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Messages - TailsMK4

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1
So yeah, still no news on the mod itself, but I figure I may as well just say that I probably won't maintain this thread anymore since my interest in modding in general is pretty much gone, plus I want to keep my plate fairly empty. With that said, though, I have created a new Discord server for Saxton Hale, which will also include discussions on the mod I'm working on. For anyone interested, here it is:

https://discord.gg/WR9dvTp

Further updates regarding the mod will be mentioned on Discord. Hope to see many of you there!

2
I know this thread hasn't been updated in some time, but due to new real life responsibilities, I have not done any work for some time. I am now in my first semester of graduate school and will have a decent workload to work with. Due to this, I have not even touched the revised Saxton Hale in some time. So while I do not have anything to present at this time (and not for a while), I will just present the rest of what I have to say in a question and answer format.

What is the current status of the project?

On hiatus for the time being. I may work on it whenever I do not have much work to do, but I would not expect major progress for a while.

When will this come out?

Best guess is at least after V6 of MM8BDM. I do not have much of a team to work with, and I have little time and will to work on the project. Therefore I cannot give even an accurate guess at this time. So I do not get misquoted, there is no release date planned at this time. Not only that, there is still a lot of progress to be made before I can even allow the team's beta-testers to help out.

Any content coming from other SH mods?

Yes, a good amount of content from SHR++ will be in here, as well as from other SH mods. In particular, my impression was that all bosses except for NeoDS and Slenderman will return regarding bosses from SHR++. Some of them have been ported, others have been started on, but not fully usable, and others have not been started at all. I cannot recall what bosses were being worked on by the time I stopped doing work on it.

Wait, so this means you're not adding onto SHR++?

That is correct, SHR++'s code is very confusing to work with, not to mention has quite a lot of bugs in it, so I will be modeling it off what remained of Rebirth prior to the merge with Stardust. The last public hotfix to SHR++ also introduced concerns about servers unable to continue hosting the mod after some number of battles (I have determined the crashing issue to not be related with either Talbain or Slenderman darkness gimmicks, but rather memory issues). Rebirth is a lot more stable, but outdated, so it made more sense to work with that and apply some of the stuff that R++ introduced later. I have permission to use SHR++ as I see fit from Stardust, in case anyone is wondering if I'm doing is ok. Much of the boss behavior and such will be ported from SHR++, though, so think of SHR++'s bosses but in a much more stable mod (there are a few exceptions where some bosses will be done from scratch).

So what's been done so far?

I don't recall everything I've done, but among the things I do remember:

-Had people start work on a new set of classes that focused around teamwork (not Teamwork Classes or Teamstyle). I haven't checked on the people in a while, and I doubt much work got done since I stopped working since the people doing them have other projects. I'll check with them at a later time.
-Implemented a major gameplay change that still is the LMS format of the battles, but changes the pace of the matches to be quicker.
-Changed how bosses are controlled so more attacks can be added to each boss. I'll talk more about this once the project is much further along.

I can't give an accurate percentage of how much work has been done, but I would say the basic gameplay of the mod is almost done. The bosses and classes are nowhere near finished, though. I also want to add a few new bosses once all of this is done, so I'd say I've probably done 10% of everything I've wanted to do before the first release. Yeah, it's going to be a while, and for the time being I'm soloing the entire effort (aside from classes and a few bosses other team members said they were going to do). I might ask again for more help from the community later if there's interest.


I think that's all for now, I'll edit or post later if I think of anything else. Basically, don't expect much progress to be made for a while unless I get some Decorate help (ACS I can handle myself), and I cannot think of anything that a spriter can help with, and MAYBE a bonus feature in the future is for mappers to design maps around a boss's theme. This is all theoretical, however.

EDIT:

Are you accepting new boss ideas at this time?

No, due to how little progress the mod has made so far. I'd rather not promise something then continue to stay quiet for months. I am not accepting boss requests until I am at the point where I can work on new bosses, and that will not be for a while. Now changes or enhancements to bosses from other SH mods...I probably wouldn't look at it for a while, but you can leave it here if you wish. I just will not look into new bosses for a while.

3
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 11:05:17 PM »
EDIT: Ignore, can't delete this message

4
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 09:58:49 PM »
EDIT: Can't delete this message, move on...

5
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 09:20:40 PM »
V5 was pretty fun, but man the bosses were tough.

(click to show/hide)

6
I guess I got some explaining to do. During the time when I was looking for mappers for MMWorld, Knux was someone that I was in good terms with, so the two of us agreed he can help out with mapping, though JC did the majority of the mapping. Knux's biggest contribution was the Ice Man map. Things were fine until it came time for item placement and other details...I'm not really sure how to put the problem into words, but SOME of his anger towards me is deserved, since I failed to let him know what was going on mapping-wise in MMWorld. Things spiraled down from there, and I had to make a choice since there was no way to please everyone involved in the team. It basically came down to either someone that contributed and acted like a leader to the project (Stardust) versus someone that contributed map work (Knux). That's really as condensed as I can put it, since I have forgotten some details (really wanted to forget about it and would have kept quiet if Knux hadn't said anything).

I've moved on from this incident and this is primarily why I will be taking a much reduced role on the project in the future, since I feel in some ways I failed as a leader. Another project that is on-going will give me another chance to act my role...

Knux, if you do happen to read my post, I am sorry for not letting you know what was going on prior to the drama, but I still stand by the decision I made.

7
Thanks for the shout out, Mike! I do apologize that the mod is somewhat buggy, but it got to a point where some of us, myself included, didn't want to work on it anymore. Anyone is free to take the project up and resume from what we left off, though! The coding might be rather messy, but if you can get around that, you already have a fairly solid mod to work with. I hope people enjoy this as much as I enjoyed working on this. My efforts will go into another mod that isn't Cooperative-related, but I wish whoever picks this project back up the best of luck.

Now that this is out, however, I might do some mini-mods or even some Events with the mod. We'll have to see what happens!

8
Projects & Creative / Re: TMK4's Workshop (Saxton Hale revival?)
« on: June 29, 2016, 01:57:03 AM »
Just mentioning that since yesterday, I have started working on SH again. While a new release won't be out anytime soon, progress is being made to both add in some suggestions I have received as well as get a very outdated version of Saxton Hale more up to date, though that part is still wip. I'm looking for some people that have ideas for a new set of classes for SH, and/or want to make said classes. I'm afraid I do not have much to say regarding my expectations, cause I want to hear from everyone what the new classes should be like. The only comment provided for me so far was if there would be a healer (or medic) in the set, which I see no problems having a class be like that. I want some more input on what could be done regarding the player classes in the game. Otherwise, I guess that's all I have to say for now since I'm focusing on updating the game to work well both with TLMS and with the current version of MM8BDM. Porting over content from other SH mods would be the next focus after I consider the mod stable enough.

EDIT: I should mention that I'm experimenting with Isaac's idea, since I think that would provide a different take on the old everyone versus boss formula. That might change the way classes are viewed in some way, so there you go.

9
Projects & Creative / Re: TMK4's Workshop (Saxton Hale revival?)
« on: June 26, 2016, 09:16:01 PM »
Ah, some great feedback, and some comments were mentioned that I had in mind when designing Rebirth prior to Star wanting to team up. I'll go over this one by one...

Quote from: "IamaMedalHunter"
I'd be interested in seeing this mod being updated again if it breaks out of the "melee main attack" routine.

This would be a focus definitely. On the few bosses that would remain like this, they would have something that would help clear out crowds. I know at some point I wanted to give Saxton Hale the ability to stun or slow robots near him, since in VS. Saxton Hale which Silversin's SH was based from, he was able to shout out a taunt of some kind that left players around him scared.


Quote from: "IamaMedalHunter"
*snippet regarding super jumps*

At the time R++ was going strong, we had been experimenting with diverse Super Jumps that had a second function to them. Seems like the idea is good, but needs to be executed more. There would definitely be some thinking regarding these.


Quote from: "Badz"
(Do note I haven't touched any form of SH or derivative of it in a mighty while, so I might be wrong on some points, but...)
I definitely agree with Medal about the bosses' gameplay: they really need to be changed from "absurd amount of HP with some OHKO punch attack". It's just not fun or interesting at all.
Speaking of the "absurd amount of HP" part, that's always bothered me about SH: bosses are ridiculously tanky, but in gameplay, they're actually really weak because they're slow and lack range to actually hit anything; in the end, it's usually the boss who runs away from the mass of angry players with ranged weapons, while it's the players that should be running in fear from the boss.
If you choose to revive this, you should consider making the bosses a lot more threatening and decreasing their HP accordingly. This would make the mode more interesting and (probably) help speeding up rounds, which I also recall being a problem.

Part of this is why I'm considering porting bosses into Rebirth instead of working with R++, since we already had a different style of how bosses work. As boss health went down, the bosses ran faster. I recall we had the health of the bosses a bit lower than Silversin's. I have seen how tanky bosses work out. R++ Gilgamesh is capable of doing a lot of damage if his swords could hit...but being one of the slower bosses, it was possible to outrun him. It'll take some time to reverse the trend of drawn-out battles, but I believe Saxton Hale can adapt closer to the pace that Unholy provides, but still have the simplified gameplay that makes Saxton Hale easy to pick up.


Regarding Hilman's and Justin's comments, yes, Rebirth and R++ both were transitioning into TLMS during the final days of development. It not only makes it much easier to ensure attacks only hit certain targets (damagetypes for new attacks had to be ensured it hit the regular players but the boss itself should been immune to it), but it was also easier to tell who was who (in TLMS, you would know who the boss is just by checking the scoreboard). I would be continuing this.


Finally, regarding Justin's and Dimpsy's comments, I do have a few things to say.

-Morshu's R++ moveset was actually my idea and would have been the moveset in Rebirth. I'll see what I can do to make Morshu easier to use, but I personally thought the new moves made Morshu very unique as he was one of the few bosses that could adapt to changes in the environment or the opponents' strategies. I'd like to preserve that if possible, but perhaps having to tap or hold Main/Alt made him clunky to use.
-GutsManG was actually the first new boss for Rebirth. I intend to keep him in myself, but certainly could use some tweaks, maybe a makeover of some kind. My intention was for him to be the opposite gameplay-wise of Slenderman...kill the boss quickly, or the boss will kill you when time is up.
-The Ra Thor Duo was so both designs could be in the mod. I personally want to stay away from something Unholy does a lot...copies of the same boss with maybe something different for each copy (Hellbots, Devileyes, BusterExpert as well). While I will be keeping my design of Ra Thor, I'm open to how the other Ra Thors could get in too.
-Regarding OtakuAlex's Hyper Saxton Hale, the only boss I thought that was worth keeping was Mecha Hitler...the rest of the bosses weren't all that memorable, and Sonic I personally feel would work better as part of a team. I'm open to ideas regarding if any of those bosses should return.

Aside from these few notes, I'll definitely take into consideration the ideas mentioned by both of them. I'm going to wait a bit to see if there's more interest. I definitely would need some help if I were to take this up again. Thanks for the comments so far everyone.


EDIT: Basically, my goal would be to make the game much faster-paced like with Unholy, but be different enough that both can still co-exist. Unholy is a lot more chaotic than I intend to go with Saxton Hale, so people liking the really intense matches that Unholy provides will still have a large showing, but those wanting a break from Unholy or wanting an actual team-based mod would find a home in Saxton Hale.

10
Projects & Creative / Re: TMK4's Workshop (Saxton Hale revival?)
« on: June 26, 2016, 04:52:34 AM »
Wow, it's been almost a year since my last post in this thread. I have not news regarding MMWorld (that's still a thing, but everyone has taken a break for the time being), but regarding Saxton Hale. I have confirmed with Stardust that Saxton Hale Rebirth ++ has ceased completely. She really was soloing her project with myself giving ideas. But that's as much as I'll go into that topic...so what does this mean for Saxton Hale? Right now Saxton Hale is dead, and it has had a good run, so I know some people wanting to take a break from the mod have had much time to enjoy other mods that the community has provided (Unholy being a big thing). Is there a chance of it coming back? Depends on what you guys want. Despite the fact Saxton Hale has not been in development for a long time, I still see it being played every now and then...this week, actually, I have seen Saxton Hale played a few days in a row. So my question to you guys is...is Saxton Hale worth reviving?

I cannot promise anything at this point. I am merely seeing if there is still interest in Saxton Hale being continued despite mods like Unholy and Copybot/Justified Classes being dominant at times. If there seems to be enough interest, I would then see who I could gather for a small development team to start again, possibly reusing either Saxton Hale Rebirth, Rebirth++, or some other version of SH. Let's assume the interest is there and a team is formed to start again...what are some things you want to add to the gameplay of SH? I have some thoughts regarding this, and I'm open to going against any of these ideas (except one), if it might lead to something better.

Obviously Saxton Hale and possibly many others will return. Who should return? I feel there were some great bosses in the Rebirth/++ series that deserve to return. I also think the concept of secret bosses will return, but I might opt for how Unholy does secret bosses...instead of the bosses popping up every once in a while (except Abe Penny), there would be a secret condition that must be met for said boss to appear. My current thoughts include the following... (spoilered to save some space)

(click to show/hide)


Should SH get revived, I also want to recruit a small team of class builders, since I do think people do not care much for vanilla style of play, but I want to build up classes meant just for Saxton Hale, not trying to be compatible with the other Classes mods out there since the bosses would not only need to be able to keep up with and do well against those classes, but there are simply too many Classes mods to be kept track of (how would Saxton Hale work with much older Classes mods? There is the possibility they could get hosted), that testing the bosses against them for fairness would require MUCH time devoted to testing.

What are your thoughts regarding this? Is it worth it to revive Saxton Hale, or should it continue to rest after having its time in the spotlight?

11
Events / Re: CTF 3v3 Tournament: 90% Purple
« on: May 16, 2016, 08:43:44 PM »
Guess confirming all three team members for a team is a thing.

In-game Name: TailsMK4
General location: Texas, U.S.
Time Zone: (UTC - 6) Central Standard Time
Times available: I generally am available anytime, but I do have other things like other netplays and real life, so ask my other team members and they'll talk to me. I am not available in the mornings on any day, however, and generally do not play online past 1-2 AM.
Ways to contact: Cutstuff PM, Skype
People you're teaming up with: Hatsumi SEGA (aka Giantmega) and Smash the "Echidna"
Team Name: SEGA All-Stars

TEAM THEME:

12
Anything Goes / Re: General Absence Thread
« on: January 03, 2016, 04:21:30 PM »
I've kind of been on an extended break from playing MM8BDM since I got myself a Wii U and have also found a website that rewards achievements for playing the old classic games. This isn't a goodbye since I might pop in a server every now and then, and I might still have the desire to mod every now and then (MMWorld included in that), but I will continue to be inactive in the game for a while. I am tired of a constant diet of Unholy, anyway, and have always wanted variety when the general population of the MM8BDM servers prefers the same mods over and over again. I'll probably continue to see everyone here at the forum, but at a much less frequent basis than I used to.

13
Anything Goes / Re: General Offtopic Discussion
« on: November 22, 2015, 08:42:15 AM »
Well, tonight we ended up having something not played in a while: Capture the Flag. Those were some good matches, though since it was late at night, the activity didn't last long. It even got to the point where people were communicating by team chat on what to do. So, I'll probably start idling there instead of Unholy for a while.

14
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: November 20, 2015, 10:59:50 PM »
Display Name: TailsMK4
Preferred Stock Skin(s): Gemini Man, Gyro Man, Bass
Preferred Custom Skin(s): Tails, Sinistar, Wario
Favorite Vanilla Game Mode(s): Team LMS, CTF, Coop/Survival
Least Favorite Vanilla Game Mode(s): Terminator
Favorite Custom Game Mode(s): Saxton Hale (anything not "active" has been removed from the list)
Least Favorite Custom Game Mode(s): *ALMOST* anything Classes-related

Favorite Weapon(s): Ring Boomerang, Scorch Wheel, Napalm Bomb
Least Favorite Weapon: Gyro Attack
Weapon(s) I'm Good With/Against: The Favorite Weapons mentioned plus Thunder Beam
Weapon(s) I'm Bad Against: Oil Slider
Favorite Upgrade: Laser Buster
Least Favorite Upgrade: None

Favorite Stock Map(s): Nothing really stands out at me...
Least Favorite Stock Map(s): MM7BUR
Favorite Custom Map(s): Again, nothing stands out a whole lot for me.
Least Favorite Custom Map(s): Anything from Falconpack.
Favorite Stock Music: TENMUS2
Least Favorite Stock Music: TENVMUS
Favorite Class(es): Roll (Saxton Hale), Trickster (Unholy), Mega Man (any other mod)

Greatest Rival(s): I'm not even that active anymore, so this doesn't apply to me.
Reputation: Some people have said "gg" when I become a boss. I never take anything for granted, however...
Contributions: Eventually MMWorld.
Anything else?: Of the servers online now, I would only play at TWO of them...so yeah, most of the time I'm just doing something else other than MM8BDM.

15
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: November 14, 2015, 12:09:03 AM »
This mod to my knowledge seems to be inactive for the time being, so I do not think this will get resolved anytime soon. I could be wrong, though. Kind of a shame, too, this mod brought some new maps, which was desperately lacking in other mods of MMSP. I guess for now you'll need to play this on MM8BDM v4a or v4b...whichever one was the last version this was tested on.

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