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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Orange juice :l on December 04, 2011, 03:45:02 AM

Title: Classes: now with science
Post by: Orange juice :l on December 04, 2011, 03:45:02 AM
We had a nice discussion over the balance of classes, and decided we needed a completely different version.
Let's say YD's is smash brothers.
Let's say KY's is Street fighter.
Ours is Mario Party.

The crew:
Ideas and concepts:
Bikdark and Orange Juice
Michael712
Finitezero
OrangeMario

Coders:
Jack Corvus
YD I think
Michael712
Anyone who can code and wants to see the insanity unfurl

Testers:
Rebootraeg who was there that one day

Special thanks:
YD for making classes ever exist even though we never told him this happened

These are a few of our ideas:
(click to show/hide)

learning to code: (Warning: contains hueg shadow blades and excessive amazingness)

http://www.mediafire.com/?wzr02b1fkpsupig

Most recent beta:
http://www.mediafire.com/?q2dar8rsj0l9yj9
Title: Re: Classes: now with science
Post by: xColdxFusionx on December 04, 2011, 03:52:02 AM
Not sure if serious or trolling

It actually looks like one of those mods that sounds incredibly dumb, but may end up being ridiculously fun.

...I have to try this now.
Title: Re: Classes: now with science
Post by: Red on December 04, 2011, 03:53:35 AM
this is only messing up with 1a that oj stole and gave it a name.

i didn't even know about his ideas.
Title: Re: Classes: now with science
Post by: xColdxFusionx on December 04, 2011, 04:06:46 AM
Dear mother of god, the pickups.

That killed the entire mod for me. I'm sorry, but I can't have fun when I can't see what the scrap is going on.

It's just like Mario Party: Sounds fun, but is frustrating as hell in reality.
Title: Re: Classes: now with science
Post by: SaviorSword on December 04, 2011, 04:39:05 AM
My 1st thought was this'll be the simple combination of KY and YD where ya had the choice of pickin' either version of a class from either mod in the same mod. Turns out this isn't to be that case...
This'll die out pretty soon without seasoned codin' professionals. Fun idea to twist balance beyond the regions of time and space.
Title: Re: Classes: now with science
Post by: Orange juice :l on December 04, 2011, 04:45:44 AM
The file we have up now isn't representative of the final product, it's just Red screwing around to get something out there at first.
Title: Re: Classes: now with science
Post by: SaviorSword on December 04, 2011, 04:47:22 AM
What do ya have for the final countdown product in mind?
Title: Re: Classes: now with science
Post by: Orange juice :l on December 04, 2011, 04:59:59 AM
Read the ideas we have in mind; the final product will be just balanced enough to be horribly broken.
Title: I have the horrible feeling I'll live to regret this
Post by: Sora on December 04, 2011, 05:19:01 AM
I volunteer for wacky ideas/glitch testing But isn't this just like one big glitch?
Title: Re: Classes: now with science
Post by: Hiffe150 on December 04, 2011, 05:38:01 AM
Can i test too?
There isn't enough awesome in my life yet.
Title: Re: Classes: now with science
Post by: Orange juice :l on December 04, 2011, 05:47:15 AM
We need more coders before we can test (and by test I mean see if it crashes in the first 10 minutes then throw it to the world), Red's got dozens of classes to do solo  :geek:
Title: j!1!111!1!!!11111
Post by: Bikdark on December 04, 2011, 05:52:05 AM
Oj, y u no make every class ridiculously op so they're all balanced.
Edit: Now that I've eff'd around with weapons a bit, with more practice I'll be able to code for this mod!!111!11!1
Title: Re: Classes: now with science
Post by: Orange juice :l on December 04, 2011, 05:53:26 AM
It'll be more lulzy if they're not all OP. Remember, insanity not balance.
Title: Re: Classes: now with science
Post by: Jc494 on December 04, 2011, 04:12:24 PM
I wouldn't mind helping out as a coder. I am a beginner however I know how to do some of the stuff mentioned in the opening post.
Title: Re: Classes: now with science
Post by: Orange juice :l on December 04, 2011, 04:21:13 PM
If you can make any of the aforementioned classes, that'd be MLG pro

Send any you make to Red for compilation
Title: Re: Classes: now with science
Post by: BiscuitSlash on December 04, 2011, 07:09:31 PM
Feel free to hire me as a coder and/or tester. I can do this stuff now, and I find it hell fun to do so.

Few ideas, take'em or leave'em:
(click to show/hide)
Title: Re: Classes: now with science
Post by: Laggy Blazko on December 04, 2011, 08:15:26 PM
Quote from: "Michael712"
(click to show/hide)
Oh, God, this!
Title: Re: Classes: now with science
Post by: TheDoc on December 04, 2011, 08:35:27 PM
Quote from: "Michael712"
(click to show/hide)

You have my vote for all of this. This would be hilarious to have all bots Geminimen in Flashman's stage.
Title: Re: Classes: now with science
Post by: Copy Robot on December 04, 2011, 08:42:36 PM
Make Wood Man Leaf Rain but instead of Leaves it summons every single weapon in the game.
Title: Re: Classes: now with science
Post by: TheBladeRoden on December 04, 2011, 11:13:53 PM
Natascha Needleman: Each hit has 100% chance to slow the target.
Title: Re: Classes: now with science
Post by: -FiniteZero- on December 04, 2011, 11:17:26 PM
Idea:

Metal Man: Metal Blades boomerang and kill him.
Title: Re: Classes: now with science
Post by: TheDoc on December 05, 2011, 12:55:34 AM
Quote from: "Michael712"
Dustman: KY's version but the altfire has infinite range, is 3 times stronger, and turns enemies into usable E-Tanks.

You ARE aware that KY's Dustman's altfire does absolutely no damage. I didn't catch this at first because I thought you were referring to YD's. (Don't ask how.) How can it be 3x stronger if it doesn't do damage?
Title: Re: Classes: now with science
Post by: Copy Robot on December 05, 2011, 07:37:59 AM
Because every time something hits you at the front while doing the vacuum you heal so it means you get a 3 times stronger healing.
i think.
Title: Re: Classes: now with science
Post by: Turbodude on December 05, 2011, 11:34:16 AM
Here's some ideas for Punk.

Punk:
Primary: Screw Crusher acts like a boomerang (think a knight crush range with screw crusher speed), and hits the user when it returns.
ALT: Punk does his cannon ball instantly and infinitely until he hits a wall. When he hits a wall, he's stuck to it and kills anything that is stupid enough to touch him, can be killed as well unlike real classes.
Title: Re: Classes: now with science
Post by: BiscuitSlash on December 05, 2011, 04:23:54 PM
Quote from: "TheDoc"
Quote from: "Michael712"
Dustman: KY's version but the altfire has infinite range, is 3 times stronger, and turns enemies into usable E-Tanks.

You ARE aware that KY's Dustman's altfire does absolutely no damage. I didn't catch this at first because I thought you were referring to YD's. (Don't ask how.) How can it be 3x stronger if it doesn't do damage?
Oh, right. What I mean is, make it like RM4MI where he sucks in other players but at infinite range and really really quickly, and instant kill them and turn them into an E-tank.

More ideas, take'em or leave'em:
(click to show/hide)
Title: Re: Classes: now with science
Post by: Jc494 on December 05, 2011, 06:58:27 PM
Quote from: "Michael712"
Yamatoman: Make him fire one OHKO spear that he must go a collect before it goes into a pit or someone steals it.

I guess we'll be able to steal King Yamato's spear.

After all, he has our Rush Jet.  :|

Edit: I spent around 35 minutes coding and did Quickman, Crashman, Quickman, Centaurman, Flashman, Drillman, Brightman, Freezeman, Starman classes.

(click to show/hide)
Title: Re: Classes: now with science
Post by: Orange juice :l on December 05, 2011, 07:58:29 PM
Brightman needs to be trollier, so I propose we add this effect in addition to universal damage:
Quote
Lightbulb creates a "smoke cloud" (think Assassin mode) of rainbows for 10 seconds.
Brightman rave party. You know you want to.
Title: Re: Classes: now with science
Post by: OrangeMario on December 06, 2011, 07:51:47 AM
Now this is definitely up my Ally; I want to be part of this too!

Had some ideas for GyroMan & SpringMan.


GyroMan Concept:
(click to show/hide)

SpringMan Concept:
(click to show/hide)

I'm somewhat worried that I went to detailed on the ideas, but I'm just throwing them out there. (Love the MagnetMan/ Turrent idea)
Title: Re: Classes: now with science
Post by: Laggy Blazko on December 06, 2011, 06:51:53 PM
Also springman should randomly say badass one liners.
Title: Re: Classes: now with science
Post by: Ukiyama on December 06, 2011, 08:35:36 PM
FOR SCIENCE!!!!

Here are some ideas I was thinking of when I was bored, think they would be "balanced" for this :lol: (some were also from a discussion with people on a server one day)

(click to show/hide)
Title: Re: Classes: now with science
Post by: Galaxy Sisbro on December 06, 2011, 11:43:55 PM
Stone man's attacks are supposed to kill Cutman instantly.

AAAAND, every electric-themed robot masters are able to kill everyone in a fake floor (AKA water) due to their nature.
Title: Re: Classes: now with science
Post by: OrangeMario on December 07, 2011, 06:38:18 AM
Speaking of StoneMan, I just had a lulzy idea that's not meant to alter his origonal stats.
Instead of StoneMan's regular walking animation, he just stays in his standing position with crossed eyes. When he does move though, his feet make a dragging sound as he leaves behind a trail of where his feet were dragging (cause he's made of stone. ...Stone is suppost to not move. ...get it?).

*sigh* A visual example of how it would work/look like, is in this youtube video, starting at around 0:59 - 1:10.
(click to show/hide)
Title: Re: Classes: now with science
Post by: Proto Man on December 11, 2011, 04:48:21 PM
I odn't like CrashMan cuz when u spawn u get a crashout, how about if he hits you with a CrashBomb directly u get a crashout instead?
Title: Re: Classes: now with science
Post by: Davregis on December 15, 2011, 12:36:48 AM
No class should have invincibility. It would kill this mode very fast.

Enker- Rapid fire full mirror shots
Toad man- whole stage rain flush
Airman- Terminator and Spreadrunes

Ballade- Homing 2HKO Crackers :D
Title: Re: Classes: now with science
Post by: GameAndWatcher on December 16, 2011, 04:23:44 AM
Idea for Geminiman
(click to show/hide)
Title: Re: Classes: now with science
Post by: Bikdark on December 16, 2011, 06:46:08 PM
Cloudman: Mainfire is like MDK, but with fancy lightning bolt graphics. Altfire throws a hammer that smites anything within Flash Stopper range. Item summons lightning bolts all over the map for 60 seconds.
Title: Re: Classes: now with science
Post by: BiscuitSlash on December 16, 2011, 07:13:36 PM
Junkman: Mainfire summons a large cube that magnetizes people into it and it then turns them into junk when they die. (LOTS of junk).

Doc Robot: Fires all MM2 projectiles at once. With every fire, he shoots a Metal Blade, tornados (Airman + Megaman), a bubbleman bullet and bubble, a quick boomerang, a clash bomb, all 3 atomic fireballs, heatman flame, a leaf shield AND he freezes anyone around him.

Snakeman: Pressing the item button turns him into a search snake, which allows him to freely climb walls, attack enemies through collision damage and be a very small target. During this form, he take 5x as much damage. Pressing the item button again turns be back into Snakeman.
Title: Re: Classes: now with science
Post by: Gumballtoid on January 22, 2012, 03:59:34 AM
looks like they're serious about this o,o
well, in that case, how about...

shadowman-give shadowman his regular shadow blade, plus YD's invisibility and KY's sliding kick. and let him climb walls, buff his speed, give him melee attacks... i dunno, just think about it, i suppose
Title: Re: Classes: now with science
Post by: GameAndWatcher on January 23, 2012, 04:18:14 AM
When any version of Dust Crusher or Freeze Cracker hits a wall, floor, or ceiling (except for FreezeMan's weapon, then its just if it hits a wall) instead of the shrapnels being smaller than the original projectile, it's the same size, and acts the same as the larger shot.