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Author Topic: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!  (Read 206883 times)

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November 05, 2012, 05:36:42 PM
Reply #330

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #330 on: November 05, 2012, 05:36:42 PM »
Hm...You have a point there. It could be easily exploited. He could probably run off once he gets rage.
Hmm, perhaps he could just have a huge radius explosion, meaning the only way to avoid it would be to hide behind something. That would prevent him from camping with it, as he won't benefit by killing anyone.

November 05, 2012, 06:38:27 PM
Reply #331

Offline Duora Super Gyro

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #331 on: November 05, 2012, 06:38:27 PM »
if its like that, I would make it so that he could still move but very slow until its released and lower the amount of time its take to use it just a little. It would suck if as soon as he used it, the guy he was using it against hoped right behind a crate or something right infront of him and he could just sit there for the time without doing anything.

November 05, 2012, 06:53:12 PM
Reply #332

Offline Hallan Parva

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #332 on: November 05, 2012, 06:53:12 PM »
why not

have a thing that shows you where he is

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

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

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

November 05, 2012, 08:09:42 PM
Reply #333

Offline tsukiyomaru0

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #333 on: November 05, 2012, 08:09:42 PM »
Quote from: "SmashBroPlusB"
why not

have a thing that shows you where he is

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

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

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

If that is done, better try to not use ACS running individually per player. And rather, ACS gives custominventory to everyone that spawns the projectile on pickup. You know how harsh it is to run script per player.

November 05, 2012, 08:11:02 PM
Reply #334

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #334 on: November 05, 2012, 08:11:02 PM »
Hm. If it's possible, then that would be a nice thing to have. I'm still concerned about the camping though. I can imagine him using it in one of the windows in Darkman's stage. (i.e the one over the pit.) No one would be able to get him in time like that. Of course, if it was just a normal explosion, then he wouldn't kill anyone with it anyway...

November 10, 2012, 08:40:37 PM
Reply #335

Offline CHAOS_FANTAZY

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #335 on: November 10, 2012, 08:40:37 PM »
Oh, yes, a couple things I forgot to mention earlier:

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

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

> Also, when I said each Hale should have their own personal map, I didn't mean you had to make them all yourself...

November 10, 2012, 09:08:07 PM
Reply #336

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #336 on: November 10, 2012, 09:08:07 PM »
Quote from: "CHAOS_FANTAZY"
Oh, yes, a couple things I forgot to mention earlier:

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

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

> Also, when I said each Hale should have their own personal map, I didn't mean you had to make them all yourself...
@Roll's theme, THANK YOU! I felt that the theme she has just isn't...exciting enough. I'll definitely be using this.
@Slendy's theme, I see what your getting at, and I guess I can do something about that.
@The maps, I know I shouldn't be making em all by my self...in fact, when V3D is out, I'm gonna be asking for some help.

November 10, 2012, 09:33:39 PM
Reply #337

Offline tsukiyomaru0

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #337 on: November 10, 2012, 09:33:39 PM »
As for Slendy's Theme... Maybe Penguin Cemetery from Parodius. That musics make me so sleepless.

November 10, 2012, 09:39:19 PM
Reply #338

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #338 on: November 10, 2012, 09:39:19 PM »
Is it alright if I update KFCM & IWM?

November 10, 2012, 09:44:21 PM
Reply #339

Offline TailsMK4

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #339 on: November 10, 2012, 09:44:21 PM »
Roll's theme as suggested by Chaos Fantasy definitely sounds good, plus it is 8-bit or close to it. It also sounds a bit more pleasing to the ears, so I will support it being in.
As for Slendy, I just do not know much about the character itself, so I will not be saying much more other than the alternate song Neo did at one point in his "own" version of Saxton Hale sounded horrible.

November 10, 2012, 10:09:10 PM
Reply #340

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #340 on: November 10, 2012, 10:09:10 PM »
The new Roll theme sounds a lot better, and I'd definitely like to see it in. I don't mind the song, but it's not really fit for a battle, y'know?

As for Slenderman, I don't really know. I've been looking for a fitting creepy theme myself.

November 10, 2012, 10:15:48 PM
Reply #341

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #341 on: November 10, 2012, 10:15:48 PM »
Because this was buried on the last page.
Quote from: "Game&Watcher"
Is it alright if I update KFCM & IWM?

November 10, 2012, 10:17:06 PM
Reply #342

Offline tsukiyomaru0

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #342 on: November 10, 2012, 10:17:06 PM »
By creepy, I mean...

November 10, 2012, 10:18:24 PM
Reply #343

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #343 on: November 10, 2012, 10:18:24 PM »
Embedding disabled by request. :|

November 10, 2012, 10:25:48 PM
Reply #344

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Re: [Game Mode] Stinko's SaxtonHale: V3C + NOT ACCEPTING FOR
« Reply #344 on: November 10, 2012, 10:25:48 PM »
How has noone thought of the $20 dollar song from the game for Slenderman's theme >_>