seems this mod is damned... Or is it? If I recall, the "last stable" was V3C, except for the replacing script causing many lags. So, I went on and modified it to adopt the new damagetypes and to use a lighter replacer. If it still breaks, then the problem is something else, not the mod. And, yes, only modded these. Didn't remove any boss nor anything. And I'm uploading right now. Damn huge files.

Well, here it is, the old V3C adapted for MM8BDM V3A.
Saxton&FriendsV3C-for-MM8DMV3A.pk3 (http://www.mediafire.com/?2rqtnrft2euco04)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 17, 2013, 10:24:26 PM
Kirby.
This little pink asshole's only desire is to destroy everything before him and defeat whatever bigger asshole is in the way for his world domination
Main: Inhale. A cone that pulls an enemy in and pulls them into his mouth, where they get killed. He pauses while he uses this, and many can be inhaled at once.
After an enemy is destroyed by it they've been swallowed main fire will spit them out as a star and alt will swallow.

The star is fairly slow for a projectile but will kill you.

Swallowing will heal Kirby for 50 hp, or if possible, give him a instagib version of a swallowed weapon the user held. But it would also have to be slower moving, have less ammo, and have a very limited firing rate.
Probably x10 ammo consumption, half firing speed, and one shot on the screen.

His Alt Rage would simply be a gigantic inhalation.
This cannot be stopped by the Hale using the ability.
It'll slow Kirby down to 0.5x while used, and it lasts for a whole 3 seconds.

The more people inhaled, the bigger the star shot will be after the period for both inhaling attacks.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 18, 2013, 12:33:34 AM
KEEP IT CLEAN (http://www.youtube.com/watch?v=KRUIv5keMRQ&t=9m2s)

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 18, 2013, 12:52:15 AM
Wow that puts a whole new spin on things. Probably the most unique hale yet.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Gummywormz on January 18, 2013, 01:04:32 AM
Re: Slenderman darkness. Either set / force set SV_ForceGLDefaults to 1 or use FadeTo (http://zdoom.org/wiki/FadeTo) and an item to activate the script for the players. For example:

Code: [Select]

for (int b=1000; b<1033; b++)
{
GiveActorInventory(b,"SlenderDark",1);
}
GiveActorInventory(chosenhale,"UnSlenderDark",1); //or whatever the var is for playerTID

actor SlenderDark : CustomInventory
{
+INVENTORY.AUTOACTIVATE
inventory.amount 1
states
{
Spawn:
TNT1 A 1
STOP
Pickup:
TNT1 A 1
TNT1 A 1 ACS_ExecuteAlways(626,0)
stop
Fale:
TICE A 1
fail
}
}

actor UnSlenderDark : CustomInventory
{
+INVENTORY.AUTOACTIVATE
inventory.amount 1
states
{
Spawn:
TNT1 A 1
STOP
Pickup:
TNT1 A 1
TNT1 A 1 ACS_ExecuteAlways(626,0,2)
stop
Fale:
TICE A 1
fail
}
}

Script 626 (int whatdark)
{
if(whatdark == 0){
Fadeto(0, 0, 0, 0.94, 9999999999999999.9);
}
if(whatdark == 1){
Fadeto(0, 0, 0, 0.0, 0.5);
}

Also, PLEASE find a version of Gilgamesh's theme that isn't GXSCC. I have like, four covers in my library of nsfs.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 18, 2013, 02:05:51 AM
Quote from: "Gummywormz"
Also, PLEASE find a version of Gilgamesh's theme that isn't GXSCC. I have like, four covers in my library of nsfs.
It's not GXSCC...

Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Knux on January 18, 2013, 04:58:06 PM
Actually, I don't think it would matter if tracks here were GXSCC seeing as there's actual, non 8-bit music in the mod.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: zblueboltz on January 18, 2013, 07:07:27 PM
Quote from: "SmashBroPlusB"
KEEP IT CLEAN (http://www.youtube.com/watch?v=KRUIv5keMRQ&t=9m2s)

(click to show/hide)
in Hale mode, melee damage has to instakill, unless you have like 140 health such as Toadman or something.

However, a great alt-fire rage would be said chocolate bar. It can heal health like Roll, and in interrupted, make him drop it at the cost of +x0.2 running and increased punching(firing) speed. He has to stand perfectly still for 3~5 seconds though, even after the bar is dropped.

Upon dropping his chocolate bar, the warning pop-up just like in the game, except with text because of limitations.
His item will likely have to be a super jump like everyone else, as it limits the amount of times he'd reach a player while actually giving him an increased jumping ability.

However, you may also have it so that defeating an enemy with his fist regularly causing his attack to be a star punch, giving a bit extra range and firing speed.

We just describe health as high and stuff here, give him high health and average speed. Anything slower would be a problem, and being faster may make this Hale a tad too hard.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 18, 2013, 09:51:57 PM
Quote from: "Gummywormz"
Re: Slenderman darkness.
Sweet! I was thinking of doing something like this to replace Silver's ass-tastic Light_ChangeToValue spam, but I couldn't find the precise function. This is going to help me a lot for fixing the ACS.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 18, 2013, 11:20:52 PM
Final proposition for changing Captain Falcon's current theme:



Previous propositions:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 18, 2013, 11:48:40 PM
While the subject of Slenderman is still fresh, There's something about him I want to bring up.

I'm pretty sure the majority of us can agree on one thing about Slenderman. He is not scary. (especially not in 8bit form.) We tried to at least put up a scary theme for him, but that didn't work out either.

In all honestly, I don't even like Slenderman very much. I kinda feel like he stole my idea for a survival hale. I was originally contemplating on how I could turn my "ARMLESS SONIC" hale idea into a survival hale, but back then I wasn't sure if it was possible or plausible. And then Slenderman shows up. Of course, nobody would really care about the armless, but still.

Now, my brothers and I were talking about the hales the other day. And Jafar suggested that it would be a better idea to have the Ultimate Chimera as the main survival hale instead of Slenderman. A tall, dapper gentleman who happened to lose his face along with his top hat and monocle is not frightening. A giant invincible beast with a huge gaping mouth that can eat you in a single chomp, is.


So, I'm gonna go ahead and put up how I believe he'll work.

The Ultimate Chimera
(click to show/hide)

IF people still want, we can probably keep Slenderman instead of replacing him, I guess. (Of course, I'm not really in charge here...)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 19, 2013, 12:34:29 AM
Wow, I was just thinking about a Chimera Hale. I would rather have this be an extra hale with Slendy being replaced with Yurei, but this is cool all the same.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 19, 2013, 05:10:05 PM
The biggest thing I like about Slendy is that he's a survival hale (and that he makes the stage dark), so I'd love another survival hale.
The Chimera looks awesome, but I feel biased towards Slendy just because I love Slendy in general. I still encourage more survival Hales, and I say go for it with the Chimera idea.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 19, 2013, 05:37:44 PM
Referring back to this post if you're not paying attention (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4319&start=660)
Quote from: "Orange juice :l"
Alternatively, Musashi and Orange Juice are immune to damage. Instead, they can only be killed by a third hale who tries to protect all the other players. If all survivors are killed, the third hale is also killed.
Quote from: "Gizmo The Cat"
Actually that alternate idea sounds pretty sweet. Who would our savior be?








wait...
Exactly.
(click to show/hide)
So to recap these bosses always appear together (I'd say with at least six people in the server)
The survivors' objective is to stay alive long enough for Savior to defeat OJ/AA
Savior's objective is to defeat OJ/AA and protect the survivors
OJ/AA's objective is to kill all the survivors, at which point Savior also dies

Definitely my most complicated Hale to date
Have fun

EDIT:  Oh yeah sort of forgot to mention.
All the survivors lose their weapons if you're battling this boss.  Yeah.  Originally Savior was going to have a tertiary attack called "Arm the Public" which spat out various weapons for the survivors to equip themselves with.  I decided against it for now, trying not to make the Hero Hale side too powerful, but if others like it, maybe it could be implemented?

2DIT:  Also Hale Packs.  We should make them.  Yes.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 19, 2013, 06:17:48 PM
Alright, I'm going to put my two cents in, and this may or may not be read prettily.

(click to show/hide)
Have a nice day, I said unsarcastically.

EDIT: Oh, a survival hale idea, you ask?
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 19, 2013, 06:39:50 PM
Hale Packs isn't about replacing Hales; it's about organizing them into specific locations.
Freak Fortress Hales.  Mega Man Hales.  CutStuff Hales.  Everything in its place and a place for everything.  That way when a bunch of pony Hales or Touhou Hales get made (Not if, when, because it is in fact inevitable), people can choose not to see them by simply not hosting that Hale Pack.
Even then bosses are getting removed.  A few pages ago it was announced that NeoDS is getting the boot for now.

Also I'm not SaviorSword.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Mr.shadow on January 19, 2013, 07:09:03 PM
Remeber Gizmo's Rawk Hawk idea?

Replace NeoDS with Rawk Hawk. Make a Hale after someone to deserves it
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 19, 2013, 07:16:18 PM
Quote from: "tsukiyomaru0"
So, seems this mod is damned... Or is it? If I recall, the "last stable" was V3C, except for the replacing script causing many lags. So, I went on and modified it to adopt the new damagetypes and to use a lighter replacer. If it still breaks, then the problem is something else, not the mod. And, yes, only modded these. Didn't remove any boss nor anything. And I'm uploading right now. Damn huge files.

Well, here it is, the old V3C adapted for MM8BDM V3A.
Saxton&FriendsV3C-for-MM8DMV3A.pk3 (http://www.mediafire.com/?2rqtnrft2euco04)
I know this one still got NeoDS, I know Scrooge is still broken in it, I know there's no hard mode, but damn... Why do people get so reluctant to host a trully stable version?!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Fyone on January 19, 2013, 07:29:14 PM
Quote from: "Mr.shadow"
Remeber Gizmo's Rawk Hawk idea?

Replace NeoDS with Rawk Hawk. Make a Hale after someone to deserves it

I don't think anyone is worthy to be a hale 'cept CMM.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 19, 2013, 07:32:46 PM
Quote from: "CHAOS_FANTAZY"
Hale Packs isn't about replacing Hales; it's about organizing them into specific locations.
Freak Fortress Hales.  Mega Man Hales.  CutStuff Hales.  Everything in its place and a place for everything.  That way when a bunch of pony Hales or Touhou Hales get made (Not if, when, because it is in fact inevitable), people can choose not to see them by simply not hosting that Hale Pack.
Even then bosses are getting removed.  A few pages ago it was announced that NeoDS is getting the boot for now.

Also I'm not SaviorSword.


NeoDS is getting the boot? Well, this feels like news to me, and even then it's because that it's because of the scenario with neo and his acting. The rules were broken, and that's liable grounds to be removed. However, just simply replacing a hale because you believe your (not your, you get the idea, speaking as a whole) idea is better, the previous hale isn't going to be removed.

I'm aware your name isn't Saviorsword, Mr. Chaos. However, that's still a name of a hale that would be based on someone.

I wasn't ranting about Hale packs, just saying that Silversin perhaps will not make them.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 19, 2013, 07:54:42 PM
Quote from: "Rozark"
I wasn't ranting about Hale packs, just saying that Silversin perhaps will not make them.
Because I came up with the idea.

Speaking of, I'm currently attempting to make one. The DA-Hale Pack, dare I even attempt to explain before someone says "I know what it means already," will include Gilgamesh, Scrooge, the first beta of Quote, and the guest of honor, of course. I'll probably need to hire someone to wrench out some of the kinks in the coding, especially ACS-wise.

I also need another hireling to find voice clips for Gilgamesh and Scrooge if they want them to do so.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 19, 2013, 10:12:35 PM
Quote from: "DarkAura"
the guest of honor
Spike pls

so I can actually finish the map I made for him
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 20, 2013, 02:58:24 AM
My link above is dead. The new one is:
http://www.mediafire.com/?9e3qr9z7gpgz09b (http://www.mediafire.com/?9e3qr9z7gpgz09b)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jakeinator on January 21, 2013, 10:54:04 PM
Can someone make a new link for hotfix 3? There are 2 populated servers right now and they both have the hotfix but the link is broke.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 22, 2013, 12:50:54 AM
For MM8DM V3A

V3C Revisited
http://www.mediafire.com/?9e3qr9z7gpgz09b (http://www.mediafire.com/?9e3qr9z7gpgz09b)

V3C Revisited Hotfix
http://www.mediafire.com/?6ga9j9af0dyew0p (http://www.mediafire.com/?6ga9j9af0dyew0p)

Warning: Might NOT be compatible with Classes
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 22, 2013, 01:15:35 AM
Why the fuck does anyone want to play with Classes anyway? The gameplay breaks fundamentally with dudes likeTopman and Gyroman around.

In other news, I have a "fixed" version of V3D ready for testing with less moronic coding and a fixed Slenderman darkness methodology thanks to Gummywormz. Look for it in a new thread whenever I get around to it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 22, 2013, 01:46:37 AM
Quote from: "Balrog"
Why the fuck does anyone want to play with Classes anyway? The gameplay breaks fundamentally with dudes with Topman and Gyroman around.

 :|
Quote from: "Balrog"
The gameplay breaks fundamentally with dudes with Topman and Gyroman around.

 :|
/me loves playing Gyroman all the time...
So exactly whats going on with NeoDS now?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 22, 2013, 02:28:01 AM
NeoDS is getting booted out.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDriffter on January 22, 2013, 11:22:17 PM
I can't seem to find Saxton&Friendsv3d-publicbeta-hotfix3.pk3 can someone give it to me please and thank you.
Title: NeoDS is getting the boot? Since when?
Post by: MasterXman on January 22, 2013, 11:28:37 PM
Here ya go.
Quote from: "tsukiyomaru0"
saxton&friendsv3d-publicbeta-Hotfix3.pk3 (http://www.mediafire.com/?ty84dnbkd4dc3la)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jakeinator on January 23, 2013, 12:54:33 AM
Links broke, someone needs to make a new download for it.
Title: Where have you been? Abu Dhabi?
Post by: Balrog on January 23, 2013, 01:03:07 AM
Quote from: "xxkirbysonicxx1"
NeoDS is getting the boot? Since when?
Since me and Tsuki started listening to everyone who was screaming that NeoDS is utterly retarded and disabled him in the hotfixes we put out.
Title: Re: Where have you been? Abu Dhabi?
Post by: tsukiyomaru0 on January 23, 2013, 01:09:25 AM
Quote from: "Balrog"
Quote from: "xxkirbysonicxx1"
NeoDS is getting the boot? Since when?
Since me and Tsuki started listening to everyone who was screaming that NeoDS is utterly retarded and disabled him in the hotfixes we put out.
But don't forget that, in all honesty, I don't think it is that bad. Specially because, in V3D, he was the weakest one, unlike him in previous versions.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 23, 2013, 01:24:20 AM
Nothing against what you're doing, but why does it feel like you're taking over Silversin's mod with these silly things.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on January 23, 2013, 01:29:22 AM
so far it seems that people want NeoDS out just because Neo got upset about people calling his idea shit months ago and him not handling the situation good. I dont see why you cant just nerf NeoDS, and I seriously hate the fact the NeoDS is getting booted for this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 23, 2013, 01:34:04 AM
Quote from: "Duora Super Gyro"
so far it seems that people want NeoDS out just because Neo got upset about people calling his idea shit months ago and him not handling the situation good. I dont see why you cant just nerf NeoDS, and I seriously hate the fact the NeoDS is getting booted for this.
Well, if I EVER get around to making my very own version of a boss mode, NeoDS is likely to make it in, but with adjustments to fit the mode. But, if I get to work as Balrog's subordinate I'll just get around to helping Balrog here and there.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 23, 2013, 01:42:27 AM
Neo said that he wanted to completely remake his hale. From what he told me, it's miles better than current NeoDS. I don't even think it'll still be called that, anymore. So if it gets in I think it's safe to say that NeoDS is still actually getting removed.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDriffter on January 24, 2013, 12:57:04 AM
The Link Didn't work >< for Saxton&Friendsv3d-publicbeta-hotfix3.pk3
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 24, 2013, 01:15:57 AM
Ok, my brothers and I came up with these great ideas for Hales (Warning: not 100% thought given). I don't want to overbear anyone, so I'll only give a few.
(click to show/hide)

(click to show/hide)

There are plenty more, but I don't want to do too many at once.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on January 24, 2013, 02:15:16 AM
I dunno about Black Doom, but Meta Knight and Galacta Knight could probably work. It would probably end up being a much harder twin boss than those seed twins.
What I'm thinking is that out of the two, MetaKnight would be the one with less HP but can move and attack much faster. Galacta Knight would be the slower powerhouse whose attacks always deal OHKO's, and probably better flight capabilities to make up for his speed.

I also think that instead of a super jump, they can do multiple jumps to fly.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 24, 2013, 04:53:26 PM
That sounds great! I really put a lot of thought into some of these. I will give more later
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 24, 2013, 07:18:05 PM
In case anyone has been wondering, I come up with these ideas by thinking to myself, "What game series doesn't have a hale?" and I think of 1-3 for each answer and I will submit a few at a time for anyone else to add on and/or give feedback.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: BiscuitSlash on January 24, 2013, 07:28:05 PM
Name: Whack-a-Hale
Skin: Rush virus from BN
Health: About 3 times the number of survivors. Only ever receives scratch damage, so his hp is how many hits he can take.
Speed: 0x
Weapon: None
Rage: Not sure
SJ: None
Description: This hale appears at one of the spawning points. All the other players have around 5-10 seconds to attack the hale (time is inversely proportional to the starting amount of survivors). If the hale gets attacks, he loses 1 hp and hides in the ground, reappearing at another spawn point. If the players do not attack him in time, he hides back in the ground and respawns but a random survivor will be instantly killed by a lightning bolt.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 24, 2013, 09:21:44 PM
That is a bit op for a big stage when there is little survivors on the field like ShadeMan's stage or Mr. X's stage with only 3 survivors.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 24, 2013, 09:44:53 PM
Quote from: "ChaoticChao"
That is a bit op for a big stage when there is little survivors on the field like ShadeMan's stage or Mr. X's stage with only 3 survivors.

Not really, that's the fun/excitement behind the hale
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 24, 2013, 10:21:27 PM
Also sounds UP in the actual Hale stages, the survivors would just need to be near the spawn area and spam the spammy weapons.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ETgaming1 on January 25, 2013, 10:11:56 PM
here's the link for the hotfix. http://static.best-ever.org/wads/saxton ... otfix3.pk3 (http://static.best-ever.org/wads/saxton&friendsv3d-publicbeta-hotfix3.pk3)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 26, 2013, 01:12:16 AM
I have decided to give 2 more ideas, but I'm not giving added info yet. The 2 are Mewtwo and MissingNo.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on January 26, 2013, 01:44:44 AM
Here's an idea I've had for a bit. I was thinking... for a mod on a game that's all about Megaman, we're missing something vital. A Megaman themed Hale. I saw a while back that there was a suggestion for Omega, but I had another thought... a boss that tormented many kids growing up with Megaman. The first hopeless boss fight of many a gamer.

Name: Vile [Ride Armor]
Skin: Undecided at this point in time.
Health: I'm not quite sure what a balanced amount would be, so I would like you guys to judge based on the rest of the description I give.
Weapon: Ride Armor Fists - Like most Hales, Vile excels at close combat. Unlike most other bosses, he does not kill in a single hit, but rather three. To make up for such a large difference in power compared to rest of the Hales, his punches have slightly less cooldown.
Rage: This one was one I was thinking about for a while, as Vile typically only employs physical combat whilst in his ride armor, so I decided to get a little creative. The two options are...
Paralysis Cage: Based off of what Vile traps Zero in during the events of Megaman X, when enraged, the player can hit the Alt-Fire button to lay down several snares. These snares will trap players for several seconds at a time, allowing Vile to swiftly swoop in and finish them off. To make sure that this isn't abused, the snares could despawn after a set period of time, or only a set number can exist at once. Furthermore, they could be somewhat easy to spot.
Plasma Salvo: This is more based on Vile whilst he's outside of his armor. Vile prepares his cannon, and fires off a salvo of energy in the area surrounding him. This is an AoE attack, and would have slightly more range than the Seeman's Rage. However, the attack renders Vile completely immobile during its duration.
Super Jump: I would assume that he would have a normal Super Jump, or perhaps a short flying ability?
Description: Hailing from the year 21XX, Ex-Maverick Hunter Vile has found his way into the past. Upon spotting several 'inferior' robots, including the very robot that was the inspiration for his one and only rival, Vile decides it's time to send every last bot of this generation to the scrap heap.
What Vile lacks in power, he makes up with the superior speed of his Ride Armor. The mobility it grants him gives him the ability to swiftly dispatch his foes.

Aaaand, that's about all I've got after maybe a few hours of thinking? I realize it's probably not the most creative idea, but I thought it'd be worth a shot. Basically, the concept is a fast Hale, who specializes in accumulating damage on his foes over time, as well as employing traps into his strategy.

EDIT: I forgot the theme. I'd imagine it'd be...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 26, 2013, 04:35:04 AM
Quote from: "Accel"
Here's an idea I've had for a bit. I was thinking... for a mod on a game that's all about Megaman, we're missing something vital. A Megaman themed Hale.

We do have Pissed Off Roll and Ra Thor Reborn...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: That One Boss on January 26, 2013, 04:37:40 AM
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on January 26, 2013, 04:38:49 AM
Quote from: "Galactan"
We do have Pissed Off Roll and Ra Thor Reborn...
...how in the... how did I... excuse the idiot moment. I still felt like bringing in that idea though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Kapus on January 26, 2013, 04:51:38 AM
Quote from: "Galactan"
Quote from: "Accel"
Here's an idea I've had for a bit. I was thinking... for a mod on a game that's all about Megaman, we're missing something vital. A Megaman themed Hale.

We do have Pissed Off Roll and Ra Thor Reborn...
Accel still has a bit of a point, though. There are about 15 or 14 hales total and only two of them are actual Mega Man characters.
Roll is a pretty silly hale, anyway.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 26, 2013, 05:02:32 AM
Sunstar Awakened hale. Apollo Absolute hale. Full Power R-Shadow hale (with hale version copy weps). Saberless Zero Activated hale.
Ra Thor is in here so I think Apollo and R-Shadow can't be whined about. All 4 would make for a good set of uber powerful characters from classic (Zero fitting because Wiy creation and all) just remember pre-X2 Zero so NO Z-saber, cause he wouldn't have it if he ever activates in classic.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 26, 2013, 05:23:04 AM
Obscure anime reference gooooooooo
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 26, 2013, 05:27:57 AM
Well I was considering doing some Mega Man Hale sketches (I already did Copy Robot, for one, but also I considered sketching Invincible Airman (http://www.youtube.com/watch?v=opADNvgeZYY), Epic Pharaohman (http://www.youtube.com/watch?v=HIul0YaKnNs), and perhaps an Assassin Shadowman as well), but I decided against them for now considering that the other not-so-Megaman-related hale sketches I put out tend to be more interesting.  Really, the big notorious enemies in Mega Man history are really large and not fit for Vs. Saxton Hale to begin with.

...Yep.  I came with a sketch.  I said I'd do it.
...I can hear my reputation sinking already.
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 26, 2013, 05:29:17 AM
Hey wasn't a pony hale shot down a while ago?
This has the potential to cause more grief than Neo.  It's best to keep controversial stuff like Ponies out.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on January 26, 2013, 06:13:28 AM
Quote from: "CHAOS_FANTAZY"
Well I was considering doing some Mega Man Hale sketches (I already did Copy Robot, for one, but also I considered sketching Invincible Airman (http://www.youtube.com/watch?v=opADNvgeZYY), Epic Pharaohman (http://www.youtube.com/watch?v=HIul0YaKnNs), and perhaps an Assassin Shadowman as well), but I decided against them for now considering that the other not-so-Megaman-related hale sketches I put out tend to be more interesting.  Really, the big notorious enemies in Mega Man history are really large and not fit for Vs. Saxton Hale to begin with.

...Yep.  I came with a sketch.  I said I'd do it.
...I can hear my reputation sinking already.
(click to show/hide)
So, essentially you're saying that something from the source material that 8-Bit Deathmatch is founded upon isn't worthy, then try to suggest something from a series that... as Galactan put best, is controversial and will more than likely cause grief?

I'm... not sure I get the logic that goes behind that.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 26, 2013, 06:26:13 AM
Seriously, CHAOS?  Couldn't you of thought of something less controversial, like Blonic or Max from Mutant Mudds or something?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 26, 2013, 06:48:53 AM
Quote from: "Game&Watcher"
Max from Mutant Mudds
WINNER

I want a Max hale now :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 26, 2013, 06:55:03 AM
Quote from: "SmashBroPlusB"
Quote from: "Game&Watcher"
Max from Mutant Mudds
WINNER

I want a Max hale now :ugeek:
He'd need a skin first.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 26, 2013, 07:30:46 AM
Any comments on the Keroro Platoon?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 26, 2013, 02:45:53 PM
(click to show/hide)
Okay, seriously, guys, can you give me a reason for this being bad beyond "BAWWW, PONIES"?  I'm here for the fun gameplay ideas (I wouldn't be writing these sketches if I wasn't).  Hay, you should be too.  If you aren't then I don't know what you're doing here.  I bet that what you guys are saying about pony hales is exactly what they said about the original Freak Fortress.
Now they have seven.
(For the record, the Rarity sketch was shot down because it was written poorly)

As for more Mega Man hales...fine.  My logic is that ~95% of Robot Masters aren't good enough to become Hales, and when they are, it's because the fandom glorified them to ridiculous amounts (Kung-Fu Cutman, Incredible Woodman, Invincible Airman, Epic Pharaohman, they all follow this rule).  And what are the notorious fortress bosses that people talk about?  Yellow Devil, Mecha Dragon, Guts Tank, Gamma, Wily Capsule 7, Block Devil, junk like that.
...I don't know about you, but I don't see much hale potential in that list.  Oh, by all means, make a cool Yellow Devil hale, but it'll be hell with hitboxes for the rest of us.  Just...I challenge you to make it fun or like a real hale experience.
AND HENCE I STAY AWAY FROM THOSE AND GO FOR MY OTHER IDEAS.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Arceus on January 26, 2013, 05:50:02 PM
Well, with neo's permission, i came up with a list of changes to potentially improve the neods boss (aside from a name change, which im still working on). i HAVE implemented some of these changes into a hotfix like file just to keep track of what ive already changed. but the ideas/changes are as follows, please atleast give him/it a chance before just pulling the plug w/o it having a say, this isnt the french revolution

-Can fly when using its rage
-Upon reaching max rage, spawns a very big radius damager that sends foes flying backwards, but rage is automatically started upon reaching full rage
-Hale gets a rage or haste rune if max rage is reached while already in rage (must have been activated by getting full rage)
-Gains rage over time (Potential Hard mode only?)
-Uses new rage amount that’s max is 500
-Amount of rage given is based on damage taken, and increases in amount if stacked(I.E. hale gets hit by a hard knuckle, and then immediately gets hit by another, the 2nd hard knuckle gives the hale more rage then the first one did)
-Base amount of rage given per hit based on the following (assuming not combo’d):
if x >= (between 15-20); y = 0.1(x-10) where x is damage taken and y is rage given, which is in addition to the single unit of rage given by default.
-Amount of rage given if combo’d would use the following formula instead, where z would be the combo count: y = (0.1(x-10))+2(z-1), where z cannot be greater then 7(where it caps out), z's value starts at 1 though(Cannot go below 1 though)
-Have both the dash and uppercut both take 100 superjump ammo, but the dash lunges you further, and makes you invincible at the start of the dash, kind of like the dodge roll in dead rising
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 26, 2013, 06:11:12 PM
how about we take the theme NeoDS has

and PUSH IT somewhere ELSE

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on January 26, 2013, 06:17:13 PM
NeoDS was kind of fine in V3D, because he was more beatable than most of the bosses. The one thing about NeoDS to bug me is that he has Dash and Superjump. If I were to modify it, I'd remove the SuperJump, and make it a function based on his pitch while using dash.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 26, 2013, 06:51:49 PM
Quote from: "CHAOS_FANTAZY"
(click to show/hide)
Okay, seriously, guys, can you give me a reason for this being bad beyond "BAWWW, PONIES"?  I'm here for the fun gameplay ideas (I wouldn't be writing these sketches if I wasn't).  Hay, you should be too.

The problem isn't ponies, it's the controversy and anger that ponies would stir up.  Mostly from myself.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Tfp BreakDown on January 26, 2013, 09:36:16 PM
Quote from: "SmashBroPlusB"
Quote from: "Game&Watcher"
Max from Mutant Mudds
WINNER

I want a Max hale now :ugeek:

I second this idea.  :D  
Also I'll put these ideas here that I have been meaning to submit for a while
(click to show/hide)

(click to show/hide)

I also have more ideas but I still need to plan them out more
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on January 26, 2013, 11:03:52 PM
Quote from: "Tfp BreakDown"
Also I'll put these ideas here that I have been meaning to submit for a while
(click to show/hide)
Here's a good idea for a theme:
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 27, 2013, 01:43:20 AM
Quote from: "fortegigasgospel"
Sunstar Awakened hale. Apollo Returned hale. The True Quint, Rockman Shadow hale (with hale version copy weps). Activated Zero hale.
Ra Thor is in here so I think Apollo and R-Shadow can't be whined about. All 4 would make for a good set of uber powerful characters from classic (Zero fitting because Wily creation and all) just remember pre-X2 Zero so NO Z-saber, cause he wouldn't have it if he ever activates in classic.
Ok I can now go into detail on these easily.
Sunstar Awakened:
(click to show/hide)

Apollo Returned
(click to show/hide)

The True Quint, Rockman Shadow
(click to show/hide)

Activated Zero (VERY Rare)
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on January 27, 2013, 01:45:10 AM
Well.. I see where this mod is heading now :I
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: TheDoc on January 27, 2013, 02:27:23 AM
For the record, Slendy's still impossible to control
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 27, 2013, 05:09:48 AM
God no...no Zero...keep that shit outta here...
I see enough of it in the fangames...
Every time it's bad...
Zero in Classic Mega Man...let's just not go there...

But yeah I finished those sketches I decided against doing earlier.  Fun times.
Invincible Airman, straight from every Rockman-2-playing child's nightmares to yours
(click to show/hide)
Epic Pharaohman, the glorified Egyptian ruler we've all come to adore
(click to show/hide)
Hidden Shadowman, based on a popular FPS boss battle mode called "The Hidden"
(click to show/hide)
There.  Mega Man hales.
On a slightly related note...I think I found Chaos Lord Roll's theme. (http://www.youtube.com/watch?v=PFtebBqgZjQ)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on January 27, 2013, 03:15:01 PM
Quote from: "Rozark"
Well.. I see where this mod is heading now :I
/agreed

Also, SilverSin's still AWOL. In the meantime you can direct suggestions to my fork thereof this-a-way (http://cutstuff.net/forum/viewtopic.php?f=28&t=5359) where they might be read by someone who cares.
Title:
Post by: Lobsters on January 27, 2013, 04:06:15 PM
Quote from: "SilverSin"
"You shouldn't call it Saxton Hale, call it 'The Ghost of Starman' " - Lobsters.

I a boss idea but that isn't really all that important. Save that for a different day. Anywho I'd like to say I am doing the Map for Ghost of Starman (My baby sorta) However as in typical Lobsters Fashion don't expect it to be awesome. Expect it to be contain some weird jab at something that most people wouldn't get because well I suck at explaning stuff so um yeah self-berating aside. Oh and never expect it to actually get um finished. ANYWHO.

Just curious on what would be a good starting part/inspirational source. Do I go to make like the what's it called "Cave of the Past?" I just call it Gray Place with Intestines in a cave. So um go for that? However the stage music is so going to be some random crap you wouldn't hear anyways because SAXTON HALE!!!! and FRIENDSSSS!!! usurping the music um throne?


Also if there is a EXE Hale it needs this song
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 27, 2013, 04:39:50 PM
So I have been thinking, and I think there needs to be more hales and soon. With that in mind, I have a few ideas to give.
(click to show/hide)
This next one can be a joke. All I have to say is "I don't care."
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on January 27, 2013, 04:43:03 PM
Quote from: "ChaoticChao"
(click to show/hide)

Dude is already have been asked.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Proto Man on January 27, 2013, 04:59:29 PM
Quote from: "fortegigasgospel"
Quote from: "fortegigasgospel"

Activated Zero (VERY Rare)
(click to show/hide)
Or instead of fist he can use his  Z-Saber as his melee atack, because if Wily did ever activate Zero, he would have been completed with all designs in mind, which includes Z-Saber.  Because in X2, since Dr. Wily's consciousness survived via the Maverick virus, it is hinted that he somewhat manipulated Surges to give Zero his current look and weapons via the Maverick Virus.  So that means Zero was still incomplete in X1, and that design was a prototype.  This is elaborated further in the second arcade game during Bass' ending, when a silhouette of Zero's X2 and onward form, they were later revealed to be blueprints.  So I state again, if Wily did unleash Zero on the world, he would have been completed, so he would have his Z-Saber as a melee weapon.  But I must compliment you on actually remembering that Zero had his Z-Buster, since Capcom ended up getting rid of it entirely in the later X games.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on January 30, 2013, 02:59:46 AM
...Oh, nine Hells, I'm behind.

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 30, 2013, 03:18:57 AM
Quote from: "xColdxFusionx"
Quote from: "fortegigasgospel"
Sunstar

...Huh, not a bad idea.
Thank you.

Quote from: "xColdxFusionx"
Quote from: "fortegigasgospel"
Apollo

...Who?
(click to show/hide)
This guy from this Rockman Strategy (http://megaman.wikia.com/wiki/Rockman_Strategy) (ignore the Wily skull, he is an alien and not made by Wily) with concepts coming from another character from another MM series who has a similar name in the form of flame "snakes" and giant fireballs of death.
IE this guy
(click to show/hide)

Quote from: "xColdxFusionx"
Quote from: "fortegigasgospel"
Rockman Shadow
...I'd use a different theme, but not a bad idea.
I used it due to A) Unused song from MM7 and B) This video
(click to show/hide)

Quote from: "xColdxFusionx"
Quote from: "fortegigasgospel"
Zero
>Uses a generic fist

You, sir, disappoint me. This is the one situation where a laser sword would have been appropriate... and you ruined it.
I was thinking in terms of in Classic series, and in the flashback scene for Zero right before the Sigma battle in X4 he has no sword (and even proceeded fight Sigma with a lead pipe for a bit).
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Beed28 on January 30, 2013, 08:44:17 AM
Quote from: "xColdxFusionx"
Quote from: "CHAOS_FANTAZY"
Epic Pharaohman
...He gets Hale status just because he had the common sense to punch Megaman in the face?
...Well, I guess he IS kind of epic...

Epic Pharaohman actually refers to the fight from the ROM hack Rockman 4 MI. All the Robot Masters have completely new patterns and attacks, but Pharaoh Man definitely goes the extra mile. ;)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Turbodude on January 30, 2013, 12:29:03 PM
Quote from: "Tfp BreakDown"
Sentinel
I agree with this wholeheartedly. Especially the Mango Sentinel (http://youtu.be/sZZUMjoxfZA?t=15s) color idea. :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on January 30, 2013, 01:42:16 PM
Quote from: "xColdxFusionx"
Quote from: "CHAOS_FANTAZY"
Fluttershy

...I'm not sure whether to say "Yes," "Hell Yes," or "Hell F***ing Yes"
Well.  It's refreshing to hear that somepony likes the idea.
Quote from: "xColdxFusionx"
Quote from: "CHAOS_FANTAZY"
Invincible Airman

I approve of this.
I don't know a single person who wouldn't.  Even people like me, who don't find Air-Man all that difficult, still find it really neat that someone so simple has been glorified to such a level.
Quote from: "xColdxFusionx"
Quote from: "CHAOS_FANTAZY"
Epic Pharaohman

...He gets Hale status just because he had the common sense to punch Megaman in the face?
...Well, I guess he IS kind of epic...
Pharaoh-Man has been glorified several times throughout the series, not just in that one famous scene (Though it was pretty cool, especially considering nobody else had the common sense to).  He was also incredibly cool in his boss battle in Rockman 4 MI, and--according to the Best Maps Ever--for his Poison Sigil in his Battle Network appearance.
(Fun Fact:  I originally considered making his default Pharaoh Punch solely for the one scene, but decided against it in favor of a more unique attack)
Quote from: "xColdxFusionx"
Quote from: "CHAOS_FANTAZY"
The Hidden Shadowman

...To be honest, I kind of like this.
He could do with some balance tweaking, but all-in-all fighting The Hidden is fun and hopefully we can get him to port nice.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: VGS2 on January 30, 2013, 03:05:24 PM
Here's an ambitious idea for all of ya. Just for shits and giggles, mostly.
It has zero chance of making it in, but what the heck, right?

Names: Robotnik vs Sonic

(click to show/hide)
Music for the hale:
(click to show/hide)

Like I said, this has pretty much zero chance of making it in, and may actually be impossible to program, but hey! I hope it provides some inspiration, at the very least. If not a laugh or two.

Totally loving that Sentinel idea though. As well as Pharaoh Man and Invincible Air man. If anything should make it in, those should.  :)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Galactan on January 30, 2013, 04:43:10 PM
This is the only music for Captain Falcon:

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Knux on January 30, 2013, 05:00:55 PM
I've been thinking of a Duke Nukem hale for a while now, based on N64/PC weaponry. Something like this:
(click to show/hide)
Then again, I feel it's probably out of place in this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 30, 2013, 09:05:20 PM
I feel as though I should add more of my ideas, so I have a few to give.
(click to show/hide)
Next up is an ultimate life form made by Professor Gerald Robotnick
(click to show/hide)
One last idea for today, and this one is FUNNY
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 31, 2013, 12:14:38 AM
Quote from: "ChaoticChao"
Emerl
Weapon: punch (that's it really)
NEVER



Out of all the characters to ever exist ever, Emerl literally has infinite potential.

"Let's give him... a punch!"

Never.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on January 31, 2013, 12:16:40 AM
Quote from: "ChaoticChao"
Next up is an ultimate life form made by Professor Gerald Robotnick
Emerl
Shadow was the ultimate life form made by Robotnik, Emerl was a robot made by the Nactus Echidna clan and studied by Robotnik when he found him.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on January 31, 2013, 12:21:47 AM
Quote from: "fortegigasgospel"
Nactus Echidna clan
get out


I refuse to have my beautiful Sonic Battle sodden on by BIOWARE
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jakeinator on January 31, 2013, 12:54:48 AM
It was still made by Echidnas though.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Ceridran on January 31, 2013, 03:58:31 AM
Quote from: "Eon_and_Rush"
It was still made by Echidnas though.

Indeed, it was made by enchiladas.

Also, can somebody tell me where to find the classes compatible V3D version and the hotfix?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 31, 2013, 04:09:57 AM
This post never happened. Go away.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Ceridran on January 31, 2013, 04:13:07 AM
Quote from: "DarkAura"
After remembering from a previous discussion on this regarding skins, I kinda had this nifty idea that I'm also working on. Like how I did for Scrooge, we take the Hale's skins (custom or stock) and re-color it without having to use CreateTranslation and just give it a common name that doesn't clash with the original sprites (i.e. SHK1 for Saxton Hale's skin sprite) As such, I'm working on re-coloring Quote's current skin...when an idea hit me to add more of a backstory to Quote, whom I'm going to call Mega-Quote for the time being. This quick WIP should tell the tale slightly:

(http://img694.imageshack.us/img694/9571/mquoa8a2.png)

Why
why do you not help me in such disastrous events of not being able to join THAT server.

You know, because this HAS to be completely unrelated to what you're talking about.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on January 31, 2013, 04:53:36 AM
Classes Fix (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5323)

Hotfix (http://static.best-ever.org/wads/saxton&friendsv3d-publicbeta-hotfix3.pk3)

Go crazy.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on January 31, 2013, 08:46:31 PM
Well, Gerald Robotnick did give emerl a "heart." With that in mind, I was slightly right, what ever you say.

Actually, I clearly remember Gerald Robotnick keeping a journal about constructing Emerl. By the way, the reason I said punch was because he can adapt to use anything anyone uses in front of him, so you really can't pick one special move.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 01, 2013, 01:18:12 AM
You could have edited that previous post, y'know.

(click to show/hide)
Title: Hard mode
Post by: That One Boss on February 02, 2013, 01:25:52 AM
I had an idea about how hard mode could be altered.
Fraglimit = 0: normal mode
Fraglimit = 1: hard mode
This would allow the players themselves to vote for the fraglimit, and since fraglimit isn't used in LMS, there would be no gameplay problems
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: xColdxFusionx on February 02, 2013, 01:40:37 AM
It has come to my attention that someone thought it was a good idea to host this mod with the old-as-hell Touhou Classes mod.

Don't. As the creator of said mod, I forbid it. Not that that really means anything.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 02, 2013, 07:55:34 PM
Quote from: "DarkAura"
Classes Fix (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5323)

This isn't the same one that's being hosted all the time. I can't find the one called "saxton&friendsv3d-publicbetawclasseshotfix.pk3"

And it's very frustrating because everyone insists on playing Classes Hale when I can't even join. :|
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on February 02, 2013, 08:01:01 PM
It's in the "Weapons & Actors" area, but oddly, not the latest one.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 02, 2013, 08:37:08 PM
After another check I found it. I thought I'd looked through them all but I missed one.
Why are they hosting the old hotfix all the time? Makes things unnecessarily confusing.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hinatediz on February 02, 2013, 10:14:41 PM
Quote from: "Galactan"
Obscure anime reference gooooooooo
(click to show/hide)

WINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWIN

BTW

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

I've finished the skin for him... so i can give it...
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Colonel ServBot on February 02, 2013, 10:26:27 PM
actually, how about something more western.

Name: John Marston.
Skin: meh, any thing will do until there is a john marston skin.
Health: 1000( he's human, what do you expect.)
Colours: eh... it'll be hard to decide, brown and dark grey?
Weaknesses: fire. FIRE! BURN 'EM ALL! BURN 'EM ALIVE!!!
resistances:mega ball, duh.
speed: normal. he's only human y'know.
Main fire: john shoots with one of his revolvers.
alt fire: john uses a lasso and ties players up(practically stunning them)
Rage: john turns every thing in to dead eye mode, making players walk slowly, and when he shoots, a heat seeking bullet will come out.
Theme: any RDR theme will do just fine.
Voice: i'm sure people can rip it from the game.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Dusty on February 03, 2013, 12:25:52 AM
(http://imageshack.us/a/img521/5161/mmmmmmc.png)

Mmmmmmmmmm. richer.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Zard1084 on February 03, 2013, 12:30:38 AM
Quote from: "Dusty"
(http://imageshack.us/a/img521/5161/mmmmmmc.png)

Mmmmmmmmmm. richer.
Dusty you Epic awesome man you!  :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on February 03, 2013, 12:32:42 AM
Quote from: "Dusty"
(http://imageshack.us/a/img521/5161/mmmmmmc.png)

Mmmmmmmmmm. richer.

Just take my rupees already.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Dusty on February 03, 2013, 12:37:33 AM
A lot of the hales can be simple re-skins actually. even gutsman to saxton hale would be relatively easy.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Rozark on February 03, 2013, 12:47:29 AM
So, are you going to do the Morshu/Saxton Hale skins then?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Dusty on February 03, 2013, 01:01:16 AM
(http://imageshack.us/a/img402/5691/saxtongutsbig.png)

Maybe a little TOO easy......
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Zard1084 on February 03, 2013, 01:02:54 AM
Quote from: "Dusty"
(http://imageshack.us/a/img402/5691/saxtongutsbig.png)

Maybe a little TOO easy......
Dear god Dusty! Sliversin should have you make all the hale skins these are just too awesome!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: CHAOS_FANTAZY on February 03, 2013, 01:07:20 AM
I for one am not too impressed with ol' Saxton over there

To start, his hat's all out of shape, and he's not wearing his belt.  His Australian Chest Hair looks really deformed (Though there's not a whole lot to do about that), and in general he's just out of shape.  I mean, just look at that picture; Mr. Hale is strong but he doesn't have a body structure like Guts-Man's.  The arms are too thick, the nose is ridiculous, and the feet just make me want to go punch cats.

Morshu looks alright as he's going to get though
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Orange juice :l on February 03, 2013, 01:25:39 AM
Saxton Hale looks more like he wants to be a Stoneman edit to me.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 03, 2013, 01:34:47 AM
You know that might actually be a lot more accurate, now that I think about it.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Dusty on February 03, 2013, 01:36:57 AM
Just so we're clear though I'm doing these in like 7-8 minutes lol

I'm not actually trying XD
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 03, 2013, 01:40:48 AM
Basically like a rough example to see if it's worth actually skinning?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Dusty on February 03, 2013, 03:10:33 AM
exactly! morshu will be worth it. I should try Saxton with stone actually.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on February 03, 2013, 04:30:18 PM
how about re-skinning Gilgamesh? I mean really, the knight man just won't do for much longer.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Super Bros Bros on February 06, 2013, 07:28:35 AM
Gilgamashed poatoes Can't be a simple reskin like the others can I don't think
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Korby on February 06, 2013, 08:47:54 AM
I disagree
(http://i.imgur.com/24O3pmF.png)
too lazy and tired to finish this simple edit
I would have liked to play with the pose more but again, lazy and tired.

also no I'm not making this.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Hallan Parva on February 06, 2013, 08:54:58 AM
I find that to be hilarious. :ugeek:



neat reference I found for those brave-hearted warriors who actually try skinning Gilgamesh, by the way
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on February 06, 2013, 01:52:07 PM
Quote from: "SmashBroPlusB"
I find that to be hilarious. :ugeek:



neat reference I found for those brave-hearted warriors who actually try skinning Gilgamesh, by the way
(click to show/hide)
Not enough arms. 5 (and whenever they used the pre-true form in other games so 1 DoS and 6 Advance) are the only times he has 2 arms, otherwise he always has the 6 arms.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 06, 2013, 02:17:19 PM
Can you guys show me how ehery hale sprites looks like then i will try to skin one of them i tryed morshu one time but i failed.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on February 06, 2013, 03:39:50 PM
Quote from: "Korby"
I disagree
(http://i.imgur.com/24O3pmF.png)
too lazy and tired to finish this simple edit
I would have liked to play with the pose more but again, lazy and tired.

also no I'm not making this.
The funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on February 06, 2013, 05:44:43 PM
Quote from: "tsukiyomaru0"
Quote from: "Korby"
I disagree
(http://i.imgur.com/24O3pmF.png)
too lazy and tired to finish this simple edit
I would have liked to play with the pose more but again, lazy and tired.

also no I'm not making this.
The funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
hmmm...didnt know that...then again i didnt know what a gilgamish was to begin with.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on February 06, 2013, 06:25:16 PM
Quote from: "tsukiyomaru0"
Quote from: "Korby"
I disagree
(http://i.imgur.com/24O3pmF.png)
too lazy and tired to finish this simple edit
I would have liked to play with the pose more but again, lazy and tired.

also no I'm not making this.
The funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
Therefore YamatoMan would be a better fit?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Duora Super Gyro on February 06, 2013, 07:17:28 PM
Quote from: "Game&Watcher"
Quote from: "tsukiyomaru0"
Quote from: "Korby"
I disagree
(http://i.imgur.com/24O3pmF.png)
too lazy and tired to finish this simple edit
I would have liked to play with the pose more but again, lazy and tired.

also no I'm not making this.
The funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
Therefore YamatoMan would be a better fit?

I guess it would...well...Id have to see it to say though.
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on February 06, 2013, 08:11:49 PM
Ghost of Starman looks nice. I know many people hate it when the color fails on any megaman character sprite, so that is why I was thinking about Gilgamesh.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 06, 2013, 08:45:54 PM
Starman's legs are too fat, but the feet are about right. His head should also be a little more round; it looks pointy right now.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 07, 2013, 05:32:18 AM
Quote from: "Korby"
I disagree
(http://i.imgur.com/24O3pmF.png)
too lazy and tired to finish this simple edit
I would have liked to play with the pose more but again, lazy and tired.

also no I'm not making this.

I think i could try that becuz i made it looks like him. (http://img407.imageshack.us/img407/2427/ffgk.png) (http://imageshack.us/photo/my-images/407/ffgk.png/)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 07, 2013, 05:39:08 AM
So uh, what about the Excalibur?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 07, 2013, 05:40:29 AM
Quote from: "Gizmo The Cat"
So uh, what about the Excalibur?

What do you mean.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on February 07, 2013, 05:43:00 AM
Quote from: "FTX"
Quote from: "Gizmo The Cat"
So uh, what about the Excalibur?

What do you mean.
/me facepalms
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 07, 2013, 05:45:05 AM
Have you ever played as Gilgamesh? If you have, the first thing you'd notice is that you're holding a thing. (The hud is so gigantic that you can't tell while idle (unless you open the file up in SLumpED/Slade) that the thing you're holding is a huge sword. Much more noticeable when you swing it though.)

So tell me then: What is that thing he's holding in the sprites right there? Clearly not a sword of any type, that's for sure.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on February 07, 2013, 06:04:46 AM
Quote from: "Gizmo The Cat"
Have you ever played as Gilgamesh? If you have, the first thing you'd notice is that you're holding a thing. (The hud is so gigantic that you can't tell while idle (unless you open the file up in SLumpED/Slade) that the thing you're holding is a huge sword. Much more noticeable when you swing it though.)

So tell me then: What is that thing he's holding in the sprites right there? Clearly not a sword of any type, that's for sure.
Woah, woah, woah. Hold on a sec there. He probably didn't know the sword WAS CALLED Excalibur. And ya sure as hell didn't mention "sword" to him as all until just now.

Anyway, I did make Excalibur a bit too detailed, didn't I?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 07, 2013, 06:22:12 AM
Well is going great now i have finish A1 Sprite now here is it but if you guys don't like it just changes it not me.

(http://img526.imageshack.us/img526/2427/ffgk.png) (http://imageshack.us/photo/my-images/526/ffgk.png/)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Super Bros Bros on February 07, 2013, 06:46:25 AM
Quote from: "DarkAura"
Quote from: "Gizmo The Cat"
Have you ever played as Gilgamesh? If you have, the first thing you'd notice is that you're holding a thing. (The hud is so gigantic that you can't tell while idle (unless you open the file up in SLumpED/Slade) that the thing you're holding is a huge sword. Much more noticeable when you swing it though.)

So tell me then: What is that thing he's holding in the sprites right there? Clearly not a sword of any type, that's for sure.
Woah, woah, woah. Hold on a sec there. He probably didn't know the sword WAS CALLED Excalibur. And ya sure as hell didn't mention "sword" to him as all until just now.

Anyway, I did make Excalibur a bit too detailed, didn't I?
The sad thing is it's such a great sprite and nobody ever sees it full size
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Korby on February 07, 2013, 07:00:09 AM
The weapon he's holding in his battle pose is a Naginata.

(http://images1.wikia.nocookie.net/__cb20070304233113/finalfantasy/images/8/8c/FFV-gilgamesh2.gif)
and then he transforms

however, this game is not exactly foreign to "using the wrong weapon"

see: shooting giant gyros out of a sword
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on February 07, 2013, 07:32:58 AM
Since the Hale is based off the Dissidia 012 Gilgamesh, the skin doesn't need the Naginata on his back since he just spawns weapons out of nowhere in-game.

But he does need to be red.

And a tad more gold.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Korby on February 07, 2013, 07:48:47 AM
Good thing his FF5 Appearance is also in Dissidia!!!! (http://images.wikia.com/finalfantasy/images/e/e8/Gilgamesh_Alt_Images.png)[/i]
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 07, 2013, 09:03:45 AM
Quote from: "DarkAura"
Quote from: "Gizmo The Cat"
Have you ever played as Gilgamesh? If you have, the first thing you'd notice is that you're holding a thing. (The hud is so gigantic that you can't tell while idle (unless you open the file up in SLumpED/Slade) that the thing you're holding is a huge sword. Much more noticeable when you swing it though.)

So tell me then: What is that thing he's holding in the sprites right there? Clearly not a sword of any type, that's for sure.
Woah, woah, woah. Hold on a sec there. He probably didn't know the sword WAS CALLED Excalibur. And ya sure as hell didn't mention "sword" to him as all until just now.

Anyway, I did make Excalibur a bit too detailed, didn't I?

Well, as for the name, I'm pretty sure you'd notice the obituary after playing for a while. Plus has the name Excalibur ever really been used for anything but a sword? Still, sorry for the hasty reply.

Detail is always a good thing, but I'd suggest lowering the HUD sprites a bit so you can see more of the sword. Unless he's actually supposed to hold it up to head level. :geek:


Either way, I was just trying to keep with consistency. I've never actually played FF5 or Dissidia before.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on February 07, 2013, 05:04:27 PM
Quote from: "Korby"
Good thing his FF5 Appearance is also in Dissidia!!!! (http://images.wikia.com/finalfantasy/images/e/e8/Gilgamesh_Alt_Images.png)[/i]
Well damn, I need to Dissidia more often...and by "more often," I mean literally buy it and play it for once.

Okay then, he can keep the Naginata then. :|
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 08, 2013, 05:32:07 AM
Wait wait wait i have never player final fantasy but do Dissidia 012 Gilgamesh looks like the sprites i made or you guys show me how he looks like so i can redone the sprites.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on February 08, 2013, 05:36:09 AM
(http://images.wikia.com/finalfantasy/images/d/d7/Gilgamesh_Full.png)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 08, 2013, 05:38:38 AM
Well i think we can see his underpants but hes just a little changes that can be easy to me.
:EDIT: Im already changes it here it is looks like. (http://img217.imageshack.us/img217/2427/ffgk.png) (http://imageshack.us/photo/my-images/217/ffgk.png/)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: sipfried on February 08, 2013, 07:22:01 AM
a order plan for a hale

(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 08, 2013, 06:10:45 PM
Well i think we need a skin of cave johnson. :EDIT: I have some problems i think with the slash of the skin if you guys want how his gonna slash show it to you when you send me a PM or i will make it with no one asking.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Reidakk on February 08, 2013, 10:49:45 PM
Quote from: "Gizmo The Cat"
After another check I found it. I thought I'd looked through them all but I missed one.
Why are they hosting the old hotfix all the time? Makes things unnecessarily confusing.

If I'm correct it's because the newer versions crash like WAY too much and by "WAY too much" I mean a lot. Last time it crashed me out and I got in the server and it crashed me out twice just as I joined each time. And since that happens it's better to host the older versions which do not crash or at least perhaps not as often as the new ones. :|
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: tsukiyomaru0 on February 08, 2013, 11:43:48 PM
The crashes are proportional to two things, I figured.
1. Data mismatch (Normal scenario to this is having a VERY BAD connection, missing too many packets even with a ping below 400 ms)
2. Number of players (In a 8 players or less server, even with CLASSES, it still crashes less than a 16 players server WITHOUT classes)

The odd thing is this crash issue happens ALWAYS in LMS, and DM plays JUST FINE. My guess on this is because one or more ENTER scripts are started and looped twice per player for one reason or another. Add that to the heavy voice clips used for bosses and BAM! You got yourself a crash parade.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Jenova on February 09, 2013, 02:40:28 AM
Would it be possible to rename this wad without the ampersand (&)?

The reason I ask is because from experience, it seems that getwad and potentially wadseeker have a hard time fetching wads with special characters in their names, requiring users to manually download the wad from the repository instead of fetching it automatically for them.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on February 09, 2013, 04:40:13 AM
I don't think was ever debated since I snuck this in for Scrooge, but I think I'll discuss it now.

Should Hales get weaknesses and resistances?

I already have Gilgamesh put in for having a weakness to all melee/hugging weapons and a small resistance to pretty much everything else. Scrooge also has a resistance to space/time weapons which is why he is unaffected by Flash Stopper. As well as a weakness to fire weapons.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on February 09, 2013, 04:41:27 AM
Quote from: "DarkAura"
I don't think was ever debated since I snuck this in for Scrooge, but I think I'll discuss it now.

Should Hales get weaknesses and resistances?

I already have Gilgamesh put in for having a weakness to all melee/hugging weapons and a small resistance to pretty much everything else. Scrooge also has a resistance to space/time weapons which is why he is unaffected by Flash Stopper. As well as a weakness to fire weapons.
Everyone has a weakness to Copy Plant Barrier Remember?  :lol:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: DarkAura on February 09, 2013, 04:44:52 AM
...do they now?

Also:

(http://img803.imageshack.us/img803/3939/quotb5.png)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 09, 2013, 05:39:07 AM
Well, weaknesses would be kinda interesting. In turn it would also be interesting to have them strong against certain weapons. (But not to the extent of NeoDS' elemental resistances, where he wouldn't even flinch to them.)

I can't really think of many weaknesses for them offhand, but homing weapons and Search Snakes should probably be the Ninja Spy's weakness. :geek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: GameAndWatcher on February 09, 2013, 05:56:58 AM
Quote from: "Gizmo The Cat"
I can't really think of many weaknesses for them offhand, but homing weapons and Search Snakes should probably be the Ninja Spy's weakness. :geek:
No, it would be Fire and Flamethrower-like weapons.  :ugeek:
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 09, 2013, 06:03:53 AM
Well I can't really imagine why since I've never played TF2, I'm just going by Megaman logic.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on February 09, 2013, 01:21:28 PM
Quote from: "DarkAura"
...do they now?

Also:

(http://img803.imageshack.us/img803/3939/quotb5.png)
Eyes are kinda derpy, but they'll do.

Also @ resistances: not a bad idea. This stuff belongs in the other thread, remember? The one that someone's actually watching?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Ceridran on February 11, 2013, 04:40:39 PM
Rubberfruit for Hale. Sounds silly, but it could work.

(Please fix Quote and Curly's eyes, too.)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: fortegigasgospel on February 12, 2013, 01:24:52 AM
Really old quote but was thinking about this.
Quote from: "Proto Man"
because if Wily did ever activate Zero, he would have been completed with all designs in mind, which includes Z-Saber.
Actually, evidence more supports Wily WOULD activate Zero incomplete. And hell, the Saber and such could have been added designs afterward, Wily did have many many years to sit and think "how could I have made him better?"
Also the exact way Zero would be activated incomplete would go, and come on, we all know it would go like this.
Megaman defeat's Wily in his Wily Machine > Wily escapes via capsule luring Mega to final area of fortress, where Zero is > Mega arrives with Wily saying "Even though it is incomplete, my new SUPER Robot Zero will more then enough to defeat you and help me conquer the world, Mwahaha, MWAHAHAHAHAHAAAAA" > screen fades in to show Zero standing there >
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Accel on February 12, 2013, 06:06:54 AM
Then give him his metal pipe from his battle with Sigma. There's plenty of pipes just laying around, you know.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on February 12, 2013, 06:08:51 PM
I noticed that no one has recommended new Hales. I still have ideas if anyone is interested.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Knux on February 12, 2013, 06:32:03 PM
I don't think anybody read my Duke Hale suggestion back on page 81, though.
(click to show/hide)
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 12, 2013, 06:47:11 PM
People haven't been suggesting many hales since Silversin hasn't shown his face in 4 months. :|
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Ceridran on February 13, 2013, 06:19:09 PM
Didn't I suggest one earlier? .. Oh, you mean not much.

I'm also going to suggest to add these:

King, from Cave Story. Even though he has no voiceclips, it should be simple enough.

Ellis, from L4D2. He will be riding a horse. Temporary skin is Centaurman. He also uses a frying pan. His rage attack will be a Hunting Rifle, which is a L4D2 weapon, if you haven't guessed.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Colonel ServBot on February 13, 2013, 06:40:30 PM
Quote from: "Zerokk"
Didn't I suggest one earlier? .. Oh, you mean not much.

I'm also going to suggest to add these:

King, from Cave Story. Even though he has no voiceclips, it should be simple enough.

Ellis, from L4D2. He will be riding a horse. Temporary skin is Centaurman. He also uses a frying pan. His rage attack will be a Hunting Rifle, which is a L4D2 weapon, if you haven't guessed.

I highly approve of Ellis!
He's my favorite L4D2 character, but get rid of the horse, replace the frying pan with a Cricket bat. And I'm fine.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: BiscuitSlash on February 13, 2013, 09:13:51 PM
(http://images.wikia.com/castlecrashers/images/c/cd/Rammy.png)
Name: Rammy
Health: Low
Speed: Average
Jump: He flies, so he doesn't need to jump.
Main: Charges forward. Uses ammo bar. Cannot turn while charging.
Rage: Summons 6 more animal orbs to fight with him for a bit.
SJ: None because he flies.
Theme: The battle theme for when fighting The Painter in Castle Crashers.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on February 13, 2013, 10:16:25 PM
Quote from: "Michael712"
(http://images.wikia.com/castlecrashers/images/c/cd/Rammy.png)
Name: Rammy
Health: Low
Speed: Average
Jump: He flies, so he doesn't need to jump.
Main: Charges forward. Uses ammo bar. Cannot turn while charging.
Rage: Summons 6 more animal orbs to fight with him for a bit.
SJ: None because he flies.
Theme: The battle theme for when fighting The Painter in Castle Crashers.
I LOVE this idea. Huge fan of castle crashers, but how would he be sprited?
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ZeStopper on February 13, 2013, 11:35:10 PM
Quote from: "ChaoticChao"
Quote from: "Michael712"
(http://images.wikia.com/castlecrashers/images/c/cd/Rammy.png)
Name: Rammy
Health: Low
Speed: Average
Jump: He flies, so he doesn't need to jump.
Main: Charges forward. Uses ammo bar. Cannot turn while charging.
Rage: Summons 6 more animal orbs to fight with him for a bit.
SJ: None because he flies.
Theme: The battle theme for when fighting The Painter in Castle Crashers.
I LOVE this idea. Huge fan of castle crashers, but how would he be sprited?
That's a question with a hard answer:
You just sprite it, it's been done before!
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: VGS2 on February 14, 2013, 01:50:55 AM
Quote from: "Knux"
I don't think anybody read my Duke Hale suggestion back on page 81, though.
(click to show/hide)
I know that feel, bro... (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4319&start=800#p217751)

Oh well, to be honest, I think I like your idea better than mine anyway.
The potential for hilarity with ol' Duke is amazing! Especially with all his infamous quotes.

Liking that Rammy idea too. That'd be a fun hale~
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: idiot9.0 on February 14, 2013, 11:12:44 AM
Quote from: "ThePlayer"
Quote from: "ChaoticChao"
Quote from: "Michael712"
(http://images.wikia.com/castlecrashers/images/c/cd/Rammy.png)
Name: Rammy
Health: Low
Speed: Average
Jump: He flies, so he doesn't need to jump.
Main: Charges forward. Uses ammo bar. Cannot turn while charging.
Rage: Summons 6 more animal orbs to fight with him for a bit.
SJ: None because he flies.
Theme: The battle theme for when fighting The Painter in Castle Crashers.
I LOVE this idea. Huge fan of castle crashers, but how would he be sprited?
That's a question with a hard answer:
You just sprite it, it's been done before!
Kinda like this?
(https://dl.dropbox.com/u/51013077/Rammy8bit.png)
Kinda shoddy but I wanted to help prove your point. Also I think the Rammy hale would be pretty fun as well.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: SmashTheEchidna on February 14, 2013, 11:30:31 AM
I dunno, seems legit to me. He does sound like he'd be kinda fun to play as, too.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: ChaoticChao on February 15, 2013, 02:06:05 AM
In case anyone was wondering, the last I saw SilverSin was Thu Jan 17, 2013
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: Balrog on February 15, 2013, 09:26:34 PM
Quote from: "ChaoticChao"
In case anyone was wondering, the last I saw SilverSin was Thu Jan 17, 2013
All right, I'm calling it. This mod is dead until further notice.

Date: February 15, 2013
Time: 21:30 UTC
Cause: Neglect.
Title: Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
Post by: FTX6004 on February 15, 2013, 09:29:18 PM
So you will be the new leader of saxton hale and we can lock thos thread or not i said nothing then.