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Author Topic: [HOTFIX] - King Yamato's Classes Overhaul  (Read 195910 times)

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November 10, 2011, 08:58:49 PM
Reply #165

Offline Chimera Man

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #165 on: November 10, 2011, 08:58:49 PM »
Believe me, Yamato solved this issue already, you guys will see on the oncoming version.  :geek:

November 12, 2011, 04:22:59 AM
Reply #166

Offline Tesseractal

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #166 on: November 12, 2011, 04:22:59 AM »
Here it is! Version 2 is up in the first post with the changelog. Multiple class changes. This version brings the "NES classes" to full force, adding many graphic changes and multiple class changes.

In addition, all bots now have functional classes! This one's to you guys, campaigners.

(In case you didn't see the first post, you can also grab the classes here.)

November 12, 2011, 09:48:25 AM
Reply #167

Offline Beed28

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #167 on: November 12, 2011, 09:48:25 AM »
I found a bug: Drillman's bot can pickup weapons and use them. This doesn't occur when a normal player is controlling him, though.

GREAT WORK on the bots, by the way! I'm impressed! :D

November 12, 2011, 10:17:44 AM
Reply #168

Offline Shmeckie

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #168 on: November 12, 2011, 10:17:44 AM »
Just want to say this update is fantastic. High marks all around to all you guys! I absolutely love this new Doc Robot; he's so interesting, and allows for so many strategies and options! Punk is still picture-perfect, and I love that you actually did add in Pharaoh Man's charge animation!

I like the new Napalm Man...except that new torpedo move. It seems better for annoying people than any practical applications. Maybe I just need to sit down with him a little more.

Elec Man's new alt seems too strong considering how easy it is to hit with it.

There's tons of little touches and aesthetical bits I could compliment you for, but that would take forever. So I'll generalize and say you guys did a bang-up job!

November 12, 2011, 03:52:27 PM
Reply #169

Offline Chimera Man

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #169 on: November 12, 2011, 03:52:27 PM »
Drill Man's Bot bug will be squished, thanks for telling us.
Quote from: "Shmeckie"
Just want to say this update is fantastic. High marks all around to all you guys! I absolutely love this new Doc Robot; he's so interesting, and allows for so many strategies and options! Punk is still picture-perfect, and I love that you actually did add in Pharaoh Man's charge animation!
All for the fans, Shmeckie.  ;)
Quote from: "Shmeckie"
I like the new Napalm Man...except that new torpedo move. It seems better for annoying people than any practical applications. Maybe I just need to sit down with him a little more.
Stand still for recharging the torpedoes, then start rapid-firing them as you get close to your target; quickly fire the Napalm Bombs while up close to terminate them.  :geek:
Quote from: "Shmeckie"
Elec Man's new alt seems too strong considering how easy it is to hit with it.
Hmm. A bit.
Quote from: "Shmeckie"
There's tons of little touches and aesthetical bits I could compliment you for, but that would take forever. So I'll generalize and say you guys did a bang-up job!
Thank ye, Beed and Shmeckie!  :mrgreen:

November 12, 2011, 05:37:43 PM
Reply #170

Offline -FiniteZero-

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #170 on: November 12, 2011, 05:37:43 PM »
I must say, I really like the new Clash Man class. The alterations to his weapon make the best way of fighting with him very similar to how Clash Man fought in MM2!

November 12, 2011, 06:58:13 PM
Reply #171

Offline Beed28

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #171 on: November 12, 2011, 06:58:13 PM »
I found another issue, although I don't think this one will be fixed anytime soon; Docrobot's weapon "flags" incorrectly inherrets from AMMO rather than INVENTORY. This messes up the "give ammo" console command that I used in a console alias, granting me true infinite ammo, which I often use against bots offline.

However, while this doesn't affect the other classes much, it causes the Docrobot imitating "icons" to show up all at once in the top right. Additionaly, when playing as Docrobot, he gets stuck imitating Metal Man.

Changing the AMMO to INVENTORY on these Docrobot flags fixes the issue, but will this be fixed for the next official release?

P.S. The Docrobot bot "switches" weapons way to much. He should switch weapons after a while instead of instantly, except from Flash Stopper.

November 12, 2011, 07:30:01 PM
Reply #172

Offline Chimera Man

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #172 on: November 12, 2011, 07:30:01 PM »
Doc Robot's class uses those Robot Master tokens as ammo because of the server-client interaction. Doc Robot's Bot uses the previous class (the one with the random bot buster).

November 12, 2011, 07:55:46 PM
Reply #173

Offline Copy Robot

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #173 on: November 12, 2011, 07:55:46 PM »
I appear to be crashing after completing Gutsman's Stage in the Campaign.
No idea what the source is.

-EDITS:

It also crashes on Elec Man's and Bubble Man's Stage.

I now have reason to believe Sniper Joe is causing it.

November 12, 2011, 08:19:37 PM
Reply #174

Offline Beed28

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #174 on: November 12, 2011, 08:19:37 PM »
Quote from: "Mr. Joe"
I appear to be crashing after completing Gutsman's Stage in the Campaign.
No idea what the source is.

-EDITS:

It also crashes on Elec Man's and Bubble Man's Stage.

I now have reason to believe Sniper Joe is causing it.

If Sniper Joe was to be causing crashes, wouldn't it crash on the Dr. Light map, too?

November 12, 2011, 08:20:59 PM
Reply #175

Offline Copy Robot

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #175 on: November 12, 2011, 08:20:59 PM »
Ok yes it does. Change map on a map with Sniper Joe (includes Light's Lab) to get to the Results screen.
Oddly this does not happen on Offline Skirmish.

November 13, 2011, 02:01:58 AM
Reply #176

Offline Shade Guy

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #176 on: November 13, 2011, 02:01:58 AM »
Yes, I'm pretty sure the game will crash if a round ends with any of the 'new' bots (eg. Auto, Roll, Darkman 1-3, etc.)

November 13, 2011, 02:07:33 AM
Reply #177

Offline Davregis

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #177 on: November 13, 2011, 02:07:33 AM »
Quote from: "Shade Guy"
Yes, I'm pretty sure the game will crash if a round ends with any of the 'new' bots (eg. Auto, Roll, Darkman 1-3, etc.)

Wait, Darkman 1-3 are playable!?

November 13, 2011, 02:10:54 AM
Reply #178

Offline SaviorSword

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #178 on: November 13, 2011, 02:10:54 AM »
They aren't, but there are special weapons made just for those bots.
This crash bug is gonna be a really killer to any hopes of KY Class Bot Apoc this version. :(

November 13, 2011, 02:50:17 AM
Reply #179

Offline TheDoc

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Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« Reply #179 on: November 13, 2011, 02:50:17 AM »
Docrobot is EXACTLY like in MM3. Even the Airman symbol and tornados are the ones exclusively from MM3. FanTASTic work. :D