Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: Balrog on January 25, 2013, 01:10:43 AM

Title: Balrog's Fixed Saxton Hale - Reports of my death, yadayada
Post by: Balrog on January 25, 2013, 01:10:43 AM


Download r7 now! - http://static.best-ever.org/wads/balrogsh-code7.pk3 (http://static.best-ever.org/wads/balrogsh-code7.pk3) http://static.best-ever.org/wads/balrogsh-data6.pk3 (http://static.best-ever.org/wads/balrogsh-data6.pk3)

Previous versions:
(click to show/hide)

Changelog:
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: tsukiyomaru0 on January 25, 2013, 01:41:32 AM
Yay, you made it. Well, one thing might not be very useful: the resolver. Due to the fact hales are often OHKO, this means all players will die at once regardless of value. Perhaps have the factor be a multiplier to a random number in the future? Also, let's not forget to look into the attack ranges whenever possible and run some tests to get an average range.

As for other hales, I was having some ideas on what could be changed:
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Hallan Parva on January 25, 2013, 01:47:56 AM
Quote from: "Balrog"
Rocket Punch is getting beaten to a bloody pulp with the nerfbat, for starters.
hey no you're not allowed


DarkAura was going to change Rocket Punch to act more accurately like the Dissidia 012 version. Basically, Gilgamesh will have a delay when he fires it and the attack sends him reeling back with a great force, but now there are TWO fists that shoot in a slight V formation. The explosion radius is also slightly tuned down, though the speed and high damage of the fists remain the same.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Rozark on January 27, 2013, 09:22:13 PM
Oh, and Morshu already has changes made/going to be made to him, I sent Silver the changes in the pm (yes, it DOES include lamp oil AND rope). If you want the exact note, just lemme know.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: DarkAura on January 28, 2013, 01:07:07 AM
Gilg's "Dissidia" Jump is gonna be his itemjump.
Might make Bitter End his rage in Hard Mode.
And yeah, I'll do the wrenching for Rocket Punch.

Scrooge keeps the Mobies, but the reactiontime will be lowered a bit.
Possible speed nerf/buff on the Mobies by audience's decision.
And his death sound is NOT SUPPOSED TO BE AMBIENT, GOD DAMMIT! It's supposed to play from the PlayerPawn when it dies!
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: ChaoticChao on January 28, 2013, 08:08:17 PM
How about adding new hales that are unique or rejected by the other version
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Tfp BreakDown on January 29, 2013, 03:58:22 AM
Is Roll's health regain also getting beaten with the nerf bat?
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: GameAndWatcher on January 29, 2013, 07:41:17 PM
Are you going to add Hogales to Scrooge's Moon Party?
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: DarkAura on January 29, 2013, 11:45:18 PM
If the majority rules, then possibly as a rare occurance when using the rage.

Faster and probably spawns Mettaurs or something that shoot for a bit of damage.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Balrog on January 30, 2013, 12:38:21 AM
Quote from: "DarkAura"
Gilg's "Dissidia" Jump is gonna be his itemjump.
Might make Bitter End his rage in Hard Mode.
And yeah, I'll do the wrenching for Rocket Punch.

Scrooge keeps the Mobies, but the reactiontime will be lowered a bit.
Possible speed nerf/buff on the Mobies by audience's decision.
And his death sound is NOT SUPPOSED TO BE AMBIENT, GOD DAMMIT! It's supposed to play from the PlayerPawn when it dies!
Got it. I was already planning on reducing the reactiontime on the Mobies, but a speed nerf probably wouldn't be that bad of an idea.

Quote from: "Tfp BreakDown"
Is Roll's health regain also getting beaten with the nerf bat?
Well, yes and no. The actual rate of regain is the same, but you won't regain rage while it's active, so no more standing still mashing altfire while everyone wails on you and coming out of it with ~500-1000 more health.

Quote from: "Game&Watcher"
Are you going to add Hogales to Scrooge's Moon Party?
I would, if I knew what the hell a Hogale is.

In other news, I completely and utterly borked this somehow. Consider this mod radioactive until I can reimplement it with Tsuki's V3C Revisited as a base. On the bright side, Captain Falcon is going to be getting Falcon Punch as a charge attack, with Falcon Kick (basically a Death Ram with less margin for error) as his new rage.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Accel on January 30, 2013, 12:43:45 AM
Quote from: "Balrog"
I would, if I knew what the hell a Hogale is.
He's the flying whale airship found in Tenguman's stage.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: GameAndWatcher on January 30, 2013, 12:55:29 AM
Quote from: "Balrog"
Quote from: "DarkAura"
On the bright side, Captain Falcon is going to be getting Falcon Punch as a charge attack, with Falcon Kick (basically a Death Ram with less margin for error) as his new rage.
(http://i0.kym-cdn.com/entries/icons/original/000/007/423/untitle.JPG)
Make it vice versa! As in Make Falcon Kick the main attack, and keep Punch as the Rage!
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Balrog on February 06, 2013, 12:54:11 AM
Hey, version two is (hopefully) ready now; check the first post for it.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: tsukiyomaru0 on February 06, 2013, 02:35:24 AM
Sadly, still crashes. I think I narrowed down the cause, it could be because of the sound samples. In next version, put the sound samples in a sepparate file that should be put in the SKINS folder by the player wanting the samples.

EDIT: Forget it, it's useless. Tried it out but still CRASHED IN THE FIRST ROUND (And, yes, removing sprites and Sounds, as well as changing them, doesn't make the PK3 invalid for online game). This is hopeless now.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: GameAndWatcher on February 06, 2013, 02:40:13 AM
Hogales don't appear often enough, nuff said.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Isaac940 on February 06, 2013, 03:26:03 AM
Couple quick things:

-when I was PORoll, I was gaining rage and eventually was able to use the rage, but the HUD gauge wasn't filling and the rage warning didn't show up.

-CF's obituary still says that he punched someone, even though its a kick now. Also, the animation seems to go by at an extremely fast rate.

-I think one of the See-Duo (I can never remember which one is which) might not be getting his colors right (I think it was the ramming one), though that may be because the only time I saw one was when it was a bot. Also, the server crashed when I killed the one that didn't have his colors right when it was said bot. If it helps I used flame sword on it on Magnetman's stage.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Colonel ServBot on February 06, 2013, 05:39:12 PM
I have a question.
Do the boss colours Change depending on the map. Some maps Saxton would be red and green.
Title: Re: Balrog's Fixed Saxton Hale - totally a thing now
Post by: Balrog on February 06, 2013, 10:36:09 PM
Quote from: "Isaac940"
Couple quick things:

-when I was PORoll, I was gaining rage and eventually was able to use the rage, but the HUD gauge wasn't filling and the rage warning didn't show up.


Hotfix uploaded to BEST-EVER. (The other stuff is either a WONTFIX at this point or too trivial to bother with right now.)

Quote from: "Game&Watcher"
Hogales don't appear often enough, nuff said.
That's because they are stupidly, stupidly fast. Summon some in an enclosed space sometime, I dare ya. (I'll make them appear more often once I tone their speed down and make them do something else interesting.)
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Hallan Parva on February 07, 2013, 12:34:49 AM
Quote from: "Balrog"
something interesting
Hogales can spit out Mets that seek out players not named Scrooge McDuck and move slightly faster than regular Mobies. The catch is that they can be shot, and dealing damage to a Hogale reduces its remaining time.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Jatea on February 07, 2013, 01:58:53 AM
Since this is now officially a thing

Will you be taking suggestions?

I still have my giant compilation of Every Suggestion Ever (And I even updated it for today)

http://pastebin.com/762UjLEB
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: ChaoticChao on February 08, 2013, 01:27:25 PM
I still have ideas to give too
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: FTX6004 on February 08, 2013, 03:38:54 PM
When ninja spy lost two or one lives is said gentle spy lost his live you must rename it to ninja spy.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Rozark on February 08, 2013, 06:25:46 PM
Um, he's supposed to be named Gentle Spy.

It's from TF2.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: HD_ on February 08, 2013, 06:40:49 PM
Actually, it is Ninja Spy's skillset; for some godforsaken reason Silver switched the name and aesthetics to Gentle Spy.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Rozark on February 08, 2013, 07:35:29 PM
Oh ok. I thought he was referencing the gentleman part in him.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Balrog on February 08, 2013, 08:28:36 PM
Whoops, you're right. On my to-do list.

In other news, I'm planning on adding DarkAura's Quote (possibly with Curly Brace) as a hale to replace NeoDS. Thoughts, suggestions, help from DarkAura? (I'm hoping to get a new version out by next Sunday for a local event.)
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: FTX6004 on February 08, 2013, 08:37:23 PM
I hope i will get Gilgamesh skin finish to next sunday so i can put it here.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: SmashTheEchidna on February 08, 2013, 11:53:25 PM
Well, considering that Silver's kinda dead and you seem to have taken over, would you consider adding any one of my hale suggestions?

Akuma
(click to show/hide)

???
(click to show/hide)


Barbatos Goetia
(click to show/hide)


Smash The Echidna
(click to show/hide)

T.A.C.
(click to show/hide)

Rawk Hawk
(click to show/hide)

The Ultimate Chimera
(click to show/hide)


Smash Daisaku

(click to show/hide)


I have quite a handful here, as you can see. I'd really like to see some of these get in. I've even started making HUDS for a couple of them. (Akuma and Rawk Hawk.)
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: DarkAura on February 08, 2013, 11:54:59 PM
Then I'll have to tone down the version of Quote I already made. What's the plan on Roll-Curly, though? I'd say she should use the Machine Gun (with paper cut-like damage and a not so fast firing rate) and using the Nemesis (OHKO projectiles for about ten seconds) for her rage. For re-tooling Mega-Quote for teaming up with Roll-Curly, he would probably use the Spur and maybe fire a barrage of Super Missiles as his rage.

What I urgently need to know is how the Spur would work.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Balrog on February 09, 2013, 12:09:13 AM
Spur would probably be like Laser Buster; uncharged for a meh-damage shot, charge level 1 for a moderate-damage small laser, charge level 2 for recolored quickbeams. (Unless my charged weapons keep crashing, of course; then the shots would be ~34 damage.) Quote's rage would be Super Missile spam for a limited period (or limited ammo.) Curly would use the Machine Gun (fast, but low-damage and with a recharging ammo supply) with the rage summoning Clones like the ones from Wind Fortress.

EDIT: Also, DA, please PM me your current work done on Quote and Curly.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Isaac940 on February 09, 2013, 06:03:11 AM
Quick note: Survivors still have two methods to harm other survivors. The "chain" part of Thunder Claw does a smallish amount of damage, and Oil Slider puddles that are lit on fire also do damage to survivors. Neither is as deadly as Wild Coil was but they are still annoying.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: ChaoticChao on February 13, 2013, 12:22:31 AM
Is there any way for the spy to always see his life count? It would really help the hale out
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Balrog on February 13, 2013, 12:43:30 AM
Well, yes, but I don't think it would really matter, considering you have only one extra life now. If you can't remember losing a life 5 minutes ago, you probably have bigger problems than dying unexpectedly.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: ChaoticChao on February 13, 2013, 01:50:48 AM
I guess I didn't check the life count. Anyways, I have plenty of ideas for new hales.
(click to show/hide)
(click to show/hide)
I am bringing my ideas over from Stinko's forum because he hasn't been on. Maybe they will be made this way, maybe not. Only time can tell.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: GameAndWatcher on February 13, 2013, 02:26:44 AM
Quote from: "ChaoticChao"
(click to show/hide)
I am bringing my ideas over from Stinko's forum because he hasn't been on. Maybe they will be made this way, maybe not. Only time can tell.
To be honest, I think if Meta Knight was Dark Meta Knight from Amazing Mirror, it would be slightly cooler, as Dark Meta Knight was slightly underrated.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: ChaoticChao on February 13, 2013, 03:33:46 PM
Quote from: "Game&Watcher"
Quote from: "ChaoticChao"
(click to show/hide)
I am bringing my ideas over from Stinko's forum because he hasn't been on. Maybe they will be made this way, maybe not. Only time can tell.
To be honest, I think if Meta Knight was Dark Meta Knight from Amazing Mirror, it would be slightly cooler, as Dark Meta Knight was slightly underrated.
I guess so, but I never really played amazing mirror. Plus, Galacta Knight and Meta Knight actually fought, so them tag teaming would really spike interest.
Title: Over 2000 words. Whew!
Post by: Shade Guy on February 14, 2013, 07:42:45 AM
Let me say before I begin that I do not blame Balrog for the problems I have with this mod (except for one minor thing he added which irks me), but I figured since he appears to be the one managing the mod now, I might as well address the matter in his topic.

First thing: I would suggest that the name of this mod be changed. Even most versions of this mode's TF2 variant are called 'Freak Fortress' now, instead of simply 'VS. Saxton Hale'. Saxton Hale isn't really the main boss anymore, and the name of the mod should reflect on that.

Secondly: This mod is dripping with unoriginality (once again, not Balrog's fault). The fact that it's a mod derived from a mod of another game doesn't help, either. To be fair though, the original TF2 mod was pretty bland as well. The biggest problem is that with about one or two exceptions, every boss is the same; instakill melee, super jump item, and a 'rage' to turn the tide of the game. MM8BDM is a game based on variety, and it confuses me how the only variety present between most bosses is their rage, which only comes into play once or twice in a given round. So, while I'm willing to accept the 'boss character(s) versus everyone' concept that this mod revolves around, the bosses themselves really need to be more creative and diverse. That is, they should at least attempt to break away from the generic boss moveset, as described previously. Prepare yourself, for I will now go over each boss, looking at how interesting they are. What makes each boss stand out, if at all? Is this character worthy of being a boss?
(Note that bosses I dislike the most are at the top of the list, so that this post will progressively become more positive.)

Robo Christian Brutal Sniper: The mangled remains of what was once a TF2 meme. Adding onto this character's list of adjectives by turning him into a robot is unnecessary and only degrades his character further (or at least in my eyes). He doesn't really have any traits that make him stand out (except for his theme; Millionaire's Holiday is a pretty good song). Since this boss also seems to reference YD's Dark Man 3 class, I would suggest shifting further towards that aspect of this character; more emphasis on projectiles, actual sniping, you know (that is, projectiles outside of his rage). Otherwise, I would simply cut this boss.

Saxton Hale: The original boss from the TF2 mod, and the father of all TF2 meme characters (probably)...Which is the only real thing this boss has going for it. Instakill melee, super jump, and a rage that makes him invincible. Yep, doesn't get any more basic than this; nothing in particular makes him stand out. Honestly, I wouldn't mind if he was cut. The sheer simplicity of this boss outweighs the fact that he represents the mod's roots.

Ninja Spy: This boss appears to be a composite character, based on Shadow Man, YD's Shadow Man class, and TF2's Spy. Honestly, this boss made more sense as Gentle Spy, since that was an actual character from the TF2 world, like Christian Brutal Sniper. His current theme belongs to the Gentle Spy character, as well. What makes this boss stand out is his 'multiple lives' gimmick, but this gimmick is deceiving. Having multiple lives (with less health for each one) does not change his overall health in the long run. So, there's quite a bit of wasted potential with this guy's lives system. Using something based on TF2's Dead Ringer instead could be interesting...Although now I'm being hypocritical for suggesting that TF2 elements be incorporated.

Ghost of Starman v2: Another terribly bland boss, with ear-raping screeches for sound clips. The character is pretty obscure, and judging from the boss weapon's pick up message, it appears to be a mere inside joke of some description between Silversin and Lobsters. However, I prefer this character over the TF2 meme characters.

Ra Thor Reborn: A Mega Man character? That's cool...Except his attacks are completely irrelevant to his character. Seriously, if you're going to base a boss on a particular character, try and stick to the canon established (the same goes for other mods, mind you). I would suggest replacing his attacks with, well, moves that are actually relevant to his character. Otherwise I would suggest cutting him, because I just can't stand to see the sheer misrepresentation of his character. The idea of a boss having minions is worth reusing, though.

Pissed-Off Roll: Well, Roll is known for using a melee attack, I'll give you that. However, she just doesn't seem worthy of being a boss character. Not very unique, either.

Seeman and Seeldier: Another boss ported from the TF2 version of the mod, and quite possibly my least favourite character(s) in this mod. However, they get bonus points for the 'dual boss' gimmick, but there is wasted potential (as always). That is, there is no level of cooperation encouraged or required between the two bosses. I have seen a suggestion for a 'Incredible Wood Man and Kung-Fu Cut Man' dual boss posted, which I would prefer over Seeman and Seeldier, since a Wood Man and Cut Man boss fight would actually be relevant to MM8BDM. Not sure if they would encourage cooperation any better, though.

Morshu: Another meme-based boss...Except from the world of CD-I and Youtube Poop, and not TF2. This is what you get if you took YD's Bomb Man and made him into a boss. I heard that someone was in the process of giving him moves that use lamp oil/rope, but I fear that they won't be used to their greatest creative potential. Bonus points for a lack of an instakill melee.

Gilgamesh: This boss is pretty bland as well, but he gets bonus points for the character itself. His slower-than-average speed doesn't make for the most intense of fights, though. (Note that I generally prefer characters that are from video games to characters from memes spawned from video games.)

Cave Johnson: What's this? Something that isn't an instakill melee attack for a primary? Incredible. Having a secondary character from Portal 2 as a boss doesn't sit right with me, though. Also, it's spelt 'combustible'...Not 'combustable'.

Captain Falcon: Very mobile; with speed like that, he seems possibly too strong with his equivalent of an instakill Charge Kick. The focus of this post isn't really about balancing, though. Perhaps more of his moves from Super Smash Bros. could be used to potentially make this boss more unique?

Slenderman: Another meme-based boss. However, the emphasis on survival makes this boss unique, so I guess I can dig it, to an extent.

Scrooge McDuck: The first meme-based boss to actually be relevant to MM8BDM. I'll be honest, this is one of the few boss concepts I enjoyed. Including Hogales in his 'Moon Party' rage ability is a silly idea however, simply because Hogales didn't exist back when Moon Parties existed.

So, you may be thinking to yourself: The words creative and diverse have been thrown around a lot here. Does Shade even know what could make a boss creative and diverse? Well, I'll let you see for yourself if I can think up a creative boss. That's right; I'm making a boss suggestion.
(click to show/hide)
And another thing! The mod's file size is currently half the size of MM8BDM v3a. Let's fix that.
I would suggest a limit to how many sound clips a boss can use. Saxton Hale has a whopping 22 sound clips; 5 for his intro, 3 for his death, 4 for super jumping, 4 for his rage, and 6 for when he kills someone. Robo Christian Brutal Sniper, Ninja Spy and Pissed Off Roll are also offenders.
The music should also be looked over. The songs EARRAPE and YOUTIED are unused, and should be removed. TSUTMUS is 5.38 MB, which is ridiculous for a single music file.

And another another thing: The SAXMAPs. As a mapper, these maps offend me...Mainly the first two, but Icy Forts was never that great of a map, even for CTF. Now, I understand the point of having additional maps; each one is supposed to be based on a boss...Except they're not. SAXMAP2 and 3 have no ties to any of the bosses, defeating the purpose of including them. So, I would suggest removing these two.
SAXMAP1, while actually relevant, isn't a very good map either...So I would suggest removing that map as well. It is possible it could be reworked and improved, but with the map's creator (assuming Silversin made it) missing in action, it's highly unlikely.
Title: Re: Over 2000 words. Whew!
Post by: SmashTheEchidna on February 14, 2013, 08:39:55 AM
Seeing this wall of text, I have a few comments to add in regards to it.

Quote from: "Shade Guy"
Prepare yourself, for I will now go over each boss, looking at how interesting they are. What makes each boss stand out, if at all? Is this character worthy of being a boss?
(Note that bosses I dislike the most are at the top of the list, so that this post will progressively become more positive.)

Robo Christian Brutal Sniper: The mangled remains of what was once a TF2 meme. Adding onto this character's list of adjectives by turning him into a robot is unnecessary and only degrades his character further (or at least in my eyes). He doesn't really have any traits that make him stand out (except for his theme; Millionaire's Holiday is a pretty good song). Since this boss also seems to reference YD's Dark Man 3 class, I would suggest shifting further towards that aspect of this character; more emphasis on projectiles, actual sniping, you know (that is, projectiles outside of his rage). Otherwise, I would simply cut this boss.

I never actually knew the sniper was related to TF2 in some way. Personally I was also somewhat irked by the fact that he's a sniper but doesn't really snipe much unless he's raging.

Saxton Hale: The original boss from the TF2 mod, and the father of all TF2 meme characters (probably)...Which is the only real thing this boss has going for it. Instakill melee, super jump, and a rage that makes him invincible. Yep, doesn't get any more basic than this; nothing in particular makes him stand out. Honestly, I wouldn't mind if he was cut. The sheer simplicity of this boss outweighs the fact that he represents the mod's roots.
It's my belief that the fact that he represents the mob's roots is the only reason that he's still in. I would try to think of some way to make him more interesting, but I honestly don't know much about TF2 in general so meh.


Ninja Spy: This boss appears to be a composite character, based on Shadow Man, YD's Shadow Man class, and TF2's Spy. Honestly, this boss made more sense as Gentle Spy, since that was an actual character from the TF2 world, like Christian Brutal Sniper. His current theme belongs to the Gentle Spy character, as well. What makes this boss stand out is his 'multiple lives' gimmick, but this gimmick is deceiving. Having multiple lives (with less health for each one) does not change his overall health in the long run. So, there's quite a bit of wasted potential with this guy's lives system. Using something based on TF2's Dead Ringer instead could be interesting...Although now I'm being hypocritical for suggesting that TF2 elements be incorporated.
Gentle Spy, Ninja Spy, The whole spydentity crisis makes my head spin. @_@ But yeah, I did notice the health and lives thing last time I played as him. The only thing is he gets temporary invincibility upon losing a life, so that actually benefits him a little.

Ghost of Starman v2: Another terribly bland boss, with ear-raping screeches for sound clips. The character is pretty obscure, and judging from the boss weapon's pick up message, it appears to be a mere inside joke of some description between Silversin and Lobsters. However, I prefer this character over the TF2 meme characters.
As much as I like the idea of the Ghost of Starman being in this, I have to wonder: Why does he have a claw attack? If you've ever actually seen a Starman, you'd know that they don't even have hands. Then again, I don't think he ever had an actual melee attack before. He actually starts a battle using PSI Starstorm Alpha, and then just grins at you for a while before finishing you off with Omega.
So maybe, I'm thinking that his claw attack could be replaced with a non-physical attack. Maybe like a greatly toned down Astro Crush to represent Starstorm Alpha. That would probably make it more accurate.

Ra Thor Reborn: A Mega Man character? That's cool...Except his attacks are completely irrelevant to his character. Seriously, if you're going to base a boss on a particular character, try and stick to the canon established (the same goes for other mods, mind you). I would suggest replacing his attacks with, well, moves that are actually relevant to his character. Otherwise I would suggest cutting him, because I just can't stand to see the sheer misrepresentation of his character. The idea of a boss having minions is worth reusing, though.
Ra Thor's current moveset is kinda unique and I do like it very much. However, like you said, it's just not him. So, if Ra Thor gets moves based on his actual self, then I suggest we take this moveset and make a new hale for it. I'd hate to see it go to waste.

Pissed-Off Roll: Well, Roll is known for using a melee attack, I'll give you that. However, she just doesn't seem worthy of being a boss character. Not very unique, either.
I was actually rather surprised to see that Roll managed to get in. There were better suggestions at the time. I'd honestly like her better if her broom could deflect projectiles, but all-in-all, she's not really boss material. :|

Seeman and Seeldier: Another boss ported from the TF2 version of the mod, and quite possibly my least favourite character(s) in this mod. However, they get bonus points for the 'dual boss' gimmick, but there is wasted potential (as always). That is, there is no level of cooperation encouraged or required between the two bosses. I have seen a suggestion for a 'Incredible Wood Man and Kung-Fu Cut Man' dual boss posted, which I would prefer over Seeman and Seeldier, since a Wood Man and Cut Man boss fight would actually be relevant to MM8BDM. Not sure if they would encourage cooperation any better, though.
Being the only dual boss gets them points yeah, but it's basically just Saxton Hale split in two and got two different rage's. Woodman and Cutman would be a nice replacement, but I'm sure there are better Robot Master combinations out there.

Morshu: Another meme-based boss...Except from the world of CD-I and Youtube Poop, and not TF2. This is what you get if you took YD's Bomb Man and made him into a boss. I heard that someone was in the process of giving him moves that use lamp oil/rope, but I fear that they won't be used to their greatest creative potential. Bonus points for a lack of an instakill melee.
I cannot express my undying hatred for this boss. Why is this guy even here in the first place? He's a freaking shopkeeper. That and YD's Bomb Man is already bothersome enough to deal with normally. Having his bombs do mortal damage is just cheap. He can basically one-shot you from halfway across the stage if he wanted to. And his "balancing" makes it even worse for the people playing as him, as his cooldown is like 15 seconds long. If there are a lot of players, and he happens to miss somehow, he'll end up being so helpless and losing half of his HP to the mob in those 15 seconds.

Gilgamesh: This boss is pretty bland as well, but he gets bonus points for the character itself. His slower-than-average speed doesn't make for the most intense of fights, though. (Note that I generally prefer characters that are from video games to characters from memes spawned from video games.)
I don't really know too much about FF5 in general, due to not having played it, but I feel that Gilgamesh should have a more unique fighting style than the generic Punch/Slash and Kill that everyone seems to have. Other than that, I think he's fine.

Cave Johnson: What's this? Something that isn't an instakill melee attack for a primary? Incredible. Having a secondary character from Portal 2 as a boss doesn't sit right with me, though. Also, it's spelt 'combustible'...Not 'combustable'.
I believe Cave is perfect as is.

Captain Falcon: Very mobile; with speed like that, he seems possibly too strong with his equivalent of an instakill Charge Kick. The focus of this post isn't really about balancing, though. Perhaps more of his moves from Super Smash Bros. could be used to potentially make this boss more unique?
You know, I suggested an entire moveset for him, but I think it got lost somewhere in the depths of the original thread. Also having an instakill Charge Kick can be pretty OP if you ask me. Especially since he can refire pretty quickly.

Slenderman: Another meme-based boss. However, the emphasis on survival makes this boss unique, so I guess I can dig it, to an extent.
To an extent, maybe. I'm not entirely fond of Slender in general. I think he should appear much rarer, for one thing. And though his moveset was reverted for the better, (as certain stages made it unwinnable for him) I think he should have kept certain aspects from the newer one. Such as being able to clip to the top of walls and the scream ability.

Scrooge McDuck: The first meme-based boss to actually be relevant to MM8BDM. I'll be honest, this is one of the few boss concepts I enjoyed. Including Hogales in his 'Moon Party' rage ability is a silly idea however, simply because Hogales didn't exist back when Moon Parties existed.
Scrooge is okay, but the Moon Party just feels ridiculous. It's the type of rage that Ashley would have, not Scrooge. I know it's like a sort of inside(or not) joke with the Moon Parties and such, but I just wouldn't do that for a boss that has relatively no other relations to whales. :|

So, you may be thinking to yourself: The words creative and diverse have been thrown around a lot here. Does Shade even know what could make a boss creative and diverse? Well, I'll let you see for yourself if I can think up a creative boss. That's right; I'm making a boss suggestion.
(click to show/hide)
Now THAT, my friend, is a keeper. I love the coin gimmick, as well.

And another thing! The mod's file size is currently half the size of MM8BDM v3a. Let's fix that.
I would suggest a limit to how many sound clips a boss can use. Saxton Hale has a whopping 22 sound clips; 5 for his intro, 3 for his death, 4 for super jumping, 4 for his rage, and 6 for when he kills someone. Robo Christian Brutal Sniper, Ninja Spy and Pissed Off Roll are also offenders.
The music should also be looked over. The songs EARRAPE and YOUTIED are unused, and should be removed. TSUTMUS is 5.38 MB, which is ridiculous for a single music file.
Well this problem could easily be solved by converting the sounds and musics to OGGS. Compressed OGGS, at that. I highly doubt Roll's theme was compressed, despite being an OGG. This could cut down on the size tremendously.

And another another thing: The SAXMAPs. As a mapper, these maps offend me...Mainly the first two, but Icy Forts was never that great of a map, even for CTF. Now, I understand the point of having additional maps; each one is supposed to be based on a boss...Except they're not. SAXMAP2 and 3 have no ties to any of the bosses, defeating the purpose of including them. So, I would suggest removing these two.
SAXMAP1, while actually relevant, isn't a very good map either...So I would suggest removing that map as well. It is possible it could be reworked and improved, but with the map's creator (assuming Silversin made it) missing in action, it's highly unlikely.
The SAXMAPS were very bleh to me. I would love to see some more professional mappers contributing to this mod; that would make this mod a lot more enjoyable. However, none of them really seem to care enough to even bother. That or they're just busy with other stuff.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Hallan Parva on February 14, 2013, 09:56:55 AM
Mann Co. Headquarters is an actual VSH map from TF2 itself... though it works a lot better in TF2 than it does here. Scout's double jump skill, Engineer's teleporters, the ability to Rocket Jump and Sticky Jump, and the Hales' powerful Super Jumps keep things moving fairly quickly even in a map of such size. However, 8BDM not only lacks all of these "move halfway across the map in three seconds" features, it's also a projectile-based game versus a hitscan-based game. A once good map is now hindered by just how damn hard it is to even hit anything, and it ends up becoming a chore to play -- both for the normal players and for the Hale. I'd suggest re-tooling it or giving it the axe.

Granary is another map from TF2, this time from the core game's King of The Hill mode. To be honest it's a pretty darn faithful recreation, and unlike the horror of Mann Co. Headquarters I actually feel like this map plays rather well in 8BDM. Sure, it's simple and might be "boring", but then again so are a good portion of the maps found in the core game of 8BDM. What matters is how well it plays, and as far as I'm concerned it plays like a charm.

Icy Forts was always a stupid map but I'm rather indifferent as to whether it gets cut or not.



Also, Shade Guy... if you want bosses that don't just punch you to death, then... well, I'd suggest holding on to that thought. :ugeek:
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: ChaoticChao on February 14, 2013, 05:05:30 PM
I still think that a second pair hale from a game not in the Hale mode would attract more ideas and people. The maps, I don't really care about. The constant 1 hit kill, all you need is a hale that is completely different, like a fast hale that can only win by surviving (opposite of slendy). The idea of a hale can be bent and twisted into many forms, so can hale ideas. Maybe a hale that hides among the common character, or a hale that can't move, but can't be reached unless the survivors pass a bunch of traps.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: fortegigasgospel on February 14, 2013, 05:32:38 PM
I'd like to just say we should do a Megaman Bosses version, simply focusing on the super big bosses of the series.
Ra Thor, Sunstar, Apollo, R-Shadow, Wily Capsule (not 7's, too cliche), Doc Robot, Dark Man, maybe even some non-player controlled ones such as Gamma (a rescaled Gamma or a multiplayer version of the boss), Evil Robot, Yellow Devil, New Yellow Devil (SAR), CRORQ, Met Daddy, Cockroach Twins (cause yes).
All bundled with special maps just for them.

Obviously it wouldn't use the typical every boss has a instakill melee of this mod either, bosses would have full attack sets and practically be boss strength classes.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: SmashTheEchidna on February 14, 2013, 06:11:51 PM
^ I support this. Definitely. But what about Ra Devil?
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: fortegigasgospel on February 14, 2013, 06:21:39 PM
Quote from: "Gizmo The Cat"
^ I support this. Definitely. But what about Ra Devil?
There IS no such character as Ra Devil, it's just a fan name given to the New Yellow Devil.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: tsukiyomaru0 on February 14, 2013, 06:44:25 PM
Quote from: "fortegigasgospel"
Quote from: "Gizmo The Cat"
^ I support this. Definitely. But what about Ra Devil?
There IS no such character as Ra Devil, it's just a fan name given to the New Yellow Devil.
There IS a Ra Devil. Except it is another Ra Devil (http://finalfantasy.wikia.com/wiki/Ra_Devil)
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: SmashTheEchidna on February 14, 2013, 06:48:45 PM
Quote from: "fortegigasgospel"
Quote from: "Gizmo The Cat"
^ I support this. Definitely. But what about Ra Devil?
There IS no such character as Ra Devil, it's just a fan name given to the New Yellow Devil.

Oh right. I probably would have remembered that if I could tell what the abbreviations you put next to it meant sooner.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Russel on February 14, 2013, 06:52:20 PM
Welp...I guess I should mention this at some point.

I'm working on an entirely different mod that does what Gospel mentioned, it has the same concept of 1 vs the world, but there is no restrictions to melee-instakill attacks.
This will allow for great variation in the bosses themselves as well as potential for more balance.
Anyhow...this was forked off of my old version of "saxton hale" that I began development on before it even crossed silversin's mind.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Balrog on February 14, 2013, 11:33:46 PM
Anyway, yes, I think that the instakill melee monoculture is a bit disconcerting. Witness my Dark Matter Knight idea, even if it will be supported by ZDoom some time after the heat death of the universe. Also witness Quote and Curly Brace.

EDIT: Also, Saxton Hale has always been meme-based.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: DarkAura on February 15, 2013, 07:25:24 AM
'Bout freaking time I finished this, ugh.

(http://img171.imageshack.us/img171/3939/quotb5.png)

Any tips on how I can touch the skins up a tiny bit before I anything with them?
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Zard1084 on February 15, 2013, 07:34:24 AM
Quote from: "DarkAura"
'Bout freaking time I finished this, ugh.

(http://img171.imageshack.us/img171/3939/quotb5.png)

Any tips on how I can touch the skins up a tiny bit before I anything with them?
Those look Frigging AWESOME!! *cough* sorry about that...
They look fine to me.
Title: Re: Over 2000 words. Whew!
Post by: SmashTheEchidna on February 15, 2013, 08:13:13 AM
Quote from: "Gizmo The Cat"
You know, I suggested an entire moveset for him, but I think it got lost somewhere in the depths of the original thread. Also having an instakill Charge Kick can be pretty OP if you ask me. Especially since he can refire pretty quickly.

Well never mind that, I'm gonna write it out in an actual hale suggestion format.

Captain Falcon
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Hallan Parva on February 15, 2013, 06:17:41 PM
Quote from: "DarkAura"
'Bout freaking time I finished this, ugh.

(http://img171.imageshack.us/img171/3939/quotb5.png)
thanks for posting that

otherwise I would have forgotten I did a Curly Brace skin myself

(http://img145.imageshack.us/img145/1228/curlysuperstarultra.png)



what do you guys think

I mean if you like DA's more I won't butt in anymore, but





EDIT: to be completely honest I think Quote is the raddest ever and I love his Super Missile Launcher sprites

even though I'm not too fond of Curly she does go well with Quote's art style
so unless / until I go make a Quote I think you should just ignore me for the moment and use DA's skins
Title: No DA you don't have to redo it from scratch
Post by: Balrog on February 15, 2013, 09:37:27 PM
I honestly prefer SmashBro's technique of modding Nicalis sprites to be lol8bit, but these are at least better than the Mega Man style ones. However, the eyes are still derptastic, and the Clone is both very obviously missing the antennae and looks like it's made of marshmallow due to a lack of body shading. They'll do, but I'm open to modifications and replacements after the initial release.

Also, lol 50 replies.
Title: Good thing. That damn thing too six on/off months :l
Post by: DarkAura on February 16, 2013, 12:00:38 AM
Quote from: "Balrog"
I honestly prefer SmashBro's technique of modding Nicalis sprites to be lol8bit, but these are at least better than the Mega Man style ones.
CHAOS_FANTAZY's original request was to use a MegaMan-styled Quote for the Hale. Since he's pretty much given up on Quote because of the time I wasted procrastinating, I've pretty much adopted the request as my own. If a skin of Quote/Curly/Clones gets made based off of Nicalis' sprites, they can be replaced. I've no problem with that. I'll just release my version as skins.
However, the eyes are still derptastic,
I think I should've made the eyes darker is the reason why they look derpish. If not, I'd need to know how to underp them.
and the Clone is both very obviously missing the antennae
The Clones don't have the antennas. (http://images.wikia.com/cavestory/images/0/0d/Wind_fortress.png)
and looks like it's made of marshmallow due to a lack of body shading.
I think I didn't use a dark enough shading for the body.
They'll do, but I'm open to modifications and replacements after the initial release.
Also, now that this is finally done, after patching up a few more things for this after the next release, I can finally start doing work on Spike.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: CHAOS_FANTAZY on February 16, 2013, 12:20:32 AM
For the textbooks, I only suggested the use of that skin because it was better (If only slightly) than going with a stock.
And the reason I backed off from Quote is because there was so much fighting about how his moveset would be.  So.  Much.  Fighting.  I took one look at it and thought "I don't want to be a part of this," then proceeded to skedaddle off.

So I think the skins are good for the most part; there's only one thing that really bothers me.  Why does Curly have her arms positioned like Roll does?  In the canon incarnations, Roll is either a joke or a complete wimp, explaining her dainty stance.  Curly is a strong humanoid robot built for combat; why would she use the same dainty pose?

I would re-dump the boss ideas I found most interesting but I'd just be obnoxious
Title: Re: Good thing. That damn thing too six on/off months :l
Post by: Balrog on February 16, 2013, 12:31:40 AM
Quote from: "DarkAura"
I think I should've made the eyes darker is the reason why they look derpish. If not, I'd need to know how to underp them.
I think the problem is that you tried to give them irises large eyes that are a solid color; that rarely works at this scale. For the Clone, make the eyes a solid shade of red, because red eyes are EVILLLLLL.
Quote from: "DarkAura"
The Clones don't have the antennas. (http://images.wikia.com/cavestory/images/0/0d/Wind_fortress.png)
I know that. However, it's very obvious where the antennas were edited out on the back/right and back poses. Make the curve there more gradual.
Quote from: "DarkAura"
I think I didn't use a dark enough shading for the body.
Yup, you didn't. You should probably also put shading lines down the middle of the clone's back. Both Curly and Clone would do well to have some semblance of a bust as well.

In other news, all the robots may benefit from having their skin tone be a shade of gray instead of white, since color theory and the darkish levels in Cave Story mean that it looks more "accurate", even though both Quote and Curly were near-white. Look at some CS fanart (the ones that don't make them Caucasian, anyway) to see what I mean.

Quote from: "CHAOS_FANTAZY"
Why does Curly have her arms positioned like Roll does?  In the canon incarnations, Roll is either a joke or a complete wimp, explaining her dainty stance.  Curly is a strong humanoid robot built for combat; why would she use the same dainty pose?
In case you haven't noticed, Curly is kinda sorta out of her mind. Also because lazy, I would presume.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Galactan on February 16, 2013, 02:49:42 AM
Now that the old thread is dead, are you taking Hale suggestions?
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Jatea on February 16, 2013, 03:26:20 AM
Quote from: "Galactan"
Now that the old thread is dead, are you taking Hale suggestions?
I asked that question ages ago
Except for the part where SilverSin's thread died

I do maintain the list of Every Hale Suggestion Ever* (http://pastebin.com/762UjLEB), though.
So if Balrog decides to take suggestions, he can go wade through the sea of suggestions contained there.


*as of Friday, 2/15/2013 10:23 PM EST
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: FTX6004 on February 16, 2013, 12:34:56 PM
Can i put this gilgamesh skin to gilgamesh hale. (http://img837.imageshack.us/img837/2427/ffgk.png) (http://imageshack.us/photo/my-images/837/ffgk.png/)
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: GameAndWatcher on February 16, 2013, 01:15:16 PM
Quote from: "FTX"
Can i put this gilgamesh skin to gilgamesh hale. (http://img837.imageshack.us/img837/2427/ffgk.png) (http://imageshack.us/photo/my-images/837/ffgk.png/)
That's actually not half bad. Protip: Get rid of the URL tags in your pictures.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: FTX6004 on February 16, 2013, 01:18:26 PM
Quote from: "Game&Watcher"
Quote from: "FTX"
Can i put this gilgamesh skin to gilgamesh hale. (http://img837.imageshack.us/img837/2427/ffgk.png) (http://imageshack.us/photo/my-images/837/ffgk.png/)
That's actually not half bad. Protip: Get rid of the URL tags in your pictures.
What do you mean.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: ChaoticChao on February 16, 2013, 04:56:26 PM
I don't know if this was intentional, but captain falcon can fly by using the falcon kick upwards continuously.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: Balrog on February 16, 2013, 07:27:06 PM
Yeah, that's kinda intentional. (Dammit Tsuki!)
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: tsukiyomaru0 on February 16, 2013, 07:52:00 PM
Just increase the interval. Since his attack is as advantaging as Neo's Dash+Slash/Dash+Uppercut/Uppercut+Slash, a new delay is needed.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: DarkAura on February 17, 2013, 01:33:19 PM
(http://img194.imageshack.us/img194/3939/quotb5.png)

Shaded everyone's skin a bit
Fluffed clone's hair a bit
Solidified the eyes
Clevage (I think I screwed up on the pain sprites)

What else am I missing?
Title: inb4 everything breaks
Post by: Balrog on February 17, 2013, 02:00:51 PM
Sorry DA, already done.

http://static.best-ever.org/wads/balrogsh-r3.pk3 (http://static.best-ever.org/wads/balrogsh-r3.pk3)

Code: [Select]
+ means added, * means fixed/changed, - means removed

== Since r2 ==
* Fixed Captain Falcon's limbs
* Fixed Captain Falcon's flying (I think)
* Fixed Ninja Spy being Gentle when using the Dead Ringer and other text bugs
* Reduced intensity of Slenderman darkness
* Fixed Thunder Claw and lit Oil Slider oil damaging allies
* Increased range of Ra Thor's Hypnotism Ray
+ Added Quote and Curly Brace (greetz to DarkAura)
* Replaced Ninja Spy music (Mr. Foster's theme from Ninja Gaiden)
- Cut some boss lines

Also, you somehow made the eyes more derpy. You should probably make them 1x1, add white sclera, and darken the skin enough to make the sclera distinct. Curly's boobs are definitely broken on the pain frames.

EDIT: Also, that bang you heard was me shooting myself in the foot again. Hotfix uploaded.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 17, 2013, 02:27:19 PM
Why did't you use my gilgamesh skin to the gilgamesh hale please tell why.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on February 17, 2013, 02:29:51 PM
Didn't have enough time to rip it. Maybe next version.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 17, 2013, 03:22:18 PM
Oh yeah I forgot you said you were aiming for a release today.

You know instead of cutting boss lines to save room, you could have just converted them all to compressed OGGS like I mentioned earlier.

Quote from: "Gizmo The Cat"
Well this problem could easily be solved by converting the sounds and musics to OGGS. Compressed OGGS, at that. I highly doubt Roll's theme was compressed, despite being an OGG. This could cut down on the size tremendously.

If you don't know how/can't do it, I'd have been happy to help.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 17, 2013, 08:48:21 PM
I have thinked about a dark bowser hale and here is it.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 17, 2013, 09:01:18 PM
I'd prefer a regular Bowser, thank you very much.


Also while I was playing this morning, Quote and Curly showed up 7 times more than any other hale. Seriously. We kept getting them, the See duo, and Captain Falcon. It wasn't until after the former's 7th appearance when the RNG balanced out.

And while I'm posting, I should take the time to note that Roll's obituary still hasn't been fixed after all this time.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 17, 2013, 09:13:04 PM
Quote from: "Gizmo The Cat"
I'd prefer a regular Bowser,
Well i like dark bowser hale more than the regular one.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: CHAOS_FANTAZY on February 17, 2013, 09:39:47 PM
Quote from: "FTX"
Theme:
I'll see you, and raise you one Genuine Chiptune Demake.


As a matter of fact, I'll commandeer this idea and write down how it should be.

(click to show/hide)
Not really sure how much I like the idea.  It might be too OP.  But I did what I could.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 17, 2013, 09:53:39 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "FTX"
Theme:
I'll see you, and raise you one Genuine Chiptune Demake.


As a matter of fact, I'll commandeer this idea and write down how it should be.

(click to show/hide)
Not really sure how much I like the idea.  It might be too OP.  But I did what I could.

I like it more than i wrote but we will have hinatediz's bowser skin until dusty's bowser is done.

:EDIT: or could i just edit hinatediz's bowser skin and make its looks alot better and turn it to dark bowser.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on February 17, 2013, 10:26:15 PM
I'm just going to put up my favorite of all my suggestions from Silver's topic:

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 17, 2013, 11:03:17 PM
Well if we need a dark bowser skin im making it already. (http://img827.imageshack.us/img827/3767/darkbowser.png) (http://imageshack.us/photo/my-images/827/darkbowser.png/)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on February 17, 2013, 11:24:18 PM
Hm, apparently, there's some persisting issues...
First I witnessed was apparently a decorate crash caused by Ra Thor's death. Second was that there's still a heavy script loop, but I cannot tell what causes it this time.
Title: Re: Balrog's Fixed Saxton Hale - yepyepyepyepyep
Post by: ChaoticChao on February 17, 2013, 11:32:57 PM
Just wondering, did anyone see my hale pair idea?
Quote from: "ChaoticChao"
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on February 18, 2013, 12:53:31 AM
Update: the last time Silversin was on was Fri Feb 15, 2013 7:24 pm
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on February 18, 2013, 12:55:46 AM
Well, the MAIN cause of major crashes has been dealt with, I can see, but... a sub cause has reared its head. What could it be? As if I know.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hilman170499 on February 18, 2013, 02:13:58 AM
Since people are posting boss ideas, I'll send mine:

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Jatea on February 18, 2013, 03:55:22 AM
Quote from: "Gizmo The Cat"
You know instead of cutting boss lines to save room, you could have just converted them all to compressed OGGS like I mentioned earlier.

Quote from: "Gizmo The Cat"
Well this problem could easily be solved by converting the sounds and musics to OGGS. Compressed OGGS, at that. I highly doubt Roll's theme was compressed, despite being an OGG. This could cut down on the size tremendously.

Originally I had a semi-detailed post about why this needs to happen (Hey, the mysterious bloat to 51 MB didn't happen without any reasons)
But my fucking mouse went and killed the tab instead of hitting the search bar

So let's just say this:

COMPRESS YOUR SHIT

So, I went looking around in the file and I looked in the music folder
I notice 2 things:
-Oversized music files (Almost 1 MB each; some are over 3 MB; CSMUS hits a staggering 8 MB)
-Poorly looped music (only excusable in the case of the 2 songs that have lyrics; some of the other songs have proper looping [no fadeouts/jump-cuts])

So I cut down the worst of the bunch in terms of file size (CSMUS and TSUTMUS)
I forgot what the original values were (because I replaced them, of course)

But they went down by a WHOLE LOT
TSUTMUS went down to 2.35 MB, a pretty big downsize from like 5 MB
I replaced CSMUS with Labyrinth Fight (from 8 MB to 4 MB) and then I decided to compress that for comparison's sake; it went down to 990 KB

So there's already a clear difference between file sizes when you add in Audacity to the mix (and I was using 1.2.6 the entire time; I didn't even know that it updated until I checked the website today)

You should also

LOOP YOUR SHIT
(although it's not as important)

There's some songs here that don't properly loop (They have fade-outs, fade-ins, and stuff like that)
Like [stock] CSMUS and SLENMUS

Looping songs can also help with cutting down file sizes (My CSMUS/Labyrinth Fight went down from 990 KB to 496 KB; that's nearly a 50% reduction!)

You see, regular video game soundtracks usually loop once and then they fade out
So it makes sense that if you loop a song, it'll cut down the file size by a lot
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on February 18, 2013, 05:15:34 AM
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on February 18, 2013, 06:22:57 AM
Okay, been playing Dynasty Warrior and...
Name: Lu Bu
Skin: Lu Bu from Dynasty Warriors Advance, Yamatoman or an edit of Yamatoman to look like Lu Bu
Voice Clips: None found, needs to be ripped from Dynasty Warriors (any version of it). Should only have voice for appearing, victory (every survivor dies), defeat (he dies, durp)
Health:: Minimum 1500, should never exceed 3000
Speed:: 100% (Normal Megaman speed)
Strength: Halves damage from Slash Claw, Top Spin, Flame Sword, Yamato Spear, Knight Crush, Duo Fist.
Weakness: Double damage from Ice Slasher, Thunder Claw, Centaur Flash, Shadow Blade, Proto Buster, Ballade Cracker.
Main Attack: Swings his halberd forward, fast, has a 50% longer reach, but slows his movement to 1/4 for the duration of the attack.
Super Jump: Kind like Scrooge's old (or current) Super Jump, causes a minor "quake" around him that doesn't kill but stuns for two seconds and lifts everyone from the ground. Can't be used during Rage.
Rage: Musou: He attacks ten times in a row while moving forward with every attack and being invulnerable to everything. During the rage, Lu Bu can jump but cannot move. If it is used when his health is under 500, it becomes True Musou, and he then attacks 20 times instead and causing stun on anyone who gets too close to him for the duration of True Musou.
Extra: Can't be pulled down by Gravity Hold, nor takes extra damage based on his height from the floor.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 18, 2013, 07:27:20 AM
Quote from: "ChaoticChao"
Update: the last time Silversin was on was Fri Feb 15, 2013 7:24 pm
Wait do this means we need o unlock the topic or if we like balrog's saxton hale more than silversin's we could do nothing then. :EDIT: i think we don't need a dark bowser skin.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Super Bros Bros on February 18, 2013, 10:02:16 AM
Can there be a release of both the Quote and Curly skin?
It would really be cool
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: fortegigasgospel on February 18, 2013, 02:05:59 PM
Quote from: "FTX"
Quote from: "ChaoticChao"
Update: the last time Silversin was on was Fri Feb 15, 2013 7:24 pm
Wait do this means we need o unlock the topic or if we like balrog's saxton hale more than silversin's
Just because he is visiting the site doesn't mean he will post guys, so until he contacts a mod to get it unlocked I would stop being really creepy and monitoring when he is on.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 18, 2013, 02:44:37 PM
Quote from: "Super Bros Bros"
Can there be a release of both the Quote and Curly skin?
It would really be cool
Will work on it eventually before the next weekend and after I get the boss skins done perfectly.

As for the old topic, it should be used as a boss suggestion dumping area. Y'know, so we don't pile fifty pages worth of unnecessary shit in a pure topic like this.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Colonel ServBot on February 18, 2013, 03:17:36 PM
Quote from: "Super Bros Bros"
Can there be a release of both the Quote and Curly skin?
It would really be cool

Last time I checked there already was a quote skin.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 18, 2013, 03:25:49 PM
Quote from: "DarkAura"
Quote from: "Super Bros Bros"
Can there be a release of both the Quote and Curly skin?
It would really be cool
As for the old topic, it should be used as a boss suggestion dumping area. Y'know, so we don't pile fifty pages worth of unnecessary shit in a pure topic like this.

That would've been fine if it didn't get locked.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 18, 2013, 04:12:03 PM
(http://img690.imageshack.us/img690/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/690/ninjaspy.png/)

Here is it ninja spy but i can't show it and i didn't put the sword on him becuz hes having claw.
If we need shadowman skin more than this i will not make it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 18, 2013, 04:16:03 PM
What is going on with that shoulder?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 18, 2013, 04:19:34 PM
Quote from: "Gizmo The Cat"
What is going on with that shoulder?
Whatdo you mean.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 19, 2013, 12:43:30 AM
Quote from: "Colonel ServBot"
Quote from: "Super Bros Bros"
Can there be a release of both the Quote and Curly skin?
It would really be cool

Last time I checked there already was a quote skin.
There is one Quote skin that is based off of ripped from Nicalis' sprites from CS+ (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=4992&p=200471) and the one I released that was done by DJKlzonez. (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=3319) This one, however, is the only Megaman edit skin that mimics Quote the closest...as of now. I might have to edit the skin before I release it as an outside-use skin. I plan on replacing the Spur with the Polar Star and swapping it to his other hand on some of the sprites. Curly's skin as well since they're both righties.

Meanwhile...maybe the reason why the skin keeps looking off is because I keep following the NES palatte colors way too much for everything.

(http://img442.imageshack.us/img442/2296/sxs.png)
Which one seems better?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on February 19, 2013, 12:46:18 AM
They are about the same to me...
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: fortegigasgospel on February 19, 2013, 12:58:09 AM
Quote from: "Gizmo The Cat"
What is going on with that shoulder?
Obvious Shadowman edit is obvious is what.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hilman170499 on February 19, 2013, 12:45:02 PM
No offence to FTX, but that edit looks a bit bulky. Ninja Spy(as shown in the picture) is tall and thin.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 19, 2013, 12:49:46 PM
(http://img51.imageshack.us/img51/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/51/ninjaspy.png/)
See im was already done with the sprite yesterday and i puted blue and cyan on him.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Super Bros Bros on February 19, 2013, 02:29:52 PM
The spy looks like he has a hunchback  :|
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 19, 2013, 02:41:58 PM
Quote from: "Super Bros Bros"
The spy looks like he has a hunchback  :|

You could say that before i said this.

Quote from: "FTX"
Ninja Spy is done and out now don't make me redone him.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 19, 2013, 03:07:53 PM
Quote from: "fortegigasgospel"
Quote from: "Gizmo The Cat"
What is going on with that shoulder?
Obvious Shadowman edit is obvious is what.
Quote from: "Hilman170499"
No offence to FTX, but that edit looks a bit bulky. Ninja Spy(as shown in the picture) is tall and thin.

We've kinda been saying that. And refusing to go back and fix him after getting feedback is not a good way to get people to use your stuff.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 19, 2013, 03:14:18 PM
Quote from: "Gizmo The Cat"
Quote from: "fortegigasgospel"
Quote from: "Gizmo The Cat"
What is going on with that shoulder?
Obvious Shadowman edit is obvious is what.
Quote from: "Hilman170499"
No offence to FTX, but that edit looks a bit bulky. Ninja Spy(as shown in the picture) is tall and thin.

We've kinda been saying that. And refusing to go back and fix him after getting feedback is not a good way to get people to use your stuff.
sorry but i can't fix it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 19, 2013, 03:34:26 PM
And why not?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 19, 2013, 03:38:23 PM
Becuz i don't understand what you guys are saying show you what you mean instead of talking then i will understand.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on February 19, 2013, 04:19:43 PM
Quote from: "FTX"
Becuz i don't understand what you guys are saying show you what you mean instead of talking then i will understand.
Use Metalman as base instead and look how diferent he is.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 19, 2013, 04:23:31 PM
No no no that skin needs to be update.

:EDIT: (http://img62.imageshack.us/img62/1844/ninjaspyb.png) (http://imageshack.us/photo/my-images/62/ninjaspyb.png/) I changes him to a better one is longer now.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on February 20, 2013, 01:20:44 AM
Looks better.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 20, 2013, 02:39:45 AM
The Familiar Fez looks a bit awkward.

So I took a stab at correcting it...a bit.

EDIT: Fixed the pic, because I'm stupid.

(http://imageshack.us/a/img209/5647/ninjaspy.png)
Title: you can't handle its girth
Post by: Korby on February 20, 2013, 04:03:30 AM
The dark gary shouldn't be that dark, you should use a lighter gary so you can actually tell the difference between his suit and the outline/glasses.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 20, 2013, 06:55:48 AM
(http://img209.imageshack.us/img209/6357/ninjaspym.png)

Now I feel like my version of the Familiar Fez looks off. The fez seems more like a sleep cap or a henin (http://middlewiki.midrealm.org/index.php/Henin).
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 20, 2013, 07:18:23 AM
Quote from: "DarkAura"
(http://img209.imageshack.us/img209/6357/ninjaspym.png)

Now I feel like my version of the Familiar Fez looks off. The fez seems more like a sleep cap or a henin (http://middlewiki.midrealm.org/index.php/Henin).

Looks great to me but i want to have the small version of it so i can take it on the skin.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 20, 2013, 07:34:56 AM
Small version:

(http://img651.imageshack.us/img651/5647/ninjaspy.png)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: leoalex50 on February 20, 2013, 09:03:06 AM
why not add sephiroth hale
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 20, 2013, 09:30:30 AM
Ok here is everything i got now he is gonna walk like shadowman becuz hes walking like a ninja and he names ninja spy. :EDIT: I show it how is looks like here. (http://img833.imageshack.us/img833/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/833/ninjaspy.png/)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Zard1084 on February 20, 2013, 09:31:10 AM
Quote from: "leoalex50"
why not add sephiroth hale
would you care to give us the details for that hale? if not... then don't ask for it alright?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: leoalex50 on February 20, 2013, 10:40:57 AM
Quote from: "Zard1084"
Quote from: "leoalex50"
why not add sephiroth hale
would you care to give us the details for that hale? if not... then don't ask for it alright?
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 20, 2013, 12:56:24 PM
Heres a hale i want to say.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 20, 2013, 01:12:22 PM
I'm shocked that it took someone this long to suggest a Sephiroth hale.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on February 20, 2013, 02:34:57 PM
Probably because of Gilgamesh. I was thinking about Kefka for a bit, but then I remembered Gilgamesh was there already.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on February 20, 2013, 08:07:32 PM
Quote from: "leoalex50"
Quote from: "Zard1084"
Quote from: "leoalex50"
why not add sephiroth hale
would you care to give us the details for that hale? if not... then don't ask for it alright?
(click to show/hide)
...
You seem to have forgotten what detail means. All you've given is a theme and a note to the effect of "I have no idea, you figure it out". You should have given detailed explanations for which attacks would be the basis for Seph's main attack, altfire/jump (if any), and rage. Furthermore, Sephiroth is so overexposed a character that any inclusion would be inviting all kinds of issues that I don't want to deal with right now.

tl;dr:
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: leoalex50 on February 20, 2013, 08:16:18 PM
maybe a teleport jump?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Colonel ServBot on February 20, 2013, 08:28:56 PM
Quote from: "Gizmo The Cat"
I'm shocked that it took someone this long to suggest a Sephiroth hale.

I was thinking about it, but then I thought no because there's no suitable skin for him.( could use sword man though) and that the length of his sword would make things unfair for the non-hale players.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Accel on February 20, 2013, 09:16:14 PM
Quote from: "Colonel ServBot"
I was thinking about it, but then I thought no because there's no suitable skin for him.( could use sword man though) and that the length of his sword would make things unfair for the non-hale players.
Incorrect. RedLantern's Hakumen skins. Though, I'm not sure if you'd be able to use him, since he hasn't been around in ages...
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 20, 2013, 10:16:00 PM
Ok im redone with ninja spy sprites. (http://img18.imageshack.us/img18/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/18/ninjaspy.png/) Tell me whats wrong with andthen will i or i will PM dark aura about it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on February 20, 2013, 10:24:00 PM
That's... not bad, actually. Glasses need to be black and shiny, and fire frame number 1 needs to show him winding up for the strike. Other than that, not bad.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 20, 2013, 10:45:08 PM
Quote from: "Balrog"
That's... not bad, actually. Glasses need to be black and shiny, and fire frame number 1 needs to show him winding up for the strike. Other than that, not bad.

Well i can't changes the glasses black and shiny in the normal ninja spy you know the giant one hes glasses is nit shiny, i made his fire frames become shadowman's fire frames.

:EDIT: I have changes the first fire frames and i have changes the side frames here is it.
(http://img89.imageshack.us/img89/2489/ninjaspyq.png) (http://imageshack.us/photo/my-images/89/ninjaspyq.png/)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on February 21, 2013, 12:11:58 AM
The fire1 frame looks awkward.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 21, 2013, 12:43:37 AM
Is he telling you to get out?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: fortegigasgospel on February 21, 2013, 12:47:36 AM
Quote from: "Gizmo The Cat"
I'm shocked that it took someone this long to suggest a Sephiroth hale.
Because FF7 is overused everywhere in the US and the only reason the story ever continued was because of it's huge fanbase in the US, hence Vincent stealing the show in the third installment of the story (he was the most popular character in Japan).
Pick someone less Cliche, Gilgamesh fits and even makes since how he even got into the MM universe, cause of him getting sucked into the cleft of dimensions and dimension hopping into all the other games.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 21, 2013, 01:03:52 AM
It's because FF7 is so overused and Sephiroth has fanboys at every corner of the internet that I'm shocked.













I mean seriously. If you're gonna be putting up memes and YTP into this mod, one would expect someone like him to show up sooner.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 21, 2013, 01:13:17 AM
Also Sephiroth would have an insanely huge attack range with that giant toothpick sword of his.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on February 21, 2013, 06:52:15 AM
Quote from: "DarkAura"
Also Sephiroth would have an insanely huge attack range with that giant toothpick sword of his.
Worst of all is that such kind of sword exists... and is insanely long really. *shudders*
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 21, 2013, 07:54:05 AM
Ok how about this fire frames then. (http://img109.imageshack.us/img109/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/109/ninjaspy.png/)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SaviorSword on February 21, 2013, 09:15:05 AM
I've been asked by a few to suggest a Hale, so here it is.

Name: Protoss Chaos Templar
Skin: Sword Man for now.
Music:
(click to show/hide)
Health: Very Low (Current formula is: Health= 175 + 75 * Number of Players). Chaos Templar also has a plasma shield that takes in all damage one for one. Any damage that would go over the shield levels will do direct damage to Chaos Templar (ex. If Chaos Templar only had 14 shields left and a Magnet Missile (24 damage) hits him, all shields will deplete and Chaos Templar takes 10 damage.). Shields will replenish itself at a rate of 1 shield per 3 seconds. Shield formula is Shield= 15 * Number of players.
Speed: Average
Attack: Slash Claw copy. Strong enough that it will OHKO often, but weak enough that there's a moderate chance of survival. "%o was slashed apart by the Chaos Templar's (%k) Warp Blade."
Rage: There are 2 rages to Chaos Templar: Psionic Storm and Hallucination. Be it implemented as other items or whatnot is up to the devs whichever is easier to use and/or make. Psionic Storm shoots a small ball of lightnin' (MM7 Wily orb) and will "detonate" by a fire key or hits a surface (player or wall) or a certain distance. It will cause a continuous stream of 8 Rain Flush like explosions that deal 14 damage one after the other on the spot where it detonated. Hallucination will create 2 clones that look exactly like the Chaos Templar. They will act like the old Gemini clones, but they have a timed life of 3 minutes. They have half of health and shields of the current Hale's max health and shields. They can attack foes, but they will only do one damage only.
"%o stood too long under Chaos Templar's(%k) Psionic Storm."
"%o was fooled by Chaos Templar's(%k) Hallucinations."

Chaos Templar can only use any combination of these rages. Chaos Templar can not regain rage until it uses all the rage.
3 Psi Storms 0 Hallucinations
2 Psi Storms 1 Hallucination
0 Psi Storms 2 Hallucinations

Other Information: Chaos Templar is always cloaked/partly cloaked. It has a range of visibility level and will cycle back and forth like 8BDM's GvH's Yueri (Or Slender Man). Only in the attack state, it won't have a fade effect.
While standin': 10% - 20%
Movin': 0% - 10%
Attackin': 20%


Any feedback is highly appreciated.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on February 21, 2013, 12:40:33 PM
Quote from: "FTX"
Ok how about this fire frames then. (http://img109.imageshack.us/img109/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/109/ninjaspy.png/)
I was talking about the other one. :facepalm:
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 21, 2013, 12:56:35 PM
Quote from: "Game&Watcher"
Quote from: "FTX"
Ok how about this fire frames then. (http://img109.imageshack.us/img109/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/109/ninjaspy.png/)
I was talking about the other one. :facepalm:
What do you mean then.
:EDIT: i have changes the glasses to shiny black glasses and i think the fire frames are wrong handed so i think is needs to be changes. (http://img585.imageshack.us/img585/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/585/ninjaspy.png/)
:EDIT AGAIN: If you guys wantt to he be wrong hand you guys need to use this HUD sprite of ninja spy then. (http://img10.imageshack.us/img10/7130/ninja0.png) (http://imageshack.us/photo/my-images/10/ninja0.png/)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 21, 2013, 04:25:34 PM
I actually plan on changing the Ninja Spy's HUD a bit. He'll be using the Shahanshah (http://wiki.teamfortress.com/wiki/Shahanshah) that he's supposed to use. Not sure if I should make him dual-weild it, though.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 21, 2013, 04:56:21 PM
So i know that means i will use his sword thing om his fire frames. :EDIT:  have added the sword thing on his back if you tell me to add the other sword i can't put it. (http://img40.imageshack.us/img40/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/40/ninjaspy.png/) Oh yeah im working on the fire frames now i think.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: fortegigasgospel on February 21, 2013, 06:46:11 PM
Quote from: "FTX"
Quote from: "Game&Watcher"
Quote from: "FTX"
Ok how about this fire frames then. (http://img109.imageshack.us/img109/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/109/ninjaspy.png/)
I was talking about the other one. :facepalm:
What do you mean then.
He clearly said Fire1 frame.
Quote from: "Game&Watcher"
The fire1 frame looks awkward.
viewtopic.php?f=28&t=5359&start=120#p221416 (http://cutstuff.net/forum/viewtopic.php?f=28&t=5359&start=120#p221416)
See.
So the pre-firing frame, the one you have his hand up in, the first frame that plays when he attacks. Did I describe it better for you?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 21, 2013, 07:21:40 PM
There is a changes about that FGG he will use a sword now so we will not talk about this now.
:EDIT: I have finish every sptites now with the sword on. (http://img822.imageshack.us/img822/5647/ninjaspy.png) (http://imageshack.us/photo/my-images/822/ninjaspy.png/)
Title: Savior I stole your template
Post by: Gumballtoid on February 23, 2013, 03:59:58 PM
I noticed we have a two-player hale, so why not take it a step further? I've received a bit of support for it so I'm throwing it out there.

Name: Pansage, Pansear, Panpour
Skin: Skins of the aforementioned Pokemon, made by myself.

Colors:
Pansage- Blue = 117, Cyan = 215, Black = 108
Pansear- Blue = 227, Cyan = 215, Black = 226
Panpour- Blue = 205, Cyan - 215, Black = 203

Music:
(click to show/hide)
Health: Very low individually, requiring them to work as a team to defeat the other players.
Speed: Equal to Mega Man
Attack: Fury Swipes: It has the rate-of-fire of Gizmo's claw and does 25 damage (give or take) with each hit, and does not rip.
Rage: Each Pokemon gets a rage of his own, unique to them:
Pansage- Seed Bomb: When activated, Pansage gets 10 seconds to blast away with infinite seeds doing 25 damage each hit. Rate-of-fire equal to that of Needle Cannon. Projectiles move slightly faster than Needle Cannon's needles.
Pansear- Flame Burst: When activated, Pansear gets three shots of a Ballade Cracker-like explosive projectile. Being hit directly will kill the victim. The projectile explodes upon contact with a wall or a player, dealing 30 damage to those caught in the blast. Blast radius is roughly that of Ballade Cracker.
Panpour- Scald: When activated, Panpour has a short-rage torch weapon that stuns. Use of it drains ammo however so aim carefully. Being caught with it stuns, so anyone hit with it is as good as dead. Does roughly 15 damage with each hit and acts similar to Flame Mammoth's short-range Fire Wave.

Abilities: A special gimmick for this hale. When two of the three Pokemon are defeated, the last one gets a boost to their attacks, their remaining health doubled, and the music changes.

Pinch music:
(click to show/hide)
Pansage- Overgrow & Frenzy Plant: When Pansear and Panpour are defeated, Pansage's Overgrow activates and a green aura surrounds him, like that of X's charging. Pansage's rage becomes Frenzy Plant, which sprouts a large root that moves through the ground, and climbs walls similar to Ice Wave. It cannot be jumped over and has a massive hitbox. It will insta-kill so avoid it at all costs.
Pansear- Blaze & Blast Burn: When Pansage and Panpour are defeated, Pansear's Blaze activates and a red aura surrounds him, like that of X's charging. Pansear's rage becomes Blast Burn, which fires eight insta-kill flames from him, similar to Spark Man's spread. It can be jumped over, but it has a fairly large hitbox so it is not wise to attempt it. Hitbox identical to Atomic Fire.
Panpour- Torrent & Hydro Cannon: When Pansage and Pansear are defeated, Panpour's Torrent activates and a blue aura surrounds him, like that of X's charging. Panpour's rage becomes Hydro Cannon, which fires three weaker Saxton Fireball-like projectiles that explode, killing anyone caught in the blast. The blast radius is smaller than you might think, but three overwhelming projectiles are enough to make you think twice before standing your ground. They can be avoided, and are slow, so act fast or be eliminated.

This hale will only appear if ten players or more are in the server at one time.

If anyone wants to try coding it, I'll make all the sprites necessary, so PM me if you're interested.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on February 23, 2013, 05:42:47 PM
I will admit, a triple hale is a good idea, but I thought an idea I had would work as well
Before
(click to show/hide)
The idea is to add Dark Meta Knight to the tag team
After
(click to show/hide)
Let me know if this is too complex
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 23, 2013, 10:25:55 PM
Heres a other hale i want to say.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on February 23, 2013, 10:51:16 PM
Quote from: "FTX"
Heres a other hale i want to say.

(click to show/hide)
Why would he not be weak to Spark Shot and Thunder Bolt?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 23, 2013, 11:10:29 PM
Quote from: "Game&Watcher"
Quote from: "FTX"
Heres a other hale i want to say.

(click to show/hide)
Why would he not be weak to Spark Shot and Thunder Bolt?

Oh but i could say them both too then.
Title: Re: Savior I stole your template
Post by: Hallan Parva on February 24, 2013, 03:05:21 AM
Quote from: "Gumballtoid"
I noticed we have a two-player hale, so why not take it a step further? I've received a bit of support for it so I'm throwing it out there.

Name: Pansage, Pansear, Panpour
I'm crying from laughing so hard


we need this hale
Title: Re: Savior I stole your template
Post by: Rozark on February 24, 2013, 08:27:17 AM
Quote from: "SmashBroPlusB"
Quote from: "Gumballtoid"
I noticed we have a two-player hale, so why not take it a step further? I've received a bit of support for it so I'm throwing it out there.

Name: Pansage, Pansear, Panpour
I'm crying from laughing so hard


we need this hale


I'm not sure why you're laughing, but I also support the idea of this hale. Not only do they have individual rages, but a special rage that occurs only when the other two are killed? Ok, that's brilliant.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Blaze Yeager on February 24, 2013, 10:35:24 PM
(click to show/hide)

Reposting because I'm confident in this being a thing
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SaviorSword on February 27, 2013, 10:35:19 AM
Is there a dev team or sorts here?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on February 27, 2013, 12:25:09 PM
It seems as though things have stopped here for now
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on February 27, 2013, 04:08:03 PM
I'm trying to make a fix a the moment. If I concentrate on the making the fix long enough, I can release it on the weekend...as a private beta.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 27, 2013, 05:13:33 PM
Quote from: "DarkAura"
I'm trying to make a fix a the moment. If I concentrate on the making the fix long enough, I can release it on the weekend...as a private beta.
A private beta...should we have a test server about it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on February 27, 2013, 05:17:35 PM
Quote from: "FTX"
Quote from: "DarkAura"
I'm trying to make a fix a the moment. If I concentrate on the making the fix long enough, I can release it on the weekend...as a private beta.
A private beta...should we have a test server about it.
Yeah, but who would get the WAD when it is ready?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on February 27, 2013, 05:20:17 PM
Quote from: "ChaoticChao"
Quote from: "FTX"
Quote from: "DarkAura"
I'm trying to make a fix a the moment. If I concentrate on the making the fix long enough, I can release it on the weekend...as a private beta.
A private beta...should we have a test server about it.
Yeah, but who would get the WAD when it is ready?

I think the guys who did work about it i made ninja spy skin and gilgamesh so i think i will get the wad.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on February 28, 2013, 04:30:49 PM
If anything, I thought new hale ideas of a special kind would show up on this. (solo hale by the way)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Colonel ServBot on February 28, 2013, 05:32:54 PM
Here's an Idea. So two people get chosen to be a hale, except one hale has to help save the survivors or something. And the other has to kill the hale, or the survivors. The game ends when a hale dies, or when all the survivors die.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on February 28, 2013, 07:07:29 PM
Quote from: "Colonel ServBot"
Here's an Idea. So two people get chosen to be a hale, except one hale has to help save the survivors or something. And the other has to kill the hale, or the survivors. The game ends when a hale dies, or when all the survivors die.
That is so unique that I fully support it, but who would that be?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on February 28, 2013, 07:12:26 PM
Actually I swear we had this idea brought up before. The supporting hale was suggested to be Saviorsword.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on February 28, 2013, 08:33:56 PM
I've considered it. The problem is that it could make the survivors feel useless and opens the opportunity for griefing. While the idea certainly is nice, pulling it off would require all kinds of new mechanics and balance finagling, and I don't think I would be able to pull that off.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: CHAOS_FANTAZY on February 28, 2013, 10:45:06 PM
Quote from: "Gizmo The Cat"
Actually I swear we had this idea brought up before. The supporting hale was suggested to be Saviorsword.
That was me!
(click to show/hide)
(click to show/hide)
So to recap these bosses always appear together (I'd say with at least six people in the server)
The survivors' objective is to stay alive long enough for Savior to defeat OJ/AA
Savior's objective is to defeat OJ/AA and protect the survivors
OJ/AA's objective is to kill all the survivors, at which point Savior also dies

Definitely my most complicated Hale to date
Have fun

Oh yeah sort of forgot to mention.
All the survivors lose their weapons if you're battling this boss. Yeah. Originally Savior was going to have a tertiary attack called "Arm the Public" which spat out various weapons for the survivors to equip themselves with. I decided against it for now, trying not to make the Hero Hale side too powerful, but if others like it, maybe it could be implemented?


Apparently Balrog and I share the same thought that it might become imbalanced.

While I'm rambling on forever I've been meaning to repost Chaos Lord Roll with some minor tweaks so whatever
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 01, 2013, 03:07:06 PM
I think we need a better rage for morshu and here is it.

Rocket Morshu (Shoots a huge rocket missile that will follow you and when is hiting the wall or someone is explode huge!)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 01, 2013, 06:27:35 PM
Morshu's current rage just needs a tweak to throw the giant bomb in the same manner as YD-Bomb, but the main fire would be replaced with the  Lamp Oil, where he swings a lanern that attacks similar to a slightly nerfed Flame Sword and a Rope that fires like Thunder Claw that ensnares (or stuns, whichever you prefer) the enemy to attack them easier with the Lamp Oil.

This is just an idea and is not being, or has been, put into the fix or considered.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 01, 2013, 06:30:18 PM
Wait you mean this morshu rage we already have on this mod is YD's bombman is KY's Bombman why does everyone think morshu is yd bombman.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 08, 2013, 02:26:41 AM
Because of his current main of picking-up/holding/throwing/bowling bombs.

EDIT
------
GET A LOAD OF PIS- *arrow'd*
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SaviorSword on March 08, 2013, 07:57:44 AM
It'd be nice to hear somethin' from whoever's workin' on this, or better yet have a dev team assembled.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: fortegigasgospel on March 08, 2013, 07:55:59 PM
Hate to make another suggestion with this rather quiet and all but this came to me suddenly.
Domon Kasshu (http://gundam.wikia.com/wiki/Domon_Kasshu) from G Gundam (this man can punch the shit out of giant robots I think he can fit in here)
HP: Normal
Speed: Slightly Higher
Attack: Rapid Fist: Flurry of rapid punches, weak per-hit racks up damage though.
Rage 1: Bakunetsu God Finger
Rage 2: Sekiha Tenkyoken
For his rage he gains God Finger. He gains Sekiha Tenkyoken when near death only.
Both Rages activate Hyper Mode, which increases his speed, jump, and defense temporarily.
Theme:
the G Gundam Battle theme SRW MX version as it loops better.

For references, simply look it up. SRW could be an easy source.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on March 08, 2013, 10:27:20 PM
Haven't been able to work on this recently, between school and preparing for the SAT. That said, as soon as I can I'll toss together an r4 with DarkAura's new hale fixes.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on March 08, 2013, 10:52:32 PM
Quote from: "Balrog"
r4 with DarkAura's hale fixes
(click to show/hide)
don't disappoint me son
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 08, 2013, 11:18:37 PM
I hope I don't.

I'll send out the first beta to ~12 people who want to test it out on a temporary server tomorrow. Need a possible time when I can set it up. Possibly 3PM EST.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 08, 2013, 11:27:16 PM
I'll volunteer if you guys let me.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 08, 2013, 11:35:54 PM
I want to test it.
Title: Since I was one of the Beta testers for SilverSin's
Post by: MasterXman on March 08, 2013, 11:49:17 PM
I'd like in on this!
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on March 08, 2013, 11:59:36 PM
I shall test.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on March 09, 2013, 12:09:26 AM
Me too, though it's anyone's guess whether I'll actually show up.

Also, the reason I didn't assemble a dev team for this was because I didn't expect SilverSin to up and leave like he did.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on March 09, 2013, 12:13:44 AM
I'll just say I think I should be able to test considering I'm actually working on skins and what-not for this



also ripping Gilgamesh's voice is turning out to be a royal bitch and a half so wait until I figure out how the fof to fix it
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Blaze Yeager on March 09, 2013, 12:26:39 AM
I'd be willing to take some time to test out the private beta.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Zard1084 on March 09, 2013, 01:05:40 AM
I'll be a testing gofer too.
i have lots of free time anyways
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Proto Man on March 09, 2013, 03:21:26 AM
Why not, i'll test.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Tfp BreakDown on March 09, 2013, 03:36:24 AM
Count me in for testing.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on March 09, 2013, 03:39:39 AM
I am willing to test (not much going on that is new)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ZeStopper on March 09, 2013, 06:01:28 AM
Well, I might get a new computer soon so just keep me on the list for testers.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on March 09, 2013, 06:21:26 AM
Actually, if it's tomorrow, do not send to me, I've got a field trip for this School Club I'm in. Otherwise, I'm still in.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 10, 2013, 01:41:42 PM
(http://img94.imageshack.us/img94/2492/ghostofstarman.png)
Ok i have started to make a ghost of starman skin.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 10, 2013, 04:38:47 PM
I'm pretty sure someone was already making that.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 10, 2013, 04:43:10 PM
I don't think so i know you thinking of duora super gyro was making but i don't know if he wants to make it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 10, 2013, 05:51:10 PM
You should probably ask. At the very least you could pick up where he left off.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 10, 2013, 05:53:27 PM
I toke it and i change some things with it and i will pm him about it then.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 10, 2013, 05:54:20 PM
So you're saying you took his work first and edited it before telling him?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 11, 2013, 04:26:58 AM
He said sure so i can make him.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Duora Super Gyro on March 13, 2013, 01:12:58 PM
Quote from: "FTX"
He said sure so i can make him.
Yeah, Im not all that good at spriting. I couldent get the side sprite at all.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on March 13, 2013, 01:23:47 PM
We all have our own skills, and we should at least try other things out. If one can't sprite, they can try to make maps or give ideas for others to sprite.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 13, 2013, 01:26:18 PM
Yea i wonder when they will add gilgamesh's map.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on March 13, 2013, 01:29:39 PM
Has one been made?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 13, 2013, 01:32:17 PM
Yea is was one of the ctf maps but i don't know what map pack.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on March 13, 2013, 10:36:23 PM
It's being added.

Also, adding a poll to determine whether Ninja Spy should have a Shahanshah or keep the claw.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 13, 2013, 11:40:47 PM
So what ever happened to that test server? I saw it up one day, found it dead empty, and it disappeared within hours.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 13, 2013, 11:49:35 PM
I think when you saw it empty, it's probably because I just put it up. Several bugs were found and I just took it down since it was abandoned about four hours later.

It's not really fun when you find out that SlenderMan can be frozen permanently and that Curly and Quote can TK each other. :l

Working on DAFixBeta2 and might make another server ehh...Saturday night.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on March 13, 2013, 11:59:15 PM
If it is ready then, pm me the version. I will help out any way I can.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 14, 2013, 12:14:17 AM
I see. Well alright. At least it's good to know that I didn't miss it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on March 14, 2013, 06:45:24 AM
Quote from: "Balrog"
Also, adding a poll to determine whether Ninja Spy should have a Shahanshah or keep the claw.
you're kidding right



NAH GUYS, IT'S COOL THAT THERE'S A BETTER LOOKING HUD THAT'S MORE ACCURATE TO THE HALE AND ALL
BUT I REALLY WANT TO KEEP THE LAZY EDIT THAT WAS PUT IN AS A PLACEHOLDER

I THINK IT'S WAY BETTER THIS WAY
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 14, 2013, 02:26:05 PM
Quote from: "DarkAura"
Working on DAFixBeta2 and might make another server ehh...Saturday night.

Oh no please not night i will sleeping then becuz im a swedish pls have 3 PM like the first beta
oh yeah i want the Shahanshah if they keep claw we must remove back to shadowman then.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 14, 2013, 09:00:10 PM
Quote from: "FTX"
Quote from: "DarkAura"
Working on DAFixBeta2 and might make another server ehh...Saturday night.
Oh no please not night i will sleeping then becuz im a swedish pls have 3 PM like the first beta
oh yeah i want the Shahanshah if they keep claw we must remove back to shadowman then.
I'll be going out in Saturday, so I guess I'll start the BetaV2 as soon as I get back. The time is undetermined, which is the only catch, but I'm hoping to put it up before nightfall.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on March 14, 2013, 10:05:49 PM
Quote from: "SmashBroPlusB"
Quote from: "Balrog"
Also, adding a poll to determine whether Ninja Spy should have a Shahanshah or keep the claw.
you're kidding right



NAH GUYS, IT'S COOL THAT THERE'S A BETTER LOOKING HUD THAT'S MORE ACCURATE TO THE HALE AND ALL
BUT I REALLY WANT TO KEEP THE LAZY EDIT THAT WAS PUT IN AS A PLACEHOLDER

I THINK IT'S WAY BETTER THIS WAY

EDIT: To clarify, I was going to use the Ninja Spy skin that had a judo chop-like firing animation if the claw was kept. Also 200 replies whooo
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 14, 2013, 11:04:09 PM
Oh yeah, I never asked this before to everyone I sent the first beta to: how were the revised in-game explanations for the bosses' mechanics as well as the recolored names in the messages, obits, and etc.? Should I put back the name of the person who became the boss in the obits, or should I try to put in a way to show who became the boss?

Also the small message on what song is being played so people don't question what song it is so much.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on March 14, 2013, 11:20:37 PM
The in-game explanations are honestly kinda meh. I'll probably add the recolored names to the existing text strings. The music message needs to be moved, because it displays on top of the "Boss 2" line for duo hales.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 15, 2013, 06:12:29 PM
How many betas will it be?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 15, 2013, 11:09:34 PM
This should be the last, if not second-to-last before it gets implimented into the core.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on March 22, 2013, 12:38:06 AM
Are hale ideas being considered? I still have a few to share.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on March 22, 2013, 12:47:18 AM
Still suggest unlocking Silver's hale topic for idea dumps.

Okay, let's talk weaknesses and resistances: should each hale get a specific weakness/resistance to a certain set of weapons?

Currently Gilgamesh has a weakness to melee weps and a slight resistance to everything else.
Scrooge has a weakness to fire weps and a major (nerfing, so shush) resistance to space weps

On top of this, I'd also suggest tooling with the LMS loadouts a bit.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 22, 2013, 12:59:49 AM
I still think Ninja Spy should be weak to Search Snakes. With someone who's sneaky and stealthy like that, wouldn't it make sense if they were weak to something that specializes in searching out it's enemies? I'm pretty sure that's why Gemini man is weak to them, what with his clone and all.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on March 22, 2013, 01:11:39 AM
Quote from: "Gizmo The Cat"
I still think Ninja Spy should be weak to Search Snakes. With someone who's sneaky and stealthy like that, wouldn't it make sense if they were weak to something that specializes in searching out it's enemies? I'm pretty sure that's why Gemini man is weak to them, what with his clone and all.
I still say he'd be weak to fire/flamethrower-like weapons, because Spycheck (like in TF2, where his base class comes from).
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 22, 2013, 01:16:28 AM
Well he COULD be weak to both.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on March 22, 2013, 01:19:35 AM
Quote from: "Gizmo The Cat"
I still think Ninja Spy should be weak to Search Snakes. With someone who's sneaky and stealthy like that, wouldn't it make sense if they were weak to something that specializes in searching out it's enemies? I'm pretty sure that's why Gemini man is weak to them, what with his clone and all.
I remember geminiman also having a fear of snakes. Anyways, I think the spy also should be weak to dive missiles/homing sniper as well.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Colonel ServBot on March 25, 2013, 02:21:55 AM
Quote from: "ChaoticChao"
Quote from: "Gizmo The Cat"
I still think Ninja Spy should be weak to Search Snakes. With someone who's sneaky and stealthy like that, wouldn't it make sense if they were weak to something that specializes in searching out it's enemies? I'm pretty sure that's why Gemini man is weak to them, what with his clone and all.
I remember geminiman also having a fear of snakes. Anyways, I think the spy also should be weak to dive missiles/homing sniper as well.
Not homing sniper, because if some body have homing sniper, and they are the last man standing, with the charge thing, it can make the player a bit Op.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on March 27, 2013, 01:23:10 PM
And you're saying Astrocrush with Spread Rune or MetalBlade with Spread Rune x 9999 Wtanks isn't OP. Make the weakness, don't work around the spread rune.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Zard1084 on March 29, 2013, 02:22:04 PM
I don't know if you guys have fixed that lil issue with the Curly clones... but i think know why they don't show up in mid game... i think its because Allow Monsters is off on most servers that host it... if you guys have fixed that then ignore this...
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on March 30, 2013, 05:10:27 AM
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on March 30, 2013, 05:33:21 AM
Having two different versions of Captain Falcon in the same mod seems silly and redundant. Especially if people were deciding against adding different characters from the same series. (i.e Sephiroth due to Gilgamesh already being in.)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on March 30, 2013, 05:52:09 AM
this is just my bias speaking but Samurai Goroh would be real fitting with that nice long katana of his


also summoning 29 other F-ZERO racers to just run around everywhere would be hilarious
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on March 30, 2013, 05:59:17 AM
Quote from: "Gizmo The Cat"
Having two different versions of Captain Falcon in the same mod seems silly and redundant. Especially if people were deciding against adding different characters from the same series. (i.e Sephiroth due to Gilgamesh already being in.)
I see, I appreciate the advice. I only came up with GX Falcon because I was bored.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Ceridran on March 31, 2013, 03:14:05 PM
At least there's no CoD kid hale that does 360 noscopes and hurts our ears and only has swearing in his vocabulary..
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Tfp BreakDown on March 31, 2013, 04:52:51 PM
Well Today I found out that the proto upgrade can still tk, so If you can take a look into fixing that that would be great, also why does gilgamesh have high health?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on March 31, 2013, 05:50:32 PM
Quote from: "Zerokk"
hale that hurts our ears and only has swearing in his vocabulary
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 31, 2013, 06:12:18 PM
I got a hale idea based on four players everyone from super smash bros brawl!

(click to show/hide)
If you guys din't like the weps we could think with a better idea.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on March 31, 2013, 07:56:00 PM
hey I don't like that blueprint at all so I'm going to save this wonderful idea from the pits of eternal hellfire



Health would be absurdly low compared to most Hales; a skilled player could very well take on an Alloy by themselves if need be. Their gimmick is that each Alloy has multiple lives in the vein of Multi-Man Brawl. Instead of scaling health, the number of lives per Alloy would be scaled instead. To keep the odds at least somewhat fair, Alloy Attack would only appear in a server containing at least eight players, with each Alloy holding a single life. One person for each Alloy shouldn't be too hard, no? You can freely change a player's life count with a new addition in Zandronum by running SetPlayerLivesLeft(playernumber, lifecount); it's not in 8BDM's build and it's not in a stable build either (only in their beta builds) but once Zandronum or 8BDM updates this Hale should be a piece of cake.

Alloys don't get any Rage, as their trait in the Smash Bros. series was that an Alloy (or Wire Frame in Melee) was an imperfect clone of the original fighter. They had their regular moveset, sure, but Alloys were unable to use any B Button special attacks, and lacked Final Smashes as well. Instead of a Rage, an Alloy will simply move faster and hit harder with lower health, similar to how the Dark Men work in Jax Classes.

Each Alloy has its own unique attack, counter (replaces the Rage), and Jump Skill.


Red Alloy (Cpt. Falcon)
Skin: Proto Man heavily tinted red all over, like a hologram.
Main: A fast punch at close range. Can combo into rapid punches.
Alt: Guards with his arm to reduce incoming damage. Reduces movement speed.
Jump: Rises diagonally upward, like a normal Super Jump with a bit of forward momentum.
Skill: Starts fast but weak. Damage increases with lower health.

Blue Alloy (Zelda)
Skin: Roll heavily tinted blue all over, like a hologram.
Main: A weak slap that generates a magic spark slightly in front, for extended range.
Alt: Generates a barrier to block all damage. Movement completely halts while in use; delay after dropping the barrier.
Jump: First use sets a warp point. Second use warps you that point and removes it. Jump energy drains on second use.
Skill: High jump, moves somewhat slow. Speed increases with lower health.

Yellow Alloy (Mario)
Skin: Mega Man heavily tinted gold all over, like a hologram.
Main: A weak sliding kick on the ground, his signature Meteor Smash downward punch in midair.
Alt: An evasive flip. Jump up while moving far forward, then pull a 180 and turn around. Useful for getting behind someone.
Jump: A much shorter Super Jump, around the height of a normal jump. Only uses a third of the bar.
Skill: Very well rounded. Jump height increases with lower health.

Green Alloy (Kirby)
Skin: Bass heavily tinted green all over, like a hologram.
Main: A slamming kick with a short forward dash. Knocks enemies reeling back.
Alt: Holds his hands in front to block frontal attacks. You're weighed down while blocking, so jumping is impossible.
Jump: Enables flight for a very short period of time. Attacking or using the Jump Skill again cancels out of it.
Skill: Somewhat frail, gets knocked around more when hit. Jump Skill regen increases with lower health.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on March 31, 2013, 07:58:28 PM
Im glad someone like alloys as a hale but i don't know if balrog wants it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: sipfried on March 31, 2013, 11:57:43 PM
i question
i like the theme of morshu and i hear its from a bomberman game but do you know what bomberman game (or a oder game)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on April 01, 2013, 03:08:20 AM
Quote from: "sipfried"
i question
i like the theme of morshu and i hear its from a bomberman game but do you know what bomberman game (or a oder game)

Bomberman 2 DS Boss theme.

I know, my musical pickings are generally amazing  :geek:
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ice on April 01, 2013, 04:22:42 AM
I would like to see this as C.Falcon's theme for some reason

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on April 01, 2013, 05:34:44 AM
Quote from: "Tfp BreakDown"
Well Today I found out that the proto upgrade can still tk, so If you can take a look into fixing that that would be great,
Was noted previously and fixed

also why does gilgamesh have high health?
To encourage people to use their close-range weapons to kill him, but I guess that never worked out right. It'll be nerfed to about...275 per person without only elemental resistances or 200 per person with the "all other" resistance. He's, IIRC, the only armor-clad boss in the game so he needs the Resistance or Health boosts, with the other stat nerfed to compensate of course.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on April 02, 2013, 05:40:35 PM
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Tfp BreakDown on April 04, 2013, 08:32:42 PM
If you still are taking in hale ideas I'll just repost the two I had suggested on the original thread and throw in a new one.

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on April 05, 2013, 11:44:24 AM
Okay this seem as a really hard work, (http://img855.imageshack.us/img855/2492/ghostofstarman.png)
I gotta need help with some frames but this skin will not be a playade skin this can only be used by being the hale.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on April 05, 2013, 01:10:25 PM
Dear Balrog,
You could should probably create those Morshu changes I sent you like 2 months ago.
It'd look pretty.
With many thanks, Uncle Rozark
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 05, 2013, 08:36:01 PM
You know I never really imagined that Starmen would actually walk. I figured they'd float, if anything. In the game you never actually see them walk; They just teleport in front of you. But in the case of these guys, they always showed up on the field in a diamond shaped thing that flew at you. So maybe you could either use that for his walking frames or just have him float?


That actually gives me the idea of giving Starman the ability to teleport, kind of like classes Centaurman.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on April 05, 2013, 08:39:05 PM
Can you give me sprites of he floats please gizmo the cat.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 05, 2013, 08:42:19 PM
......Siiiiiiiggghhh...

Fine. Fine. I'll see what I can do. I'm only agreeing to this because it should be relatively simple and I don't really trust you with this skin anyway.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Steve Johnson on April 07, 2013, 02:49:25 AM
Balrog, you should make expansion packs for this, adding new hales and such.
Anyway, here's my hale idea if one pack gets made.
Quote
Name: Steve Johnson
Health: 2850
Speed: Fast
Theme: https://www.youtube.com/watch?v=8z6YoiYzjDc (https://www.youtube.com/watch?v=8z6YoiYzjDc)
Hale Description: On another earth, where Pikmin are the dominant species, and have intelligence far advanced than humans. But Pikmin are still hunted by many species, and they've grown tired of it, but one pikmin running Pikature Science, Steve Johnson, has made a interdimensonal portal, and is armed with his new invention, The Pikature Science Combustion Degreaser, which is an advanced flamethrower, and armed with a robot suit, and solemnly enters.. And finds himself in a world filled with robots! But sadly, the genocide had finally gone to his head, and snaps! Now, he is looking for people who test his new invention...
Weapon: Pikature Science Combustion Degreaser
Weapon Desc: It's similar to the Atomic flames from Megaman SP, accept it has a cooling meter, your goal as this hale to make this weapon overheat, to do serious close-range damage! And if you're a non-hale, you will receive burning damage, that'll burn you, and your house down.
Rage: Crank the heat up to 11!
Rage Desc: Dang, steve, you're a nut now, but making your Combustion Degreaser's flames are now lethal, and take half of non-hale's health! Oh dear...
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Ceridran on April 07, 2013, 02:52:44 AM
Quote from: "Steve Johnson"
Balrog, you should make expansion packs for this, adding new hales and such.
Anyway, here's my hale idea if one pack gets made.
Quote
Name: Steve Johnson
Health: 2850
Speed: Fast
Theme: https://www.youtube.com/watch?v=8z6YoiYzjDc (https://www.youtube.com/watch?v=8z6YoiYzjDc)
Hale Description: On another earth, where Pikmin are the dominant species, and have intelligence far advanced than humans. But Pikmin are still hunted by many species, and they've grown tired of it, but one pikmin running Pikature Science, Steve Johnson, has made a interdimensonal portal, and is armed with his new invention, The Pikature Science Combustion Degreaser, which is an advanced flamethrower, and armed with a robot suit, and solemnly enters.. And finds himself in a world filled with robots! But sadly, the genocide had finally gone to his head, and snaps! Now, he is looking for people who test his new invention...
Weapon: Pikature Science Combustion Degreaser
Weapon Desc: It's similar to the Atomic flames from Megaman SP, accept it has a cooling meter, your goal as this hale to make this weapon overheat, to do serious close-range damage! And if you're a non-hale, you will receive burning damage, that'll burn you, and your house down.
Rage: Crank the heat up to 11!
Rage Desc: Dang, steve, you're a nut now, but making your Combustion Degreaser's flames are now lethal, and take half of non-hale's health! Oh dear...

I think you're looking for CSCC.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on April 07, 2013, 09:53:46 AM
Yea we already have our johnson too, his name is Cave johnson.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on April 07, 2013, 02:51:04 PM
I remember this being said on Stinko's version
Quote from: "SilverSin"
Go wild with your suggestions again, now that damage is available and such! Same rules apply:
-No AOF primary attacks (Centaur Flash, Flash Stopper, etc.). If your hale has one, provide a good reason why, and also if it makes it, it probably wont be very effective.
-Try to avoid making your hale's name YOUR name. We already have CSCC for that.
-Health must be at a reasonable level.
-Please try to provide ALL details of your boss. Skin, passive abilities, etc.
Just for future reference.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 08, 2013, 04:23:05 PM
Quote from: "FTX"
Okay this seem as a really hard work, (http://img855.imageshack.us/img855/2492/ghostofstarman.png)
I gotta need help with some frames but this skin will not be a playade skin this can only be used by being the hale.

Alright well, I finally got around to looking into the skin. First thing's first, the sprites you had down bugged me a whole lot. So I went ahead and edited the first sprite.

(http://i72.servimg.com/u/f72/15/63/01/05/ghost_10.png)

Starman's legs are supposed to be very skinny, and pretty long. What you had down made him seem too...chubby.


EDIT:

(http://i72.servimg.com/u/f72/15/63/01/05/ghost_12.png)


Whelp. All we really need now are some firing frames. I have no idea what to do for them. I was thinking of having his sprite flash but I dunno if that'd be considered lazy or what.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on April 08, 2013, 04:29:22 PM
Aw i want to do something with him i can do the fire frames then if you do it that means i din't made nothing for him.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 08, 2013, 04:37:17 PM
Well that's not entirely true; you made the sprites first. I just improved on them.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on April 08, 2013, 04:39:40 PM
And you did made all Walking frames and standing frames.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 08, 2013, 04:56:34 PM
Literally all I did on the walking frames were altering the feet so that he could float. Plus,

Quote from: "FTX"
Can you give me sprites of he floats please gizmo the cat.

Is that not what you wanted?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Knux on April 08, 2013, 05:00:00 PM
I crash every time I play as Morshu/Curly. In Software, no less! No other Hale does that to me, or at least not yet. There's also the issue of the Hales using RM skins not getting their color sometimes, which is confusing.

*Guts Man walks up to me*
Me: Shh, I'm hiding.
*is roflpunched*

Yeah, awful.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 08, 2013, 05:01:20 PM
Yeah that color glitch is a known issue. What's news to me is that sometimes the dual boss has the color glitch on BOTH hales, when it almost always only affects the first one.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: FTX6004 on April 08, 2013, 05:03:45 PM
Quote from: "Gizmo The Cat"
Literally all I did on the walking frames were altering the feet so that he could float. Plus,

Quote from: "FTX"
Can you give me sprites of he floats please gizmo the cat.

Is that not what you wanted?

Yeah i wanted that i mean i wanted the walking but you gave me every float sprites so i must make the firing frames.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 08, 2013, 06:34:54 PM
Quote from: "Knux"
I crash every time I play as Morshu/Curly. In Software, no less! No other Hale does that to me, or at least not yet. There's also the issue of the Hales using RM skins not getting their color sometimes, which is confusing.

*Guts Man walks up to me*
Me: Shh, I'm hiding.
*is roflpunched*

Yeah, awful.
The crashes hits everyone at random. My guess is that it might have something to do with the many ACS scripts handled, plus scripts that runs PER PLAYER.

As for the color, IIRC, the colors are set by the morphing script rather than the weapon.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 08, 2013, 06:38:01 PM
Quote from: "tsukiyomaru0"
As for the color, IIRC, the colors are set by the morphing script rather than the weapon.

Which is kinda stupid. For what reason would you leave it out of the weapon?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Tfp BreakDown on April 08, 2013, 06:56:16 PM
Excuse me, I have another question, well a few actually. 1.So What are the hale's weaknesses if they have some? 2. I'm not sure if this was intentionally, but did you make it so Flash Stopper gets rid of Slender's darkness or was this something overlooked or never brought up until now?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 08, 2013, 07:05:34 PM
Well, people were still deciding on weaknesses.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on April 08, 2013, 07:23:44 PM
Quote from: "Tfp BreakDown"
Excuse me, I have another question, well a few actually. 1.So What are the hale's weaknesses if they have some? 2. I'm not sure if this was intentionally, but did you make it so Flash Stopper gets rid of Slender's darkness or was this something overlooked or never brought up until now?
1. As Gizmo said, still deciding, but I'm leaning towards yes. They're not going to be too severe though, because then match outcomes would be too dependent on what weapons the LMS randomizer picks.

2. It's a natural consequence of the screen-fade system. The Slenderman script implements darkness by setting a screen fade (because the old method of calling Light_ChangeToValue was laggy and left embarrassing pockets of light under 3D floors) that then gets overridden by Flash Stopper's flash effect.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 08, 2013, 07:30:46 PM
Considering the weapon we're talking about here, it does make sense that that would happen.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 10, 2013, 10:25:23 PM
Just suggesting some things:
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on April 10, 2013, 11:17:55 PM
Quote from: "tsukiyomaru0"
Just suggesting some things:
    Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).
    Captain Falcon's Falcon Kick needs to go. Either that or make it behave more like a Flame Sword that stops him for a while if he is on ground or doesn't stop him if he is doing it midair. Falcon Punch could allow him to move and aim while saying "Falcon", but fly off in a locked direction and completely unable to control when he says "Punch!", which should also give him invulnerability during the flight.
    Scrooge's Super Jump should cause 1 damage at most but cause "shock" damage (stun) rather than opkilling. And the whales are way bad. So, instead, give him something more useful and less "area denial", like perhaps shooting rocks with his cane (Main = rock goes in arc, useful for enemies blocked from your sight. Alt = rock goes in straight line, good to hit campers.) for 15 seconds.
    Roll needs a nerf in the rage. And a HUGE one at it. If Flash Bombarded, she can gain more health than she lost by CONSTANTLY STACKING RAGES. You could also put a "rage lock" that prevents activation if she is currently in rage.
    Overall, Melee attacker bosses needs some check up. Roll and Oppan Ninja Spah seems to have a range 50% longer.
    I... don't think Ninja Spah needs two lives. Take one and buff the health of the only one he is left with.
    Please consider doing my "Lu Bu" Hale idea.
1. Tell me how to make a Thunder Claw rope not look incredibly stupid.
2. eh, I guess I could do this.
3. But the whales are his whole thing!
4. I already did this.
5. Huh.
6. Sure, I could do this. Multiple lives are kinda his gimmick, though.
7. I'll consider it.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 11, 2013, 01:08:34 AM
Quote from: "Balrog"
Quote from: "tsukiyomaru0"
Just suggesting some things:
    Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).
1. Tell me how to make a Thunder Claw rope not look incredibly stupid.
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on April 11, 2013, 05:50:31 AM
Quote from: "Balrog"
Quote from: "tsukiyomaru0"
Just suggesting some things:
    Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).
1. Tell me how to make a Thunder Claw rope not look incredibly stupid.
hey not so fast captain pantalones

what happened to this right here HMMMMMMM
Quote from: "Rozark"
Dear Balrog,
You could should probably create those Morshu changes I sent you like 2 months ago.
It'd look pretty.
With many thanks, Uncle Rozark
I'd appreciate if you didn't automatically listen to someone who only complains when he plays this mod (Tsuki) and instead heed the warning of people who are actually doing work on the mod (DarkAura, Gizmo, Rozark). We've been asking for the same fixes over and over but getting ignored, yet a guy who literally ragequits on a regular basis MAGICALLY manages to get your attention on the first try? What?

In essence, you should already have Gilgamesh AND Morshu fixes, people love the Mobies, and Falcon Kick is fine (though it could use a tad bit more cooldown if you ask me).
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 11, 2013, 07:12:45 AM
I don't like the current Falcon Kick. I need to hurry up and finish that skin and make sure that my changes get in, or I won't ever really be satisfied with the way Captain Falcon is.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 11, 2013, 08:11:21 AM
Quote from: "SmashBroPlusB"
Quote from: "Balrog"
Quote from: "tsukiyomaru0"
Just suggesting some things:
    Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).
1. Tell me how to make a Thunder Claw rope not look incredibly stupid.
hey not so fast captain pantalones

what happened to this right here HMMMMMMM
Quote from: "Rozark"
Dear Balrog,
You could should probably create those Morshu changes I sent you like 2 months ago.
It'd look pretty.
With many thanks, Uncle Rozark
I'd appreciate if you didn't automatically listen to someone who only complains when he plays this mod (Tsuki) and instead heed the warning of people who are actually doing work on the mod (DarkAura, Gizmo, Rozark). We've been asking for the same fixes over and over but getting ignored, yet a guy who literally ragequits on a regular basis MAGICALLY manages to get your attention on the first try? What?

In essence, you should already have Gilgamesh AND Morshu fixes, people love the Mobies, and Falcon Kick is fine (though it could use a tad bit more cooldown if you ask me).
It's more a matter of balance, Smash. You see me complain mostly out of mockery AVGN-style or Game Grumps ("Ghost of Bullshit" anyone?)... Or when the game crashes, which happens at about 7/10 rounds or, if classes are run with it, 95/100

By the way, I only ragequit from when people mix it with Classes, which I have all reason to ragequit (Classes are broken for Hale, no matter what they say. When I "ragequit" in a vanilla Saxton? Crashes, of course. Which still puts me to wonder why they are more frequent with Captain Falcon and Morshu than with any other...

Which now reminds me: Color glitch. Does the ACS that morphs the player handle it? or is the morphed player's weapon that handles it?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: JaxOf7 on April 11, 2013, 08:49:48 AM
Haven't really been paying attention to thread but read something about Morshu's rope being something other than what I expected.
I would think rope would replace Morshu's super jump as a reskin of wire adaptor.

Also, said this long ago, but never actually posted about it
I still do intend to make Vagineer Hale at some point.
Here's my idea in case anyone wants to look over it.
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on April 11, 2013, 09:10:02 AM
whoa whoa WHOA

Tsuki, you're not outright controlling this hale seeing as I still have plenty of interest in making him viable.
So, you might wanna rethink what you're doing, okay son?

Oh and Balrog, seriously, what happened to those changes? I already described how it's done, you just need to implement them. I have no idea why this is slacking.

I suppose I have to put the log here then.
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on April 11, 2013, 11:06:54 PM
All right, here's what's up. I've been feeling reaally screwed up recently thanks to RL issues, so that's why I haven't been working on this. Morshu, when reworked, will have Rope as a regular attack that is weak, but slows players hit by it. (This is because Wire Adaptor-like abilities are going to be broken in some way on maps that aren't designed with Wire Adaptor in mind.) Secondary is Lamp Oil, which is an Oil Slider that does big damage. Rage is the same bomb as it is now.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 12, 2013, 01:43:53 AM
On other notes, there's still an urgency in reducing the number of repeating scripts to one at most and possibly initializing variables Also, seems that shortening the LMS pre-round time reduces the chance of crashing.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on April 12, 2013, 05:28:07 AM
Quote from: "Balrog"
All right, here's what's up. I've been feeling reaally screwed up recently thanks to RL issues, so that's why I haven't been working on this. Morshu, when reworked, will have Rope as a regular attack that is weak, but slows players hit by it. (This is because Wire Adaptor-like abilities are going to be broken in some way on maps that aren't designed with Wire Adaptor in mind.) Secondary is Lamp Oil, which is an Oil Slider that does big damage. Rage is the same bomb as it is now.

Include regular bombs.
Don't just make the rage that huge bomb that almost noone gets hits by.
It's extremely useless right now unless you sped up the detonation on it.

Rope is going to be pointless unless it has reach like Thunderclaw because who's going to slow someone when you can just kill them.

When you need more voiceclips for the individualized attacks just let me know, I have them ready.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Knux on April 12, 2013, 05:49:05 AM
I'm not sure how it's going to work, but if that rape slider doesn't have delays or anything, make Morshu slower.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on April 12, 2013, 06:10:08 AM
Quote from: "Knux"
I'm not sure how it's going to work, but if that rape slider doesn't have delays or anything, make Morshu slower.

I BELIEVE it's just the oil part, not the sliding part. I'm not 100% sure, seeing as Balrog is only partially following the changes.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on April 12, 2013, 10:10:20 AM
I have seen where ideas have gone, and I have fixed up my Galacta knight idea.
(click to show/hide)
Feel free to change what seems too strong or weak, if needed
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Emmanuelf06 on April 12, 2013, 11:37:43 PM
It can be really good to fix the teamkill problem.

Cause a lot of guys (we know) like to teamkill everybody. It kills the fun and the point of Saxton Hale.... too bad.

Worst thing: Nobody kick them but they like kick "normal" players....what's wrong with people nowadays ?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 12, 2013, 11:58:10 PM
stonefunk, that's because of Classes mod that people run with it despite being uncompatible.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: -Daiki-TheOni on April 13, 2013, 12:06:55 AM
Thats right, is because classes cant be "played" with the mod, but stonefunk is right, some guys love to kill teammates and kick a poor guy (or 2), they need a bit of "common sense"
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: DarkAura on April 13, 2013, 01:11:00 AM
Unfortunately, we don't have enough "concentrated common sense" for ~65%, possibly even more, of the active community.

If you want teamkilling, go play Possession. It's not technically teamkilling, but it's the only legit mode that's as close as your all gonna get for teamkilling.

Every day, I'm losing faith in Saxt...no, this mod because people do nothing but abuse it for "teh lulz."
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 13, 2013, 06:40:34 AM
Balrog, just had a thought: why don't we take the replacer script and put it into the Hale Selection script? Then we just need to use a new eddie that cannot drop the "forbidden" weapons, instead dropping something that said weapon would be replaced with. That will reduce the strain on the server and client
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Hallan Parva on April 13, 2013, 10:07:09 AM
There's a new poll? Huh.

When you say "break classes", I have to wonder what you mean by that. Sure, breaking Jax Classes would be hilarious (and probably appreciated), but what of other mods? Let's say I had the strange urge to host this with CSCC when it updates, or if I were to make custom classes based on Team Fortress 2. Would the mod "break" those as well? What do you have in mind to make classes mods "break"?
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on April 13, 2013, 06:37:11 PM
Quote from: "Stonefunk"
It can be really good to fix the teamkill problem.

Cause a lot of guys (we know) like to teamkill everybody. It kills the fun and the point of Saxton Hale.... too bad.

Worst thing: Nobody kick them but they like kick "normal" players....what's wrong with people nowadays ?

Teamkilling is completely fine, it's what you get for running those two mods together.

Remember kids, Live to win.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on April 13, 2013, 08:49:46 PM
Quote from: "SmashBroPlusB"
There's a new poll? Huh.

When you say "break classes", I have to wonder what you mean by that. Sure, breaking Jax Classes would be hilarious (and probably appreciated), but what of other mods? Let's say I had the strange urge to host this with CSCC when it updates, or if I were to make custom classes based on Team Fortress 2. Would the mod "break" those as well? What do you have in mind to make classes mods "break"?
Just adding something to make YDClasses inoperative with a "these don't go together you idiot" message so people recognize what's at fault.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: tsukiyomaru0 on April 13, 2013, 09:00:40 PM
Quote from: "Balrog"
Quote from: "SmashBroPlusB"
There's a new poll? Huh.

When you say "break classes", I have to wonder what you mean by that. Sure, breaking Jax Classes would be hilarious (and probably appreciated), but what of other mods? Let's say I had the strange urge to host this with CSCC when it updates, or if I were to make custom classes based on Team Fortress 2. Would the mod "break" those as well? What do you have in mind to make classes mods "break"?
Just adding something to make YDClasses inoperative with a "these don't go together you idiot" message so people recognize what's at fault.
Better yet: see if you can possibly have it change mode to DM if Classes are detected or disconnect whenever a player joins a server running both.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Gummywormz on April 13, 2013, 09:06:28 PM
There would be nothing stopping someone from making a patch fixing the incompatibility.
Title: Inspired by Kapus' 'Roll Call' spritework.
Post by: Shade Guy on April 14, 2013, 12:41:15 AM
Sure, but there was nothing stopping someone from making a patch to make Saxton+Classes more compatible (ie. balancing, removing various methods of TKing) either. Chances are, people will complain about it but do nothing about it.

In other news, I got bored last night and wasted a few minutes typing this boss idea up. Note that this is intended to replace Pissed-Off Roll, since apparently removing her is out of the question.
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Emmanuelf06 on April 14, 2013, 01:31:09 AM
Quote from: "Rozark"
Quote from: "Stonefunk"
It can be really good to fix the teamkill problem.

Cause a lot of guys (we know) like to teamkill everybody. It kills the fun and the point of Saxton Hale.... too bad.

Worst thing: Nobody kick them but they like kick "normal" players....what's wrong with people nowadays ?

Teamkilling is completely fine, it's what you get for running those two mods together.

Remember kids, Live to win.

Oh it was made for it, i didn't know that!  :ugeek:
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 14, 2013, 06:39:28 AM
I'm pretty sure there's already BEEN a Classes Hale patch made.
But nothing's stopping people from purposely not hosting it, and then complaining about it later.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Rozark on April 14, 2013, 01:55:36 PM
It's fit for Silversin's version, not Balrog's version.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Knux on April 16, 2013, 03:03:05 PM
Mann Co. could be smaller. That map is pretty much a racetrack, and with the slower Hales, it's a survivor map. That said, if you just want huge ass maps and don't mind quality issues, I have one from the old KCTF pack you can use. I'll upload it later.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: SmashTheEchidna on April 16, 2013, 03:09:43 PM
Survivors rarely lose on Mann. Co because of all that free space. If everyone spread out and camped with say, Slenderman, there would be at least one or two survivors still left before time runs out.
The only hales I've ever really seen win there are the Ghost of Starman and the Cave Story duo.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Knux on April 16, 2013, 07:21:03 PM
Here guys, see this prehistoric old map of mine and tell me what you think. Well, as far as this mode is concerned anyway (and even then, it's probably the same issue as Mann Co. And I dun wanna fix et lel)

http://www.mediafire.com/?ae2loe9bcm0ae78 (http://www.mediafire.com/?ae2loe9bcm0ae78)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Balrog on April 16, 2013, 08:45:29 PM
Ohey, I fixed my shit.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 16, 2013, 09:05:22 PM
No mention of Morshu fixes, not even on the "To-Do" List.

Balrog, I'm disappointed in you.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on April 16, 2013, 09:09:47 PM
The To-Do is DA's; I just added it because lazy. Morshu fixes are definitely on my to-do list.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 16, 2013, 10:04:49 PM
> Curly Clone.

wat
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 16, 2013, 11:04:56 PM
Curly Clones are from the end of Wind Fortress, exclusive to Cavestory+ I believe.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ice on April 16, 2013, 11:07:18 PM
Ran into a bug online. Sometimes the match will start and no hale will be chosen, and everybody has there weapons removed
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 17, 2013, 12:49:54 AM
Quote from: "Rozark"
Curly Clones are from the end of Wind Fortress, exclusive to Cavestory+ I believe.
I know that, but I've never seen them in this mod, I mean. I want to know why they got mentioned all of a sudden.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on April 17, 2013, 12:53:41 AM
Quote from: "Knux"
Quote from: "Rozark"
Curly Clones are from the end of Wind Fortress, exclusive to Cavestory+ I believe.
I know that, but I've never seen them in this mod, I mean. I want to know why they got mentioned all of a sudden.
That's because the only way to use the clones is if Curly activates her rage then switches to the the new item she's given, something that sometimes never happens.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: CHAOS_FANTAZY on April 17, 2013, 03:03:11 AM
Quote from: "Balrog"
Obtain coding for a newer version of Flash Stopper that gives the players back the darkness lost when fighting SlenderMan
Come up with a new name for this .wad so it's not "bastardizing" something else.

Might as well leave it as is.  Ever since R2 it's been pitifully easy to see through (And before you accuse me of having my gamma setting jacked up halfway to the moon, it's at 1.5, the default).  Before it was a legitimate tactic and it helped Slenderman fight, as an element of stealth actually could be employed...now it's practically only there for aesthetics.  Besides, I for one enjoy being able to turn it off with Flash Stopper.

As for a new name...hm.  Well, half the time I slip up and call Vs. Saxton Hale and Freak Fortress 2 "Boss Battle Mode," so maybe MM8BDM Boss Battles?  Or 8-Bit Death Match:  Mightiest Warriors.  I dunno, I'm spitballing here.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 17, 2013, 01:12:02 PM
Quote from: "ice"
Ran into a bug online. Sometimes the match will start and no hale will be chosen, and everybody has there weapons removed

I saw that bug too, I will not finish ghost of starman's fire frames becuz i will give up for making the skin so gizmo will finish the skin instead becuz i will might try to make those seeguys/whatever.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 17, 2013, 01:15:05 PM
Well you can't really just say "Gizmo will finish it" like it's my job or something. Especially after you complained about me doing all the work on it. =/ I'd like to hear a "Please" and "Thank you".

Well in that case, what do you guys think the firing frames should look like? The only idea I had was a sprite flash.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 17, 2013, 02:01:41 PM
(http://img22.imageshack.us/img22/1383/200pxff2seemanandseeldi.png)
I will not make the other guy becuz VirtualSonic43 are making him and i know is gonna look awful so i might make that too but i din't made this guy into a megaman edit.

:EDIT: I think slenderman is broken when the slenderman comes to the game comes broken in some reason you guys needs to make a hotfix!
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 17, 2013, 08:08:08 PM
I realize this was originally made for TF2, but please..
NO MORE TF2 HALES.
I love TF2 as much as the next guy but this is MM8BDM; don't overload this game with TF2.

What we need is to create hales that are in the community interests. I mean, TF2, Cavestory, Moon Parties, Hyrule etc are already covered, why not (Don't shoot me) a Touhou Hale and/or some sort of Gmod Hale? Those are in the community's interests and I have yet to see such a thing exist.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 17, 2013, 08:08:54 PM
We're not making any new ones.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 17, 2013, 08:13:28 PM
You say that now, but give it a few months.

Whenever this mode does eventually start to die, Balrog will (or rather, should) attempt to jumpstart this again with hale suggestions for a fresher game experience.
Title: Guys, I'm Serious about this
Post by: Colonel ServBot on April 18, 2013, 12:37:32 AM
May I suggest a boss?

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Emmanuelf06 on April 18, 2013, 02:11:22 AM
Hi, where can i find the file "saxtonhale friend v3d+sprites+music pack ect... !?

I didn't find it in the forum!
_____
A boss who can be interesting can be Gargoyles from Gargoyles quest.
Here is the best demon ever!
(click to show/hide)
(click to show/hide)

Health: 1200
Weapon One: Slash claw (he can fly) who can kill quickly
Weapon One Desc.: a lot of flame tower (atomic fire heatman x6 )
Rage:Fly Faster
Rage Desc.: Can summons some mancubus (who can fire a ball but not a lot of damage!)

here are the sprites!

http://spritedatabase.net/file/6279 (http://spritedatabase.net/file/6279)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on April 18, 2013, 02:23:37 AM
Quote from: "Gizmo The Cat"
We're not making any new ones.
But, I promised YGP that I'd make a Wreck-it-Ralph Hale after I procrasturbatingly finished Spike.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 18, 2013, 02:53:29 AM
Wreck-it Ralph is NOT from TF2.
Title: Well, now I feel like an asshole.
Post by: DarkAura on April 18, 2013, 03:24:55 AM
Oh, I thought you were referring to the "making more hales" part.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 18, 2013, 04:15:57 AM
Quote from: "FTX"
(http://img22.imageshack.us/img22/1383/200pxff2seemanandseeldi.png)
Did anyone seen this post with the skin of.......i don't know who is this guy becuz i have never played TF2. :?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 18, 2013, 04:22:21 AM
Quote from: "DarkAura"
Oh, I thought you were referring to the "making more hales" part.
Well I'm not really in any place to off any new hale suggestions, but yeah. As far as I know, there aren't going to be any more TF2 hales added.

Quote from: "FTX"
Quote from: "FTX"
(click to show/hide)
Did anyone seen this post with the skin of.......i don't know who is this guy becuz i have never played TF2. :?
Really, who couldn't have seen that huge picture. There's not much to say about it though.
Title: I gave up my 777 post count for this. It better be worth it.
Post by: DarkAura on April 18, 2013, 05:57:18 AM
I've come up with an intresting gimmick, that revolves around weaknesses and resistances of course, that we could demo on the new Morshu.

Currently, Morshu supposedly has a resistance to bomb weapons (due to his sudden expertise involving bombs) and a weakness to fire (due to fire being used to dentonate bombs / BombMan's weakness). Now, with the new Morshu including the LampOil and Rope, he would still have a resistance to bombs, but he would also have fire as a resistance since he'd be keeping his bomb bag tightly closed until he activates his rage. As for the weaknesses would be water and cutting weapons (RollingCutter, MetalBlade, SlashClaw, etc.). For a water weakness is due to three things, each revolving around the weapons he uses: watering down the lamp oil so it becomes less or not at all flammable, the cheap rope isn't waterproof so it rots, and snuffing out the bomb's fuse. For cutting weapons: cuts through the oil container, cuts through rope, cuts the fuse off of the bomb.

Now here's where my newly-devised gimmick comes into play.

If Morshu is hit by a fire weapon, and there's a fair chance he might be, the lamp oil will ignite and power up for one shot that does more damage and DOT. He can be hit with a water weapon while powered up to snuff out the lit oil. If he gets hit with a cutter weapon, than the oil container would shatter and the oil would spill on him as a temporary, seemingly harmless debuff. If he gets hit with a water weapon while debuffed, he'll be cleansed of the oil, but if he gets hit with a fire weapon, than he takes more damage and DOT. The thing is that being covered in the oil turns his resistance to fire into a weakness.

I'm uncertain if this'll actually work, but you'll I'll never know...and looking back on it, I think it'd make him UP.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: ChaoticChao on April 18, 2013, 07:11:31 AM
I get the feeling I posted this at a bad time, so I am reposting it.
Quote from: "ChaoticChao"
(click to show/hide)
Feel free to change what seems too strong or weak, if needed
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Emmanuelf06 on April 18, 2013, 09:47:09 AM
Sorry but i didn't find the pack of: "saxtonhale friend v3d+sprites+music pack ect... !?

There is an other i don't find too.... =(

Need it to play  now OOOO:

Thanks in advance %D (english broken yeaaaah!)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: doofusroad on April 19, 2013, 12:39:08 AM
Quote from: "Stonefunk"
Sorry but i didn't find the pack of: "saxtonhale friend v3d+sprites+music pack ect... !?

There is an other i don't find too.... =(

Need it to play  now OOOO:

Thanks in advance %D (english broken yeaaaah!)

Try http://www.best-ever.org/wads/
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Emmanuelf06 on April 19, 2013, 01:07:11 AM
Quote from: "doofusroad"
Quote from: "Stonefunk"
Sorry but i didn't find the pack of: "saxtonhale friend v3d+sprites+music pack ect... !?

There is an other i don't find too.... =(

Need it to play  now OOOO:

Thanks in advance %D (english broken yeaaaah!)

Try http://www.best-ever.org/wads/

Thank you very much ! :)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 20, 2013, 04:42:06 PM
So when will you guys fix slender.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 20, 2013, 04:56:40 PM
Still crashing. Try doing this:

Remove
Code: [Select]
Script 814 OPEN
{
Delay(5);
for (int i = 0; i < 32; i++)
{
 GiveActorInventory(i+1000,"SuperReplacer9k",1);
}
restart;
}

Change
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
ACS_ExecuteAlways(814,0);
}

to
Code: [Select]
Script 802 ENTER
{
if(GetCvar("lastmanstanding")==0){
terminate;
}
GiveInventory("Survivor",1);
GiveInventory("WTank",5);
GiveInventory("Item1",3);
GiveInventory("RushCoil",1);
GiveInventory("NoOneGetsHurt",1);
GiveInventory("SuperReplacer9k",1);
}

Add
Code: [Select]
actor RandomWeaponSH : RandomWeapon replaces RandomWeapon
{
States
{
LeafShieldWep:
TNT1 A 1 A_SpawnItemEx("MTank",0,0,0,10,0,5)
stop
SkullBarrierWep:
TNT1 A 1 A_SpawnItemEx("ETank",0,0,0,10,0,5)
stop
PlantBarrierWep:
TNT1 A 1 A_SpawnItemEx("TangoSummon",0,0,0,10,0,5)
stop
DiveMissileWep:
TNT1 A 1 A_SpawnItemEx("TrebleSentry",0,0,0,10,0,5)
stop
FlashStopperWep:
TNT1 A 1 A_SpawnItemEx("WTank",0,0,0,10,0,5)
stop
MirrorBusterWep:
TNT1 A 1 A_SpawnItemEx("RainFlushWep",0,0,0,10,0,5)
stop
JunkShieldWep:
TNT1 A 1 A_SpawnItemEx("EddieSummon",0,0,0,10,0,5)
stop
}
}

And this is quite URGENT, because 814 still stacks with EVERY ENTER
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on April 20, 2013, 11:55:49 PM
Quote from: "tsukiyomaru0"
And this is quite URGENT, because 814 still stacks with EVERY ENTER
Quote from: "tsukiyomaru0"
814 still stacks with EVERY ENTER
Quote from: "tsukiyomaru0"
stacks with EVERY ENTER

TORRRRRRRRRR SILVERSINNNNNNN
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on April 21, 2013, 12:21:08 AM
http://static.best-ever.org/wads/balrogsh-code5.pk3 (http://static.best-ever.org/wads/balrogsh-code5.pk3)

Crashes should be fixed now.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 21, 2013, 07:27:08 AM
Aw! you forgot to fix slender!  :(
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Gummywormz on April 22, 2013, 02:47:49 AM
Please remove the hit stun on flash bomb. Two guys can shut down a hale completely.

EDIT: There is also a text error on slender man. There is no space between the seconds left and the words.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on April 22, 2013, 03:00:16 AM
I was thinking on the exact thing, but lessen the bosses' resistance to Flash Bombs to compensate.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on April 22, 2013, 06:49:07 PM
Since nowhere is it mentioned that boss ideas are not being accepted, I'll just post the ideas I had in mind for a little while now, even if the skins for them do not exist yet.

First up, I like Slenderman as a boss mostly because of the Survivor-style gameplay he provides, where you must avoid him for a certain amount of time before he disappears. I struggled for a while now to think of a boss that could be suited for the other way around...until I came up with this Mega Man boss:

(click to show/hide)


The other boss I got doesn't have the skins made for it yet, but I will put it down anyway, especially since we already got bosses like the Cave Story Duo...introducing my idea for a...Triplet Boss Fight:

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: leoalex50 on April 22, 2013, 07:57:50 PM
tails there is skins of tails and knuckles (knuckles was made by gizmo but i don't know who made tails so just look at the wiki :))
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 22, 2013, 08:28:57 PM
I like the broken Guts Man G idea, but it sounds like it'll be defeated pretty damn quick being slow and having low health plus a weakness to melee weapons.

A Sonic team boss doesn't sound bad, but I didn't like how you put it. Get rid of the punching and give them unique ways to dispatch their foes.

See, there's something that I don't like about this mode. Saxton's fist, Gilga's sword, PO Roll's swing, See-bros punches, Scrooge's cane... they're all the same. They only differ in their rage attacks and speed (and Scrooge makes the ground explode with his SJ). Slender is an exception to this critique because of the survival mode with the darkness and his fading in and out, which makes it interesting and unique. The same can be said for Cave, whom I consider so far to be the most fun Hale to play as and against.

What I'm trying to get at is that if we are going to have so much boss variety, try to think outside the box a little harder. I'm pretty sure there are other possibilities for attacks that are itching to be used.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on April 22, 2013, 08:53:46 PM
Quote from: "Knux"
See, there's something that I don't like about this mode. Saxton's fist, Gilga's sword, PO Roll's swing, See-bros punches, Scrooge's cane... they're all the same. They only differ in their rage attacks and speed (and Scrooge makes the ground explode with his SJ). Slender is an exception to this critique because of the survival mode with the darkness and his fading in and out, which makes it interesting and unique. The same can be said for Cave, whom I consider so far to be the most fun Hale to play as and against.

What I'm trying to get at is that if we are going to have so much boss variety, try to think outside the box a little harder. I'm pretty sure there are other possibilities for attacks that are itching to be used.
I hear ya. PORoll is getting canned outright and DA said something about Gilga randomly switching between weapons. TF2 bosses will be keeping their fists as simple "noob prep" bosses, though, and Scrooge will keep his cane as it was what he used in the DuckTales game. Will definitely try to make future bosses more creative.

EDIT: DarkAura is an absolutely terrible coder.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 22, 2013, 09:35:11 PM
Quote from: "Knux"
See, there's something that I don't like about this mode. Saxton's fist, Gilga's sword, PO Roll's swing, See-bros punches, Scrooge's cane... they're all the same. They only differ in their rage attacks and speed (and Scrooge makes the ground explode with his SJ). Slender is an exception to this critique because of the survival mode with the darkness and his fading in and out, which makes it interesting and unique. The same can be said for Cave, whom I consider so far to be the most fun Hale to play as and against.

What I'm trying to get at is that if we are going to have so much boss variety, try to think outside the box a little harder. I'm pretty sure there are other possibilities for attacks that are itching to be used.

^ This.
This is why the only one of my hale suggestions who had an instant death attack was the Ultimate Chimera, for obvious reasons. I gave each of my 7-8 hales a unique moveset of some sort, because aside from only two (now three with the Cave Story duo) hales, everyone was exactly the same. Heck, the seed duo were essentially Saxton Hale split in two.
And this is why I really, really want to see at least one of my hales get in. Also because if hales like PO'd Roll or friggin' Morshu gets in, who's to say that someone like Smash Daisaku or Rawk Hawk don't deserve some shine, either?

Though, hearing that Roll's getting the boot does make me feel a little better. Do you have any plans for a replacement?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on April 22, 2013, 09:43:09 PM
I originally had the idea of doing a Spindash for the Sonic team, but then I remembered it would look weird graphically since it just would look like they are standing up while charging. Anyway, I figure I'd throw some ideas out since I had thought about them for some time. As for GutsManG, I guess we could keep the speed the same as normal.

EDIT: Basically, the reason why I had made the team simple: I was trying to think of ways to also make them graphically appealing. The Tails skin that is made is him walking on the ground. That would look REALLY weird if he's in the air. It also would look weird to see them walking fast in a straight line when they were really supposed to be "spinning" on the ground.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 22, 2013, 10:05:48 PM
Well you could always make extra sprites to fill in. Also in GBA Sonic's skin, his attacking is already spindashing, so that wouldn't really be a problem.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on April 22, 2013, 10:06:40 PM
Quote from: "TailsMK4"
Theme (8-bit, or else go with the original):

(click to show/hide)
I listened to this for two seconds


TWO FAKKING SECONDS


and it's that awful clashing tasteless GXSCC crap
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 22, 2013, 10:08:50 PM
Idea for new one.
Quote
Name: Mega Kenshiro
Skin: Mega Man with Rush Power Adaptor
Color: Blue and slightly darker blue for cyan and blue.
HP: High
Speed: same as Mega Man
Weapon: "Hokuto; Hyakuretsu Ken"
http://www.mediafire.com/?64luhzh4a9jamdi (http://www.mediafire.com/?64luhzh4a9jamdi) ("Give FistsOfFuryWep")
Weapon Description: 100 ammo, 1 ammo per punch, refills  quickly when not used. A varying short-medium range barrage of fists. Should not instagib and slows the player while holding fire. But, before you know, you are already dead. Obituary: "%k: You don't know, %o... But you are already dead")
Rage: Musou Tensei
Rage Description: Becomes unshootable and leaves afterimages (using a powerspeed that doesn't modify the speed). Fills faster when harmed by long range attacks and can stack.
Super Jump: Causes a stunning blast upon activation, but not on landing. The stun blast should cause no more than 10.
Music:
Normal:

(I have a loopable trimmed MP3 of it, if you need. And, yes, is part of my personal music selection)

Rage: (Also plays when there's only one survivor left)

(I have a loopable trimmed MP3 of it as well. And, yes, is ALSO part of my personal music selection. No, doesn't sounds as bad as it sounds in Youtube)
History: Mega Man has defeated Fist Man and obtained his weapon, using it to cheap his way through the tournament. Now it's up to you and other fighters to punish this cheating bastard.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Duora Super Gyro on April 22, 2013, 10:48:36 PM
Quote from: "SmashBroPlusB"
Quote from: "TailsMK4"
Theme (8-bit, or else go with the original):

(click to show/hide)
I listened to this for two seconds


TWO FAKKING SECONDS


and it's that awful clashing tasteless GXSCC crap

I listened to that for a second and found my mouse at the close button at the top of the screen.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: fortegigasgospel on April 22, 2013, 11:34:26 PM
I'd say why not use "We Can" instead for Team Sonic, as that was the theme for them, but then I couldn't find an 8-bit version of it. Only ALL the other themes.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 22, 2013, 11:35:41 PM
..."We Can" kinda sucked, anyway. =/
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: fortegigasgospel on April 22, 2013, 11:45:12 PM
Quote from: "Gizmo The Cat"
..."We Can" kinda sucked, anyway. =/
It is one of those ones that grows on you after a while but gets lost to fans like Shadow's theme "Throw it all away" from SA2. Also doesn't suck as much as some other songs. Would you rather Team Rose's theme?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on April 22, 2013, 11:48:51 PM
Quote from: "Balrog"
EDIT: DarkAura is an absolutely terrible coder who takes too fucking long to code one simple thing that should take at least two days for even Tsuki to whip out.
Edited for accuracy.

I'll try to edit the attack FX for Gilg and Scrooge.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: -Daiki-TheOni on April 23, 2013, 12:07:02 AM
I love the idea of tsuki, sounds awesome (the music too!)

Also, how about a pokemon? I think theres no pokemon in this mod....

EDIT: i know you are not acepting hales now.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 23, 2013, 12:13:13 AM
Quote from: "fortegigasgospel"
Quote from: "Gizmo The Cat"
..."We Can" kinda sucked, anyway. =/
It is one of those ones that grows on you after a while but gets lost to fans like Shadow's theme "Throw it all away" from SA2. Also doesn't suck as much as some other songs. Would you rather Team Rose's theme?

I don't care for either, to be honest. Heck, the only songs I liked from Sonic Heroes were Team Chaotix and What I'm Made of. Sonic Adventure 2 also botched up some already good songs, so the only ones I really liked from that were Eggman's theme and Live and Learn.

Either way I'm sure there's a better song to use.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on April 23, 2013, 02:41:10 AM
We need to do something about the shields and other weps that should not have been in this mode. There is the possibility of team killing now because of Junk Shield.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Tfp BreakDown on April 23, 2013, 02:46:54 AM
So how come weapons that are usually replaced (mirror buster, leaf shield, dive missile, skull barrier) are appearing?
Title: Hard to believe no one saw me beat myself up just hours ago.
Post by: DarkAura on April 23, 2013, 05:11:45 AM
Is it possible to remove said weapons (plus Flash Stopper) from the LMS Rotation by slapping an altered version of the rotation into the .wad?

Also, would anyone else agree to doing so?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on April 23, 2013, 06:15:17 AM
Diversifying Gilgamesh's moveset wouldn't be that hard in all honesty. It just requires more HUDs (hardest part hint hint) and a few additional jump states.


As for weapon replacements, I'd like to keep Skull Barrier and Flash Stopper, as both are incredibly useful around Hales. If Flash Stopper's too eye-wrenching, I still want Skull Barrier in. Invulnerability (even a moderate timed invuln) can be the difference between a win or a loss.

Leaf Shield's just dumb though.



EDIT OF URGENCY WOO WOOOOOO

WHILE WE'RE ON THE SUBJECT OF MELEE ATTACKS
HOW ABOUT THAT GHOST OF STARMAN
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 23, 2013, 01:27:48 PM
WHOA SHIT, I FORGOT ABOUT THAT ONE.

Maybe have him use PSI attacks as his main, each with different effects. Off the top of my head: PSI Fire, Freeze, Thunder, Flash. Brainshock could be an altfire, like Ra Thor's hypnotism, which scrambles movement. Finally, maybe PSI Teleport as an item (see Boomer Kuwanger in X classes). The other tricky part besides coding would be deciding how each attack would work. Maybe like this:

- PSI Fire: Like a flamethrower, but flames move kinda slow and the damage done decreases as flames travel farther.
- PSI Freeze: Fires a freezing sphere that grows bigger (up to a limit) which freezes people when it explodes. The closer you were to it when it did, the longer you are frozen.
- PSI Thunder: Better used when pointing at the ground and firing. A lighting bolt will fall somewhere around there, but not in the exact same spot. Does some radius damage, too.
- PSI Flash: Gee, no idea here. I just hope it's not a Flash Stopper. It was known to cause random effects in the game though, and one of them was OHKOs.

These are just some ideas, and by no means I'm suggesting they should all be used. Feel free to use whatever from this.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 23, 2013, 04:29:27 PM
I talked about this before actually. The Ghost of Starman actually only uses PSI Starstorm Alpha and Omega. I was thinking that he could use alpha as a regular attack, like a dumbed down Astro Crush. Not sure how it'd work, but yeah.
Though I do like your PSI ideas. And he should definitely teleport. Starmen never even walk. They always teleport in front of you.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 24, 2013, 03:54:26 AM
He didn't use two attacks in the game.

Because it's V2 and he should totally have new stuff. :P
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 24, 2013, 04:02:33 AM
As far as I remembered, those were the only two things he did aside from grin at you. I'd even looked up on gamefaqs to confirm it. The other Starmen have more variety though.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 24, 2013, 04:12:37 AM
I think you missed the joke, but okay.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 24, 2013, 05:02:18 AM
I'm surprised that one of the hale jumps isn't just
"Hale teleported in front of player X pixels away"

Or even a rage that just makes every player's screen black.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 25, 2013, 04:05:47 PM
The Brutal Sniper could use a different main fire. It would still be a OHKO. What I have in mind is something akin to Slash Man's alt in classes, but slower. Still a bit faster than running though, and allows for more precise frags than swinging the kukri around. After all, snipers are all about precision.  :ugeek:

Though he might have to get a slower running speed to balance it out.
Title: A cry to get Ninja Spy's claw back, I'm sure.
Post by: DarkAura on April 25, 2013, 04:37:45 PM
Using the Tribalman's Shiv and The Huntsman that he has now is akin to how he plays in Freak Fortress 2, the TF2 Saxton Hale mod he hails from.

Some footage:


If you want (but ONLY if others will agree with it), I we can give the Tribalman's Shiv one different property and throw in Sniper's secondary weapon, the Bushwacka (http://wiki.teamfortress.com/wiki/Bushwacka), with a different property.
Title: Is this a vaild suggestion?
Post by: Hilman170499 on April 26, 2013, 01:32:08 AM
So, recently in a server, I said:

(click to show/hide)

What do you think of that suggestion?
Title: Re: Is this a vaild suggestion?
Post by: Ceridran on April 26, 2013, 03:27:39 AM
Quote from: "Hilman170499"
So, recently in a server, I said:

(click to show/hide)

What do you think of that suggestion?

I like that. We should also have the Slender death picture from the Slender game.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 26, 2013, 03:39:50 AM
what if we had a hale duo where the goal of one was to mindscrew other players and the other had to kill players but shouldn't be killed? As in: Psycho Mantis and Meryl.

Quote
Name: Psycho Mantis
Skin: Skullman or Pharaohman
Color: Same as Oil Slider with a red outline
Attack: Creates an illusion of himself and becomes unshootable for about three second and becomes completely invisible for a about five seconds. Takes ten seconds to be useable again and can be used while flying. The illusions causes proximity damage (similar to being sucked in Flash Bomb's radius, as lethal).
Super Jump: Allows flight for a short while, but "Super Jump" charges again only after the flight ends. Doesn't need to touch the ground to charge and takes 4 times longer to charge than to fly.
Rage: Blackout! - Turns the screen black for everyone (yeah, even spectators and Meryl) but himself, and then displays a fake Blue Screen of Death that lasts 30 seconds.
Passive Ability: Constantly remains in partial invisibility (alpha 0.1, maybe?).
Health: Low, perhaps the lowest of them all.

Name: Meryl
Skin: Roll
Color: Same as Sakugarne but darker and with a red outline
Attack: Fires the pistol. Should behave similar to Skull Buster (fast projectile) but should cause 10 damage and have a 2 seconds delay between shots.
Super Jump: Doesn't have one. Instead, should have a bitch slap that causes 5 damage but restores 5 hit points on herself.
Rage: Mental Struggle - Instantly activates when full. Causes Psycho Mantis to lose 5% of his current health, regain some of her own health, remains invulnerable for 10 seconds, cannot attack and is slowed down.
Passive Ability: If she dies, Psycho Mantis wins. Takes reduced damage from short-ranged attacks and rage fills way more whenever she is hit with short range attacks. if Meryl spectates or disconnects, a new Meryl is choosen at any time in the game.
Health: Third lowest health
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Duora Super Gyro on April 26, 2013, 09:39:44 AM
Quote from: "tsukiyomaru0"
what if we had a hale duo where the goal of one was to mindscrew other players and the other had to kill players but shouldn't be killed? As in: Psycho Mantis and Meryl.
Edit:okay, been thinking about this, and i see what you mean, your trying to make it like the actual game, how about, Meryl is a good hale and works with everyone to stop Mantis, however, if she is caught by Mantis, she then turns against everyone and works with Mantis. If she dies during any of this, Mantis wins.

Quote
Name: Psycho Mantis
Skin: Skullman or Pharaohman
Color: Same as Oil Slider with a red outline
Attack: Creates an illusion of himself and becomes unshootable for about three second and becomes completely invisible for a about five seconds. Takes ten seconds to be useable again and can be used while flying. The illusions causes proximity damage (similar to being sucked in Flash Bomb's radius, as lethal).
Super Jump: Allows flight for a short while, but "Super Jump" charges again only after the flight ends. Doesn't need to touch the ground to charge and takes 4 times longer to charge than to fly.
Rage: Blackout! - Turns the screen black for everyone (yeah, even spectators and Meryl) but himself, and then displays a fake Blue Screen of Death that lasts 30 seconds.
Passive Ability: Constantly remains in partial invisibility (alpha 0.1, maybe?).
Health: Low, perhaps the lowest of them all.

Name: Meryl
Skin: Roll
Color: Same as Sakugarne but darker and with a red outline
Attack: Fires the pistol. Should behave similar to Skull Buster (fast projectile) but should cause 10 damage and have a 2 seconds delay between shots.
Super Jump: Doesn't have one. Instead, should have a bitch slap that causes 5 damage but restores 5 hit points on herself.
Rage: Mental Struggle - Instantly activates when full. Causes Psycho Mantis to lose 5% of his current health, regain some of her own health, remains invulnerable for 10 seconds, cannot attack and is slowed down.
Passive Ability: If she dies, Psycho Mantis wins. Takes reduced damage from short-ranged attacks and rage fills way more whenever she is hit with short range attacks. if Meryl spectates or disconnects, a new Meryl is choosen at any time in the game.
Health: Third lowest health
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on April 26, 2013, 04:28:38 PM
We should save the defensive Hale roles to the RageRobo+SaxtonHale servers.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on April 26, 2013, 08:09:22 PM
Oh boy an attempt that will probably just fail an'stuff yeah uh okay I don't even know what I'm doing so correct it if you feel the need to correct whatever I don't know what I'm doing.

Quote
Name: Franziska Von Karma

Skin: Rena-Kun's Franziska skin, soon to be finished. Finished.

Color: Blue. The skin has all of the other colors, all you need is the blue, for what little bits of the skin will change. Artwork here. (http://images2.wikia.nocookie.net/__cb20110204171041/aceattorney/images/e/ed/Franz.PNG)

Attack: Franziska loves whipping people just because. She can whip the judge all the way from the prosecutor's bench, but we're nerfing that range to the usual hale range.

Super Jump: She has no superjump, but she can Object, applying a light slow to enemies infront of her. Plays this voiceclip. (http://www.court-records.net/sounds/Franziska_Objection_English.mp3) This can either be limited to 5 uses, or have a slow recharge.

Rage: - Outrage - Franziska whips her foe rapidly, multiple times infront of her, with slightly increased ranged for a short period of time. This is literally rage.

Obituaries: "[x] was whipped by Franziska Von Karma ([y])"
"[x] was sent to a long, long coma by Franziska Von Karma ([y])"

Health: Medium-ish. The lack of a superjump makes me wonder what it would be.

Music I almost forgot this. Here you go.

(click to show/hide)

.. Or, if that just doesn't work well, go with the one from the third game.

(click to show/hide)

Make whatever changes you wish to change because changing stuff I don't even know how to work around right and yeah go ahead bye.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: fortegigasgospel on April 26, 2013, 10:25:47 PM
A real defense boss idea. Just an idea, fill in the gapes with whatever you want.
(click to show/hide)
The idea for the boss is a tank, he is slow yet powerful, like the other bosses you wanna avoid him, yet if you don't beat him before time runs out you still die, so you have to fight him instead of hiding.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on April 27, 2013, 09:14:44 AM
Quote from: "fortegigasgospel"
if you don't beat him before time runs out you still die
brb posting slender replacement


Name: Half-Minute Hero
HP: not that much to be honest
Trait: Always has Super Armor. No, really. Stunning this guy is impossible.
Speed: Faster than Mega Man, but not much more. As in, I can just run forward and eventually catch a straferunner.
Gimmick: The timer starts with just 30 seconds!! Defeat other players to extend the timer... or face your destruction!

Attack: Sprinting! The Hero deals damage automatically to anyone he touches, but by holding down Fire he can spend his own Health Points to increase his speed a la Scorch Wheel. As long as he has the health to fuel it, the Hero can sprint for as long as Fire is held.

Rage: Herb! After a hard day's work, nothing gets the blood pumping like some fresh-picked natural remedies. When the rage bar is full (and it fills rather quickly), the Hero can consume an Herb to restore his HP! Unlike most Rages, the Herb is found in the item slot, though it still uses the normal Rage bar.

Jump Skill: Double Jump! With the help of the Time Goddess, the Hero can move so quickly he can propel himself straight upward with no initial force. Press the Alt-Fire button to perform a short leap. (Most Hales use Rush Coil height; the Hero's jump is significantly shorter.) Each leap consumes roughly a third of the jump meter; when full, the Hero can jump up to four times (once from the ground, three midair boosts with Alt-Fire). The Hero's jump is on Alt-Fire simply to prevent "moon jumping" with Sprinting, as Fire and Alt-Fire can't be pressed at the same time.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 27, 2013, 01:59:24 PM
I maybe Think junk shield can team kill people i was using it and i did just killed someone when i was using it you guys needs to fix it.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Prosecutor Godot on April 27, 2013, 04:02:53 PM
Name: Ran Cossack
Skin: Ran Cossack
Color: (http://bobandgeorge.com/images/Ran.png)
Attack: Charges up his Cossack Buster, which at full power, is a OHKO attack within the line of fire.
Super Jump: Recoil from the Cossack Buster can send him flying across the map or high in the air depending on where it's pointed.
Rage: The Taint of Communism! Ran will throw sickles and hammers (may or may not be together as in the symbol) and kill anyone who gets hit.
Passive Ability: When he takes 100 damage, he beams in to another part of the map and leaves a corpse behind. If a corpse falls on a player, that can kill as well.
Health: Very low due to his really, really cheap Communist parts.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 27, 2013, 04:10:07 PM
I think some guy has already asked about him.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Dataman on April 27, 2013, 05:16:41 PM
Ran Cossack Hale.
YES.
just YES.

I actually never thought of what his rage could be, and I guess it's a bit more balanced that he teleports after 100 damage instead of 1, so we dont have a random Ran warping across the map randomly because he keeps getting hit.
THIS NEEDS TO BE ADDED
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 27, 2013, 08:05:45 PM
I had something in mind yesterday that was somewhat like Gospel's idea. There are differences, though. Let me just...
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on April 27, 2013, 08:50:30 PM
Sounds good, but the hide change thing seems like it would be kinda awkward for some reason. Also, wasn't Gorea friggin' huge?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 27, 2013, 09:26:46 PM
Reduce projectile height to 15 or 10, please? Pulling a Mario on them is impossible. Also, consider giving them "stunlock" when there's only one survivor.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rena-kun on April 27, 2013, 11:06:28 PM
Quote from: "Zerokk"
Oh boy an attempt that will probably just fail an'stuff yeah uh okay I don't even know what I'm doing so correct it if you feel the need to correct whatever I don't know what I'm doing.

Quote
Name: Franziska Von Karma

Skin: Rena-Kun's Franziska skin, soon to be finished. Finished.

Color: Blue. The skin has all of the other colors, all you need is the blue, for what little bits of the skin will change. Artwork here. (http://images2.wikia.nocookie.net/__cb20110204171041/aceattorney/images/e/ed/Franz.PNG)

Attack: Franziska loves whipping people just because. She can whip the judge all the way from the prosecutor's bench, but we're nerfing that range to the usual hale range.

Super Jump: She has no superjump, but she can Object, applying a light slow to enemies infront of her. Plays this voiceclip. (http://www.court-records.net/sounds/Franziska_Objection_English.mp3) This can either be limited to 5 uses, or have a slow recharge.

Rage: - Outrage - Franziska whips her foe rapidly, multiple times infront of her, with slightly increased ranged for a short period of time. This is literally rage.

Obituaries: "[x] was whipped by Franziska Von Karma ([y])"
"[x] was sent to a long, long coma by Franziska Von Karma ([y])"

Health: Medium-ish. The lack of a superjump makes me wonder what it would be.

Music I almost forgot this. Here you go.

(click to show/hide)

.. Or, if that just doesn't work well, go with the one from the third game.

(click to show/hide)

Make whatever changes you wish to change because changing stuff I don't even know how to work around right and yeah go ahead bye.
i think it would be better if her "Objection!" stun were an altfire (slow recharge) or item like ra thor reborn's hypnotize (limited use). also the colour should not matter, i can easily just make an edited version w/ the original colours (instead of blue/cyan like the one up for download on my skin thread).
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on April 27, 2013, 11:52:53 PM
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: Duora Super Gyro on April 28, 2013, 12:14:31 AM
Quote from: "Game&Watcher"
(click to show/hide)

this would be pretty cool. seriosly.
Title: Re: Balrog's Fixed Saxton Hale - They're so cute together <3
Post by: GameAndWatcher on April 28, 2013, 12:29:25 AM
Quote from: "Duora Super Gyro"
Quote from: "Game&Watcher"
(click to show/hide)

this would be pretty cool. seriosly.
Thank you for the compliment.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 28, 2013, 01:17:13 AM
Please remove Gilgamesh's Rocket Punch FOREVER. It's unfair for small maps and lazy-ass bosses.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on April 28, 2013, 01:20:13 AM
Quote from: "tsukiyomaru0"
Please remove Gilgamesh's Rocket Punch FOREVER. It's unfair for small maps and lazy-ass bosses.
Unless SmashBro willingly agrees on it.

Or if someone has a better rage idea other than Bitter End.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on April 28, 2013, 03:09:17 AM
Quote from: "tsukiyomaru0"
Please remove Gilgamesh's Rocket Punch FOREVER. It's unfair for small maps and lazy-ass bosses.
Please remove Saxton Hale's rage FOREVER. It's unfair that the hale can walk through multi-hit attacks with no knockback.

Please remove Cave Johnson's Lemon Storm FOREVER. It's unfair that he can shoot insta-kill explosives in a straight line at high speed.

Please remove Scrooge McDuck's Moon Party FOREVER. It's unfair for small maps that can literally become locked down from the huge Mobies.

 :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:




EDIT: apparently I'm half of Gilgamesh's father now so I guess I should say things possibly maybe


Gilgamesh's Rocket Punch has a noticeable delay before he shoots, and I've seen wary players scrape by and dodge the attack after seeing the delay. It might still come out a tad bit too quickly; I wouldn't mind seeing a slightly longer delay, say maybe 2 or 3 more tics before he throws the fists. Personally I blame the lack of voice clips (read: TOTALLY SMASHBRO'S FAULT) but we'll see.

If all else fails he could be made to only use Rocket Punch while grounded. His aerial attack was the hilariously slow (but deadly) Missile.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Colonel ServBot on April 28, 2013, 03:25:44 AM
May i make a suggestion?
how about making two separate versions, one that will work with classes, and another that won't.
or make a compatibility patch.
i actually find it funner to play as a certain class.

and i've never had a problem with the moby moon party thing at all.
also, i think i like Cave's lemon storm, last time i checked, the person couldnt move when it was activated.
But i think the lemons need a reskin.
theyre too bright.

and give the seeman/seeldier duo a health nerf.
i believe its unfair to go against two full bosses.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on April 28, 2013, 03:26:36 AM
Please remove Quote's rage FOREVER. I can smash his face easier when he doesn't have rockets.

[sarcasm]
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 28, 2013, 03:34:42 AM
Quote from: "SmashBroPlusB"
Quote from: "tsukiyomaru0"
Please remove Gilgamesh's Rocket Punch FOREVER. It's unfair for small maps and lazy-ass bosses.
Please remove Saxton Hale's rage FOREVER. It's unfair that the hale can walk through multi-hit attacks with no knockback.

Please remove Cave Johnson's Lemon Storm FOREVER. It's unfair that he can shoot insta-kill explosives in a straight line at high speed.

Please remove Scrooge McDuck's Moon Party FOREVER. It's unfair for small maps that can literally become locked down from the huge Mobies.

 :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:




EDIT: apparently I'm half of Gilgamesh's father now so I guess I should say things possibly maybe


Gilgamesh's Rocket Punch has a noticeable delay before he shoots, and I've seen wary players scrape by and dodge the attack after seeing the delay. It might still come out a tad bit too quickly; I wouldn't mind seeing a slightly longer delay, say maybe 2 or 3 more tics before he throws the fists. Personally I blame the lack of voice clips (read: TOTALLY SMASHBRO'S FAULT) but we'll see.

If all else fails he could be made to only use Rocket Punch while grounded. His aerial attack was the hilariously slow (but deadly) Missile.

Gilgamesh's Bitter End was better and more surviveable, and also was a "runaway" attack. Rocket Punch is just another projectile rage like CJ and CBS.

Saxton Hale's current rage is laaaaaaaame, i prefer the old one where he could pull an unflinching God walk of doom (Takes no damage whatsoever)

Cave Johnson NORMAL attack should either OHKO but bounce off if used at close range (No Buckshoting!) or absolutely 2~3HKO without that poison slowdown lameness.

Scrooge is the most OP OF THEM ALL. Seriously: Cane attack, JUMP attack and a massive area denial that screams "rape". If someone was supposed to have a Jump Attack like his, that one would be Gilgamesh, because he does have a canon Jump Attack.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on April 28, 2013, 03:48:19 AM
I was given an idea to make the Mobys/Hogales shootable, would that make him seem less "the most OPest" so the title can rightfully be awarded to MorshuLad Hale instead?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 28, 2013, 04:07:14 AM
Quote from: "DarkAura"
I was given an idea to make the Mobys/Hogales shootable, would that make him seem less "the most OPest" so the title can rightfully be awarded to MorshuLad Hale instead?
Morshu is in the lines of "Overunderpowered". Overpowered because of his blast radius attacks, under because he can't hold his own bombs and has to wait for long for it to recharge. Maybe making the bomb bounce at least once or twice from wall/floor/ceiling but always exploding upon impact against other actors, along with "Absolute 2~3HKO" therapy.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 28, 2013, 05:11:27 AM
Quote from: "tsukiyomaru0"

Gilgamesh's Bitter End was better and more surviveable, and also was a "runaway" attack. Rocket Punch is just another projectile rage like CJ and CBS.

Saxton Hale's current rage is laaaaaaaame, i prefer the old one where he could pull an unflinching God walk of doom (Takes no damage whatsoever)

Cave Johnson NORMAL attack should either OHKO but bounce off if used at close range (No Buckshoting!) or absolutely 2~3HKO without that poison slowdown lameness.

Scrooge is the most OP OF THEM ALL. Seriously: Cane attack, JUMP attack and a massive area denial that screams "rape". If someone was supposed to have a Jump Attack like his, that one would be Gilgamesh, because he does have a canon Jump Attack.

I do like Bitter End better, I admit. I didn't have any problem with it.

Saxton Hale's rage is very blandish. I'd suggest a better one but I don't know the guy very well.

Cave Johnson is completely fine as is.

The cane is just as OP as the sniper's/ninja spy's blade, or the Ghost of Starman's claw, or Saxton Hale's fist. The only thing I have against it the fact that it refires much more quickly than the others. The jump attack isn't even that OP. If you get caught by that then you were either carelessly close or he literally....:cool:....got the jump on you.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on April 28, 2013, 06:27:32 AM
All right, since this discussion has expanded so much...here are my thoughts about each hale, and this is based off the code5 version, NOT the one Neo made (which there wasn't much worth noting at all...):

Saxton Hale: Still needs something to make him stand out a bit more than others, or else make it where he shows up a bit more often than the other hales.

Brutal Christian Sniper: Yeah, I think he deserves to get chopped. Other than his rage, there is nothing special about him.

Cave Johnson: As much as I really like him as is, I think he is just a little too effective. Could the slow effect on the burn be removed, or else maybe reduce the radius damage just slightly. Otherwise, it took a long time to finally get him balanced, and I think we are there now. Also, his lemons should light the oil on fire and go through Leaf Shield, since IT IS a fire-based attack.

Ninja Spy: He needs a slight buff in health. I think getting him down to 2 lives was good, but it almost seems like he has less health than hales like Saxton now.

Seemen: They need to get a slight nerf in health, and PLEASE bring the Geminimen back if they do not get their skins. I get confused now when I see a blue Burstman or Napalmman.

Ghost of Starman: He is perfect as is. I would not even touch him for the rest of the mod's life.

Gilgamesh: Here we go again on the debate of what rage he should use. I feel Bitter End is the better one, but make the range a bit larger.

Scrooge: I don't like the hale as much as others, but since he's staying in...I find his jump attack to be very ineffective. I have rarely seen the attack do damage. The Mobies should also be a bit more predictable for the hale user, since they seem to spawn in directions that are not towards the target...I find that spinning around increases the chances of kills rather than standing still. :/

Roll: I support her getting scrapped. I hate her range, and Roll actually can recover health beyond her starting health if she is dealt blows where her rage raises faster than her health goes down (try experimenting with her at Turbo Man's stage).

Slenderman: I would say just make it a bit easier to make his attacks connect and he is good. I like the disappearing act when he stands still. He is just hard to win with atm.

Ra Thor: Ra Thor himself is fine, but his minions need a slight buff of some kind, maybe a little more health?

Morshu: Reduce his starting health. He is TOUGH to beat in a small server if the player is accurate with his bomb tossing (which like 75% of the time the player is). Morshu has the highest starting health of any hale. 860 (I think second highest was 780 or something, by Gilgamesh) is a LOT for ONE player to try to take out. As far as his bombs, I'd say maybe increase the radius of his bombs.

Captain Falcon: He is just WAY too effective on his main. Either reduce the range of his main attack or nerf his health a bit, as he does have a lot of health for who is not a large hale.

Quote: By far Quote is now the OP hale of the Cave Story duo. He can kill people much faster than Curly can by simply spamming his spur instead of charging it. Restore the size of a charged spur attack, but make the uncharged spurs deal much less damage.

Curly: We asked for a nerf on her, and MAN did she get nerfed a lot, too much in fact. I find Curly to be ineffective now with the reduced damage she has. Buff the damage a bit, but keep the situation where she has to recharge her gun.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 28, 2013, 06:42:26 AM
Quote from: "TailsMK4"
Captain Falcon: He is just WAY too effective on his main. Either reduce the range of his main attack or nerf his health a bit, as he does have a lot of health for who is not a large hale.

If Captain Falcon doesn't get completely remade when I finish the skin, I'm going to be sad.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on April 28, 2013, 01:20:48 PM
Quote from: "TailsMK4"
Slenderman: I would say just make it a bit easier to make his attacks connect and he is good. I like the disappearing act when he stands still. He is just hard to win with atm.

Morshu: Reduce his starting health. He is TOUGH to beat in a small server if the player is accurate with his bomb tossing (which like 75% of the time the player is). Morshu has the highest starting health of any hale. 860 (I think second highest was 780 or something, by Gilgamesh) is a LOT for ONE player to try to take out. As far as his bombs, I'd say maybe increase the radius of his bombs.

So much yes for Slenderman having easier attack connection. You can't kill everybody within that time.

As for Morshu, his health always seemed pretty low. Increasing the range of his bombs would give me a Server Clearing Morshu, unless there's a leaf shield.

Please make sure Leaf Shield, Flash Bomb, Skull Barrier, and Mirror Buster cannot be obtained.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 28, 2013, 03:45:44 PM
Quote from: "tsukiyomaru0"
Morshu is in the lines of "Overunderpowered". Overpowered because of his blast radius attacks, under because he can't hold his own bombs and has to wait for long for it to recharge. Maybe making the bomb bounce at least once or twice from wall/floor/ceiling but always exploding upon impact against other actors, along with "Absolute 2~3HKO" therapy.

Overunderpowered?
You mean he's -gasp- BALANCED?
OH MAN

Quote from: "TailsMK4"
Morshu: Reduce his starting health. He is TOUGH to beat in a small server if the player is accurate with his bomb tossing (which like 75% of the time the player is). Morshu has the highest starting health of any hale. 860 (I think second highest was 780 or something, by Gilgamesh) is a LOT for ONE player to try to take out. As far as his bombs, I'd say maybe increase the radius of his bombs.

He has fairly low health and imo the easiest boss to kill. Just ask Celebi for tips on how to kill his playstyle. Also, fire attacks.

Also, Balrog, implement those changes already before more people complain that he's -gasp- BALANCED
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 28, 2013, 03:56:02 PM
Quote from: "Rozark"
Quote from: "tsukiyomaru0"
Morshu is in the lines of "Overunderpowered". Overpowered because of his blast radius attacks, under because he can't hold his own bombs and has to wait for long for it to recharge. Maybe making the bomb bounce at least once or twice from wall/floor/ceiling but always exploding upon impact against other actors, along with "Absolute 2~3HKO" therapy.

Overunderpowered?
You mean he's -gasp- BALANCED?
OH MAN

Quote from: "TailsMK4"
Morshu: Reduce his starting health. He is TOUGH to beat in a small server if the player is accurate with his bomb tossing (which like 75% of the time the player is). Morshu has the highest starting health of any hale. 860 (I think second highest was 780 or something, by Gilgamesh) is a LOT for ONE player to try to take out. As far as his bombs, I'd say maybe increase the radius of his bombs.

He has fairly low health and imo the easiest boss to kill. Just ask Celebi for tips on how to kill his playstyle. Also, fire attacks.

Also, Balrog, implement those changes already before more people complain that he's -gasp- BALANCED
Overpowered and Underpowered at the same time. Overpowered because of how easy he can frag others (Like: HELLUVA EASY), but underpowered because his bombs can detonate in his hand and takes way long for him to get another. Just because something is "Overunderpowered" doesn't mean it is balanced: Means it is irregular, unstable.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 28, 2013, 03:57:50 PM
So yes, it's balanced.
It's a check against the power of it.
So you know.
It's BALANCED
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 28, 2013, 07:29:11 PM
Quote from: "Rozark"
So yes, it's balanced.
It's a check against the power of it.
So you know.
It's BALANCED
It's unfair on both ends, so is not balanced at all. On one end, the survivor stands not a single chance against the absurd radius (which, sometimes, won't kill you if you are far enough, but will leave you as a "one-hit point wonder" for the rest of the game. On another the Hale stands not a single chance because of intervals and can't hold his own bomb without exploding his ass off.

A way to fix this is with the use of damager rather than blast radius (which allows precise control of how much damage it will do) and allowing him to take no damage from his own bombs (it can detonate in his hand, but won't harm him)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on April 28, 2013, 07:35:41 PM
You'd be removing the exploding hand gimmick, which is a core thing behind him.

You should learn NOT TO GROUP TOGETHER WHEN FACING MORSHU.
There, I said it.
How to defeat him.
It's actually unique about him because it's unexpected and requires strategy.
You can't just rush him like the rest of these hales, no, that's too cliche.
Take the time and stay away from your teammates/take him on 1v1.
His rage will also PUNISH YOU if you break these rules.
Morshu also requires you to think fast and use your bombs wisely. If you miss a bomb, expect to take some damage while on cooldown. Also, JUMPING helps avoid the bomb radius if moved to the side.

It's not overunderpowered, it's clever designing and somewhat balanced.
Just outsmart the hale, just like every other hale. However, this hale aimed to break apart the cluster group of 1v20 and accomplished that. People keep going into groups and dying in the thousands and just wonder "OMG MORSHU OP" then when they play him and can't win because they don't attack groups they say "OMG MORSHU UP".

It widely varies on the strategy.
It also requires plenty of headbanging to the theme. Not in tune = out of rhythm = you lose.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on April 28, 2013, 07:36:11 PM
I'm pretty sure he's SUPPOSED to take damage from his bombs.

I'm also pretty sure he's supposed to be getting Rozark's changes or something.

EDIT: Freakin' ninjas.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 28, 2013, 07:46:54 PM
even Cave Johnson is more balanced than him, and look that he is one of the most OP due to Damn Lemons (Sometimes one-shoots, sometimes doesn't one-shoot but slows anyone caught into the invisible extra blast radius). Also, if I recall correctly, they weren't supposed to one-shoot unless it was bull's eye shot.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ProjectHazoid on April 28, 2013, 08:34:55 PM
So today, Eddie decided to give me Flash Stopper, and sure enough I couldn't even select it. Yay. I wonder how many other Eddie gifts do that.

Quote
Please make sure Leaf Shield, Flash Bomb, Skull Barrier, and Mirror Buster cannot be obtained.

Having played with and against these weapons I find nothing particularly wrong with them, Skull Barrier aside.

Leaf Shield: Should be treated like an actual shield. It protects you at a range, 'cuz lord knows it won't protect you from anything at point blank. For you Hales, you need to get close. PSI Starstorm Omega and Cave can bypass this. Morshu probably needs to sacrifice some health wit the exploding hand to even get at them. And really, it depends on how survivors use it. It actually poses a threat to other survivors because of deflecting friendly fire, and really who's gonna use the buster to prevent it?

Flash Bomb: Use bombs wisely. I'd say certain Hales with hitstun suffer the most from this, like Scrooge or Roll. Any other hale, who isn't a Slenderman, would probably get their payback via rage. But yeah, still damned annoying to deal with.

Skull Barrier: Possibly the real Bane of Slendy's existence for being the only timed hale, I wouldn't mind if this got removed. But fighting against it as any other Hale depends on the player, really, its a test of patience, because it will run out eventually, the Survivor just might waste W-Tanks on it. Just gotta out-think the survivor.

Mirror Buster: See Leaf Shield. Speaking from experience, Reflecting Quote's Super Missile when he's close enough spells death, because, you know, splash damage (Got a Double KO, but Curly was still alive). And that's assuming Curly already hasn't whittled your health down low enough. A really cheap way to defend yourself from even a Hale's melee attacks (I barely survived the Death Ramming rage with this, but every hit didn't connect). Survivors have to watch where they aim the thing because it CAN kill other survivors.


Last thing to note. Napalm Bomb is the anti-Falcon Kick. Can stop him from even reaching you. Better fix that I guess, can't have survivors have some sort of an advantage from using the right weapon ya know. Also make Starstorm Omega spread out farther, it's not enough that Starman can bring it with him, it needs to be as inescapable as possible, also with a ground hugging effect to get those high ledge campers. Yes. Indeed. And make Gilgamesh shoot 6 Rocket Punches because he can grow six arms, why not use em all? Yeah, totally needs it with no delay! Let's also make it so that a stunned Slenderman can't move, but can still fight back, let's make it so every stunned Slendy kill adds time! Yeah!
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 28, 2013, 09:57:16 PM
Hotfix for Code 5. Just add this file after Code5 and there you go.
http://www.mediafire.com/?u708lbklbbwodjy (http://www.mediafire.com/?u708lbklbbwodjy)
http://static.best-ever.org/wads/balrog ... fix%29.pk3 (http://static.best-ever.org/wads/balrogsh-code5%28tsu-hotfix%29.pk3)

Hopefully this fixes the LMS Randomizer derp, Colorless Hale and overall replacer.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on April 28, 2013, 10:58:22 PM
Quote from: "ProjectHazoid"
So today, Eddie decided to give me Flash Stopper, and sure enough I couldn't even select it. Yay. I wonder how many other Eddie gifts do that.

Quote
Please make sure Leaf Shield, Flash Bomb, Skull Barrier, and Mirror Buster cannot be obtained.

Having played with and against these weapons I find nothing particularly wrong with them, Skull Barrier aside.

Leaf Shield: Should be treated like an actual shield. It protects you at a range, 'cuz lord knows it won't protect you from anything at point blank. For you Hales, you need to get close. PSI Starstorm Omega and Cave can bypass this. Morshu probably needs to sacrifice some health wit the exploding hand to even get at them. And really, it depends on how survivors use it. It actually poses a threat to other survivors because of deflecting friendly fire, and really who's gonna use the buster to prevent it?

Flash Bomb: Use bombs wisely. I'd say certain Hales with hitstun suffer the most from this, like Scrooge or Roll. Any other hale, who isn't a Slenderman, would probably get their payback via rage. But yeah, still damned annoying to deal with.

Skull Barrier: Possibly the real Bane of Slendy's existence for being the only timed hale, I wouldn't mind if this got removed. But fighting against it as any other Hale depends on the player, really, its a test of patience, because it will run out eventually, the Survivor just might waste W-Tanks on it. Just gotta out-think the survivor.

Mirror Buster: See Leaf Shield. Speaking from experience, Reflecting Quote's Super Missile when he's close enough spells death, because, you know, splash damage (Got a Double KO, but Curly was still alive). And that's assuming Curly already hasn't whittled your health down low enough. A really cheap way to defend yourself from even a Hale's melee attacks (I barely survived the Death Ramming rage with this, but every hit didn't connect). Survivors have to watch where they aim the thing because it CAN kill other survivors.


Last thing to note. Napalm Bomb is the anti-Falcon Kick. Can stop him from even reaching you. Better fix that I guess, can't have survivors have some sort of an advantage from using the right weapon ya know. Also make Starstorm Omega spread out farther, it's not enough that Starman can bring it with him, it needs to be as inescapable as possible, also with a ground hugging effect to get those high ledge campers. Yes. Indeed. And make Gilgamesh shoot 6 Rocket Punches because he can grow six arms, why not use em all? Yeah, totally needs it with no delay! Let's also make it so that a stunned Slenderman can't move, but can still fight back, let's make it so every stunned Slendy kill adds time! Yeah!

I forgot to add Wind Storm. You can't win against that.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rena-kun on April 29, 2013, 04:20:52 AM
so here's my hale idea i guess
Quote
okay so this is a hale from the webcomic homestuck and it has two phases; the first phase is
(click to show/hide)

however, when this hale is killed, he becomes

(click to show/hide)

this is my first hale idea, so suggestions are welcome
if this get accepted ill make the skins as fast as i can
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on April 29, 2013, 01:26:24 PM
why did this post ever
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 30, 2013, 03:19:41 AM
Due to some randomness that happened in MM6FLA against a Morshu...

Quote
Name: Telefrag Man
Skin: Centaurman
Color: Yellow and white. blue outline
Attack: Fires a small projectile (speed 80, fastprojectile) that, whenever it hits a player (not walls or the like), causes Telefragman to teleport to it and telefrag the player. (Obituary: "Telefrag Man (%k) mows down another teammate (%o)"). Cannot move for few seconds after telefragging, but can attack.
Super Jump: Normal Super Jump, but with a 30 seconds recovery time. His main gimmick is teleporting after all...
Rage: Where's have he-?! - Disappears and becomes able to walk anywhere without getting harmed from attacks, but this super invisibility ceases as soon as he fires a projectile and it hits something or after 30 seconds (rage bar should show how much time he got until he appears again).
Passive Ability: Has slightly lower speed than Megaman
Health: somewhat lower than average
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rena-kun on April 30, 2013, 04:04:01 AM
Quote from: "Zerokk"
Quote from: "Rena-kun"
original idea snip
i'm not lying i'll seriously do the skins if this gets accepted

My first thoughts.. This is rather overpowered, if you ask me. His second form has 4000 HP at the lowest. The mouth laser is a Gilgamesh Rage that doesn't involve you being smashed in the face a hundred times, and his rage seems like it could be swapped with his altfire.

1111 HP at the lowest for the first form is pretty high, too.

Might want to fix some of that. HP scaling confuses me too.

yeah, i just did what looked right to me since i didn't remember what the hale's average health's were. hows this (changed stuff underlined)

Quote
Phase 1:
(click to show/hide)
Phase 2:
(click to show/hide)
how is this? i made it look more organized (the health can be changed, i just gave a rough estimate of what i think it might be)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 30, 2013, 04:51:35 PM
Okay no one did say something about some of these frames and i will show it again with one changes.(http://img267.imageshack.us/img267/1383/200pxff2seemanandseeldi.png)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MusashiAA on April 30, 2013, 04:54:40 PM
Quote from: "FTX"
Okay no one did say something about some of these frames and i will show it again with one changes.(http://img267.imageshack.us/img267/1383/200pxff2seemanandseeldi.png)

I could provide my Demoman sprite design...but that's it. I suck at rotation sprites.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on April 30, 2013, 04:57:53 PM
Quote from: "MusashiAA"
I could provide my Demoman sprite design...but that's it. I suck at rotation sprites.

VirtualSonic43 is working on demoman but i think no one will like it
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rena-kun on April 30, 2013, 08:02:23 PM
Quote from: "FTX"
Quote from: "MusashiAA"
I could provide my Demoman sprite design...but that's it. I suck at rotation sprites.

VirtualSonic43 is working on demoman but i think no one will like it
wow, that's rude! why do you think that?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 30, 2013, 08:06:43 PM
Well, it's hopeless. This mod will need to be re-coded from file 0, line 0, column 0
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rena-kun on April 30, 2013, 08:12:28 PM
Quote from: "tsukiyomaru0"
Well, it's hopeless. This mod will need to be re-coded from file 0, line 0, column 0
if you think so, then why don't you do so yourself? instead of moping about wanting to re-code everything about this mode on its own thread, why not remake it to your liking from scratch?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on April 30, 2013, 08:22:34 PM
Quote from: "Rena-kun"
Quote from: "tsukiyomaru0"
Well, it's hopeless. This mod will need to be re-coded from file 0, line 0, column 0
if you think so, then why don't you do so yourself? instead of moping about wanting to re-code everything about this mode on its own thread, why not remake it to your liking from scratch?
Because I'm not good with ACS and I don't have patience to work with ACS
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on April 30, 2013, 08:26:50 PM
Quote from: "Balrog"
Sounds good, but the hide change thing seems like it would be kinda awkward for some reason. Also, wasn't Gorea friggin' huge?
Might be kind of late, but I was thinking that maybe the time running out means the survivors losing, just to make it not redundant with health. The hide change can be tweaked to make it weak to weapons with that color to make it easier. Also, you can use his second form which is much smaller (if a skin would be made, otherwise Evil Robot). Perhaps a limited flight ability? Just an idea.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Reidakk on April 30, 2013, 08:56:51 PM
Quote from: "Colonel ServBot"
May i make a suggestion?
how about making two separate versions, one that will work with classes, and another that won't.
or make a compatibility patch.
i actually find it funner to play as a certain class.

and i've never had a problem with the moby moon party thing at all.
also, i think i like Cave's lemon storm, last time i checked, the person couldnt move when it was activated.
But i think the lemons need a reskin.
theyre too bright.

and give the seeman/seeldier duo a health nerf.
i believe its unfair to go against two full bosses.

I think that would be a suggestion best left for Quote and Curly.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Zard1084 on May 02, 2013, 07:34:16 AM
Hey i have a tri hale idea i would like to share....

Main idea: these hales are fairly gimmicky one hale is unable to attack (unless raged) but only can pull people harmlessly to it and is killable and the other two hales work like slendy and are unkillable and stunable oh and the stage darkens like slendy... so basically one hale must be killed and the other two must be avoided and both players and hales must use teamwork to win!

Theme:
(click to show/hide)

Hale one: Sabitsuki from .Flow
jumps much lower then normal but just enough to get around
does not get night vision (if that wont work out then give her night vision)
Health: Mid-low to medium
Weaknesses: none atm i will think up some later...
Skin: if this idea gets approved i'll make a skin for her but for now lets go with witch roll
Main attack/move: [lucky cat beckon] this move harmlessly pulls in people much like uki's gravity well (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=3271) and the user cannot move while using it oh and she meows while doing it (small note: this move can be used to pull people out of hiding/camping places and pull them into pits)
Rage: [Rust mode] in this mode she becomes resistant to damage (all while doing eerie giggling like a Kaibutsu plus her vision goes all red) just like saxton and pulls out a lead pipe to bash peoples heads in.
Rage kill string: (playerkilled)'s face was sadistically smashed in by Sabitsuki (player)'s lead pipe.
Super jump: [Ride broom] basically she can fly and cannot use her attacks but can only do it tell the super jump meter runs out.

Hale two: Kaibutsu from .flow
(will randomly giggle while walking or make it a taunt so people can make the Kaibutsu giggle)
Health: Unkillable
Move speed: slower then megaman but not too slow...
Skin: Zombie joe for now... i'll work on the skin if the idea is approved.
Super jump: standard one for now and the hale will giggle when its used
Main attack:a crow bar that has the same range as the snipers weapon.
Kill string: (playerkilled)'s body was broken into pieces by the Kaibutsu (player)'s crowbar.
Rage: just gets stunned like slendy...

Hale three: Rust daemon from .flow
Health: Unkillable
Move Speed: works like older slendy... but it only moves slow to normal speed and is stuck to the ground much like older slendy
Skin: Zombie for now... i'll work on the skin if the idea is approved.
Super jump: its a short lived speed boost so it can catch up to people
Main attack: just hurts people by touching them also its not a insta kill but it can kill quickly if the person touches the daemon for too long... oh and the kill string will say "player was Rusted away by the Rust daemon (player).
Rage: just gets stunned also

So what do you guys think of it so far? and i know it may need some tweaks here and there but this is just the basic idea of it.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 02, 2013, 02:38:40 PM
Seems kinda interesting. So is there a time limit to reach in order to win, considering two of them are immortal?


I've had a double, possibly even triple hale idea on my mind for a while, but I'm a little "eh" about posting it. =/

EDIT: Oh what the heck. I'll post it anyway.

(click to show/hide)



Well, now that I've finally gotten that off my chest, here. Take this Ghost of Starman skin (http://www.mediafire.com/?bbc1z2mla77sb67). (No, this is not a bribe. :I ) This honestly should have been finished ages ago, but I left it alone because I was honestly stumped by the attacking frames. I really hope what I put down will be fine.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Zard1084 on May 02, 2013, 08:02:24 PM
No the killable hale must die for the game to end much like Rathor and his minions
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on May 02, 2013, 09:07:33 PM
I hate to be that guy but

So you know how the mm8bdm hales (Read: Not TF2) are usually based on things the community enjoys.
Then there is a tri-hale suggestion idea rolling around.

So let's throw the Prismriver sisters in on this spot because part of the community likes Touhou/fills the tri-hale suggestion.

Either someone pitch an idea for this or give me a week and I'll pitch a concept about it myself.


In other news, I still say we should have a hale that has a teleport instead of a super jump.
Did I also mention Batman Zangief? No? Well then there's Batman Zangief.
Title: c'mon guys I'm giving you PERMISSION to steal my skins now
Post by: Korby on May 02, 2013, 09:21:51 PM
Quote from: "Rozark"
In other news, I still say we should have a hale that has a teleport instead of a super jump.
(http://i.imgur.com/NUfVvep.png)
(http://i.imgur.com/uHuNFfM.png)
(http://i.imgur.com/MobjC1B.png)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Duora Super Gyro on May 02, 2013, 09:43:11 PM
On a side note, we dont have a hale from
Pokemon
Zelda
Mario
Kirby (Though one has been suggested already)
Metal Gear (Also been suggested)
or Sonic
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: GameAndWatcher on May 02, 2013, 09:47:13 PM
Quote from: "Duora Super Gyro"
On a side note, we dont have a hale from
Pokemon
Zelda
Mario
Kirby (Though one has been suggested already)
Metal Gear (Also been suggested)
or Sonic
Actually, there has been suggestions for all of those except Zelda, I think.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ChaoticChao on May 02, 2013, 10:14:18 PM
Quote from: "Duora Super Gyro"
On a side note, we dont have a hale from
Pokemon
Zelda
Mario
Kirby (Though one has been suggested already)
Metal Gear (Also been suggested)
or Sonic
Pokemon has been recommended
Zelda has one
Mario I haven't seen on this forum, but gizmo had a good Rawk Hawk on Silversin's
Kirby I have made an idea and I saw an actual Kirby (just Kirby) as well
Metal gear I did see one for 2 or so posts
For sonic I had 2, but they are farther back. I will find them again over the weekend.
Also, we could add a smash bros. exclusive, Kid Icarus (there was a game on the 3DS. He isn't gone yet) etc.
Title: Re: c'mon guys I'm giving you PERMISSION to steal my skins n
Post by: SmashTheEchidna on May 02, 2013, 10:18:15 PM
Quote from: "Korby"
Quote from: "Rozark"
In other news, I still say we should have a hale that has a teleport instead of a super jump.
(http://i.imgur.com/NUfVvep.png)
(http://i.imgur.com/uHuNFfM.png)
(http://i.imgur.com/MobjC1B.png)

(http://i81.servimg.com/u/f81/15/63/01/05/idea10.png) That just gave me an idea for a triple hale I'm sure a lot of people would enjoy.

I'll post up the data later as I need to think about the moveset, but I'm just going to say that it's from the Mario series.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on May 03, 2013, 12:34:47 AM
Quote from: "Rozark"
Did I also mention Batman Zangief? No? Well then there's Batman Zangief.
Eh, if I make a Batman hale, it's going to be an Amazing Technicolor Batman based on the utterly stupid toys that plague the franchise. Voice possibilities include Adam West Batman and dramatic readings of the Goddamn Batman from ASSBATS.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: fortegigasgospel on May 03, 2013, 01:27:25 AM
Why not a Headless Horseman boss?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on May 03, 2013, 03:42:56 AM
Quote from: "fortegigasgospel"
Why not a Headless Horseman boss?

Wait.. You're right.

It's great, he's actually designed for the sort of situations anyway.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Dr. Crasger on May 07, 2013, 03:10:10 PM
Quote from: "Duora Super Gyro"
or Sonic
The Green Hill Zone CSCM map would work for that.

Anyway, here is the Hale I might suggest:
The Masked Man, from Mother 3.
Here are some bits of info:  
His default health is 1700.
He attacks with a gun, which does little damage.
Alt is Lightning Sword, which blasts a bolt of lightning to where he is looking at.
Rage is "PK Love", deals a lot of damage in a medium range.

He is the final boss of Mother 3, a sequel to EarthBound (Mother 2).
Earthbound is where the Ghost of Starman came from.

Music theme:
(click to show/hide)


Another hale would be the Wheatley hacker Hale.
Something from Portal 2, the idea came from me talking to Tev, and telling him about maybe adding a Wheatley hale and saying that his head should be on Mega Man's body, implying that he hacked it.

His default health 300
Attack is Bombs, for throwing (Napalm/Crash(?).
Alt is "hack" another version of Ra Thor's hypno, but is more dangerous and infinite. Turns players into the Space Core.
Rage is "Bomb-proof shield", a quick moment of semi-invincibility.
I made him too powerful, didn't I?
Music theme:
(click to show/hide)


So yeah, what do you guys think?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on May 07, 2013, 07:44:03 PM
Not mentioning names directly, but if you're going to provide a health amount for ANY boss, you have to remember that the boss's health scales, or adjusts, for every additional player in the game. Therefore, you need to NOT set a hard limit on health, but rather mention the health the boss SHOULD start with and mention by how much more health the boss should get for an additional player at a time. If you have not done this yet, I suggest fixing up your ideas a bit. Just a heads up, as this will make the work of the coder just SLIGHTLY easier if they decide to take up on your idea.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ChaoticChao on May 07, 2013, 08:14:08 PM
I found one of them. I would have posted sooner, but apparently, I haven't reposted the other one. Maybe because it needs more thought.
Quote from: "I"
(click to show/hide)
Also, are mappers still needed from Silversin's?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on May 07, 2013, 08:28:04 PM
Apparently not, since I've posted two maps so far and they've been flat out ignored.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SaviorSword on May 08, 2013, 01:43:40 AM
Not to mention the other 100+ boss ideas that have been posted. They should have part of the the team that does nothin' but accept/reject stuff that folks post here. That way folks that do have ideas won't feel ignored and whatnot.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 08, 2013, 01:45:04 AM
This has been bugging me for ages, but who IS on the team? All I know of are Balrog and DarkAura. If ya ask me, that's way too few people to be working on such a popular mod.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on May 08, 2013, 05:45:06 AM
I'm OOC temporarily until I get my laptop fix'd.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 08, 2013, 10:06:47 PM
which only really makes things worse. :|

EDIT: Well, I might as well drop off these two new hale ideas. Remember when I said I had a new idea for a triple boss? Here it is. Along with another one.

The Shadow Sirens

(click to show/hide)


This next one I had trouble deciding on, since there were two versions of him which I really wanted to make. So then I came up with the idea of having both.

NegaDuck

(click to show/hide)


In other news, I'm close to finishing up Captain Falcon just enough to fit the needs of his current playstyle. All I need to do is finish his running rotations and pain sprites. I'll submit him just as soon as I'm finished those, while saving the rest of his moves for later. I have other things piling up on my plate, and I've been dwelling on the capt. for too long now.



Double Edit: Also, if we can get someone to do rotations for these, they would be perfect to use for his Falcon Punch.

(http://i81.servimg.com/u/f81/15/63/01/05/falcon10.png)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: dylstew on May 09, 2013, 03:00:48 PM
I have a problem, the winlimit keeps going to 1, so it switches map after 1 round, which is pretty annoying.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on May 09, 2013, 04:14:09 PM
That's intentional. Otherwise we could stay at a map for a LONG time with a lot of people in the server.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on May 09, 2013, 11:28:20 PM
Quote from: "Gizmo The Cat"
This has been bugging me for ages, but who IS on the team? All I know of are Balrog and DarkAura. If ya ask me, that's way too few people to be working on such a popular mod.
There is no team. I never expected to need a team. This was only supposed to last until SilverSin stopped being dead.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 09, 2013, 11:52:05 PM
Well, it's been months. Silversin hasn't returned, and frankly a lot of people are getting impatient with this mod. I think it's time we form one.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rena-kun on May 10, 2013, 12:03:40 AM
Quote from: "Gizmo The Cat"
Well, it's been months. Silversin hasn't returned, and frankly a lot of people are getting impatient with this mod. I think it's time we form one.
i'll join this team if we are going to form one, just give me a role/job.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on May 10, 2013, 12:24:35 AM
Quote from: "Gizmo The Cat"
Well, it's been months. Silversin hasn't returned, and frankly a lot of people are getting impatient with this mod. I think it's time we form one.

This is Balrog's version, not Silversin's. Balrog is still doing shenanners with this on occasion/it's active. Silversin already quit the business anyways.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 10, 2013, 12:27:24 AM
I think you missed the point here. Balrog said that he was only doing this until Silversin got back, (which as you said, isn't happening.) and didn't think he needed a team. So, I think we need to form a team to work on this version, since I don't think letting a single person work on this alone is very fair. It's a lot to put up with alone.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on May 10, 2013, 01:04:14 AM
I really don't mind unless Balrog has some weird desire to do this by himself.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on May 10, 2013, 04:45:40 PM
I say that Falcon Punch should be changed. The way it is, it's difficult to hit people with. I mean, a rage is supposed to be something utterly broken which you have to take hits for. I suggest that the projectile goes faster than it is now, or that Falcon launches forward at blinding speed until he hits a player (OHKO) or wall, creating a fairly big radius damage as well.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on May 11, 2013, 12:29:57 PM
I know i don't like pissed off roll hale and i don't know if we could add MM8 Mobile Roll skin on it, mm8 mobile roll skin skin looks angry and that would maybe be great on the hale.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rena-kun on May 11, 2013, 02:45:31 PM
Quote from: "FTX"
I know i don't like pissed off roll hale and i don't know if we could add MM8 Mobile Roll skin on it, mm8 mobile roll skin skin looks angry and that would maybe be great on the hale.
well PO'd roll is actually going to be taken out of the mode IIRC, so.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on May 11, 2013, 06:22:45 PM
Quote from: "Knux"
I say that Falcon Punch should be changed. The way it is, it's difficult to hit people with. I mean, a rage is supposed to be something utterly broken which you have to take hits for. I suggest that the projectile goes faster than it is now, or that Falcon launches forward at blinding speed until he hits a player (OHKO) or wall, creating a fairly big radius damage as well.

Launching forward would not be so great in a stage with alot of pits.

But the projectile should be MUCH faster, as you never hit anybody with it.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MagnetMan497 on May 12, 2013, 03:42:24 PM
Do you have credits for the music in the .pk3?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on May 13, 2013, 09:31:04 PM
Most can be seen in-game since the well majority of all the times someone asked what music is from where happened during the game.

Sniper's theme is Millionare's Holiday fro COMBUSTIBLE LEMON and is the same theme as his Freak Fortress 2 counterpart.
Ninja Spy's theme is one of the cutscene musics played in Ninja Gaidan.
Cave's theme is The Part Where He Kills You from the Portal 2 OST.
PO-Roll's theme is Where The Wind Blows from, IIRC, Tatsu-something VS. Capcom although it was never used directly as a theme for Roll.
Scrooge's theme is Konami's Moon Base, an 8-bit remix of the Moon theme from the DuckTails by RushJet1.
Gilgamesh's Theme is an 8-bit remix of Battle on the Big Bridge from various Final Fantasy games made by commedycan.
Quote/Curly's theme is Last Battle from the Cave Story OST.
All the other music (save Slendy since his theme is just a well-recorded, neatly-edited sound of the wind howling) are probably from the original Saxton Hale TF2 game.

Might've missed one, but meh.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 13, 2013, 09:35:27 PM
The last survivor music is called "Never Stop Fighting!!" by EliteFerrix on Newgrounds. An original piece.

Other than that I don't think you missed anything else.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: GameAndWatcher on May 13, 2013, 09:42:45 PM
Quote from: "DarkAura"
PO-Roll's theme is Where The Wind Blows from, IIRC, Tatsu-something VS. Capcom although it was never used directly as a theme for Roll.
False, it was originally her theme in Battle and Chase, later included in Marvel vs. Capcom 1&2, and Tatsunoko vs Capcom.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on May 13, 2013, 10:33:54 PM
Quote from: "DarkAura"
Most can be seen in-game since the well majority of all the times someone asked what music is from where happened during the game.

Sniper's theme is Millionare's Holiday fro COMBUSTIBLE LEMON and is the same theme as his Freak Fortress 2 counterpart.
Ninja Spy's theme is one of the cutscene musics played in Ninja Gaidan.
Cave's theme is The Part Where He Kills You from the Portal 2 OST.
PO-Roll's theme is Where The Wind Blows from, IIRC, Tatsu-something VS. Capcom although it was never used directly as a theme for Roll.
Scrooge's theme is Konami's Moon Base, an 8-bit remix of the Moon theme from the DuckTails by RushJet1.
Gilgamesh's Theme is an 8-bit remix of Battle on the Big Bridge from various Final Fantasy games made by commedycan.
Quote/Curly's theme is Last Battle from the Cave Story OST.
All the other music (save Slendy since his theme is just a well-recorded, neatly-edited sound of the wind howling) are probably from the original Saxton Hale TF2 game.

Might've missed one, but meh.

That RaThor Reborn fellow and Morshu.

Morshu's is Bomberman 2 DS's Boss music.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: CHAOS_FANTAZY on May 13, 2013, 10:43:06 PM
Quote from: "Rozark"
That RaThor Reborn fellow
Ra Thor's theme is shared with that of the SAW movies.

His voice clips are also quotes from Jigsaw, if you're unaware.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on May 13, 2013, 11:13:39 PM
And Mute City remix by (insert creator here) for Falcon...

Not even I can remember all this seemingly nessesary crap after a week+ vacation.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 14, 2013, 12:17:14 AM
Music aside, I think I'm finally ready to submit Falcon's skin. There are a few attacks missing, such as the regular attack combo I had in my written version, along with downward Falcon Kick and Falcon Dive, But I've got Falcon Kick, Falcon Punch and Knee Smash all done.

Since I'm gonna have to come back to work on Falcon later to finish up the missing attacks, (IF he ever gets my moveset. >.>) I'd appreciate a bit of feedback in case I need to go back and fix something.

http://www.mediafire.com/?sc5u4pa7rak8033 (http://www.mediafire.com/?sc5u4pa7rak8033)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MagnetMan497 on May 14, 2013, 02:28:07 AM
Quote from: "DarkAura"
Most can be seen in-game since the well majority of all the times someone asked what music is from where happened during the game.

Sniper's theme is Millionare's Holiday fro COMBUSTIBLE LEMON and is the same theme as his Freak Fortress 2 counterpart.
Ninja Spy's theme is one of the cutscene musics played in Ninja Gaidan.
Cave's theme is The Part Where He Kills You from the Portal 2 OST.
PO-Roll's theme is Where The Wind Blows from, IIRC, Tatsu-something VS. Capcom although it was never used directly as a theme for Roll.
Scrooge's theme is Konami's Moon Base, an 8-bit remix of the Moon theme from the DuckTails by RushJet1.
Gilgamesh's Theme is an 8-bit remix of Battle on the Big Bridge from various Final Fantasy games made by commedycan.
Quote/Curly's theme is Last Battle from the Cave Story OST.
All the other music (save Slendy since his theme is just a well-recorded, neatly-edited sound of the wind howling) are probably from the original Saxton Hale TF2 game.

Might've missed one, but meh.
Appreciate it, man.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: fortegigasgospel on May 16, 2013, 08:42:52 PM
A Boss suggestion, I know no new ones are seemingly going to be added, this is a Megaman themed boss (cause we lack it and one of the two is in works to be removed)
Boss: C.R.O.R.Q. (inb4 no one cares cause DOS, just read it through)
Number of Players: At least 7. Triple Boss fight, 3 are picked, no less then 4 regular players.
C.R.O.R.Q. is placed randomly on the map, as a mob. He doesn't do anything.
The three players picked for the bosses play as Dyna Man, Volt Man and Sonic Man.
(click to show/hide)

Run down: To win the battle the players must defeat the spawned C.R.O.R.Q.  The three bosses are there to disrupt that. They are relatively weak compared to other bosses, but after 30 seconds upon death they will respawn near the boss, until all players are dead or C.R.O.R.Q. has been defeated.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on May 19, 2013, 10:22:46 AM
I did just found out Quote can TK Curly with his small spur.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Dr. Crasger on May 21, 2013, 12:51:55 PM
Quote from: "DarkAura"
Most can be seen in-game since the well majority of all the times someone asked what music is from where happened during the game.

Sniper's theme is Millionare's Holiday fro COMBUSTIBLE LEMON and is the same theme as his Freak Fortress 2 counterpart.
Ninja Spy's theme is one of the cutscene musics played in Ninja Gaidan.
Cave's theme is The Part Where He Kills You from the Portal 2 OST.
PO-Roll's theme is Where The Wind Blows from, IIRC, Tatsu-something VS. Capcom although it was never used directly as a theme for Roll.
Scrooge's theme is Konami's Moon Base, an 8-bit remix of the Moon theme from the DuckTails by RushJet1.
Gilgamesh's Theme is an 8-bit remix of Battle on the Big Bridge from various Final Fantasy games made by commedycan.
Quote/Curly's theme is Last Battle from the Cave Story OST.
All the other music (save Slendy since his theme is just a well-recorded, neatly-edited sound of the wind howling) are probably from the original Saxton Hale TF2 game.

Might've missed one, but meh.

Everyone missed the Ghost of Starman?
Its: "Battle Against a Machine" from the EarthBound soundtrack.


Now what are the music file names? I managed to find in an old version that Gentle Spy is gentmus and Cave Johnson is cavmus.
Why not a list of the music names for the changemus command?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Magnet Dood on May 22, 2013, 02:32:44 AM
You missed a couple, Darkaura.

Morshu's theme is from Bomberman II for DS- it's the boss theme for the game.
Captain Falcon's is a remix of the Mute City theme from Super Smash Bros. Melee (I'm afraid I don't know by who, and it might be based off the original- but this one sounds a lot closer to Smash Bros to be honest).
Ghost of Starman's is... oh, ^ up there.
Saxton and the Sees don't have a theme to their own.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on May 22, 2013, 01:54:58 PM
Just to clarify on Falcon's theme:

I actually used to listen a lot to this one back in 2008, so I recognized it inmediately.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: GameAndWatcher on May 22, 2013, 03:26:46 PM
Quote from: "Knux"
Falcon's theme
And here I was thinking it was fan-made.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ToxicMan on May 22, 2013, 09:26:50 PM
SUGGESTION:
Name: Dark Boshy
Regular: Slash
Rage: Unloads his giant gun bullets at targets. Kinda like Christian Brutal Sniper.

ANOTHER SUGGESTION:
Name: Mewtwo
Regular: Psycho Cut
Rage: Psychic - creates a barrier around Mewtwo that instakills anyone who touches it. Ramming attack FTW!
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on May 22, 2013, 09:35:17 PM
You're gonna need a loooooooooooooooooot more information if you want either of those two to be even considered.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on May 22, 2013, 09:46:17 PM
Quote from: "ToxicMan"
SUGGESTION:
Name: Dark Boshy
Regular: Slash
Rage: Unloads his giant gun bullets at targets. Kinda like Christian Brutal Sniper.

ANOTHER SUGGESTION:
Name: Mewtwo
Regular: Psycho Cut
Rage: Psychic - creates a barrier around Mewtwo that instakills anyone who touches it. Ramming attack FTW!
instant foe button
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Blaze Yeager on May 22, 2013, 10:47:56 PM
Hale Suggestion time, SNK flavored (I blame Turbo for this idea):
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Turbodude on May 22, 2013, 10:51:35 PM
Quote from: "Blaze McP"
Hale Suggestion time, SNK flavored (I blame Turbo for this idea):
(click to show/hide)
Just going to point out that I could provide voice clips for this Hale if needed. (if acknowledged)
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ChaoticChao on May 22, 2013, 11:01:56 PM
Quote from: "ToxicMan"
SUGGESTION:
Name: Dark Boshy
Regular: Slash
Rage: Unloads his giant gun bullets at targets. Kinda like Christian Brutal Sniper.

ANOTHER SUGGESTION:
Name: Mewtwo
Regular: Psycho Cut
Rage: Psychic - creates a barrier around Mewtwo that instakills anyone who touches it. Ramming attack FTW!
List of helpful things to add:
Music (if any)
Sprite
color system when chosen
Lines (if any)
Weapon information
Changes from Super jump (if any)
Armor
Hp
Weakness
resistance
Special effect (if any)
Etc.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ToxicMan on May 23, 2013, 11:02:28 PM
Outposted.

I don't get it.
"Sprite"? OBVIOUS for both.
Weapon Information? A psychic slash and a machete.
What do you mean by color system? Mewtwo's obviously purple...
I didn't know Saxtons had weaknesses and resistances.
HP for Dark Boshy: 600 + 200 for each player
HP for Mewtwo: 1000-2000
Armor: None for both
Changes from Super Jump for Mewtwo: Lets him hover instead of jump. But only for a few seconds so it's not broken.

Quote from: "Balrog"
Quote from: "ToxicMan"
SUGGESTION:
Name: Dark Boshy
Regular: Slash
Rage: Unloads his giant gun bullets at targets. Kinda like Christian Brutal Sniper.

ANOTHER SUGGESTION:
Name: Mewtwo
Regular: Psycho Cut
Rage: Psychic - creates a barrier around Mewtwo that instakills anyone who touches it. Ramming attack FTW!
instant foe button
Why?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: LlamaHombre on May 24, 2013, 12:44:19 AM
Please don't post multiple times in a row, it fills pages much faster than you'd expect it to.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on June 02, 2013, 12:10:30 AM
Apparently I can start continuing some work after realizing I could've done so a month ago. I shouldn't really use "I didn't care to do so before" as an excuse, but I kinda will slightly.

So...how the tits is Gilg's new mainfire gonna work again with alternating between Zantetsuken, Masamune, Excalipoor, and Excalibur?

All I know/remember is Excalipoor is 1Dmg., Excalibur is OHKO, Masamune has a longer reach, and Zantetsuken is a dunnowhat.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 02, 2013, 12:15:15 AM
Quote from: "DarkAura"
Apparently I can start continuing some work after realizing I could've done so a month ago. I shouldn't really use "I didn't care to do so before" as an excuse, but I kinda will slightly.

So...how the tits is Gilg's new mainfire gonna work again with alternating between Zantetsuken, Masamune, Excalipoor, and Excalibur?

All I know/remember is Excalipoor is 1Dmg., Excalibur is OHKO, Masamune has a longer reach, and Zantetsuken is a dunnowhat.
Zantetsuken could have a 1/10 chance (variable per player when they enter "pain" state from this) of insta-killing anyone in a wide area in front of him, otherwise causing a good damage.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on June 02, 2013, 03:41:48 AM
Quote from: "DarkAura"
SWORDS
In 012, Zantetsuken had a very low chance of scoring the Iai Strike, instantly Breaking the enemy's Bravery. When doing so, it also had the cosmetic effect of scattering sparks from its blade. Perhaps this could be changed so the Zantetsuken, when swung, randomly spawns three or four mid-damaging thunderbolts around Gilgamesh?

Also, with Masamune it could have a wide, sweeping attack instead of simply just cutting "deeper" as with most Hales.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on June 03, 2013, 10:55:20 PM
I have a new idea for Slender, although I'm not entirely sure it's legit.

Instead of using the OHKO he usually has, give him a damaging radius and either get rid of the tentacles, or revamp them. By this I mean, Slender players don't have to hold fire for it as it is a passive ability. If he's somewhat near somebody, they start taking damage little by little. The closer they get, the bigger passive damage they take, though the rhythm is always the same. Everything else about him should stay the same. So all you need to do is chase players around. Maybe make him easier to stun or have a slower speed in this case, I don't know.

As far as I've read, most descriptions of Slenderman say that he makes his victims get disoriented and have strong headaches the closer he is to them.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 03, 2013, 11:06:25 PM
Quote from: "Knux"
I have a new idea for Slender, although I'm not entirely sure it's legit.

Instead of using the OHKO he usually has, give him a damaging radius and either get rid of the tentacles, or revamp them. By this I mean, Slender players don't have to hold fire for it as it is a passive ability. If he's somewhat near somebody, they start taking damage little by little. The closer they get, the bigger passive damage they take, though the rhythm is always the same. Everything else about him should stay the same. So all you need to do is chase players around. Maybe make him easier to stun or have a slower speed in this case, I don't know.

As far as I've read, most descriptions of Slenderman say that he makes his victims get disoriented and have strong headaches the closer he is to them.
My idea revolved around making a flashlight system, where a homing projectile checks whether or not slender is in your FOV. when harmed by this projectile, Slender gets stunned and the player starts to lose health. But, adding yours, players should still take damage from just being close. That would require the slender player to corner the player in such way that he is always in their FOV.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on June 04, 2013, 02:57:23 AM
Perhaps the tentacles could work like Thunder Claw, except they would do minimal damage, have a very long range and pull in any players that get hit by them. This way, players don't simply run away from Slender. It would probably be better to make him hold still whenever he uses the tentacles.

EDIT: Mind if I cut down the size of the Mann Co. map? As it is, it's unplayable and everyone votes out of it when it appears. The main issue is the huge running space there is, which complicates things for both sides.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 06, 2013, 04:02:40 PM
Balrog you better make this a hale. This is seriously too awesome to pass up.

It's been awhile since I suggested anything so forgive me if it feels "choppy". But please trust the idea and how amazing it would be.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: xColdxFusionx on June 06, 2013, 04:36:46 PM
Don't mind me, just gonna finish the reference

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ZeStopper on June 06, 2013, 09:55:26 PM
Morshu is kinda crappy to use, according to me, so why not use a different YTP celebrity?
I give you...... Squadala Guy!
(click to show/hide)
Revise if needed........
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on June 06, 2013, 10:25:52 PM
Quote from: "ThePlayer"
Morshu is kinda crappy to use, according to me, so why not use a different YTP celebrity?
I give you...... Squadala Guy!
(click to show/hide)
Revise if needed........

I think the king would be better but his name is gwonam.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on June 07, 2013, 01:13:24 AM
Yeah, and if anything else, his skin should be Flame Man.  :ugeek:
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on June 07, 2013, 04:15:32 AM
Am I putting in a probability for Gilg's swords? (25/25/25/25, 40/30/20/10, etc.)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 07, 2013, 07:46:10 AM
Quote from: "ThePlayer"
Morshu is kinda crappy to use, according to me, so why not use a different YTP celebrity?

-gasp- You mean he's different than just your standard melee attack and rage dash forward?
oh wait that is exactly how you designed Gwonam sorry completely unintentional/looked at it after I wrote this.


I'm also going to back my statement up by saying that Balrog STILL needs to implement the rope and lamp oil notes that I sent him/whatever he's going to do for those two attacks.

I mean how long has it been now.. before Balrog even took over this thing.. :I
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 07, 2013, 11:06:47 AM
Not much has been happening with this mod at all, really. Balrog kinda stopped posting around the time I suggested to make a devteam. :I
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Superjustinbros on June 08, 2013, 03:06:19 AM
That's sad, because I'm looking forward to where this mod goes in the future with new hales and improvements to current hales.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: CHAOS_FANTAZY on June 08, 2013, 04:42:28 AM
/me emerges from the workshop, coughing and sputtering

Alright, I've got four Hale sketches here for you today!

Rubberfruit, acting upon the idea of a GMod-based Hale
(click to show/hide)

Airman James, a glorious bastard and a misunderstood child all in one
(click to show/hide)

The Players, inspired by the desire for more than 2 Multi-Hales
(click to show/hide)

Crazed Grenademan, a sort of continuation of the "Glorified Robot Master" series I had running a while ago
(click to show/hide)

At this point I barely even care if these make the game (And Balrog appears have died just like Silver anyway); I just wanted to have some fun writing them up.  Toss 'em on the stack with the rest, I suppose.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 08, 2013, 03:54:17 PM
Note: not completely dead.

Tsuki's SBARINFO HUD is painfully ugly, spectators have to use coop spy to see health, and I think someone said it desyncs. It works for now, but either someone makes a less distracting version or it'll be out of the next official version until I can make one myself.

Morshu is pretty much done, except that Tsuki's rope code didn't work. If someone can code a rope that extends and then retracts from its firing point, Morshu would be in a releasable state.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 08, 2013, 04:24:29 PM
Why don't you just put regular, small text to reflect on how it originally looked, instead of a huge box in the corner of the screen? (No, I'm not saying put it back to how it was before) There's no reason it should be so big.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on June 08, 2013, 04:40:58 PM
I think i gotta need help with seeldier. (http://img259.imageshack.us/img259/1383/200pxff2seemanandseeldi.png)
The only thing i want help with is (SEDLB8B2 to SEDLH8H2) and SEDLA7A3 but i want the frames to be really good!
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on June 08, 2013, 06:33:42 PM
Quote from: "Balrog"
Tsuki's rope code
I'm sorry, I could be completely wrong, but I just read that as "I didn't use Rozark's version".


Balrog why.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 08, 2013, 06:45:09 PM
Quote from: "SmashBroPlusB"
Quote from: "Balrog"
Tsuki's rope code
I'm sorry, I could be completely wrong, but I just read that as "I didn't use Rozark's version".


Balrog why.
I'm using my own version that pretty much is Rozark's version, only rope is a slowing long-distance melee instead of working like Wire Adaptor, which would be all kinds of broken.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ZeStopper on June 08, 2013, 07:43:44 PM
Quote
(click to show/hide)
I like it! There's no better way to mock someone who doesn't exist than to put him in a game!
EDIT-Okay, Ivory told me he's real, but he can't kill us, so we kill him!
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 08, 2013, 08:12:01 PM
Quote from: "Balrog"
Quote from: "SmashBroPlusB"
Quote from: "Balrog"
Tsuki's rope code
I'm sorry, I could be completely wrong, but I just read that as "I didn't use Rozark's version".


Balrog why.
I'm using my own version that pretty much is Rozark's version, only rope is a slowing long-distance melee instead of working like Wire Adaptor, which would be all kinds of broken.

My version says replace the jump with a Spidermanesque way of mobility.
Tsuki's/Your way that you're implementing says let's make it an item/weapon that slows people.

Now tell me, besides both of them being rope, how is it "pretty much Rozark's version" again?

Also i'm not expert at balancing, but perhaps a cooldown on the rope mobility would make it work. Iunno, again, not an expert at balancing.

You know if Badass Hitler was included I wouldn't be so.. furious was it? I'm not really angry but you know that feeling of just "Wow, that isn't what I wrote".
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 08, 2013, 11:19:47 PM
By "broken" I mean it would be OP in some maps and useless in others due to the fact that projectiles disappear when they hit sky. No cooldown in the world can fix that. Also, just because I tried to use Tsuki's code doesn't mean I used any of his ideas.

Quote from: "Balrog"
Morshu, when reworked, will have Rope as a regular attack that is weak, but slows players hit by it. (This is because Wire Adaptor-like abilities are going to be broken in some way on maps that aren't designed with Wire Adaptor in mind.) Secondary is Lamp Oil, which is an Oil Slider that does big damage. Rage is the same bomb as it is now.
Posted this forever ago.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 08, 2013, 11:20:28 PM
Isn't there a way to make it work on Skyboxes?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MasterXman on June 08, 2013, 11:31:14 PM
+SKYEXPLODE[/color]. If that doesn't work I don't really know then.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on June 08, 2013, 11:41:14 PM
The problem with the current rage is that it is literally useless. Personally I've only seen two deaths to the giant bomb, and that was against AFKers.

If the rage changed his main to the bombs he has now, that would be fine. Heck, even if the giant bomb exploded faster you could fix a lot of issues. As it stands, though, Morshu is better off attacking nonstop and never using his waste of a rage in the first place.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 09, 2013, 12:02:44 AM
Quote from: "xxkirbysonicxx1"
+SKYEXPLODE[/color]. If that doesn't work I don't really know then.
That works with only sky (ceiling), but not with horizon line (wall).
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on June 09, 2013, 07:06:28 AM
Quote from: "FTX"
I think i gotta need help with seeldier. (http://img259.imageshack.us/img259/1383/200pxff2seemanandseeldi.png)
The only thing i want help with is (SEDLB8B2 to SEDLH8H2) and SEDLA7A3 but i want the frames to be really good!
Was this ignore  :|
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: ChaoticChao on June 09, 2013, 01:24:08 PM
Quote from: "FTX"
Quote from: "FTX"
I think i gotta need help with seeldier. (http://img259.imageshack.us/img259/1383/200pxff2seemanandseeldi.png)
The only thing i want help with is (SEDLB8B2 to SEDLH8H2) and SEDLA7A3 but i want the frames to be really good!
Was this ignore  :|
There is another discussion going on.

Anyways, I find Morshu having a rework is for the better.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 09, 2013, 06:17:35 PM
I do too, which is why I suggested it week two when Morshu was first a hale.

10 months later, it's finally going to happen, in a way I didn't write but whatever.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Oliver on June 11, 2013, 10:40:28 AM
Quote from: "FTX"
Quote from: "FTX"
I think i gotta need help with seeldier. (http://img259.imageshack.us/img259/1383/200pxff2seemanandseeldi.png)
The only thing i want help with is (SEDLB8B2 to SEDLH8H2) and SEDLA7A3 but i want the frames to be really good!
Was this ignore  :|

See: Sceet, Seedic, Seevy, Seeper, Seero, Seegineer, Spee, Seeman and Seeldier. Normal: Scout, Medic,  Heavy, Sniper,  Pyro,   Engineer,   Spy,   Demoman and Soldier.

My own Seename idea.  :lol:
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on June 11, 2013, 04:11:41 PM
That's nice and all, but he's talking about sprite help.

EDIT: I've a Hale suggestion that's probably good enough to replace the now gone PO Roll. Placing the important info first:
(click to show/hide)
You're all probably wondering what inspired me to suggest this, right? Well...

You can use voice clips from this.  :ugeek: And cut the swearing, of course. Funny as it is.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Oliver on June 12, 2013, 05:17:30 PM
I have a Boss idea, just for you guys (maybe) like.

(click to show/hide)

If you guys don't like my idea, then OK.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: GameAndWatcher on June 12, 2013, 05:24:21 PM
Quote from: "Oliver"
I have a Boss idea, just for you guys (maybe) like.

(click to show/hide)

If you guys don't like my idea, then OK.
Needs more detail.
Emphasis on DETAIL.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on June 12, 2013, 08:24:49 PM
I think one creepypasta boss is enough already. Plus, as was said previously, it's not nearly detailed enough.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Oliver on June 14, 2013, 06:33:50 AM
Then i'm out of ideas...
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 15, 2013, 11:47:21 PM
Well I'm not.

Hey Balrog if you're not going to do anymore of my amazing hale ideas can you at LEAST put in the feature where it shows you how much damage you did to the hale during the fight/read not after?

There was another thing too but I forget, perhaps I'll remember it later.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 16, 2013, 12:03:01 AM
It's a thing again because we're running out of .. different things.

Quote
Name: Franziska Von Karma

Skin: Rena-Kun's Franziska skin

Color: Blue. The skin has all of the other colors, all you need is the blue. Artwork here. (http://images2.wikia.nocookie.net/__cb20110204171041/aceattorney/images/e/ed/Franz.PNG)

Attack: A whip. Probably to have the longest range of all hales, but all pros should come with cons. This isn't an instant kill. It should take 2-3 hits to defeat somebody.

Item: She has no superjump, but she can object, applying a slow to enemies infront of her. Plays this voiceclip. (http://www.court-records.net/sounds/Franziska_Objection_English.mp3) Use of this recharges overtime.

Rage: - Outrage - Franziska constantly whips at the area infront of her, with slightly increased ranged for 5 seconds.

Obituaries: "[x] was whipped by Franziska Von Karma ([y])"
"[x] was sent to a long, long coma by Franziska Von Karma ([y])"

Health: 550 - +120 per player.

Music:

(click to show/hide)

The voiceclip and music will need adjustments.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Superjustinbros on June 23, 2013, 07:41:08 PM
One thing I need to throw in, I preferred the original small yellow text over the Final Fantasy-styled black box. The text was harder to see as yellow text, perhaps, but a lot less distracting.

I also liked the original "Danger" text that existed in the old versions. I found it more entertaining seeing "*DANGER*". instead of just a "!"
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Mr. Wint on June 23, 2013, 08:43:12 PM
What if we want to add a class to this mod?  I was thinking about putting together a James Bond Hale.  I can do the code and sounds, but I'd need the help of an artist.  Here's some general ideas:

Name: Bond, James Bond
HP: 100HP per player
Skin: A custom skin
Theme: Either the original James Bond theme, or one of the level themes from GoldenEye 007.  I think the original would work surprisingly well, though.
Death: Collapses on the ground, and the GoldenEye 007 death theme plays.
Main: Walther PPK.  A pistol with unlimited ammo, though it still needs to be reloaded every few shots.  Fast and accurate, but not very strong.  Obituary could be "James Bond (%o) exercised his license to kill on %k"
Alt-Fire: A close-range Karate Chop, the infamous melee attack from GoldenEye 007.  Very powerful, but close-range only.  Obituary would be the same.
Super Jump: Either a grappling hook or the jet pack from Thunderball.
Rage: Summon some soldiers, agents, etc. to fight, as seems to happen near the end of every Bond movie.  They can be killed, and quite easily, but there's plenty of them to go around.  Obituary might be "%k was eliminated by Her Majesty's Secret Service".  The more players that are alive, the more soldiers will appear.
Encouraged Play Style: James Bond is not designed for full-on assaults.  If he's going to take down umpteen players, he's going to pick them off one by one.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Magnet Dood on June 23, 2013, 09:07:01 PM
I honestly am unsure what the current status is of making new hales since Balrog is rather... slow to updating this mod.

I bet if you handed him a free Hale, though, he'd probably accept it (if it's good). I would totally help with sprites but I can't sprite humans for shit and plus my plate is pretty full of things I endlessly procrastinate on so

Musashi is pretty good at doing humans, maybe you could ask him for a base sprite?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on June 23, 2013, 09:26:13 PM
Hilman's blue soldier looks like a nice base for Bond, IMO. You need to ask for his permission though.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 23, 2013, 11:28:13 PM
Quote from: "Mr. Wint"
What if we want to add a class to this mod?  I was thinking about putting together a James Bond Hale.  I can do the code and sounds, but I'd need the help of an artist.  Here's some general ideas:

Name: Bond, James Bond
HP: 100HP per player
Skin: A custom skin
Theme: Either the original James Bond theme, or one of the level themes from GoldenEye 007.  I think the original would work surprisingly well, though.
Death: Collapses on the ground, and the GoldenEye 007 death theme plays.
Main: Walther PPK.  A pistol with unlimited ammo, though it still needs to be reloaded every few shots.  Fast and accurate, but not very strong.  Obituary could be "James Bond (%o) exercised his license to kill on %k"
Alt-Fire: A close-range Karate Chop, the infamous melee attack from GoldenEye 007.  Very powerful, but close-range only.  Obituary would be the same.
Super Jump: Either a grappling hook or the jet pack from Thunderball.
Rage: Summon some soldiers, agents, etc. to fight, as seems to happen near the end of every Bond movie.  They can be killed, and quite easily, but there's plenty of them to go around.  Obituary might be "%k was eliminated by Her Majesty's Secret Service".  The more players that are alive, the more soldiers will appear.
Encouraged Play Style: James Bond is not designed for full-on assaults.  If he's going to take down umpteen players, he's going to pick them off one by one.
This isn't bad. 100HP per player seems a little low, though. Quote and Curly each get 600HP plus 100 per player, for reference. Remember that on some maps you won't have room to sneak around and stuff.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Mr. Wint on June 24, 2013, 12:27:31 AM
Quote from: "Knux"
Hilman's blue soldier looks like a nice base for Bond, IMO. You need to ask for his permission though.

Link?

Quote from: "Balrog"
This isn't bad. 100HP per player seems a little low, though. Quote and Curly each get 600HP plus 100 per player, for reference. Remember that on some maps you won't have room to sneak around and stuff.

I'll see if I can throw something together.  I just need some time to look at the code for Saxton Hale.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Superjustinbros on June 26, 2013, 01:52:06 AM
Someone on a Saxton Hale server (using the originals since they're compatible with classes) recommended we suggest and use original characters for Hales rather than resorting to characters based on a variety of very well-known fictional characters (especially TF2).

Oh, and I preferred the original themes for Pissed off Roll and Gentle Spy.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 26, 2013, 02:33:03 AM
Quote from: "Superjustinbros"
Someone on a Saxton Hale server (using the originals since they're compatible with classes) recommended we suggest and use original characters for Hales rather than resorting to characters based on a variety of very well-known fictional characters (especially TF2).

Oh, and I preferred the original themes for Pissed off Roll and Gentle Spy.

Huh, I was thinking the same thing about how we should use OCs.

Rozark has the perfect hale okay

Coldfusion might have one too but I don't really know
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 26, 2013, 02:41:12 AM
Quote from: "Zerokk"
Quote from: "Superjustinbros"
Someone on a Saxton Hale server (using the originals since they're compatible with classes) recommended we suggest and use original characters for Hales rather than resorting to characters based on a variety of very well-known fictional characters (especially TF2).

Oh, and I preferred the original themes for Pissed off Roll and Gentle Spy.

Huh, I was thinking the same thing about how we should use OCs.

Rozark has the perfect hale okay

Coldfusion might have one too but I don't really know
Yeah, the memetic ones are too "meh". Plus, I'd like to see NeoDS back and this could also be a chance to scrap everything and make a fresh code that is more organized. That and to remove the excess of sounds and compress musics better (5 MB music?! UNACCEPTABLEEEEEEEEEEEE!!!!)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on June 26, 2013, 02:42:36 AM
I was almost on board


but then I saw
Quote from: "tsukiyomaru0"
I'd like to see NeoDS back
and I just sort of died
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Mr. Wint on June 26, 2013, 02:47:27 AM
Quote from: "Superjustinbros"
Someone on a Saxton Hale server (using the originals since they're compatible with classes) recommended we suggest and use original characters for Hales rather than resorting to characters based on a variety of very well-known fictional characters (especially TF2).

Oh, and I preferred the original themes for Pissed off Roll and Gentle Spy.

Honestly, I agree.  I just like James Bond.  Maybe he can be one of the last.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Superjustinbros on June 26, 2013, 02:56:04 AM
There was one Hale I thought of...

The Villager from Animal Crossing.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 26, 2013, 03:13:03 AM
NeoDS was sort of a black wool sheep, you know? But in a cast of original characters, I think it'd be nice.

though it was pretty silly
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 26, 2013, 03:26:24 AM
I don't think NeoDS will ever make a comeback. I don't even think Neo himself would want it back at this point.

In regards to using original characters, I dunno. I'm not against it, personally, but I feel that some people's OC's might get some bad reception after that NeoDS incident. Of course, there was plenty of reasoning behind THAT, but still.


Either way, I wouldn't really count on ANY new characters until I start seeing some progress in this mod.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 26, 2013, 03:50:17 AM
Quote from: "Gizmo The Cat"
I don't think NeoDS will ever make a comeback. I don't even think Neo himself would want it back at this point.

In regards to using original characters, I dunno. I'm not against it, personally, but I feel that some people's OC's might get some bad reception after that NeoDS incident. Of course, there was plenty of reasoning behind THAT, but still.


Either way, I wouldn't really count on ANY new characters until I start seeing some progress in this mod.
NeoDS hate, IIRC, was because he was the only willing to host Saxton back then and he had some kind of deal with Silversin (Partnership, etc), and people were envious that he was allowed to have his original hale, which was the the most creative of them all at the time.The problem is that he was too easy to use and very strong (think something along the lines of Captain Falcon but able to dash to close in on the enemy and then slash.

In other words, playing as NeoDS was easy, and back then he was the most challenging hale (Except for Oppan Ninja Spah, that had his 3 lives bullshit and HUGE health in each life), but is most likely hated because it is more original than any other hale.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 26, 2013, 03:53:03 AM
That's only like half the reason. The other half was that Neo was being kind of a jerk about keeping his hale in when certain people proposed to remove him, ignoring the fact that ultimately it was Silversin's decision on who goes and who stays. In other words, he let that "partnership" deal get to his head.

But that's all in the pasts now.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 26, 2013, 10:35:03 AM
Quote from: "tsukiyomaru0"
but is most likely hated because it is more original than any other hale.
Quote from: "tsukiyomaru0"
because it is more original
Quote from: "tsukiyomaru0"
more original
Quote from: "tsukiyomaru0"
original

It was his name with DS slapped at the end that was basically Zero.
Why, bring it back but name it Zero/give it an overhaul.

I'm also asking you if TsukiDS is original.
Is it
Original.

Because if it is I'm sure you'll support such favorites as:
ColdfusionDS
SmashBroDS
BlazeDS
SandersDS
NintendoDS
OhsnaphoneyIforgotmychickenintheovenandnowitsburntDS
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 26, 2013, 01:38:01 PM
More original as in he was the only non-memetic hale, Rozark.
If PO'd Roll existed then that probably was the second most original one

Even then, he wasn't very original. If we switched to original characters, then NeoDS would be the least original.

So basically, the whole gamemode is filled with unoriginality at the time.

NeoDS wouldn't have to be in, that's completely fine with me.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 26, 2013, 07:10:42 PM
Quote from: "Rozark"
Someone completely missed the point
Back then, there weren't many who even HEARD of a Neo class, so NeoDS was truly the most original Hale and ALSO the most elaborate. Plus, as Zerokk mentioned, he had NO memetic origin and, I may add, wasn't based in an existing character (PO Roll is Tatsunoko VS Capcom, by the way)

If I were in charge, I'd rather keep NeoDS, but not let him take control of matters completely.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 26, 2013, 07:12:27 PM
Quote from: "Superjustinbros"
Someone on a Saxton Hale server (using the originals since they're compatible with classes) recommended we suggest and use original characters for Hales rather than resorting to characters based on a variety of very well-known fictional characters (especially TF2).

Oh, and I preferred the original themes for Pissed off Roll and Gentle Spy.
>OCs

viewtopic.php?f=31&t=3118 (http://cutstuff.net/forum/viewtopic.php?f=31&t=3118)

Pissed-Off Roll has the original theme, Gentle Spy is now Ninja Spy and having a ninja theme makes more sense.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 26, 2013, 07:34:23 PM
Those are author avatars, Balrog.

Resorting to OCs might reduce controversy somewhat, and bring forth interesting hales.

Sure, we'd probably not have voices, but I hated that sometimes. Ninja Spy (http://tvtropes.org/pmwiki/pmwiki.php/Main/HighlyVisibleNinja) has to yell out a phrase so that his sneaky strategy can be ruined by knowledge of location. .. Not that many people actually sneak around as the hale. It doesn't help that he can't fully utilize his rage which turns him 70% invisible, all because his superjump makes him reveal himself.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 26, 2013, 09:03:52 PM
Quote from: "tsukiyomaru0"
Quote from: "Rozark"
Someone completely missed the point
Show me the page or I never said that.

Quote from: "tsukiyomaru0"
wasn't based in an existing character
It's based on the Nintendo DS series of bosses from the Battle Network series.

In other news, if Balrog would allow OCs and actually follow a script I write, I'm willing to write up a few things for Dr. Clyde von Belmont.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Knux on June 26, 2013, 09:22:02 PM
Hold on a goddamn second. Why are we even bringing back Neo DS to this topic again? It's dead, get over it.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 26, 2013, 09:24:52 PM
Quote from: "Rozark"
Quote from: "tsukiyomaru0"
Quote from: "Rozark"
Someone completely missed the point
Show me the page or I never said that.

You never said that

He edited it because he means you missed the point.

Quote from: "Rozark"
Quote from: "tsukiyomaru0"
wasn't based in an existing character
It's based on the Nintendo DS series of bosses from the Battle Network series.

In other news, if Balrog would allow OCs and actually follow a script I write, I'm willing to write up a few things for Dr. Clyde von Belmont.

I'm having doubts he'l allow it, but it'd certainly be a nice option.

Quote from: "Knux"
Hold on a goddamn second. Why are we even bringing back Neo DS to this topic again? It's dead, get over it.

Because we're talking about UOCs. Again, NeoDS doesn't have to make a return.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 26, 2013, 09:43:18 PM
Quote from: "Rozark"
[
Quote from: "tsukiyomaru0"
wasn't based in an existing character
It's based on the Nintendo DS series of bosses from the Battle Network series.

DS stood for "Dark Side". Meaning it was Neo's 'darker and edgier' counterpart.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 26, 2013, 09:45:41 PM
About NeoDS, I think that NOW Neo won't want to allow himself in anymore. Because, you know, the whole removal of NeoDS drama... So what can be done is just thinking on original characters or ideas (like the James Bond one is pretty original, has no memetic content last I checked. Or the Raging Gutsliath idea I threw around, which is more based on Borderlands 2's Goliath but with an edited Gutsman.)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 26, 2013, 09:50:18 PM
Yeah, that's what I'd said earlier but people still wanted to rant about Neo. :|

Anyway, I wouldn't mind seeing any sort of new character unless it's severely dipped in memetic mutation sauce. (i.e Morshu, being the worst offender. I can stand most things, but no; Get your CDI outta my Megaman. >:C )

But like I said earlier, Unless Balrog is accepting new characters at all right now, I wouldn't get my hopes up. How long ago was the last update anyway? We've been either using older versions or various fixes from either you or TailsMK4.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 26, 2013, 10:10:56 PM
By original I meant community-made, like Under Siege, so James Bond wouldn't really be a thing asdf
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 26, 2013, 11:50:52 PM
Imo, while Morshu might be "meme", it isn't as bad as Slender.
It really isn't.

Also, go make that Badass Hitler/Fuhrer hale and/or dare I say Touhou.

Keep existing hales but still bring in new ones from things the community enjoys.

EDIT: However, despite both of them being meme, the hale ideas for both are quite creative/different than your average melee/dash hale, which this mod has PLENTY of.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: SmashTheEchidna on June 26, 2013, 11:53:13 PM
Slender's bad too, but he's more eye-roll inducing to me.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: fortegigasgospel on June 26, 2013, 11:59:31 PM
Why not just make a new set in a new mod with OCs. Since Rozark has a new script which should work better it would all in all feel like a new mod with any luck.
And clearly change the name from Saxton Hale as it would no longer have any hint of him at all.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 27, 2013, 12:00:40 AM
But the main concern will remain: It's too crashtastic. According to the pattern of crashes, it is RAM overflow in some computers (and, no, not WEAK computers, but powerful ones, ones able to run games like DmC, Borderlands and others on maximum settings with nearly none or no issue at all). It's a coincidence how the crashes happens more often when messages are involved (Usually, hud messages), but it can also crash as much when certain sounds and musics are called. My idea to deal with those would be to completely remove those sounds and compress the music REALLY hard!
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 27, 2013, 12:02:31 AM
Quote from: "fortegigasgospel"
Since Rozark has a new script

Whoa whoa whoa
I can't script.
By script I meant like a play script.
The ones people read/the layout of how the boss would work.
Actual coding/scripting would need to be done by someone else.
Yes I'm flooded with ideas but I can't do any of them because lack of coding experience I just copypasta but hey that works for maps

Also Tsuki, if your "powerful" computer can run Borderlands 2 but not run this mod, then something is wrong.

I myself play Borderlands 2 at near max settings and play this mod with no issues. It's a laptop btw, with Intel HD Graphics.
I swear this laptop breaks the laws of technology
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Magnet Dood on June 27, 2013, 05:47:25 PM
I'll just pop in here and say that the randomizer doesn't do this mod much justice.

When I was playing Saxton for a while, Ghost of Starman, Q&C, Morshu and Ra Thor never appeared, Gentle Spy and Saxton appeared twice tops, and the Sees, Robo Sniper, and PO'd Roll appeared all the time. Slender was kind of in the middle.

Is there any way to balance out the appearances?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 27, 2013, 06:11:54 PM
I can think of a way to balance it out, but would be kinda too complicated...
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Oliver on June 27, 2013, 06:16:46 PM
Boss idea! (I know it needs some polish and other things)

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on June 27, 2013, 11:41:07 PM
The one fear I have is that OCs will go the way of Roll and NeoDS. While I am not totally against the idea, I do not see this idea working out too well, especially since I am not sure if any of the hales made from this will even have any familiarity to them. Even so, it appears my definition of a "meme" is far different from you guys and I would consider bosses even like Slenderman to NOT be a meme. I see Morshu as the one with the most memeish qualities, and Falcon has a lot of it as well. The other bosses do not stand out that much as far as memes to me. Just because a boss is memeish doesn't necessarily make it a bad thing.

Of course, I am not always right. If a hale comes out of this that is very pleasing, then I will be glad to say I was wrong. Until then, I will stand by what I have said. I wish you guys good luck regardless.

EDIT: One last note: If there must be a discussion about the Overhaul, start it at my thread instead of this, unless it relates to Balrog's mod in general. I just do not want people to get the wrong impression that Balrog did the fixes. Balrog knows about the overhaul, but he had no part in it.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 27, 2013, 11:55:59 PM
I wish I had a part in it, though.

Hales must be memetic in some fashion. James Bond isn't really, so I may or may not change that to something like Austin Powers or the protagonist of No One Lives Forever.

EDIT: Also, expect the Saxton Hale Overhaul to be the basis of r6 when I can actually get around to it. Funny, apparently when Tails released the overhaul (while I was indisposed due to real-life issues and my computer coming down with a bad case of driver hell) I was thinking about refactoring the existing code for maintainability purposes. That little experiment will be handled separately as Saxton Hale: The Next Mutation.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Mr. Wint on June 28, 2013, 01:34:18 AM
In that case, I'll settle for Austin Powers.  Is there some debug mode where I can choose Hales, though?  I can't actually make one if I have to rely on chance to test it.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on June 28, 2013, 01:52:05 AM
Quote from: "Mr. Wint"
In that case, I'll settle for Austin Powers.
YEAH BABY YEAH


omfg you have no idea how much I love Austin Powers
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 28, 2013, 12:24:42 PM
Quote from: "SmashBroPlusB"
YEAH BABY YEAH

omfg you have no idea how much I love Austin Powers
Glad you enjoy it. Although it means that I'll need to replace the generic soldiers for his rage with fembots with machine-gun jubblies.

Quote from: "Mr. Wint"
Is there some debug mode where I can choose Hales, though?  I can't actually make one if I have to rely on chance to test it.
I just open up SAXTON and set the randomizer to always pick that hale's internal number and switch it back when I'm done. Another thing for the to-do list, I guess.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: FTX6004 on June 28, 2013, 01:01:16 PM
Quote from: "Oliver"
Boss idea! (I know it needs some polish and other things)

(click to show/hide)

Wheres the skin of the hale.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Ceridran on June 28, 2013, 01:07:09 PM
Quote from: "FTX"
Quote from: "Oliver"
Boss idea! (I know it needs some polish and other things)

(click to show/hide)

Wheres the skin of the hale.

It'l be made if the thing ever gets dealt with. And don't count on it happening right now.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: leoalex50 on June 28, 2013, 02:03:41 PM
Quote from: "Balrog"
Quote from: "SmashBroPlusB"
YEAH BABY YEAH

omfg you have no idea how much I love Austin Powers
Glad you enjoy it. Although it means that I'll need to replace the generic soldiers for his rage with fembots with machine-gun jubblies.
what would his atks be? a gun? judo chop? (p.s. i like the austin powers movies)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 28, 2013, 02:19:16 PM
Quote from: "leoalex50"
Quote from: "Balrog"
Quote from: "SmashBroPlusB"
YEAH BABY YEAH

omfg you have no idea how much I love Austin Powers
Glad you enjoy it. Although it means that I'll need to replace the generic soldiers for his rage with fembots with machine-gun jubblies.
what would his atks be? a gun? judo chop? (p.s. i like the austin powers movies)

His attacks were already mentioned on a previous page under the name "Bond. James Bond"
This is basically a replacement for a more memetic approach.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: DarkAura on June 28, 2013, 02:48:26 PM
Quote from: "Balrog"
fembots with machine-gun jubblies.
I am reminded of the Alien Vixens from Redneck Rampage. If I can find all the necessary rotations for the Vixens, I can probably make an appropriate skin for them.

But not 'till next week :|
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Superjustinbros on June 28, 2013, 07:18:06 PM
Quote from: "Magnet Dood"
I'll just pop in here and say that the randomizer doesn't do this mod much justice.

When I was playing Saxton for a while, Ghost of Starman, Q&C, Morshu and Ra Thor never appeared, Gentle Spy and Saxton appeared twice tops, and the Sees, Robo Sniper, and PO'd Roll appeared all the time. Slender was kind of in the middle.

Is there any way to balance out the appearances?

Well, how I'd see this working is if the randomizer worked with an elimination system of sorts, meaning while the selections are still random, each Hale that is selected gets discarded and put away until the game goes through every hale at least once. Once they've all been used, they are placed back and re-shuffled to begin the process anew.

If we're going to keep Slender, he should be given time bonuses based on how many players he has to eliminate. The other day I was Slender and I was against 15 others with 3 minutes to kill them, and they were all really evasive (and it was a map that required a lot of jumping).
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Hallan Parva on June 28, 2013, 07:37:26 PM
Or you could have a "Hale deck" system going where it's the same thing you just said (e.g. pick a Hale, remove them from the queue until reshuffle) except that common Hales get more "cards" than others. I mean for crying out loud, it's called Saxton Hale and I'd like to see the actual SAXTON HALE picked more often than fecking Slenderman.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: xColdxFusionx on June 29, 2013, 01:06:50 AM
...I'm a loony.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Colonel ServBot on June 29, 2013, 01:56:49 AM
Well, here's an idea.

(click to show/hide)

Is this good?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 29, 2013, 12:22:04 PM
Quote from: "Superjustinbros"
Well, how I'd see this working is if the randomizer worked with an elimination system of sorts, meaning while the selections are still random, each Hale that is selected gets discarded and put away until the game goes through every hale at least once. Once they've all been used, they are placed back and re-shuffled to begin the process anew.

If we're going to keep Slender, he should be given time bonuses based on how many players he has to eliminate. The other day I was Slender and I was against 15 others with 3 minutes to kill them, and they were all really evasive (and it was a map that required a lot of jumping).
Yup, that's how you'd do it. The fact that the picker gets executed twice per map sorta screws it up though. Also, Slender is supposed to get time bonuses based on the number of players.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Superjustinbros on June 29, 2013, 09:39:41 PM
Here's a few things that've been bugging me in Saxton Hale in general, incase there have not been any mention of it previously.

With the Classes wad that added in the MM1-7 classes (which I've heard doesn't work with your version), some classes (Guts, Time, and Crash, for example) had alts that could be used to kill allies. Easily noticeable when playing with Bots (a bad idea from the start, since they have very poor AI to begin with.).

Secondly, the server in most but not all cases will often select a Hale during the countdown timer before the match even starts. It screws with the randomizer (with what Hale gets chosen and who is the Hale)

On something minor, can we reskin Cave Johnson's lemons? Currently, they look more like sponges than the actual fruit.

Quote from: "SmashBroPlusB"
Or you could have a "Hale deck" system going where it's the same thing you just said (e.g. pick a Hale, remove them from the queue until reshuffle) except that common Hales get more "cards" than others. I mean for crying out loud, it's called Saxton Hale and I'd like to see the actual SAXTON HALE picked more often than fecking Slenderman.

Or Ninja Spy, or Robo Sniper, or the Seemen (but mostly the Robo Sniper).
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MrL1193 on June 29, 2013, 10:38:14 PM
^I actually tried loading the latest SH version (Tails's) with the Classes wad just to see if it would work, and while it was functional, it suffered from those same two issues that you mentioned. It seems like more weapons have the friendly fire problem with Tails's version. (Even Plant Man's Plant Buster can damage allies.)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on June 29, 2013, 11:38:11 PM
The mod is not meant to be played with Classes in the first place. If it was, those weapons that could team kill others would have already been taken care of in both the resistances for the hales and the immunities for the players (how regular weapons do not harm anyone except the hale). You have to expect stuff like this when you combine two roughly incompatible mods together. Just remember how Rage Roboenza and Saxton Hale turned out...

EDIT: As for Justin's second point, that is why we have the lmscountdowntimer set to 5. This ensures a hale doesn't get picked during the countdown.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 29, 2013, 11:44:48 PM
Quote from: "TailsMK4"
The mod is not meant to be played with Classes in the first place. If it was, those weapons that could team kill others would have already been taken care of in both the resistances for the hales and the immunities for the players (how regular weapons do not harm anyone except the hale). You have to expect stuff like this when you combine two roughly incompatible mods together. Just remember how Rage Roboenza and Saxton Hale turned out...

EDIT: As for Justin's second point, that is why we have the lmscountdowntimer set to 5. This ensures a hale doesn't get picked during the countdown.
Hale+Roboenza turned out rather well, actually. Jax made a thread about it, but I cba to dig it up right now. Classes Saxton needs to be cleansed from the face of the earth. Hales being picked twice is because ACS has no way of knowing whether a game is in countdown mode or not.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on June 30, 2013, 12:19:39 AM
Quote from: "Balrog"
Quote from: "TailsMK4"
The mod is not meant to be played with Classes in the first place. If it was, those weapons that could team kill others would have already been taken care of in both the resistances for the hales and the immunities for the players (how regular weapons do not harm anyone except the hale). You have to expect stuff like this when you combine two roughly incompatible mods together. Just remember how Rage Roboenza and Saxton Hale turned out...

EDIT: As for Justin's second point, that is why we have the lmscountdowntimer set to 5. This ensures a hale doesn't get picked during the countdown.
Hale+Roboenza turned out rather well, actually. Jax made a thread about it, but I cba to dig it up right now. Classes Saxton needs to be cleansed from the face of the earth. Hales being picked twice is because ACS has no way of knowing whether a game is in countdown mode or not.

With "Ifs" and boolean it is possible to check whether a certain hale has already appeared or not, but would need an "If" to check whether or not all hales have appeared already, at which it would clear all "HaleFought" booleans and execute a randomizer.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MrL1193 on June 30, 2013, 01:43:52 AM
Quote from: "TailsMK4"
The mod is not meant to be played with Classes in the first place. If it was, those weapons that could team kill others would have already been taken care of in both the resistances for the hales and the immunities for the players (how regular weapons do not harm anyone except the hale). You have to expect stuff like this when you combine two roughly incompatible mods together. Just remember how Rage Roboenza and Saxton Hale turned out...
Well, aren't issues like those the reason that the classes-v6fsaxtonhalehotfix-betaf.pk3 wad exists (for combining Classes with the old version of SH)? I understand that the two mods weren't balanced with their combination in mind, but it seems that they're at least compatible on some level. Who came up with that Class SH fix in the first place?
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Rozark on June 30, 2013, 04:28:43 AM
Someone who wants classes in every single type of mod that exists.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: TailsMK4 on June 30, 2013, 04:52:15 AM
Keep in mind that the wad that exists for enabling Classes compatibility with Saxton Hale is using a much outdated version of Saxton Hale, before Balrog took over. Besides, from what I have been hearing anyway, the players have a MAJOR advantage over the hales, so the hales likely would need to be buffed anyway if we ever did an official version of Classes Saxton. So there you have it, Classes breaks Saxton Hale.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MrL1193 on June 30, 2013, 09:04:54 AM
I know that wad isn't meant for this version of SH...I'm just asking about it because it seems like some players have the idea that newer versions of SH are somehow totally incompatible with Classes and could never be fixed to be compatible. If I'm understanding this correctly, they could still be reconciled like the old version was if someone wanted to do so.

As for the survivors having an advantage with Classes...well, it might have been true if the Hales were as they appear in the current version, but in the old version, a good number of them are OP even against Classes. (And there's also PO Roll, who is nigh-unbeatable due to her healing.) It's mainly stalling and a select few maps that cause problems. And yet, despite those issues, the mode still seems fairly popular. (I enjoy it myself from time to time.) I just can't help thinking that if the mode is still fun even in the form we have now, a properly balanced version could be a great thing indeed.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Balrog on June 30, 2013, 12:02:13 PM
Quote from: "MrL1193"
I know that wad isn't meant for this version of SH...I'm just asking about it because it seems like some players have the idea that newer versions of SH are somehow totally incompatible with Classes and could never be fixed to be compatible. If I'm understanding this correctly, they could still be reconciled like the old version was if someone wanted to do so.

As for the survivors having an advantage with Classes...well, it might have been true if the Hales were as they appear in the current version, but in the old version, a good number of them are OP even against Classes. (And there's also PO Roll, who is nigh-unbeatable due to her healing.) It's mainly stalling and a select few maps that cause problems. And yet, despite those issues, the mode still seems fairly popular. (I enjoy it myself from time to time.) I just can't help thinking that if the mode is still fun even in the form we have now, a properly balanced version could be a great thing indeed.
Funny, a properly balanced version of anything with 50+ classes is mathematically impossible without rendering the distinctions between them meaningless. Also, from my armchair psychology the reason people like Classes Saxton is because it's unbalanced in their favor.
Title: bamp
Post by: Balrog on June 30, 2013, 05:01:17 PM
viewtopic.php?f=37&t=5770 (http://cutstuff.net/forum/viewtopic.php?f=37&t=5770)

Got a modded version of the overhaul for you guys to check out, hosting this and posting on the above thread will help me pinpoint the root cause of the crashing in r4 and up.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: MrL1193 on June 30, 2013, 11:45:54 PM
Quote from: "Balrog"
Quote from: "MrL1193"
I know that wad isn't meant for this version of SH...I'm just asking about it because it seems like some players have the idea that newer versions of SH are somehow totally incompatible with Classes and could never be fixed to be compatible. If I'm understanding this correctly, they could still be reconciled like the old version was if someone wanted to do so.

As for the survivors having an advantage with Classes...well, it might have been true if the Hales were as they appear in the current version, but in the old version, a good number of them are OP even against Classes. (And there's also PO Roll, who is nigh-unbeatable due to her healing.) It's mainly stalling and a select few maps that cause problems. And yet, despite those issues, the mode still seems fairly popular. (I enjoy it myself from time to time.) I just can't help thinking that if the mode is still fun even in the form we have now, a properly balanced version could be a great thing indeed.
Funny, a properly balanced version of anything with 50+ classes is mathematically impossible without rendering the distinctions between them meaningless. Also, from my armchair psychology the reason people like Classes Saxton is because it's unbalanced in their favor.
Saxton Hale itself is, by definition, an unbalanced mode. It's impossible to perfectly balance one Hale against a team of survivors, especially when you factor in hundreds of maps and 60+ weapons, but it's still quite fun. It's the same with Classes (regardless of whether the mode is DM, LMS, CTF, or SH); you can't achieve perfect balance, but you can get close enough for the mode to be fun overall. As for distinctions between classes, the only distinction that's really causing problems in SH is extreme mobility (or extreme lack of it), which is only one distinguishing feature of classes. There are plenty of classes with similar or identical mobility that still have unique play styles due to their attacks, and smaller variations in mobility are not game-breaking.

Regarding players looking for easy wins, all I can offer are my personal experiences with the mode. I like Classes simply because they add uniqueness and variety. Many players I see on these servers also rotate through a variety of classes and don't touch infamous stallers like Quick Man, so I would guess that they're not just out for the wins either. The old version of SH is more than capable of shifting the balance against the survivors, depending on the Hale, so it's not always plain sailing. And even if it does just come down to the Hale chasing a lone speedy or flying survivor around, the Hale still wins sometimes. So I really don't believe that the only possible appeal in the mode is the chance at easy wins against the Hale.

Please don't take this the wrong way...I'm not expecting you guys to suddenly change your minds and start working on Class SH. I just felt the need to explain why I think Class SH isn't as hopeless as some people make it out to be. I'll leave you to your normal discussion now...
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: fortegigasgospel on June 30, 2013, 11:52:34 PM
The thing is, neither mod were made with the other in mind. And neither will be edited with the other in mind due to breaking the mods when not combined by doing so. Unless a joint effort mod is done were they take both and make them edited to work and not making those actual changes to each themselves, then they will never truly work together.
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: tsukiyomaru0 on July 01, 2013, 12:38:49 AM
Well, Saxton Hale WAS balanced... But then they added Hard Mode. And bonus points if the host puts a timelimit above 0
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 03, 2013, 12:13:00 AM
Here, have a new version.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: FTX6004 on July 03, 2013, 12:37:58 AM
Im glad you removed po roll i hated that hale so much like i do with neods.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: <geminibro> on July 03, 2013, 01:21:12 AM
Will you do the Game Grumps hale?
Just askin'
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: leoalex50 on July 03, 2013, 01:36:36 AM
Quote from: "FTX"
Im glad you removed po roll i hated that hale so much like i do with neods.
what! po roll is removed dam it i was good with po roll plus she has good music
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 03, 2013, 02:23:18 AM
Quote from: "leoalex50"
Quote from: "FTX"
Im glad you removed po roll i hated that hale so much like i do with neods.
what! po roll is removed dam it i was good with po roll plus she has good music
A bit of fridge horror: PO Roll + Scrooge = NeoDS
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: TailsMK4 on July 03, 2013, 04:35:26 AM
Well, the crashes are still occurring. I have no idea why this is happening, so we cannot fix it since we do not know what the problem is in the first place. If it is something in the core, either Zandronum or MM8BDM, then we can do nothing except wait for a new version.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 03, 2013, 05:01:08 AM
Quote from: "TailsMK4"
Well, the crashes are still occurring. I have no idea why this is happening, so we cannot fix it since we do not know what the problem is in the first place. If it is something in the core, either Zandronum or MM8BDM, then we can do nothing except wait for a new version.

there are these old things I made WAAAAAAAAAAAAY back then:
http://www.mediafire.com/download/9e3qr ... isited.pk3 (http://www.mediafire.com/download/9e3qr9z7gpgz09b/Saxton%26FriendsV3C-revisited.pk3)
http://www.mediafire.com/download/6ga9j ... Hotfix.pk3 (http://www.mediafire.com/download/6ga9j9af0dyew0p/Saxton%26FriendsV3C-revisited-Hotfix.pk3)

Basically, took a working old version and adapted... But, as expected, NeoDS and others are in, but maybe it is non-crashy
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: FTX6004 on July 03, 2013, 09:43:51 AM
I already found a problem look what is said.

Quote
Script error, "balrogsh-code6.pk3:actors/rathor.txt" line 224:
             Sprite names must be exactly 4 characters
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Oliver on July 03, 2013, 01:10:11 PM
Quote from: "FTX"
I already found a problem look what is said.

Quote
Script error, "balrogsh-code6.pk3:actors/rathor.txt" line 224:
             Sprite names must be exactly 4 characters

I think you mean, WE already found a problem 'cause i also know that too.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 03, 2013, 01:10:46 PM
Well, that was embarrassing. Here's a new version that has a prospective crash fix. No guarantees here.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 04, 2013, 02:02:32 PM
Any reason See duo skins changed back to Gemini? Can't tell them apart when the color glitch occurs, but could with Burst/Napalm. In addition, do survivors not camp more than Hales (in light of the Hale health degeneration thing)?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 04, 2013, 02:41:17 PM
Pretty sure it has something to do with retracing their steps to an older version to work up on. (don't quote me on this)
Also it was Burst man, not Stone man.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: TailsMK4 on July 05, 2013, 05:00:31 AM
I made the decision in the overhaul to go back to Geminimen because I thought it was the ideal robot master for the Seemen until they have their own skins. I did not see why the Seemen were Burst Man and Napalm Man in r5. As for the color translations...unless some miracle happens, do not expect it to get fixed, as methods to create proper translations that work normally do not here. If anything, I got more confused personally with a blue Burst Man/Napalm Man than I did with a blue Gemini Man.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: GameAndWatcher on July 05, 2013, 05:12:26 AM
Quote from: "TailsMK4"
I made the decision in the overhaul to go back to Geminimen because I thought it was the ideal robot master for the Seemen until they have their own skins. I did not see why the Seemen were Burst Man and Napalm Man in r5. As for the color translations...unless some miracle happens, do not expect it to get fixed, as methods to create proper translations that work normally do not here. If anything, I got more confused personally with a blue Burst Man/Napalm Man than I did with a blue Gemini Man.
The Seemen used those skins to reference the Demoman and Soldier respectively.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 05, 2013, 07:55:23 AM
Quote from: "TailsMK4"
I made the decision in the overhaul to go back to Geminimen because I thought it was the ideal robot master for the Seemen until they have their own skins. I did not see why the Seemen were Burst Man and Napalm Man in r5. As for the color translations...unless some miracle happens, do not expect it to get fixed, as methods to create proper translations that work normally do not here. If anything, I got more confused personally with a blue Burst Man/Napalm Man than I did with a blue Gemini Man.

Perhaps the confusion arose from the fact that none of us were used to Burst/Napalm and, given some more time, we would have found the Gemini Bros confusing instead. In other words, the confusion in question may have been a case of correlation rather than causation (the old saying: correlation does not imply causation). Since the color glitch isn't going away, it seems illogical to not differentiate them at all. I mean, if one Seeman is almost dead, you'd rather go after him than the healthy Seeman, right? So, in my opinion, we shouldn't have to run after the injured Seeman in a wild goose chase, but rather know let whoever runs into the injured Seeman take him out. Several times before, I've had to guess whether the Seeman I'm wildly blasting is the correct one (I rarely guess correctly...), whereas I could previously know which is which and choose the correct weapon and strategy for the kill.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: fortegigasgospel on July 05, 2013, 05:03:43 PM
If you are hitting the right one you'll see his HP dropping. Just saying.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 05, 2013, 07:07:29 PM
Quote from: "fortegigasgospel"
If you are hitting the right one you'll see his HP dropping. Just saying.

True, but it's crucial to know which weapon to initially hit with (whether a powerful weapon is worth the risk in terms of the reward of a potential frag), because once you hit them one time, they've noticed you and are probably on their way to punch the circuit boards out of you.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 06, 2013, 03:55:35 AM
I should make a skin for Dig Dug, then we could have him as a Hale.
His theme could be this: http://www.youtube.com/watch?v=hTeLFcK_4No

His concept would be he has to inflate and blow up his enemies with his harpoon. When he shoots the harpoon, he slows down slightly while the harpoon extends out. If the harpoon hits an enemy, he blows them up, Dig Dug style. He becomes immobile while pumping, thus leaving him vulnerable to attacks from others. Player sprites would enlarge while being inflated before exploding.

EDIT: I wanted to throw in I preferred the original darkness effect when Slenderman was the hale; felt more like NES-quality shading than just dimming the entire screen.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 08, 2013, 12:59:01 AM
His name is Taizo Hori.

.. Anyway, I never really liked that guy, and the sprite extension could be screwy. has that actually been used I don't know
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 08, 2013, 04:08:27 AM
Quote from: "Zerokk"
His name is Taizo Hori.

.. Anyway, I never really liked that guy, and the sprite extension could be screwy. has that actually been used I don't know

Even if his real name is that, I'd prefer more using his original name for this game than Taizo (because, well, his Dig Dug nickname is far more commonly-used). Also, the harpoon's wire extending, would work the same way Duo's fist, Thunder Claw, and the Quickman lasers. They'd be straight compared to the wavy look they normally have.

I also made a small demonstration of what he'd look like in game:
(http://i913.photobucket.com/albums/ac331/Superjustinbros/DigDugJ000copy_zpsa4561809.png)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 08, 2013, 01:32:19 PM
I think you misunderstood.

Quote from: "Superjustinbros"
Player sprites would enlarge while being inflated before exploding.

I meant that.

Also, people usually call him Dig-Dug because they didn't actually know his name, assuming Dig-Dug was his name.

Quote
why cant metroid crawl

.. For example.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 08, 2013, 05:26:31 PM
Quote from: "Zerokk"
I think you misunderstood.

Quote from: "Superjustinbros"
Player sprites would enlarge while being inflated before exploding.

I meant that.

Also, people usually call him Dig-Dug because they didn't actually know his name, assuming Dig-Dug was his name.

Quote
why cant metroid crawl

.. For example.

Well there's no other way we could show a player being inflated without providing alterations to skins that give every skin in the game balloon bellies.

As for the name, unlike Samus, Taizo's real name wasn't given until long after his original debut. It was first revealed in Mr. Driller G.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on July 08, 2013, 05:42:57 PM
Quote from: "Superjustinbros"
Well there's no other way we could show a player being inflated without providing alterations to skins that give every skin in the game balloon bellies.
The fact that several people use custom skins, yet most don't know WHAT custom skin they use, is such a gimmick's downfall.

And only people with inflation fetishes would play as him.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 08, 2013, 06:47:24 PM
Quote from: "DarkAura"
Quote from: "Superjustinbros"
Well there's no other way we could show a player being inflated without providing alterations to skins that give every skin in the game balloon bellies.
The fact that several people use custom skins, yet most don't know WHAT custom skin they use, is such a gimmick's downfall.

And only people with inflation fetishes would play as him.

You proved alot of the reason I disagree with adding Taizo Hori.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 08, 2013, 07:10:30 PM
Quote from: "DarkAura"
Quote from: "Superjustinbros"
Well there's no other way we could show a player being inflated without providing alterations to skins that give every skin in the game balloon bellies.
The fact that several people use custom skins, yet most don't know WHAT custom skin they use, is such a gimmick's downfall.

And only people with inflation fetishes would play as him.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Dig Dug is kinda lame anyway.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 08, 2013, 10:14:15 PM
Well, it's settled then; no Dig Dug.

Played the most recent version of the mod; dear god I saw Captain Falcon and the Cave Story duo more times than necessary, and Saxton himself never showed up.

Also, Gilgamesh's new attacks are terrible. He has a slow staff swipe that only deals damage and doesn't kill in one hit, and he has no more Rocket Punch as a rage. The thunder he summons when he attacks and the shockwave could deal normal damage, but the staff and Rocket Punch should be OHKO (though the punch would have splash damage)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on July 08, 2013, 11:48:42 PM
Quote from: "Superjustinbros"
Also, Gilgamesh's new attacks are terrible. He has a slow staff swipe that only deals damage and doesn't kill in one hit, and he has no more Rocket Punch as a rage. The thunder he summons when he attacks and the shockwave could deal normal damage, but the staff and Rocket Punch should be OHKO (though the punch would have splash damage)
It's a beta...added to the fact that my coding abilities are comparative to that of a bloodied jar of piss. Someone will be kind enough to throw a patch at Balrog to fix it eventually.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 09, 2013, 02:19:58 AM
Actually I largely prefer that most regular attacks don't kill immediately, so I have no problem if Gilgamesh's stuff doesn't OHKO.

Also is Captain Falcon getting any changes anytime soon, or do I have to step in and do this stuff myself?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Rozark on July 09, 2013, 02:26:56 AM
I'm sorry but what.
Wouldn't that be 6 versions.
That's too much hale now.
It really is.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 09, 2013, 02:30:39 AM
I didn't mean make my own release. I meant remake Falcon and send him in.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Rozark on July 09, 2013, 02:42:21 AM
Seeing as it appears almost no work is actually getting done/fanmade hotfixes up the wazoo, I would assume that would be a course of action one would take.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 09, 2013, 02:48:12 AM
I'm only skeptical about it since I already sent in the skin (TWO skins, at that.) months ago and it still hasn't been added. (There is really no reason why Starman shouldn't have gotten in.)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: YGP1111 on July 10, 2013, 07:17:53 PM
alright Balrog. sorry for the late posting. but you wanted to see my Hale idea, i believe.
Anyway. here it is:

(click to show/hide)

Hope ya like it, and Hopefully you think it was worth the wait to hear this finally. xD
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 10, 2013, 09:23:54 PM
Not really sure if I agree with your idea of a Hale. Especially since how weak he seems at first glance and the low base HP of the hale itself. Maybe if his starting HP was between 600 to 800 (since the Youngster has to rely on the Ratatta and can't directly attack himself) then increased by 100-120 for each extra player.

With the next version of Saxton Hale, will we see the Hale Deck and fixed status bars for the Hale's Jump energy and Rage?

P.S. Me and everyone else always like making retorts to Slenderman's dialogue. He seems like the lazy type, saying "All Hope is Lost" and "There's no Escape" like he doesn't know where everything is.

P.S.S. A lot of us have also discussed how bad the new Gilgamesh has become, Until we get a fixed version of his newer incarnation with the sword having the same range, speed, and power of his old sword, can we bring back the previous Gil?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: TailsMK4 on July 10, 2013, 10:09:32 PM
Slenderman is broken yet again. When time is up, he does not receive enough damage to get killed at the end. He goes from having 5000 health to 1501 health. Nothing can kill him, with few exceptions like the pits in Burst Man's stage, so there are only two options to get out of the match:

1. Let Slenderman get everyone else.
2. Do a mapvote.

Also, why are melee hales dealing so little damage? It takes two hits now to destroy a player. Restore the original damage, please. I also have to agree that Gilgamesh is very ineffective now. I don't know what DarkAura did, but I pretty much want everything he did reversed. Though, I do like the lightning attack...maybe just have that one deal 50 damage and get rid of the rest of the weapons except for Excalibur?

EDIT: Also, about the weapon bars, the horizontal bars were never tested in the overhaul, but that one is an easy fix.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on July 10, 2013, 10:15:49 PM
Because he's based on Dissidia 012 and that is how I was told to model him as. But hey, if you REALLY want him to go back to normal specs, then by all means go ahead.

I refuse to do any more coding for this mod.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: TailsMK4 on July 10, 2013, 10:20:01 PM
Quote from: "DarkAura"
I refuse to do any more coding for this mod.

That we see eye to eye on. I already stopped trying to fix up the mod because of server crash marathons. Now if someone comes along with a different version of Saxton Hale, THEN I would be interested in helping to code/betatest it.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 10, 2013, 10:54:09 PM
Gilgamesh trouble?

How about this: remove the shockwave and give him an EXCALIBUR DUNK. When Gilgamesh attacks if he's in midair long enough, (Something with how Shademan triggers his flight animation. But we need something as a notification of some sort.) Gilgamesh dives straight to the ground with Excalibur held infront of him horizontally.

I don't want to force the dunk through superjump. Let's say you're trying to get across a long distance with the jump. You don't want to end up being stopped in midair, heading STRAIGHT to the pit because of a forced dunk.

And yes, you can probably do the dunk without superjump. I don't see why I have to hit my head on the ceiling to dunk that guy all the way down there.

we should still switch to a megaman theme

EDIT: Also make him move forward during the dive a little.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 10, 2013, 11:10:29 PM
Quote from: "DarkAura"
Because he's based on Dissidia 012 and that is how I was told to model him as.

You can model him as such, though don't make his range/power with the default weapon, the weapon since his introduction to Saxton Hale worse. Just something for whoever steps in and decides to fix up this mod.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Hallan Parva on July 10, 2013, 11:43:30 PM
The only reason you're saying two-hit Gilgamesh is bad is because for some reason or another someone decided to keep the slow-as-balls firing rate from the other Hales and their OHKO attacks.

If he had a realistic attack speed I guarantee you'd all be crying about how OP he is. :ugeek:
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: YGP1111 on July 11, 2013, 10:10:11 AM
Quote from: "Superjustinbros"
Not really sure if I agree with your idea of a Hale. Especially since how weak he seems at first glance and the low base HP of the hale itself. Maybe if his starting HP was between 600 to 800 (since the Youngster has to rely on the Ratatta and can't directly attack himself) then increased by 100-120 for each extra player.
Alright. thanks for your opinion. i'll fix it right away.


Note: Just editted it, his hp is now 125 per player.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 11, 2013, 10:28:20 AM
Quote from: "SmashBroPlusB"
The only reason you're saying two-hit Gilgamesh is bad is because for some reason or another someone decided to keep the slow-as-balls firing rate from the other Hales and their OHKO attacks.

If he had a realistic attack speed I guarantee you'd all be crying about how OP he is. :ugeek:

Is it just me, or is Gilgamesh not even 2HKO sometimes? Don't know if it was partial hits or what, but on a 1 on 1 Saxton Hale match my opponent survived 4 slashes before finally going down (I saw the pain animation). Think about it, if a direct Morshu bomb can kill, why can't a close range Excalibur slice? I'm personally more concerned about the damage output than the firing rate, but a higher firing rate is the least we can do to make him viable in my opinion.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 11, 2013, 11:27:57 AM
Quote from: "Nacho"
Quote from: "SmashBroPlusB"
The only reason you're saying two-hit Gilgamesh is bad is because for some reason or another someone decided to keep the slow-as-balls firing rate from the other Hales and their OHKO attacks.

If he had a realistic attack speed I guarantee you'd all be crying about how OP he is. :ugeek:

Is it just me, or is Gilgamesh not even 2HKO sometimes? Don't know if it was partial hits or what, but on a 1 on 1 Saxton Hale match my opponent survived 4 slashes before finally going down (I saw the pain animation). Think about it, if a direct Morshu bomb can kill, why can't a close range Excalibur slice? I'm personally more concerned about the damage output than the firing rate, but a higher firing rate is the least we can do to make him viable in my opinion.
Gilgamesh draws from a random set of four weapons; Excalibur is an instakill, Masamune covers a large area but deals low damage (though getting hit by multiple slices changes that somewhat), Zantetsuken is the same but with random lightning, and Excalipoor does 1 damage.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 11, 2013, 02:45:54 PM
Hales are meant to be OP, but not to the point where they're impossible to kill by a well-skilled player. And the idea of Gilgamesh's random weapon usage just screams disaster. Make it where you can switch between the four weapons with the mouse wheel, with the Excalibur as the default weapon.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 11, 2013, 03:06:08 PM
In that case there would be no need of the Excalipoor.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on July 11, 2013, 03:22:22 PM
Quote from: "Gilgamesh/Dissidia wiki page"
Gilgamesh is described as a Frenzied Swordsman, where he picks a weapon at random when attacking. This makes the strength and effects of his attacks unpredictable.
The random weaons is part of his representation from Dissidia, so he has to keep it. And the Excalipoor stays as per the original request.

I don't want to NeoRage about this stuff anymore.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: fortegigasgospel on July 11, 2013, 03:23:06 PM
On top of why use the other 2 weapons either? Excalibur is his insta kill where the others deal low damage.
Also shouldn't Zantetsuken be his insta kill weapon? As you know, being Odin's weapon, and known for instant killing enemies.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Hallan Parva on July 11, 2013, 03:41:24 PM
Zantetsuken is quite powerful, but the Excalibur is still his strongest sword. Zantetsuken could use a slight power buff but the most noticeable improvement would be a simple firing rate buff so you can actually hit a guy once or twice before they run off to go camp a high ledge or something.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 11, 2013, 06:23:41 PM
Quote from: "DarkAura"
Quote from: "Gilgamesh/Dissidia wiki page"
Gilgamesh is described as a Frenzied Swordsman, where he picks a weapon at random when attacking. This makes the strength and effects of his attacks unpredictable.
The random weaons is part of his representation from Dissidia, so he has to keep it. And the Excalipoor stays as per the original request.

I don't want to NeoRage about this stuff anymore.

So when has matching his Dissida counterpart become a requirement only now? This idea makes him less fun to play as, unless he attacks with his OHKO weapon 50% of the time and uses the other three weapons at random in the other 50%. Or perhaps allow his other weapons to kill in one hit or inflict heavy damage but only at a very close range. At least make the stronger weapons have a further reach; I can swear I was right next to an enemy and slashed him; nothing happened.

What was your decision with making the other melee Hales not OHKO anymore under most circumstances?

Also, a bug with Ra Thor: In a game recently he hypnotized a player, the player was in Atomic Fire colors instead of the red/violet minion color.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on July 11, 2013, 06:41:09 PM
Quote from: "Superjustinbros"
So when has matching his Dissida counterpart become a requirement only now?
It originally started out as FFXII then devolved into Dissidia 012, them numerous suggestions and suggestive changes were chucked at me:

First came Dissidia voiceclips.Which still needs to happen.
Then Dissidia Rocket Punch.
Then Dissidia Jump.
Lastly Dissidia everything.

So it's pretty much a requirement.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 11, 2013, 07:54:18 PM
Quote from: "DarkAura"
Quote from: "Superjustinbros"
So when has matching his Dissida counterpart become a requirement only now?
It originally started out as FFXII then devolved into Dissidia 012, them numerous suggestions and suggestive changes were chucked at me:

First came Dissidia voiceclips.Which still needs to happen.
Then Dissidia Rocket Punch.
Then Dissidia Jump.
Lastly Dissidia everything.

So it's pretty much a requirement.

What happened to gameplay first? I mean, quite clearly not all suggestions are taken in MM8BDM in general. For example, some suggestions came in to scrap Saxton Hale himself because he's a bland excuse for a boss. But due to the Hale formula, this was not permitted. Isn't it also kind of in the Hale formula to have:

1 vs. all
OHKO melee attacks or ~2HKO projectiles
Vastly improved health for the lone boss

With slendy broken, Ra Thor minions glitching on color as Justin said, and Gilgamesh being borderline useless (which I'm pretty sure more of the community would like than Dissidia consistency), even I'm starting to kinda lose interest (since new hales don't seem to be priority right now), and I play Saxton Hale A LOT.

Not trying to reduce the value of your work or go against you personally, it's just my two cents on which direction this modification should be taken in my personal opinion.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Hallan Parva on July 11, 2013, 09:06:03 PM
Quote from: "Nacho"
Isn't it also kind of in the Hale formula to have OHKO melee attacks or ~2HKO projectiles
see this is why I stopped caring about this mode


all the bosses are reskins of each other with slightly different rages


this is also why I love Curly and Quote more than anything in the goddam universe
because they break your precious "formula" to bite-sized pieces AND THEY'RE STILL COOL
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 11, 2013, 09:23:15 PM
Agreed with Nacho.

Don't forget dual hales (the Cave Story duo and the Seemen) occurring on occasion, which in that case it's 2 vs. all.

And for the record, I spend a lot of time on Saxton Hale servers as well; a lot of us have been making jokes of how terrible unplayable, and unenjoyable Gilgamesh has become ever since his transition into the Dissida moveset, and weakening other Hales or downright introducing glitches that weren't present with already existing hales.

Variety can work if it's done correctly; my Dig Dug hale suggestion was a variety where the Hale would be vulnerable when attacking since he'd be immobile using the pump, the Pokemon youngster idea from YGP1111 was a hale relying on a separate computer-controlled entity to hunt and kill the players, and existing hale Ra Thor can convert players to work for him. And his Black Hole kills on direct contact but only causes damage if its an indirect hit. Slender has the timer gimmick, and of course each melee Hale's attacks had different ranges and firing speeds.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Rozark on July 12, 2013, 12:09:56 AM
-coughyoushouldtotallymakebadasshitlerathingkthankscough-
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on July 12, 2013, 01:10:18 AM
Okay, this is what I'm hearing right now:

* The latter are getting mad at the new-ish Gilgamesh all because he's a bit more difficult to kill people as.
* The latter are scared of change as well as trying new things.
* The latter is nothing more than a bunch of whiny simpletons that don't want to strain themselves to win, preferring a "click-to-win" strategy.
* The latter can't do shit in all the other game modes so they play this mod so they actually have the skill to kill everyone and win.

All my faith in the latter is gone.




Aside from all that hard-to-decrypt nonsense, I've a few rantings to make for some of the hales that I waited until just now to state:

Ghost of Starman - First off, Starmen do NOT have claws. They have tentacles. Now, the Ghost of Starmen's predecessor only have two attacks: PSI Starstorm Alpha and PSI Starstorm Omega (it's current rage.) The menacing smile thing doesn't count since it's just a timer for PSI Starstorm Omega. So what we can do is find some way to incorperate PSI Starstorm Alpha as Ghost of Starman's main attack.

Ra Thor Reborn - I guess using the Black Hole is unique...to an extent. Maybe somehow incorperating the possession invuse into his main attack. It'd make him seem more like a Roboenza carrier, making a nod to the just-as-treated mod, sending his wave of minions to do all the bloody work. Also a nod to the previously mentioned mod.

Morshu - When he gets his Lamp Oil and Rope, then he'll be fine.

Ninja/Gentle/(Pro-noun) Spy
Christian Brutal Sniper
Scrooge McDuck - They all use melee attacks, so where do we go from here? Even the predecessors mainly use the near-same melee attacks. Y'might consider giving these few the boot.

Can't really say anying about Captain Falcon since he's getting more attention than all the others, but all the others are perfectly fine.

Do what you must to bring more uniqueness to this gone-to-hell mod, but I still stand my ground with my newly-found hatred for such.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: ZeStopper on July 12, 2013, 01:51:17 AM
Quote from: "SmashBroPlusB"
Quote from: "Nacho"
Isn't it also kind of in the Hale formula to have OHKO melee attacks or ~2HKO projectiles
see this is why I stopped caring about this mode


all the bosses are reskins of each other with slightly different rages


this is also why I love Curly and Quote more than anything in the goddam universe
because they break your precious "formula" to bite-sized pieces AND THEY'RE STILL COOL
I agree, running around punching stuff is going to get old. But we have to consider the basic for the whole core game:WE SHOOT THE CRAP OUTTA STUFF!
If we don't focus on that, Melee is going to get old. Shooting is why people still play franchises like CoD, Doom, and all those other FPS.

If Melee is going to be included, turn it into a Fighter.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 12, 2013, 02:37:28 AM
Quote from: "ThePlayer"
If Melee is going to be included, turn it into a Fighter.
Quote from: "ThePlayer"
turn it into a Fighter.
Quote from: "ThePlayer"
turn it into a Fighter.
Did you know that I was thinking about this long before? I mean: DBZ8BDM, DW8BDM, Smash Bros Mod...
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 12, 2013, 03:27:57 AM
It's a thiiing~

Actually, it's just an attempt that likely fails.

Quote
Name: M. Bison

Skin: M.Bison (Llamahombre, if permitted.)
Color: Dark Red (Primary) Red (Secondary)

Attack:

3 hit combo with a punch, (Light damage) then a kick, (Medium damage) and then a Scissor Kick. (Vertical spin kick) (Heavy damage)

If held down, Bison starts charging his right hand with Psycho Power, and then surrounds himself in Psycho Energy while flying spinning towards his opponents, similar to a torpedo. (Psycho Crusher) The damage is up to you: a well balanced amount of ripper damage.

Item: Bison Warp

Bison warps forward the distance of 2 and a half players, facing torwards his previous location.

Rage: Nightmare Booster

2 consecutive Scissor Kicks moving forward to grab his enemies for his attack, then a Psycho Crusher aimed upward, launching him and his caught foes upward, in which he proceeds to slam his foes torward the ground with him, which is an OHKO.

Obituaries:

"M.Bison's ([hale]) Psycho Power fed off of [victim]"
"[victim] was sent to the grave by M.Bison([hale])"

Health:

800 - +135 per player.

Music:

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Hallan Parva on July 12, 2013, 04:23:56 AM
Quote from: "Zerokk"
M. Bison
convince Llama to make extra Bison rotations for Psycho Crusher diving and I'm on it :ugeek:

oh yeah the HUD will probably be the Mega Man hand because lazy





also this
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: LlamaHombre on July 12, 2013, 04:34:34 AM
If you people actually convince Balrog to put in a Bison hale then I'd be willing to sprite whatever is necessary
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Accel on July 12, 2013, 06:50:15 AM
Honestly, I really get where Aura is coming from. A lot of the Hales play exactly the same, and I honestly hate playing as the Hale for that exact reason. I prefer playing as a Survivor/Megaman/Whatever instead, simply because I don't find playing as the Hales FUN. The only truly unique thing about most of them is their rages.

If this mod were more varied, I could see myself playing it more, and I honestly like the concept of the new Gilgamesh. I haven't seen him in practice however.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 12, 2013, 07:14:19 AM
This is why I try to make every one of my hale suggestions play differently somehow. Honestly the only good suggestion that made it in was the Cave Story Duo.
Also

Quote from: "DarkAura"
Ghost of Starman - First off, Starmen do NOT have claws. They have tentacles. Now, the Ghost of Starmen's predecessor only have two attacks: PSI Starstorm Alpha and PSI Starstorm Omega (it's current rage.) The menacing smile thing doesn't count since it's just a timer for PSI Starstorm Omega. So what we can do is find some way to incorperate PSI Starstorm Alpha as Ghost of Starman's main attack.

^ This.
I'm pretty sure I brought up the issue some time ago, and even offered a way to make it over. AND FTX and I made a skin for him, too.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 12, 2013, 09:56:35 AM
Quote from: "Accel"
I honestly like the concept of the new Gilgamesh. I haven't seen him in practice however.

. . .

Is comment even necessary for this? I don't want to be like DarkAura (whiny simpletons, can't do shit) and throw around harsh language in a discussion I thought this community could handle, but if you haven't even seen Gilgamesh in play, much less play as him, then you have no idea how much of a joke he's become. If some of you (-coughSmashBroPlusBcoughcough-) read my entire post, you would see I'm not an advocate of the Hale Formula either, as I am actually in support of scrapping Saxton Hale himself in favor of a new replacement. DarkAura, what exactly is "click-to-win" about Saxton Hale? I agree that it's far from competitive, but I didn't know holding the mouse button made you win. Perhaps the survivors like to be sliced to oblivion and thus come near the Hale for fun? Clearly I'm too much of a "whiny simpleton" to realize that just because this game isn't competitve, it's not necessarily a total joke where one side is always supposed to win. Life isn't that black and white, and that's what Saxton Hale is turning into. Does the community agree with DarkAura in saying a random selection of "oh, I hope the enemy takes more than one damage" weapons is "a bit more difficult to kill people" with than a reliable OHKO Excalibur? While I'm not a formula supporter, the issue of formulaic gameplay should be second to balance that adds at least some motivation to try to win in light of the fact that you might actually do so. If Hale's are bland reskins to you, then add the Hale ideas the community has been giving you rather than making Hales less enjoyable to play in the name of variety.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 12, 2013, 11:21:11 AM
Quote from: "Nacho"
If Hale's are bland reskins to you, then add the Hale ideas the community has been giving you rather than making Hales less enjoyable to play in the name of variety.

See, the problem with that is, It's not DarkAura making and adding the hales. Remember, Balrog's in charge of that. And the last time we got a new hale was how long ago?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 12, 2013, 11:40:53 AM
I'm not trying to pin all of this on DarkAura, I'm just saying that tossing insults at those you're trying to convince isn't the best course of action and that ironically he himself might be afraid to accept change in that he does not wish to consider the idea of changes to his changes.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 12, 2013, 12:22:24 PM
Nice triple post there. :|
Title: nice triple post m8
Post by: Balrog on July 12, 2013, 12:25:58 PM
Quote from: "DarkAura"
Okay, this is what I'm hearing right now:

* The latter are getting mad at the new-ish Gilgamesh all because he's a bit more difficult to kill people as.
* The latter are scared of change as well as trying new things.
* The latter is nothing more than a bunch of whiny simpletons that don't want to strain themselves to win, preferring a "click-to-win" strategy.
* The latter can't do shit in all the other game modes so they play this mod so they actually have the skill to kill everyone and win.

All my faith in the latter is gone.
I've been arguing something like this for a while now, only instead of assuming that people played Saxton Hale so they can click-to-win, I assumed that people played it because they "can't do shit" and want to win despite that fact.


Quote from: "DarkAura"
Ghost of Starman - First off, Starmen do NOT have claws. They have tentacles. Now, the Ghost of Starmen's predecessor only have two attacks: PSI Starstorm Alpha and PSI Starstorm Omega (it's current rage.) The menacing smile thing doesn't count since it's just a timer for PSI Starstorm Omega. So what we can do is find some way to incorperate PSI Starstorm Alpha as Ghost of Starman's main attack.

Ra Thor Reborn - I guess using the Black Hole is unique...to an extent. Maybe somehow incorperating the possession invuse into his main attack. It'd make him seem more like a Roboenza carrier, making a nod to the just-as-treated mod, sending his wave of minions to do all the bloody work. Also a nod to the previously mentioned mod.

Morshu - When he gets his Lamp Oil and Rope, then he'll be fine.
GOS is kinda lame, tbh.  I guess he can get an Astro Crush main.

If you want an all Roboenza hale, play Roboenza.

Morshu rework is pretty much just waiting on me to write the rope code.

Quote from: "DarkAura"
Do what you must to bring more uniqueness to this gone-to-hell mod, but I still stand my ground with my newly-found hatred for such.
Well, sorry about that. It was fun while it lasted.

Quote from: "Gizmo The Cat"
Quote from: "Nacho"
If Hale's are bland reskins to you, then add the Hale ideas the community has been giving you rather than making Hales less enjoyable to play in the name of variety.

See, the problem with that is, It's not DarkAura making and adding the hales. Remember, Balrog's in charge of that. And the last time we got a new hale was how long ago?
Actually, this kinda is DarkAura's fault. If you're really that butthurt about it, I can always revert the changes in the next version. Next hale I'll probably put up to a poll.

Also, report bugs here. Whining about them in the servers guarantees that they will never get fixed.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 12, 2013, 01:09:37 PM
I could have sworn I didn't submit 3 posts <.<
And... I can't delete them? (?)
Don't know if it's worth reporting my own posts.
If an Admin/Moderator sees this, please delete them for me and please don't hurt me

On topic, I can second Justin's case of a Ra Thor clone having atomic fire colors possibly due to being drafted (?) for Ra Thor while charging.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 12, 2013, 02:32:43 PM
A few changes to a few things.

As much as we may or may not love "Yes" and "Delicious," you should avoid those for quotes. Those both ruin any form of intensity.

Quote
Name: M. Bison

Skin: M.Bison (Llamahombre)
Color: Dark Red (Primary) Red (Secondary)

Attack:

A punch that deals damage that's probably light-medium-ish. I'm not listing any flat numbers because I am terrible with those.

Also, he's probably the fastest attacking hale.

If held down, Bison starts charging his right hand with Psycho Power, and then surrounds himself in Psycho Energy while flying spinning towards his opponents, similar to a torpedo. (Psycho Crusher) The damage is up to you, but it's a ripper.

Item: Bison Warp

Bison warps forward the distance of 2 and a half players, facing torwards his previous location.

Rage: Final Psycho Crusher

Behaves similar to the normal Psycho Crusher, but the hitbox is somewhat larger, the travel distance is longer, and the travel speed is faster. It is an OHKO, if not near OHKO. Oh, and you don't have to charge it, of course.

Optional: Bison is invincible for the duration of the rage.

Obituaries:

"[victim] was sent to the grave by M.Bison([hale])"
"M.Bison's ([hale]) Psycho Power fed off of [victim]"

Health:

800 - +150 per player. (Assuming this is balanced.)

Music:

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: fortegigasgospel on July 12, 2013, 04:21:13 PM
Didn't someone make a collection, of a whole CRAPTON of Boss suggestions made in the old topic (and even this one) to search through for some good ones?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on July 12, 2013, 04:31:14 PM
Quote from: "fortegigasgospel"
Didn't someone make a collection, of a whole CRAPTON of Boss suggestions made in the old topic (and even this one) to search through for some good ones?
Yea, TGOT wrote it. (http://pastebin.com/762UjLEB)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Hallan Parva on July 12, 2013, 06:09:34 PM
Oh geez, now I remembered about Doc Louis (http://www.cutstuff.net/forum/viewtopic.php?p=215330#p215330). :ugeek:
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 12, 2013, 07:16:50 PM
HEY VOTING TIEM

Pick which hale gets implemented next! This isn't going to be anytime soon because stuff but it's the thought that counts!

CHOOSE YOUR DESTINY:

Not bothering with a poll this time so I can see who votes for what
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: ZeStopper on July 12, 2013, 07:31:33 PM
+Fraziska
Title: I cointossed between Louis and Bison. Bison won it
Post by: MasterXman on July 12, 2013, 07:33:16 PM
+Vote M. Bison
Title: hey let us vote twice pls
Post by: Hallan Parva on July 12, 2013, 07:46:04 PM
I'm with Kirbysonic on this one. Bison and Louis both bring unique takes on the usual "punch and win" formula.


For now though, I gotta go with M. Bison.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: -Daiki-TheOni on July 12, 2013, 07:46:52 PM
+vote Ghost nappa!
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 12, 2013, 07:49:09 PM
+vote Lu Bu
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: FTX6004 on July 12, 2013, 07:50:52 PM
+Vote M.Bison
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Tfp BreakDown on July 12, 2013, 07:55:55 PM
Hmm tough choice with Franziska, Bison, and Doc.

I guess I'll go with Doc Louis

+vote Doc Louis
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 12, 2013, 08:01:49 PM
I am unable to vote due to the fact that I'd just vote one of my own choices.

I have to say, though, Bison is more interesting than Franziska.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 12, 2013, 08:04:51 PM
+1 Master Bison. Although I have to wonder how this voting would be influenced with Akuma/Gouki as a contender.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: GameAndWatcher on July 12, 2013, 08:11:13 PM
+vote DOCDOCDOCDOCDOC
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: CHAOS_FANTAZY on July 12, 2013, 08:23:23 PM
Ghost Nappa, without hesitation.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: MrL1193 on July 12, 2013, 08:25:26 PM
+1 for M. Bison.

Oh by the way, random bug report...A few days ago, I played a match in which I was one of only three players, and the boss picker seemed to screw up in a very odd way...The actual boss that got selected was Cave, leaving Knuxman and me as survivors, but apparently, the game thought a dual boss had been picked, because I immediately got the message that I was the last survivor. The music changed (for me at least), and I had a Spread rune right from the start. (I forgot to check to see if I had the Exit Unit.) Knuxman apparently didn't notice anything unusual until I showed him that I had Spread, and when I died first to see what would happen, he was treated as the last survivor in the usual manner.

(Incidentally, in the next match, Seeman and Seeldier were chosen as the bosses.)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Magnet Dood on July 12, 2013, 08:51:12 PM
If I may make a suggestion for Youngster Joey... why not make him a team hale, with one guy being Joey and the other being a Rattata?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Accel on July 12, 2013, 09:03:38 PM
Quote from: "Nacho"
. . .

Is comment even necessary for this? I don't want to be like DarkAura (whiny simpletons, can't do shit) and throw around harsh language in a discussion I thought this community could handle, but if you haven't even seen Gilgamesh in play, much less play as him, then you have no idea how much of a joke he's become.
I simply haven't had the time to join a Hale server since the update, and if I like the concept on paper, then that's perfectly fine. You might even say it's my "opinion". And the thing about ideas on paper? If they don't work in practice, you can always modify them to work. Constantly switching between four weapons at random? That's pretty unique. I DID like his old Rocket Punch however.

Also, I'm going to have to say...
+M. Bison
Title: doing this for mercy reasons, COME ON GHOST NAPPA
Post by: Balrog on July 12, 2013, 09:11:27 PM
Quick side note: when if Bison gets in, he won't have combos. His main will be a punch, his charged main will be a Psycho Crusher, and his rage will be the Final Psycho Crusher.

Feel free to change your vote if this bothers you.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 12, 2013, 09:20:12 PM
I can see you're probably closed off on suggestions, but nonetheless, isn't it a bit redundant to have Psycho Crusher and Final Psycho Crusher? I get Final Psycho Crusher is his thing, but can't his charged main be something else? Scissor Kick, Head Stomp combo into the Somersault Skull Dive, Devil Reverse (, or best of all,) Knee Press Nightmare? Accel, I'd like to think I was just a bit angry when I posted that and I fully respect your opinion on Gilgamesh despite it's heavy variance from my own.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 12, 2013, 09:30:25 PM
Quote from: "Nacho"
I can see you're probably closed off on suggestions
Not at all. There's just so many people voting for Bison that I decided to make a snarky comment about it.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 12, 2013, 09:37:54 PM
I already removed Bison's combos, you know. Because that's kinda what you wanted.

Incase nobody got it, Psycho Crusher isn't OHKO, but Final Psycho Crusher is.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: ZeStopper on July 12, 2013, 10:25:27 PM
Psycho Crusher should be able to be used as a dash as well, am I correct.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Hallan Parva on July 13, 2013, 12:00:41 AM
I was actually going to give Psycho Crusher "free movement" a la Captain Falcon's old "flying" Falcon Kick, so it could serve as a suitable replacement for the super jump (to reach players in high places due to Rush Coil).

I still want his uncharged to combo though. I even had a plan worked out for it:

Punch (slows target) --> Kick (short forward dash to catch target) --> Scissor (where all the damage is hiding)

Since, you know, he's from Street Fighter and all. Land of the Golden Combo.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 13, 2013, 12:09:29 AM
Free movement sounds cool.

Balrog's against the combo for some reason, and I don't know why. It really does fit Bison.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 13, 2013, 12:10:39 AM
Quote from: "Zerokk"
Free movement sounds cool.

Balrog's against the combo for some reason, and I don't know why. It really does fit Bison.
Maybe he can't code them? It's not really hard, just painfully boring.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: MrL1193 on July 13, 2013, 01:50:20 AM
To be honest, the combo was indeed part of what drew my vote to M. Bison. I still think he's a good choice character-wise either way, but I'd really like to see the combo make it in, because it would definitely be his most distinguishing feature.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 13, 2013, 04:33:47 AM
Why remove the combo in the first place, is what I want to know. He's a street fighter character. I can see if you went along and made him without thinking of giving him a combo, but removing it after it'd been brought up? I don't understand.


Also there are quite a number more hales I would have liked to see on that list, but I'll settle for Bison this time.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: LlamaHombre on July 13, 2013, 05:19:09 AM
Balrog, since it seems like Bison is going to win, send me a list of sprites you'll need and I'll try my best to get them done today.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 13, 2013, 09:12:35 AM
Excuse the potential ignorance, but didn't you already make a Bison skin, Llama?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 13, 2013, 09:31:59 AM
He did. That's why he's offering to make extra sprites where necessary, such as for Psycho Crusher.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 13, 2013, 01:37:32 PM
Quote from: "Gizmo The Cat"
Why remove the combo in the first place, is what I want to know. He's a street fighter character. I can see if you went along and made him without thinking of giving him a combo, but removing it after it'd been brought up? I don't understand.


Also there are quite a number more hales I would have liked to see on that list, but I'll settle for Bison this time.

I removed it from the attack because I had a shoooort talk with Balrog, and he is against it for some reason. I actually would love to see the combo get in, especially after what Smashbro said.

Balrog says that combos don't work well in Zandronum. We have plenty of combos here, right?

He made a good point on the original rage, though. Autocombos are kinda ew now that you think about it.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 13, 2013, 02:35:55 PM
Both Smash (Teaparty classes) and Gizmo (CSCC) have fairly decent working combos. I don't see why Bison of all people should get left out.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 13, 2013, 02:45:44 PM
The difference is that Smash and Gizmo can hold down M1. Unless a timer for combo progression can be added, (Does Smash have one of those?) I don't know how the combos would work.

And before anybody suggests it, removing Psycho Crusher would be a bad idea: it's one of the additions that makes Bison worth playing.

+ Right, autocombos are a bad idea too. I want to use my scissor kicks when I wish to.

++ I also feel that having to do a full combo in order to charge is a bad idea.

The last post got edited because I said some names wrong.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 13, 2013, 03:02:51 PM
Well, sort of. He can fire consecutively while holding down M1, yes, but both of them have a sort of thing that doesn't play the whole combo out in a single click. Clicking consecutively (One attack per click) or holding down the fire key, your choice.


And heck no who would even think of doing such an atrocity.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 13, 2013, 04:41:12 PM
Off-topic to the voting, but what do whales and ducks have in common?

Also, I'd love the pre-selection bug to be fixed if possible.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Rozark on July 13, 2013, 04:55:31 PM
Quote from: "Superjustinbros"
Off-topic to the voting, but what do whales and ducks have in common?

Also, I'd love the pre-selection bug to be fixed if possible.

There isn't an actual duck sprite for the nephews? I believe.
Besides, Mobies are silly and large enough x4 to represent the nephews?.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 13, 2013, 05:18:56 PM
Quote from: "Rozark"
Quote from: "Superjustinbros"
Off-topic to the voting, but what do whales and ducks have in common?

Also, I'd love the pre-selection bug to be fixed if possible.

There isn't an actual duck sprite for the nephews? I believe.
Besides, Mobies are silly and large enough x4 to represent the nephews?.

No there isn't.
The Mobies actually look quite serious, and nowhere near as silly.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Rozark on July 13, 2013, 07:03:07 PM
Mobies are actually quite silly for a few reasons. Just imagine each of these scenarios:

-Whales in space
-Whales in the jungle
-Whales on the moon (different from space)
-Whales in a factory
-Whales on the moon MKII (different from moon)
-Whales in the Batcave
-Whales playing Jeopardy
-Whales inside whales
-Pink Whales
and finally:
-Whales in Disneyland. The actual species outside of SeaWorld. Just walking around. One says hi and goes into that gift shop to buy some postcards for the children back home.

Moral of the Story: Whales are hilarious.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Tfp BreakDown on July 13, 2013, 07:18:06 PM
Meh I've seen funnier. So does that mean Scrooge's rage will stay the same?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: ZeStopper on July 13, 2013, 07:19:00 PM
Not if someone makes the nephews.
Lookee here!
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: MrL1193 on July 13, 2013, 07:23:31 PM
About the combos: Couldn't you set it up kind of like Wily's alt fire? Bison could be set to use a different part of the combo depending on how full the meter is. You'd just have to make sure the meter resets instantly once he stops attacking (instead of regenerating slowly).
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: LlamaHombre on July 13, 2013, 07:25:25 PM
On the subject of the nephews
(http://www.spriters-resource.com/resources/sheets/1/458.gif)

They'd probably take like 15 minutes max to rotate, and overall they make much more sense than Silversin's moon party reference.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 13, 2013, 07:29:53 PM
Quote from: "MrL1193"
About the combos: Couldn't you set it up kind of like Wily's alt fire? Bison could be set to use a different part of the combo depending on how full the meter is. You'd just have to make sure the meter resets instantly once he stops attacking (instead of regenerating slowly).

.. That's a great idea! Have it one of those "stack meters" that stacks over the rage meter, instead of giving him two bars. Like with Blaze's armor in CSCC, he has a stack meter.

Make each attack fill up 1/3 of the meter, and not attacking for 1 second drains it completely.

Quote from: "LlamaHombre"
On the subject of the nephews
(http://www.spriters-resource.com/resources/sheets/1/458.gif)

They'd probably take like 15 minutes max to rotate, and overall they make much more sense than Silversin's moon party reference.


You would have Huey, Dewey, and Louie replace the Mobies, and Launchpad McQuack replace the Hogales.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: ZeStopper on July 14, 2013, 12:56:04 AM
I feel Launchpad is more of a Darkwing Duck character, but he does fit with Scrooge. Him being Scrooge's pilot.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 14, 2013, 01:05:28 AM
Quote from: "Zerokk"
...and Launchpad McQuack replace the Hogales.
I don't recall Scrooge ever launching Hogales. Just Mobies.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Tfp BreakDown on July 14, 2013, 01:14:01 AM
He can spawn Hogales, but it's rare that he does iirc.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 14, 2013, 12:32:39 PM
All right I'm going to be merciful and say that BISON HAS WON THE POLL!

And he'll have combos. I think. I'll give it a try, anyway.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Accel on July 14, 2013, 07:51:07 PM
Quote from: "Balrog"
All right I'm going to be merciful and say that BISON HAS WON THE POLL!

And he'll have combos. I think. I'll give it a try, anyway.
inb4bisonyesvideo

Pretty cool to see Bison to be the first to get in! Can't wait to see wha-
Quote from: "Balrog"
And he'll have combos.
(https://dl.dropboxusercontent.com/u/28111081/Reactions/JonTron/YES.gif)
ALREADY CONFIRMED TO BE AWESOME.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: <geminibro> on July 14, 2013, 07:56:08 PM
Balrog, will there be a Game Grumps hale?
Just askin'.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on July 14, 2013, 07:58:19 PM
Quote from: "Balrog"
BISON HAS WON THE POLL!

They grow up so fast.

*sniff*
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on July 14, 2013, 08:23:14 PM
Quote from: "Balrog"
All right I'm going to be merciful and say that BISON HAS WON THE POLL!

And he'll have combos. I think. I'll give it a try, anyway.

If you have trouble making the combo's, I could give it a shot.
Or you could ask Uki for help (if he's willing.) since he's the one who helped code Gizmo's Claw Gloves combo.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: ZeStopper on July 14, 2013, 08:26:35 PM
Quote from: "<geminibro>"
Balrog, will there be a Game Grumps hale?
Just askin'.
The probability of that happening, is very low. But it's up to Balrog.
Quote from: "Balrog"
All right I'm going to be merciful and say that BISON HAS WON THE POLL!

And he'll have combos. I think. I'll give it a try, anyway.
I was always on his side. This calls for a victory lap at Super Street Fighter 4 3D!
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Balrog on July 14, 2013, 09:05:34 PM
Quote from: "ThePlayer"
Quote from: "<geminibro>"
Balrog, will there be a Game Grumps hale?
Just askin'.
The probability of that happening, is very low. But it's up to Balrog.
Hmmm....... considering that it's a) based on real people who may take offense b) rather uninspired and c) Game Grumps isn't very fun without ProtonJon

Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on July 15, 2013, 11:46:51 PM
A bug.
Right after the Hale wins, the player controlling the hale then joins the spectators afterwards. The game calls a win for the Players and a new round starts immediately on the current map rather than spawning the results screen.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: That One Boss on July 16, 2013, 04:03:46 AM
Gilgas super jump is really glitchy. I'm not sure what the problem is, but it makes him get stuck a lot, even if he lands normally.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Senkle on July 16, 2013, 11:32:53 PM
If you still accept hale ideas, I have this one that Pik and me plan'd.

Demon Eye & Devil Eye

Demon Eye (http://imageshack.com/scaled/large/35/hb2k.png) (http://www.mediafire.com/?a9yh0h3a1b5jp1t)

(click to show/hide)



Devil Eye (http://imageshack.com/scaled/large/194/spw7.png) (http://www.mediafire.com/?ycq85tyex2myfnb)

(click to show/hide)

Credit to Pik for the skins.

PLEASE NOTE: Devil Eye's eye is supposed to have an incorrect alignment. It's on purpose because this is how it should be.

Music should be this one.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on July 18, 2013, 11:06:48 AM
Any chance of last survivor getting health refill? It's annoying when Cave goes on a brutal rampage and I'm left fending him off knowing that even an indirect hit will kill me.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 24, 2013, 01:00:04 AM
In page 9 I wrote Lu Bu as an idea. Now I write it again, but there's a catch to it.

Name: Lu Bu
Skin: Lu Bu from Dynasty Warriors Advance (check my resources thread), Yamatoman or an edit of Yamatoman to look like Lu Bu
Voice Clips: Currently looking for it.
Theme: Lu Bu (Dynasty Warriors Advance, recorded it and sliced it in a neat loop)
Health:: Minimum 1500, should never exceed 3000
Speed:: 100% (Normal Megaman speed)
Strength: Halves damage from Slash Claw, Top Spin, Flame Sword, Yamato Spear, Knight Crush, Duo Fist.
Weakness: 25% chance of being frozen when hit by ice weapons, longer Spark Shock and Centaur Flash stun, extra damage from explosive weapons.
Main Attack: Swings his halberd forward, fast, has a 50% longer reach, but slows his movement to 1/4 for the duration of the attack. Should not IG.
Super Jump: Kind like Scrooge's old (or current) Super Jump, causes a minor "quake" around him that doesn't kill (causes minimal damage) but stuns for two seconds and lifts everyone from the ground. Can't be used during Rage.
Rage: Musou: Attacks ten times in a row while moving forward with every attack and being invulnerable to everything. During the rage, Lu Bu can jump but cannot move. If it is used when his health is under 500, it becomes True Musou, and he then attacks 20 times instead and causing stun on anyone who gets too close to him for the duration of True Musou.
Extra:
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: That One Boss on July 28, 2013, 12:21:59 AM
This is one of the weirdest things I ever had happen to me during Hale. Quote and Curly came up, Curly died and Quote was left with fairly low hp. I got the frag, and almost immediately upon getting it, turned into Quote with full health and won the match. I seriously have no idea what the heck caused this.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: beta on July 28, 2013, 12:48:54 AM
Can anybody make a server with this?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: ZeStopper on July 28, 2013, 12:49:37 AM
You can make your own using the launcher.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 28, 2013, 01:25:00 AM
suggestion related to FlashBomb: when a hale is hit with it, it should still cause stunlock, but give a powerprotection item to the hale when entering Pain.FlashBomb that lasts for at least 5 tics. That will prevent heavy stunlock from flashbombing.

EDIT: However, you may want to think twice about this. As much as it stunlocks them, it is also an effective way to create area denial and to charge their rage.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Metallix on July 29, 2013, 06:03:23 PM
Because we can never have enough ranged or Megaman Hales, I submit this for consideration.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: fortegigasgospel on July 29, 2013, 11:38:00 PM
Quote from: "Metallix"
Because we can never have enough ranged or Megaman Hales, I submit this for consideration.

(click to show/hide)
How about this
(click to show/hide)
Cause Mars' theme.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on July 30, 2013, 07:57:09 PM
Also, idea on how to make Spy's lives system less stressing:
First method: Have his second health be based on how many players are still alive
Second method: Scrap the life counting, double the health (to compensate for just having one life rather than two), have a script check for when his health first drops below 50% of its max value and, when it does, teleport him to a random spawnpoint.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on August 08, 2013, 11:39:36 PM
Still don't like slender, IMO. One game recently with 25+ players we all voted for a new map when we got Slenderman in a netgame. It passed. We actually did it twice. And then we did another vote with 20 players,  It passed. His concept is poorly executed

Any ideas on restoring Saxton's original rage behavior of just receiving no knockback from weapons instead of 100% invincibility?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Koal on August 09, 2013, 03:32:32 PM
What Slender needs is an actual rage and to be even less visible. I like the whole concept of slender but its just poorly executed.
On a side note, Ninja Spy's rage needs to make him COMPLETELY invisible rather then having poor man's invisibility. Any player with a good eye can spot a Ninja Spy using his rage. Also we could give him a secondary weapon too. Shuriken's, throwing knives, anything really.

And while I'm at it, I'm gonna suggest a Hale because we need less TF2 and melee Hale's. Seriously, we got too many of both of those.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on August 09, 2013, 08:56:29 PM
Quote from: "Koal"
On a side note, Ninja Spy's rage needs to make him COMPLETELY invisible rather then having poor man's invisibility. Any player with a good eye can spot a Ninja Spy using his rage.

Wouldn't an invisible OHKO idea be kind of... oh, you know... OP? I'm likely wrong on this, but I THINK he can stack 2 rages for solid (not the transparency) invisibility.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on August 09, 2013, 09:23:21 PM
Quote from: "Nacho"
Quote from: "Koal"
On a side note, Ninja Spy's rage needs to make him COMPLETELY invisible rather then having poor man's invisibility. Any player with a good eye can spot a Ninja Spy using his rage.

Wouldn't an invisible OHKO idea be kind of... oh, you know... OP? I'm likely wrong on this, but I THINK he can stack 2 rages for solid (not the transparency) invisibility.
Better idea on Ninja Spah's rage:
Rather than flash, create a cloud of smoke (check Mafia Mode/Assassination Mode for it) and give him 95% invisibility, but add a custom effect for when damaged with fire or water based attacks: create droplets or small flames on him for a few seconds after hit (like SinkSpray).
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on August 09, 2013, 09:46:30 PM
Another reason I want to remove voiceclips is because voiceclips ruin the whole sneaking thing about Ninja Spy.

A ninja easily detected? You guys are still fine with this?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on August 09, 2013, 09:51:00 PM
Quote from: "Zerokk"
Another reason I want to remove voiceclips is because voiceclips ruin the whole sneaking thing about Ninja Spy.

A ninja easily detected? You guys are still fine with this?

The voice clips are just nuisance overall.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Koal on August 09, 2013, 10:36:54 PM
I think Ninja spy can stand to lose his voice clips, but I think for the most part they should stay. I see nothing wrong with them and it's really one of the few thing's that really separate's a few hales. Saxton Hale, Gilgamesh and Christian brutal sniper being the biggest offenders of this.
But yeah, Ninja spy's rage needs a big change because it does hardly anything for him now. Full invisibility would be a bit unbalanced if it lasted as long as his ghetto invisibility did.
And Tsuki, though while I like the idea you have to remember those smoke clouds were pitifully small and hurt you just as much as they hurt the enemy.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on August 10, 2013, 09:43:04 PM
Quote from: "Koal"
And while I'm at it, I'm gonna suggest a Hale because we need less TF2 and melee Hale's. Seriously, we got too many of both of those.

Agreed, especially with the TF2 Hales; We already have four.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: beta on August 10, 2013, 09:53:51 PM
can anybody make a server with this?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on August 10, 2013, 09:59:18 PM
There's Saxton Hale servers live all the time; you have to look in Doomseeker.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on August 10, 2013, 10:30:17 PM
Quote from: "Superjustinbros"
There's Saxton Hale servers live all the time; you have to look in Doomseeker.

Unless you actually like Classes Hale, I disagree completely. No regular Hale is ever played except Lego's. Balrog Hale without Classes in rarely, if ever, seen in my Doomseeker.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: TailsMK4 on August 11, 2013, 01:27:38 AM
I stopped hosting the Overhaul since everyone keeps playing in Classes Saxton. I had to be the first one in my server every single time in order to get people to come, and sometimes I've waited almost 30 minutes and still no one came. I gave up on hosting it, but I will try again once Rebirth's first release is ready. Every day I get discouraged when I come on Doomseeker since everyone is usually doing something Classes-related. I almost don't want to host anymore, but I usually do so to test new betas.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on August 13, 2013, 11:45:26 PM
Oh god, what have you done to Ninja Spy? Did you lower his accuracy/range? I got him twice today and both times I sucked badly.

Got him again today, on Star Man's stage. Sucked again. This is starting to become the worst hale to play as, while Slender's the ultimate fail for both sides.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Dr. Crasger on August 25, 2013, 01:07:22 PM
Quote from: "TailsMK4"
I stopped hosting the Overhaul since everyone keeps playing in Classes Saxton. I had to be the first one in my server every single time in order to get people to come, and sometimes I've waited almost 30 minutes and still no one came. I gave up on hosting it, but I will try again once Rebirth's first release is ready. Every day I get discouraged when I come on Doomseeker since everyone is usually doing something Classes-related. I almost don't want to host anymore, but I usually do so to test new betas.

Yeah... Classes Saxton always gets the players, I remember when Classes Saxton wasn't played on as much as Regular SH but Regular SH kept a sort of balance. Since other servers were still getting played on by the same players who play Regular SH, nowadays the only populated servers are either the Classes Saxton or miraculously, the other servers... Which usually have classes.

Something I'd like to say about this predicament: "If it has Classes of any kind, everyone will eat it up!"
Playing Classes or Saxton Hale altogether has gotten boring, since it's practically the only thing we've been playing for a good number of hours.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Oliver on September 02, 2013, 04:30:09 PM
I want to figured something out. What was the music to Morshu?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Rozark on September 02, 2013, 04:46:36 PM
hnnng this question has been asked so many times

Boss fight from Bomberman 2 DS
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on September 02, 2013, 11:48:37 PM
Quote from: "Rozark Kyouko"
hnnng this question has been asked so many times

Boss fight from Bomberman 2 DS
The boss theme is known as "Take No Prisoners".

Actually, let me share you an interesting story...

Yesterday from the day I'm writing this, I was playing Classes Hale and I became Hale; Slendy of all the choices, whom is my least favorite Hale overall. So to show more of what I thought of him, I began impersonating Slender, slowly pacing around the level saying corny catchphrases in red text, never bothering to attack other players and making Slender look like a very weak character with no friends, family. etc, killing off any reason one would be afraid of Slender with his easily-contradictable quotes that appear every time he scores a kill.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Oliver on September 03, 2013, 03:25:33 PM
Well thanks for telling me that. Anyway, i have a boss idea.

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on September 03, 2013, 03:30:16 PM
Why did you have to throw in story to spoil the game for us? Not everybody has played Dream Team yet!
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: FTX6004 on September 03, 2013, 03:33:30 PM
Yeah i don't even know what that is, is that a new mario game?
Title: 2100 posts! JOY!
Post by: Beed28 on September 03, 2013, 03:33:52 PM
Ceridran's right. That's a very big spoiler for a very recent game. I'm kinda glad my older brother doesn't read these forums, as he's been playing the game on his 3DS.

EDIT: I just looked it up.
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on September 03, 2013, 03:43:49 PM
(click to show/hide)

Somewhat unrelated, but the size argument is also why I haven't yet submitted Metal Face (http://images2.wikia.nocookie.net/__cb20110928114342/xenoblade/images/e/eb/Metal_Face_art.jpg). See his head? That's about 2/4 the vertical height of a person. Which is why I'm avoiding sending him in. Oh, and getting enough quotes would probably spoil the game for the person who ripped them.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: SmashTheEchidna on September 03, 2013, 03:59:10 PM
I would much rather have regular Bowser make it in than any other version of him.
Title: Re: 2100 posts! JOY!
Post by: Rozark on September 03, 2013, 04:51:29 PM
Quote from: "Beed28"
Ceridran's right. That's a very big spoiler for a very recent game. I'm kinda glad my older brother doesn't read these forums, as he's been playing the game on his 3DS.

EDIT: I just looked it up. Yes, what you suggested really exists in the game, and yes, it also happens to be the final boss. Put up a spoiler warning or something like that!

You should also spoiler that, because it also fits into that category.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Beed28 on September 03, 2013, 04:53:37 PM
My bad. Fixed.
Title: Re: 2100 posts! JOY!
Post by: Ceridran on September 03, 2013, 05:06:29 PM
Quote from: "Rozark Kyouko"
Quote from: "Beed28"
Ceridran's right. That's a very big spoiler for a very recent game. I'm kinda glad my older brother doesn't read these forums, as he's been playing the game on his 3DS.

EDIT:
(click to show/hide)

You should also spoiler that, because it also fits into that category.

You should spoiler that, too.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Oliver on September 03, 2013, 06:13:55 PM
Quote from: "Ceridran"
Why did you have to throw in story to spoil the game for us? Not everybody has played Dream Team yet!

Quote from: "FTX6004"
Yeah i don't even know what that is, is that a new mario game?

Take a look at the trailer.

Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Koal on September 03, 2013, 08:08:11 PM
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: tsukiyomaru0 on September 03, 2013, 08:25:43 PM
If I recall correctly.. This is deader than dead.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Ceridran on September 03, 2013, 08:28:16 PM
It's beyond me why we're still posting here seeing as this is morphing into a community project on Tails' shop

And being polished.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on September 05, 2013, 11:03:51 PM
The other day while I was on the ever-so-popular Classes Saxton Hale server, me and the other players were discussing what new hales could be brought in. Aside form the usual suggestion for more ranged hales, we also were discussing a replacement for the no longer scary Slendercowardman. And the one thing that popped up was a hale where one would play as the infamous deformed humanoid monster from Ao Oni.
(click to show/hide)

As for this one, I wanted to come up with a unique idea for a Hale, so I decided on this one: The Ghostly Quartet from Pac-Man.
(click to show/hide)

EDIT: Probably will be migrating over to Tails' thread if Balrog has ceased production on Saxton Hale.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Oliver on September 06, 2013, 03:54:33 PM
Quote from: "Superjustinbros"
As for this one, I wanted to come up with a unique idea for a Hale, so I decided on this one: The Ghostly Quartet from Pac-Man.
(click to show/hide)

meh.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on September 06, 2013, 06:12:16 PM
Quote from: "Oliver"
meh.
Spare me the details on why exactly the Pac-Man ghosts are a bad idea.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on September 07, 2013, 04:00:46 AM
What prevents any given ghost from just standing inside of or on top of a pellet so no survivor can get it?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on September 07, 2013, 06:08:11 AM
I'm sorry if I didn't bring this up in detail in my previous post. Not every pellet on the board must be acquired; and the pellets that are collected re spawn. Think of something like the Sonic Rings from LMS Games, but they don't re spawn as fast. The pellet spawn is randomly generated based on the layout of the current map.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: The Killer Nacho on September 07, 2013, 05:57:08 PM
Alright, I see what you're getting at. However, wouldn't it be difficult to design good pellet layouts for each and every single map (including custom maps)?
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Superjustinbros on September 07, 2013, 07:18:12 PM
Pellets would spawn on any surface that can be reached by players, so while it may look ugly, it'll be quite simple to implement.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: DarkAura on October 04, 2013, 05:05:16 PM
This will probably be the very last (and I fking srs about it this time) time I post here, but I came up with this concept some aeons ago and never bothered to say anything about it due to not having intrest on working on it coughspikecough and to free up some space on my USB stick so here.
(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: MusashiAA on October 04, 2013, 10:58:02 PM
Isn't this mod officially dead or something? Like, no more updates or support...

I would guess that, if so, there's no point in giving feedback anymore.
Title: Re: Balrog's Fixed Saxton Hale - Reports of my death, yadaya
Post by: Oliver on November 09, 2013, 06:42:53 PM
New hale idea...

(click to show/hide)
Title: Re: Balrog's Fixed Saxton Hale - i did work
Post by: Dramymon on May 23, 2018, 02:17:03 AM
I like that Idea