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Author Topic: Stardust's Workshop  (Read 186178 times)

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November 27, 2013, 10:43:49 AM
Reply #30

Offline Stardust

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Re: Stardust's Workshop
« Reply #30 on: November 27, 2013, 10:43:49 AM »
A bit more than half of the hale's themes aren't 8-bits, while the other half is :/
Gilgamesh / CStory / Scrooge / Pissed off Roll are..
Morshu / Falcon / Cave Johnson etc etc... aren't.
Yeah, but in a general way, the more 8-bits theme I could get, the more NES it would still look.

I think you're referring to the musics used in this Scarlet Devil Mansion map >_< there's The Young Descendant of Tepes, which is the theme of Remilia's STAGE, not her own, and Sakuya's theme (Lunar Clock ~ Lunar Dial or something)
So no it isn't :I

November 27, 2013, 05:15:55 PM
Reply #31

Offline OtakuAlex

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Re: Stardust's Workshop
« Reply #31 on: November 27, 2013, 05:15:55 PM »
Well, the reason those themes are in 8-bit is because the original versions were in 8-bit (except for PO Roll), or maybe it's simply because 8-bit versions were available at all.

November 27, 2013, 07:43:49 PM
Reply #32

Offline Goomba98

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Re: Stardust's Workshop
« Reply #32 on: November 27, 2013, 07:43:49 PM »
Remilia's is the boss theme for that level.

November 27, 2013, 09:01:44 PM
Reply #33

Offline Linnie

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Re: Stardust's Workshop
« Reply #33 on: November 27, 2013, 09:01:44 PM »
I thought Gilgamesh's was 16-bit.


I have a point about dual Hales that I'd like to make. I think the player limit for dual Hales should be raised to 4, instead of 3. I think it's a bit too unfair to have 1 player fight two Hales. On the same note, if we ever did something like triple Hales, they should have at least 6 players to be chosen. I just feel it seems unfair to have the survivors start out less in number than the Hales.

November 27, 2013, 09:53:34 PM
Reply #34

Offline Stardust

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Re: Stardust's Workshop
« Reply #34 on: November 27, 2013, 09:53:34 PM »
The process of multiple hales may need some questions concerning balancing. A single hale with X health isn't as balanced as two hales with X/2 health, because there's also the fact TWO hales are attacking the players, and so players have to take care of a double situation :I. There was something unbalanced in the formula that calculates the hale's health : it's always 500 + (Y * number of players)
Y being a number that is higher or lower according to each hale (Y = 90 for Morshu, Y = 235 for Saxton Hale)
The problem was that 500, because bosses that have lower health get a large health benefit from this, like Morshu : he starts with 590 HP if there's one opponent, and he only gets 950 HP if 4 more opponents are added. It's the same for duo hales, each hale of the duo team have lower health, and this "500+".
In short, one player faces the two Seemen, with about 620 HP each. When 20 players are against the seemen, they have about 1700 HP each. So, yeaaah... we COULD increase the number of required players,
OR we could decrease this "500". That way, if one player is fighting two seemen, each would have about, like, 275 HP each ? And that would be quite fair. I prefer that last idea, instead of setting the minimal player number to 4.

EDIT : Also, due to some slowness in the mod, I'll need some more time to finish it (some more days, or maybe a week), but I couldn't finish it for the 1st december. Sorry about that :/ but I'm close to the end!

November 27, 2013, 10:33:56 PM
Reply #35

Offline Linnie

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Re: Stardust's Workshop
« Reply #35 on: November 27, 2013, 10:33:56 PM »
Why not both?

Really, all that does is make it so it can't be two Hales against one survivor. We could decrease the minimum health (and maybe slightly increase the added health per player to compensate for when there are 20 players in a server), and put it in so dual Hales won't spawn when there are only 3 players.

I mean, I think your idea is a great one, but I think it would be better if they were used in conjunction.

November 27, 2013, 11:14:26 PM
Reply #36

Offline OtakuAlex

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Re: Stardust's Workshop
« Reply #36 on: November 27, 2013, 11:14:26 PM »
Quote from: "Linnie"
I thought Gilgamesh's was 16-bit.


I have a point about dual Hales that I'd like to make. I think the player limit for dual Hales should be raised to 4, instead of 3. I think it's a bit too unfair to have 1 player fight two Hales. On the same note, if we ever did something like triple Hales, they should have at least 6 players to be chosen. I just feel it seems unfair to have the survivors start out less in number than the Hales.

Oh, that's right. I guess it's been too long since I've played FFV, huh?

December 27, 2013, 01:00:09 PM
Reply #37

Offline Stardust

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Re: Stardust's Workshop
« Reply #37 on: December 27, 2013, 01:00:09 PM »
It's time to revive this old stardusty thread :D
The first public version of Saxton Hale ++ is READY
I finally managed to code and do all the stuff I wanted to.
The thread will be updated in 2 or 3 hours, with the download link, the boss description, a buuunch of screenshots...
I just need the time to write all this :)

December 27, 2013, 03:04:12 PM
Reply #38

Offline beta

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Re: Stardust's Workshop
« Reply #38 on: December 27, 2013, 03:04:12 PM »
Tick tock tick tock tick tock!

December 27, 2013, 06:20:11 PM
Reply #39

Offline Stardust

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Re: Stardust's Workshop
« Reply #39 on: December 27, 2013, 06:20:11 PM »
Welp, I thought I could do it in some hours, but I needed all of my afternoon to take screenshots and write descriptions ;P
Okay, so now everything is completed and ready to use :D
I'm pretty sure a lot of people will tl;dr, so here's my tip if you don't want to read all the bunch of fancy nerdish text :3
> You just can read the "change from the official SH" part, and then you can go directly to the screenshots and have a great moment looking at all the photos I've taken :D
Boss Description is just for deep mechanism, so if you're lazy, I advise you to simply look at the screens to have an idea of how do the hales look like :I
Okay, thanks :D

Also, I'll be hosting a server ;)

December 27, 2013, 06:31:56 PM
Reply #40

Offline FTX6004

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Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
« Reply #40 on: December 27, 2013, 06:31:56 PM »
Heh you forgot i said i didn't make that FrankenStoneman skin. :?

December 27, 2013, 06:36:08 PM
Reply #41

Offline Stardust

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Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
« Reply #41 on: December 27, 2013, 06:36:08 PM »
I did ^^ look in the credits

December 27, 2013, 08:47:04 PM
Reply #42

Offline Gummywormz

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Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
« Reply #42 on: December 27, 2013, 08:47:04 PM »
* Why are there maps in the music wad? Music wads should be entirely optional.
* Why did you replace core maps to add the lowgravity fix script? (Which can be simplified to about 2 lines of code with a for loop) You can just use getlevelinfo(levelnum) in order to get the stage.
* Morshu only has 1 kill line. This gets really annoying really fast. I know they can be muted and Morshu doesn't exactly have a lot of lines but still.
* Morshu's bombs should be a different color. It gets confusing when people use hyper bomb.
* All of the shields are in rotation. Junk Shield is useless, leaf shield stalls the matches to oblivion, and plant barrier (at least until the revamp) is useless 50% of the time, and stalls matches out even more the other 50%, especially considering you get 5 WTanks.
* Ninja spy gets full invisibility. I thought it was clear from classes, GvH, and Slender Man's hale that making any player class fully invisible is a really really bad idea.
* There was a music glitch with Captain Falcon but it only happened once so.
* Why are there user hales again? I've only seen mudkip twice but it seems like it made no sense.
* Projectiles should go through players.
* As mentioned before, stalling in this mode is atrocious. I really don't know how to fix it but it's really really bad. Players can camp easily (the moment of rage quit for me was finding out a player was standing on a small pillar while I was Captain Falcon, so he could never be reached) and matches take upwards of 5 - 10 minutes to finish.
* Some of the coding is sloppy. I know it's already based on sloppy code but you can at least stick some For loops in there somewhere.
* Dio's rage lags servers extremely badly, the part after the time freeze especially. Also the time stopper screen effect stays sometimes.
* The icons for runes are from Skulltag instead of the 3+ sets of rune icons made for MM8BDM by various people.
* Franken Man's mets have an insane amount of hp. Not like they can do anything but still.
* Speaking of Franken man, his rage has infinite range. This makes no sense and is generally an annoyance as you can easily run the other way.
* The hales seem incredibly unbalanced HP wise especially at larger player amounts. Out of at least 2 hours of play, survivors only won like 3 times.
* Captain Falcon sometimes says "Falcon Kick" when not attacking. Also his rage meter flashes when full, and it looks really ugly.

December 27, 2013, 08:52:55 PM
Reply #43

Offline Ceridran

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Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
« Reply #43 on: December 27, 2013, 08:52:55 PM »
Quote from: "Gummywormz"
* Morshu's bombs should be a different color. It gets confusing when people use hyper bomb.

Blue is the best switch option, in this case.

December 27, 2013, 09:12:14 PM
Reply #44

Offline Goomba98

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Re: Stardust's Workshop
« Reply #44 on: December 27, 2013, 09:12:14 PM »
Y U NO LISTEN TO ME?
Quote from: "Goomba98"
Remilia's is the boss theme for that level [CSCM's Scarlet Devil Mansion, music code SEPTETTE].
Also, the Genesis Unit's theme should always be the Wily Tower boss theme and never change. It doesn't really make sense for a stage theme to be playing during a boss.
For Slendy's kill sound, why not have only the victim hear it?