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.
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.
For some reason Saxton isn't gaining "jump ammo" or "rage ammo" in the YD Class version.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! :)
(It's only Hale, the rest are fine.)
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.
We were also discussing BATMAN as a hale because it'd be gloriousyes
[11:36:46 PM] Bikdark: You know what we needhell yes
[11:36:49 PM] Bikdark: captain falcon hale
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 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
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)
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.
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.
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.
That can work too btw it was late when i posted that @_eQuote 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.
@Gizmo's Akuma:Or how about this classic:
Wynaut use SSFIV's version of his theme? (It's better than his MvC3 theme i.m.o.)
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.
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 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
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?
Survivors can't take damage
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.
192:192=184:184, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162
Theme: 192:192=118:118, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162
Theme: Same as aboveMay need some help with the sound clips, if possible.
Name: Gilgamesh
Color: Red/Gray with Yellow outlineCode: [Select]192:192=184:184, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162
Theme:Boss Health: 300 per person(click to show/hide)
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 OutlineCode: [Select]192:192=118:118, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162
Theme: 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.
How about Chuck Norris for a hale?Nah, he'd be OP just for the name. XD
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.
Lee Sin, the Blind MonkThat'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...
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.
I have an idea but it still needs some workSo, it's kinda like a zombie boss...? Its an interesting concept, but I'm not sure if it would fit well in this mode.
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
Quote from: "xColdxFusionx"Lee Sin, the Blind MonkThat'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...
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.
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? :?
you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)
I added this info to the front. I hope people can read it >_<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.
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.
my body is readyQuote from: "DarkAura"Name: GilgameshHeh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy.
Depends on what the add-on is. PM me the info, though its likely I will say yes.Quote from: "SilverSin"my body is readyQuote from: "DarkAura"Name: GilgameshHeh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy.
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.
Erm Silversin...
Sorry bro, but infinite Wily tanks or infinite exit units aren't going to cut it.
Please get rid of!
- 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.
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.
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:
EDIT: *cough* my hale suggestion <_<
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 <_<
-snip-Good idea, but I'm not sure you're really capturing the spirit of him.
In that time, you can place portals under them, not killing them, but doing HUGE damage.
you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)
Name: Gamzee MakaraOh, a homestuck boss. Oh, and it's Gamzee. Oh, and he's sober for rage.
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).
Name: Portal Man.Are...are portals even possible in this? :?
Theme:Skin: Galaxy Man.(click to show/hide)
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? :?
Oh, i did not know that.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
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.
Name: CutMut
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 immediately summons eddie. eddie pops out Barbat-- "wait wha--" Player is instakilled by Barbatos*
If(Timer()>0){terminate;}
script X UNLOADING
{
Haletypevariableformula;
}
But yea....I think that could lead to boring matches that looked promising in the beginning
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 soCode: [Select]script X UNLOADING
{
Haletypevariableformula;
}
But yea....I think that could lead to boring matches that looked promising in the beginning
Boss Name: Zero
Theme:Colors: Red & Yellow (Super Adaptor Red & Thunder Beam Yellow)(click to show/hide)
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.
Ah man, I remember another Hale idea I had before.Welp, late reviews.(click to show/hide)
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:Colors: Red & Yellow (Super Adaptor Red & Thunder Beam Yellow)(click to show/hide)
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?
Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)The edits are in blue(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
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)
Heh, your really determined to get zero into here.
this does look a bit like NeoDS
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.
(http://img823.imageshack.us/img823/3413/screenshotdoom201209111.png)Whoa, that looks really nice. Good work! :)
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.
Just to show what the Master spark looks likeQuote from: "Zard1084"Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)The edits are in blue(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
we need more ranged hales i'd say
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.
Sweet jebus that looks overpowered.Quote from: "Zard1084"Just to show what the Master spark looks likeQuote from: "Zard1084"Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)The edits are in blue(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
we need more ranged hales i'd saysorry for re-posting my idea ^^;(click to show/hide)
Sweet jebus that looks overpowered.You can nerf parts as needed
(http://img823.imageshack.us/img823/3413/screenshotdoom201209111.png)all of my yes
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.
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.
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.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.)Quote from: "TheDoc"Boss Name: Zero
Theme:Colors: Red & Yellow (Super Adaptor Red & Thunder Beam Yellow)(click to show/hide)
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?
This is going to be fun to battle them all!
Man... you guys have posted like about 10 or 13 bosses! This is going to be fun to battle them all!
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.
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.
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.
+1 Beta Signup+1 Tester
I'd like to beta test if you're still accepting those.Sure, just need to know if your good at finding bugs.
Just asking, is this ignored?(not to attract attention.) Also, making new update.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?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.
Mind if I be a beta tester? I'm confident that I'll be able to spot some bugs.Okay, you can be one.
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.>Cement GunI am thinking of sound clip ideas at the moment.(click to show/hide)
Quote from: "Hilman170499"Just asking, is this ignored?(not to attract attention.) Also, making new update.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?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.
>Cement GunEverytime they take 250 damage, their rage attack is ready.
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?
Sure, just need to know if your good at finding bugs.
Here's my suggestion for a boss:Way ahead of you, Mr. D25, (with tweaks in red)
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
Quote from: "Zard1084"Just to show what the Master spark looks likeQuote from: "Zard1084"Boss Name: Marisa Kirisame (Music Is from Touhou 12.8 The Great Fairy Wars)The edits are in blue(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
we need more ranged hales i'd saysorry for re-posting my idea ^^;(click to show/hide)
Sweet jebus that looks overpowered.
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.
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.
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)
Alrighty then.QuoteI 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
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.
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?
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: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.(click to show/hide)
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.
192:192=178:178, 198:198=4:4
Theme: Boss Health: 400 per person
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/WhiteCode: [Select]192:192=178:178, 198:198=4:4
Theme:Boss Health: 400 per person(click to show/hide)
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.
Boss Health: 400 per person
Boss Health: 400 per person
400 per person200 more health than saxton hale. Thats all i have to say about that.
200 more health than saxton hale. Thats all i have to say about that.
Quote from: "DarkAura"Boss Health: 400 per person
inb4 a server has approximately 23 people..
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.
Yes, Cave Johnson is better now. Definitely so. (http://www.youtube.com/watch?v=P7HZF1N-b0M&t=2m8s)I laughed too hard at that.
Copycats.... >_>;Aright, here we go.
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. =XQuote 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.
I still want a marisa hale but i think can make the sprites for the projectile (if needed)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
Quote from: "Game&Watcher"Here's my suggestion for a boss:Way ahead of you, Mr. D25, (with tweaks in red)
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
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)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.
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.
Look up Megaman Battle Network 6 boss theme and you'll find it.I plan on doing that.
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
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)
Sorry for the late review.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?
Health: 4/5
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.
Hale to have 4 health every 5 players that joinedChallenge accepted. :cool:
I have another boss idea.Omg, i loved this boss in castle crashers.(click to show/hide)
Quote from: "Game&Watcher"Here's my suggestion for a boss:Way ahead of you, Mr. D25, (with tweaks in red)
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
I hate to be a pest Silver butHeh, sorry 'bout that. I'll do it later, im kinda in school right now XD
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
Quote from: "Rozark"Hale to have 4 health every 5 players that joinedChallenge 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. SpecterHealth: 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!(click to show/hide)
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.
Survivors cant take damage.AKA, stunning isnt possible.
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
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.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.
Also i have an idea for a boss(click to show/hide)
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.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.
FixedYou want 250 hp for bowser, and 180 hp for Peacock I assume.
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.)
Survivors cant take damage.I've said that a lot. lol.
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.Well, firstly I might just make that alt a 1hko if you get near it bec--you know what. I've said that enough.(click to show/hide)
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.
It's because Silver was lazy and gave everyone +NOPAIN.=P
If he would just change the DamageFactor to 0 for everyone and make replacements for the Shock and Bright pain states... :ugeek:
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.
: |
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.
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.
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.
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.
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.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
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)
Okay so, it's been officially confirmed that the new version will have the damage working normally, so I'll be revising my hales.Wow those are some very detailed hales.... i guess i need to be more detailed with my hale lolQuote 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)
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?
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.(click to show/hide)
V3C:
-New Saxton Hale Based Map!
-Damage now available!
Just asking, are still going to work on pre-existing boss ideas?Yes, thats why i stopped submissions for now.
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?
I see I contributed to something here.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.
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.
I'm curious to know who all got in. (If any of mine were accepted, then I'll probably have to help out.)Im almost positive i fixed this. Are you sure you were playing the newest version?
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. -_-;
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.
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.
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.
Dash Hoop or the Slingback ShooterBah, forgot to mention that. I think I chose the Slingback Shooter to give him a "ranged" advantage for taking out those pesky
Holy crap that is one great looking skin good job :mrgreen:Quote from: "SmashBroPlusB"Dash Hoop or the Slingback ShooterBah, forgot to mention that. I think I chose the Slingback Shooter to give him a "ranged" advantage for taking out those peskyblue-pantsed monkeysrunaways. 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)
> Import the option to choose your own boss from Vanilla VSHApprimorating this idea: Add something to check for HaleCandidates. if HaleCandidates <= (PlayersInGame/2), then EVERYONE is a Hale Candidate.
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.
Just posting some new thoughts from the server that was just up.1)A map for each hale? I'm not the best at mapping, though I'll see what i can do.
> 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.
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
DA, You never cease to impress me. Nice job with those sprites!Quote from: "SmashBroPlusB"Dash Hoop or the Slingback ShooterBah, forgot to mention that. I think I chose the Slingback Shooter to give him a "ranged" advantage for taking out those peskyblue-pantsed monkeysrunaways. 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)
Silver, apparently proto-related damage types do harm other survivors.Huh, I must have missed that. I'll get right on it.
No offense, but did you read the title?yes. Says "For Now", which means he's reviewing the ones he had received already.
I'm having trouble trying to find the file SH&F+CBC-3c-3b.pk3.Look for Neo's topic in Weapons and Actors.
I cannot get it via Doomseeker.
I don't know what this file is for, but it barricades me from a 20 player game.
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)
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.
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(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.
@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.
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.
...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.
Seeldier: SKIN AVAILABLE--YELLOW DEVIL'S SOLDIER
Ninja Spy: SKIN AVAILABLE--YELLOW DEVIL'S SPY
please don't use themYeah, 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?
so this is why the "Report Post" button existsQuote 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"
...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.
Quote from: "Neo"so this is why the "Report Post" button existsQuote 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"
okay then
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"
Smash The Echidna(click to show/hide)
Extra info: World Destroyer would've been his rage, but then it would be OP because it would annihilate everyone no matter what.
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
Oh, yes, a couple things I forgot to mention earlier:@Roll's theme, THANK YOU! I felt that the theme she has just isn't...exciting enough. I'll definitely be using this.
> 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...
Is it alright if I update KFCM & IWM?
Embedding disabled by request. :|At least you can click the "Watch on Youtube" in it :D
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.
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)
Okay, just throwing out there that I believe I have the updates for my Hales done:Go right ahead. I was actually gonna ask if I should wait for you to finish up editing them.
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?
Hey Silversin i found a english version of Rolls theme *the one you used for the roll hale :ugeek: *Had you paged back a few pages, you would know that her theme's getting changed to this:I hope you can use it for the next version or the one after that(click to show/hide)
> 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?Quote from: "Zard1084"Hey Silversin i found a english version of Rolls theme *the one you used for the roll hale :ugeek: *Had you paged back a few pages, you would know that her theme's getting changed to this:I hope you can use it for the next version or the one after that(click to show/hide)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.
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.
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.
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.Quote from: "CHAOS_FANTAZY"Wouldn't it be illegal to use the "Chiptuned Rockman" Roll theme, seeing how you'd have to buy the Soundtrack?Quote from: "Zard1084"Hey Silversin i found a english version of Rolls theme *the one you used for the roll hale :ugeek: *Had you paged back a few pages, you would know that her theme's getting changed to this:I hope you can use it for the next version or the one after that(click to show/hide)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.
I'd think this would be a suitable replacement:
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?
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.
(http://imageshack.us/a/img607/4474/hquoa0.png)What's wrong with leaving it the color that it is?
King's Sword. Need an idea of what color to actually make it. Cyan, maybe?
(http://imageshack.us/a/img96/418/hquod0.png)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.
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)Definitely; it looks like it's being aimed to the side.
Nemesis. Might need to angle it outward some more.
(http://imageshack.us/a/img507/1739/hquoe0.png)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.
Spur. Anyone mind if the Spur takes on a "revolver" type forme?
argh not blaze's human quote[/quote]
the dude has white skin, not...white skin!
hey Misdreavus would you not mind if I made a Quote skinI don't care one way or the other, but ask DA up there, not me. He's the one who needs it.
also, why not make Quote start off with the Spur and use the Blade as part of the rageThe 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.
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?this one
(http://3.bp.blogspot.com/-knpCsUjX1L8/UJWlCxN8lhI/AAAAAAAAGWk/_ODNnh5BR_4/s640/facepalm-captain-picard.jpg)Quote from: "CHAOS_FANTAZY"The Blade isn't an OHKO; which Cave Story have you been playing?this one(click to show/hide)
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?...Um...
Just a thought.
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.
We already discussed this...Quote from: "CHAOS_FANTAZY"Seeldier: SKIN AVAILABLE--YELLOW DEVIL'S SOLDIERplease don't use them
Ninja Spy: SKIN AVAILABLE--YELLOW DEVIL'S SPY
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~
(http://img594.imageshack.us/img594/1067/hquo0.png)Way better now. I say to keep it at this.
Better? I might need to touch up the Nemesis abitlot.
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.
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.Quote from: "DarkAura"(http://img594.imageshack.us/img594/1067/hquo0.png)Way better now. I say to keep it at this.
Better? I might need to touch up the Nemesis abitlot.
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.
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"
Spur can be black if it wants toCave Johnson says Hi.
it looks sexy
and Curly Brace would be the best hale because she uses PROJECTILESSSSSSSS
> @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.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.
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)
(http://images3.wikia.nocookie.net/__cb20110821181456/earthbound/images/e/e4/Starman_Overworld.png)
This sprite says hi to balance the game sizes
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...
A beta release, huh? And hale suggestions are back yay.Oh, sorry, I'll put that up soon.
BTW, I remember you putting up a hale template sometime earlier, but I don't see it anymore.
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.
(click to show/hide)
Chaos Lord Roll, a joke spawned by me that I probably take too seriously.How about the world theme for the Evil War? I always thought that was an epic score.(click to show/hide)
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: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);
}
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;
}
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
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:
{
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);
}
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;
}
Good thing we have found out before the damage would piss off people... I guess?(click to show/hide)
Oh fuck me. I forgot to remove that. Thanks for posting this...god this is embarrassing :(
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.(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)
[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!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.
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.
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.)
Gentle/Ninja Spy ...I haven't seen anyone take down more than one life since the RNC expansion came out.
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
Yep you forgot health.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.
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.
...He is green and brown.
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.
Wait... so Mark Four, you're part of the Hale team? Huh.
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)?"
*Adding a delay before firingI love you for listening to me :cool:
*Much needed speed nerf
*Fires 2 punches in a V-formation
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.
Suggestions are back up?! Whee~!Also you can't possibly take Troll Face as a serious idea
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)
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: "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".
Okay then: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.
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.
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"
@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.
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
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.
NeoDS: When confronted about his Hale being terrible, Neo turned into an egotistical prick. Please remove him. He doesn't deserve it at all.
Barbatos GoetiaBarbatos? Are you kidding me? Holy crap, I want this to be accepted! Seeing him in Hale would be awesome!(click to show/hide)
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).
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"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.
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.
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.
-Try to avoid making your hale's name YOUR name. We already have CSCC for that.
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.
-It wasn't one hissy fit. He throws them all the time on servers.
-snip-
I have F8 up just so you know(F8's default function turns the chat on and off)
Quote from: "Everyone"-snip-
^ This. All of this.
Just a note, when I brought it up to him in a server earlier, he saidQuote 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.
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.
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.
Hey guys, I have an ideaQuote 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.
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
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:
{
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);
}
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;
}
ANOTHER URGENCY!Code: [Select][00:14:36] JaxOf7: Tsuki you are only guy I know on hale team
Those "Delay(2);restart;" should NOT exist!
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;
}
but NOOOOO...
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.
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.
I swear to God if the change is to rename it "Bleo"
something out of a terrible fangame I'd be happy.
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.
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
Please, someone host this mod and add this as the last file: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/?xwxo9gigka25mwo (http://www.mediafire.com/?xwxo9gigka25mwo)
I can't stand all this crash...
In all seriousness, as long as it isn't an OC that sounds like something out of a terrible fangame I'd be happy.
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.
Okay so I did a quick edit to it, and I THINK it may be good to go.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.
(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)
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.
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.
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
Deathfox
Sakugarne
Robo Duora
conker (bad fur day)
+ 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.
Someone hasn't seen PSG, have they?
Finally, holy hell is PSG raunchy. Are you sure this would be a good idea?
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.
*coughsouthparkcough*South Park uses satire. PSG does not. Sorry, bud.
Finally, holy hell is PSG raunchy. Are you sure this would be a good idea?TIME TO REPENT [redacted]!!
*coughsouthparkcough*your comparison is bad and you should feel bad
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.
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.
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?
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.
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.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.
Barbatos Goetia(click to show/hide)
another hale suggestionIt must be That One Boss
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.
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.
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.
Ghost Nappa!(click to show/hide)
Hey, here's my idea for what Pikmin said. Brownie points for getting the reference.I like this hale already powerful but balanced and many options to take out people hehehe~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.
We should ask Jack Corvus to use his TGBCTF map, "Battle on the Big Brige," for Gilgamesh :mrgreen:
Ghost Nappa!
Code: [Select]Name: Dark Matter Knight
Spiked Wall Man, the grandfather of overused Mega Man jokes
Gideon Graves, a Scott Pilgrim-based boss that's been on the backburner for some time
Copy Robot, a boss who fights his opponents on their own projectile-based level
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.
Super Speed Quick Man
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?
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?
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.
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. :)
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?
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!
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.
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?
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)
Name: Christopher RobinThis makes no goddamn sense.
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.
You obviously don't know what Winnie the Pooh Homerun Derby is.Quote from: "Swiss"Name: Christopher RobinThis makes no goddamn sense.
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.
The fact that I don't does not speak well for this thing's Hale-worthiness.Quote from: "Balrog"You obviously don't know what Winnie the Pooh Homerun Derby is.Quote from: "Swiss"Name: Christopher RobinThis makes no goddamn sense.
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.FEEL THE RAWKENZA!(click to show/hide)
I said I'd suggest it, so here it is!(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)
Eh I dunno. Bowser could be a lot better, IMO. Collecting the meat does sound interesting though.
That Hale seems overly complicated and broken.
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.
If those have taunts, That is just simply amazing.Its dusty of course they are going to have taunts! thats why i want them so bad!
If not, then those are still simply amazing.
Balrog from Cave StoryNot 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.
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.
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.
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.
The sexiest hale ever(click to show/hide)
"Replaces" doesn't replace everything. Trust me, I tried to "replace" megaman once.
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.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.
yeah, but colonel here, deals very little damage, making it easy to defeat him.Quote from: "colonel servbot"The sexiest hale ever(click to show/hide)
Why does this sound like NeoDs has taken 'roids.
Quote from: "zblueboltz"Balrog from Cave StoryNot 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.
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.
I've decided to scrap the Paper aspect of Bowser.(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQ5gLfZnmmu3id4N6wqBY29KKsgt_H6_CBM-4MeMeLtkzzWv0jc)
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.
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...
you're a loonyI thought I was the loony
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,
Well I don't have steam so...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.
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?
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.
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.
Also thought this was a classes fix at firstWE NEED THAT RIGHT NAOW
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.
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.
-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.And here's some commentary from our other pals
-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
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)
You need to be more detailed on your Hale, there.not that it's likely that ponies are going to be accepted.
Saxton Hale:Welp, might as well start looking at every detail of your suggestion.
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.
Here's my suggestion for a skiiiiiiin. (Bronies only?)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?
Rarity
Health: 2000I 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]
Attack: Jewels - Simply, throws gems and stuff.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.
Rage: Jewel Apocalypse - Spawns many jewels.
Theme: http://www.youtube.com/watch?v=Ob5g2irAUdo (http://www.youtube.com/watch?v=Ob5g2irAUdo)ok
Um, no voice clips for you to use.
I'm sorry, but...you took the words right out of my mouth...
Please no.
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.
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
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? =/
My hale suggestion:Conclusion: It's good enough on its own, but it could use a bit more originality and probably some more references from the movie
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 himselfNorm Attack: Punch(click to show/hide)
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)
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.(click to show/hide)
How about King Harkinian himself as a boss?You know what? There's a skin of him with DINNAH Blaster 2
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.
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...
How about King Harkinian himself as a boss?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 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!
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 anymorePlus my version is far superior to his
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.
Scp-173
OH I FORGOT ABOUT THIS THANKSQuote from: "zblueboltz"How about King Harkinian himself as a boss?You know what? There's a skin of him with DINNAH Blaster 2
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.
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)
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 anymorePlus 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:Conclusion: It's good enough on its own, but it could use a bit more originality and probably some more references from the movie
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 himselfNorm Attack: Punch(click to show/hide)
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)
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.
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.It's not GXSCC...
KEEP IT CLEAN (http://www.youtube.com/watch?v=KRUIv5keMRQ&t=9m2s)in Hale mode, melee damage has to instakill, unless you have like 140 health such as Toadman or something.(click to show/hide)
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.
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.
Actually that alternate idea sounds pretty sweet. Who would our savior be?Exactly.
wait...
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.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?!
Well, here it is, the old V3C adapted for MM8BDM V3A.
Saxton&FriendsV3C-for-MM8DMV3A.pk3 (http://www.mediafire.com/?2rqtnrft2euco04)
Remeber Gizmo's Rawk Hawk idea?
Replace NeoDS with Rawk Hawk. Make a Hale after someone to deserves it
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.
I wasn't ranting about Hale packs, just saying that Silversin perhaps will not make them.Because I came up with the idea.
the guest of honorSpike pls
Why the fuck does anyone want to play with Classes anyway? The gameplay breaks fundamentally with dudes with Topman and Gyroman around.
The gameplay breaks fundamentally with dudes with Topman and Gyroman around.
saxton&friendsv3d-publicbeta-Hotfix3.pk3 (http://www.mediafire.com/?ty84dnbkd4dc3la)
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.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.
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.
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.
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......how in the... how did I... excuse the idiot moment. I still felt like bringing in that idea though.
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.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...
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.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?
...Yep. I came with a sketch. I said I'd do it.
...I can hear my reputation sinking already.(click to show/hide)
Max from Mutant MuddsWINNER
He'd need a skin first.Quote from: "Game&Watcher"Max from Mutant MuddsWINNER
I want a Max hale now :ugeek:
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.(click to show/hide)
Quote from: "Game&Watcher"Max from Mutant MuddsWINNER
I want a Max hale now :ugeek:
Also I'll put these ideas here that I have been meaning to submit for a whileHere's a good idea for a theme:(click to show/hide)
Sunstar Awakened hale. Apollo Returned hale. The True Quint, Rockman Shadow hale (with hale version copy weps). Activated Zero hale.Ok I can now go into detail on these easily.
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.
Well.. I see where this mod is heading now :I/agreed
"You shouldn't call it Saxton Hale, call it 'The Ghost of Starman' " - Lobsters.
(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.Quote from: "fortegigasgospel"
Activated Zero (VERY Rare)(click to show/hide)
Thank you.Quote from: "fortegigasgospel"Sunstar
...Huh, not a bad idea.
Quote from: "fortegigasgospel"Apollo
...Who?
I used it due to A) Unused song from MM7 and B) This videoQuote from: "fortegigasgospel"Rockman Shadow...I'd use a different theme, but not a bad idea.
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).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.
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...
SentinelI agree with this wholeheartedly. Especially the Mango Sentinel (http://youtu.be/sZZUMjoxfZA?t=15s) color idea. :ugeek:
Well. It's refreshing to hear that somepony likes the idea.Quote from: "CHAOS_FANTAZY"Fluttershy
...I'm not sure whether to say "Yes," "Hell Yes," or "Hell F***ing Yes"
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: "CHAOS_FANTAZY"Invincible Airman
I approve of this.
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.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...
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.Quote from: "CHAOS_FANTAZY"The HiddenShadowman
...To be honest, I kind of like this.
EmerlNEVER
Weapon: punch (that's it really)
Next up is an ultimate life form made by Professor Gerald RobotnickShadow 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.
Emerl
Nactus Echidna clanget out
It was still made by Echidnas though.
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)
Classes Fix (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5323)
Obscure anime reference gooooooooo(click to show/hide)
(click to show/hide)
(http://imageshack.us/a/img521/5161/mmmmmmc.png)Dusty you Epic awesome man you! :ugeek:
Mmmmmmmmmm. richer.
(http://imageshack.us/a/img521/5161/mmmmmmc.png)
Mmmmmmmmmm. richer.
(http://imageshack.us/a/img402/5691/saxtongutsbig.png)Dear god Dusty! Sliversin should have you make all the hale skins these are just too awesome!
Maybe a little TOO easy......
I find that to be hilarious. :ugeek: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.
neat reference I found for those brave-hearted warriors who actually try skinning Gilgamesh, by the way(click to show/hide)
I disagreeThe funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
(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.
hmmm...didnt know that...then again i didnt know what a gilgamish was to begin with.Quote from: "Korby"I disagreeThe funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
(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.
Therefore YamatoMan would be a better fit?Quote from: "Korby"I disagreeThe funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
(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.
Quote from: "tsukiyomaru0"Therefore YamatoMan would be a better fit?Quote from: "Korby"I disagreeThe funny part is that people think Gilgamesh is a knight, when he's a Kabuki or a Shogun
(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 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.
So uh, what about the Excalibur?
/me facepalmsQuote from: "Gizmo The Cat"So uh, what about the Excalibur?
What do you mean.
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.)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.
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.
The sad thing is it's such a great sprite and nobody ever sees it full sizeQuote 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.)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.
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.
Anyway, I did make Excalibur a bit too detailed, didn't I?
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.)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.
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.
Anyway, I did make Excalibur a bit too detailed, didn't I?
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.
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.
I don't think was ever debated since I snuck this in for Scrooge, but I think I'll discuss it now.Everyone has a weakness to Copy Plant Barrier Remember? :lol:
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.
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:
...do they now?Eyes are kinda derpy, but they'll do.
Also:
(http://img803.imageshack.us/img803/3939/quotb5.png)
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?"
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.
(http://images.wikia.com/castlecrashers/images/c/cd/Rammy.png)I LOVE this idea. Huge fan of castle crashers, but how would he be sprited?
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.
That's a question with a hard answer:Quote from: "Michael712"(http://images.wikia.com/castlecrashers/images/c/cd/Rammy.png)I LOVE this idea. Huge fan of castle crashers, but how would he be sprited?
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 don't think anybody read my Duke Hale suggestion back on page 81, though.I know that feel, bro... (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4319&start=800#p217751)(click to show/hide)
Kinda like this?Quote from: "ChaoticChao"That's a question with a hard answer:Quote from: "Michael712"(http://images.wikia.com/castlecrashers/images/c/cd/Rammy.png)I LOVE this idea. Huge fan of castle crashers, but how would he be sprited?
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.
You just sprite it, it's been done before!
In case anyone was wondering, the last I saw SilverSin was Thu Jan 17, 2013All right, I'm calling it. This mod is dead until further notice.