Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: OtakuAlex on October 16, 2013, 06:27:14 PM

Title: Otaku Alex's Workshop (RPG Mod V1c)
Post by: OtakuAlex on October 16, 2013, 06:27:14 PM
Hello, everyone. I have decided that since I have so many wonderful mod ideas going through my head all the time, I'm going to put any ones I make in this thread from now on.


Pokemon Deathmatch [W.I.P.]
   Progress:
(click to show/hide)


Mega Man RPG
   Version: V1c
   Download (http://static.best-ever.org/wads/megamanrpg-v1c.pk3)
  Progress:
(click to show/hide)


Hyper Saxton Hale
   Version: V4d
   Downloads:
     Code (http://static.best-ever.org/wads/hypersaxton-v4d.pk3)
     Thingz (http://static.best-ever.org/wads/hypersaxton-thingz-5.pk3)
   Fixes:
     YD Classes (http://static.best-ever.org/wads/classes-v6g-hypersaxtoncompatible.pk3)
   Servers:
:: [BE] New York :: Hyper Saxton
:: [BE] New York :: Hyper Saxton + YD Classes
   Progress:
(click to show/hide)
      Click here to go see StarDust's Saxton Hale ++ (http://cutstuff.net/forum/viewtopic.php?f=28&t=6160)

Click here to go see Saxton Hale Classes (Currently worked on by ChaosUnlimited) (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=6249)

Dead Projects:
   Otaku Classes (http://static.best-ever.org/wads/otakuclasses-v3b.pk3)


Random Extras:
     Hotline Miami Music Pack (http://static.best-ever.org/wads/hotlinemiami-tracks.wad) (put this in your skins folder or edit the Zandronum ini to autoload this)

Stuff I've Been Helping Out With:
     *NEW* Mafia Mode (http://cutstuff.net/forum/viewtopic.php?f=28&t=6231)


I accept suggestions
Title: Re: Otaku Alex's Workshop (New Class Mod and Upcoming things
Post by: OtakuAlex on October 23, 2013, 12:05:53 AM
I've released V1b, Zero now has a buster and dashes while slashing, Bass is less OP, and a new class has been introduced...........The White Mage from the FF series.

The new class works like this:

Main: Aero (I was lazy, so I just made a Tornado Hold that doesn't need to hit the floor, actually moves, and can home in, it has the speed of 5)

Alt: Cure (OMG, guess what this does!)

I would like to get feedback and know which classes I should improve or create. Also, with my Pokemon mod I'm working on, it's taking a while since I don't know what I should do for a lot of the Pokemon, I don't even know what Mudkip's main attack should be, so I'm accepting suggestions for that mod even though it's not released yet. Please give feedback on any current mod(s), thanks for your time.
Title: Re: Otaku Alex's Workshop (Latest Release: Otaku Classes V1c
Post by: OtakuAlex on October 24, 2013, 06:38:43 PM
Otaku Classes V1c is now out, I improved Bass and nerffed the White Mage

Bass can now dash and shoots purple projectiles like he did in the games

Aero does less damage and is a bit slower, it also has to recharge if used too much. The most shots you can do without stopping right now is 3.

In the next version, I plan to add the Black Mage and make the White Mage slightly slower than Mega Man

The Black Mage will have Fire as his main attack and Thunder as his alt, he'll move at the same speed as the White Mage.


Once again, please give feedback. I won't know if any of my ideas are stupid to others since I have a different view point, so I need the public to tell me what's good and what needs to go.
Title: Re: Otaku Alex's Workshop (Latest Release: Otaku Classes V1c
Post by: FTX6004 on October 24, 2013, 06:55:19 PM
You forgot to edit your progress and i don't like about some classes like zero, you could change the skin to ice's zero and the hud are awful maybe you could add some cool stuff to the classes like i see everything is edits you could rework on it.
Title: Re: Otaku Alex's Workshop (Latest Release: Otaku Classes V1d
Post by: OtakuAlex on October 24, 2013, 09:31:09 PM
OK, I released V1d a bit early since there were bugs that flooded the chat and were getting really annoying, so no Black Mage until V2a.

All I did was give the classes pain states for EnkerAbsorb.
Title: Re: Otaku Alex's Workshop (Latest Release: Otaku Classes V1d
Post by: Korby on October 24, 2013, 09:46:40 PM
I'm interested in how your Fire and Thunder will work.

Mind giving your thoughts?
Title: Re: Otaku Alex's Workshop (Latest Release: Otaku Classes V1d
Post by: OtakuAlex on October 24, 2013, 11:27:30 PM
Quote from: "Korby"
I'm interested in how your Fire and Thunder will work.

Mind giving your thoughts?

Honestly, Fire might end up being a weaker version of another wep with the way it should be in my mind, but thunder will probably work like Thunder Wool did in MM10, except with no cloud and some added homing.
Title: Re: Otaku Alex's Workshop (Latest Release: Otaku Classes V2a
Post by: OtakuAlex on October 25, 2013, 08:51:43 PM
V2a is out, White Mage was was edited and Black Mage is now playable.

Here's how Black Mage is right now;
His main attack works like a faster, weaker, Fire Storm (looks like that, too), but will eventually be coded to be much different in terms of gameplay.
The alt works, but is a bit buggy. The entire weapon seems to stop working when you use the alt, so alt is disabled until this bug is fixed.

And here's what I edited for the White Mage;
He/she now has a slower walking/running speed and the alt (Cure) works

Edit: The Black Mage's main attack starting having the same problem in a less severe manor, so I'm fixing it in V2b right now. Actually, it's already fixed, I'm just not sure if I should make more edits to it or not, tell me what you think.
Title: Re: Otaku Alex's Workshop (Latest Release: Otaku Classes V2b
Post by: OtakuAlex on October 29, 2013, 12:48:58 AM
I just released V2b, the Black Mage is 100% ready for combat and there's a new class called Dusk.

Changes for the Black Mage;
Main: Now 100% complete
Alt: Doesn't cause bugs, but has unlimited ammo, making it abusable. Please don't spam this in online matches.


What Dusk is all about;
Idea: Dusk is basically a robot master I came up with. Wily made him after seeing how ineffective Bass was at beating Mega Man. Dusk has the same purpose as Bass, but was designed much differently.

Main: A shot that deals 25 damage, with 35 speed

Alt: A rapid-fire, short-range, attack. It deals 1 damage per hit and moves at a speed of 65

Other: He also was built with superior durability, while other robots can only take 100 damage, he can take 500 damage. This might be lowered to 300 if lot of people complain.

Edit: Zero was not usable in this version since I changed the weapon name and forgot to update the actual class so he could get the weapon. The reason I changed the name is because I'm working on an improved version that was saved in the file along side with the old one and never got finished, so now we have a V1 and V2 of ZeroWep.
Title: Re: Otaku Alex's Workshop (Classes V2c now out! And harder S
Post by: OtakuAlex on November 02, 2013, 10:44:49 PM
I released V2c of my class pack now. V2c is merely a fix of V2b, so don't expect too many changes.

The mages had their alts switched to items, may change this later if I can fix the unlimited ammo problem the alt had.
Zero is back to normal.
I also improved Dusk's alt, because he wasn't OP enough already #sarcasm
And oooooone moooore thing, bars to show how much ammo the mages have.

And I now have my own take on Saxton Hale.
My version of SH is supposed to be harder and will be compatible with as many things as possible, not taking SBARINFO into consideration
Title: Re: Otaku Alex's Workshop (Classes V2c now out! And HSHV1b)
Post by: Necro_Ninja on November 06, 2013, 10:36:19 PM
So I had this idea for player Hales awhile back, and I was told that this is the place to go If I had ideas.

Player hales is a simple concept: A player well-known to the MM8BDM community (such as Cutman Mike, Otaku Alex, Omega Zero, Eazy, etc.) would be given a hale.

Because I haven't been playing MM8BDM as much as I should, I don't know very many people...eh heh...
(http://www.fightersgeneration.com/nx5/char/phoenix-wright-animation5.gif)
So if there's anyone that I forget to mention that should be in this, please inform me.

Not much else to say, really...

...Let's get on with the Hales list, shall we?

(similar to Otaku, I suck at spriting. That being said, many of these hales can just be recolored Megaman Robot Masters.)

(click to show/hide)

I'll add more when I think of more.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: OtakuAlex on November 08, 2013, 04:20:17 AM
OK, I released V1c of my Saxton Hale mod, it's name is now Hyper Hale, here are the changes:

All hales have had there base HP modified (1500 for melee solos, 1000 for ranged solos,250 for ranged duos, 700 for melee duos.
New hales include Omega Zero and Mecha Hitler.

Omega Zero works like a reverse version of my Zero class TBH, but without dashing when using the Saber.
Hitler uses a gatling gun for his main and gas for his alt.

Quote from: "Necro_Ninja"
So I had this idea for player Hales awhile back, and I was told that this is the place to go If I had ideas.

Player hales is a simple concept: A player well-known to the MM8BDM community (such as Cutman Mike, Otaku Alex, Omega Zero, Eazy, etc.) would be given a hale.

Because I haven't been playing MM8BDM as much as I should, I don't know very many people...eh heh...
(http://www.fightersgeneration.com/nx5/char/phoenix-wright-animation5.gif)
So if there's anyone that I forget to mention that should be in this, please inform me.

Not much else to say, really...

...Let's get on with the Hales list, shall we?

(similar to Otaku, I suck at spriting. That being said, many of these hales can just be recolored Megaman Robot Masters.)

(click to show/hide)

I'll add more when I think of more.

Also, I may do those as a little side pack if a lot of people want it, ideas are always taken into consideration.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: CDRom11_2007 on November 08, 2013, 07:26:43 AM
wow Otaku, you actually started the Pokemon classes mod already. Guess I need to get a new mod idea then.*sigh*
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: Dimpsy on November 08, 2013, 05:39:34 PM
I guess I better put this here because I believe you said you tend to forget stuff easily.

Hale: Dark Pit
Skin: Pit (Made by me)
HP: Not sure how this works exactly, so whatever best works can do.
Super Jump: Well this is self-explanatory, it'd just be a Super Jump because A. Uprising has a Super Jump power and B. Dark Pit can fly without the need of a goddess.
Main Attack: Arrows (Make it like the short arrows you start with in the first game, the ones that only go a few inches) (2 to 3 hits to kill a player unless it's an armor character like Guts and Hard, then make it 4 to 5 hits)
Rage: Uhhhh... not exactly sure what I could put here. Maybe something like the Ghost of Starman's Rage where it's just a modified Astro Crush. You may have played Kid Icarus: Uprising so that might help. (Though I played it too and beat it)

And another Kid Icarus-related thing for your classes mod.

Class: Pit
Skin: Pit (Made by me)
Armor- Y/N: N
Jump Height: About the same height as usual flying characters, except he can't fly. Maybe (if you possibly can) have it so he can slow his fall down by constantly pressing the jump button (Kinda like the GB game).
Main Attack: Arrows (You can make this version like the long one you get later in the original game) (This could possibly do a good amount of damage considering Pit's arrows are short, so you could make it like a sniper)
Secondary Attack: Hammer (Like the Hammer attack you get later in the game that's used to smash stuff, this can be used as a melee-attack weapon that deals a good amount of damage)

I know these may sound a bit ridiculous to some, but I recall you (Otaku Alex) saying you probably could do the Dark Pit Hale when we were both in a Saxton Hale server.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: OtakuAlex on November 08, 2013, 07:27:16 PM
Hmmm, I feel like I should respond to both of these.
OK, my Pokemon mod isn't a class pack, so you could still make yours, CRRom. My mod is supposed to let you play as a trainer and catch pokemon available in a map, you can switch between Pokemon by using an item that morphs your class. I might need mappers to make, well, maps and put NPC Pokemon on them once I release the first version (I still need ideas for that mod, for those who actually care about it).

And, VirtualSonic, Pit can fly for a limited amount of time as stated in Kid Icarus Uprising, he just needs help from a goddess to do so.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: Dimpsy on November 08, 2013, 07:57:58 PM
Quote from: "OtakuAlex"
And, VirtualSonic, Pit can fly for a limited amount of time as stated in Kid Icarus Uprising, he just needs help from a goddess to do so.
Well sure, but Palutena isn't gonna be there for Pit ALL the time. I mean if you want you COULD give him a flight ability sorta like Gyro Man's, I'd just prefer you do something either like Brawl or Myths and Monsters. Where either it's more like a slow-ish double jump, or is a slow fall thing.
Regardless, do these two Kid Icarus-themed ideas sound nice to you? If you want I can attempt to assist with sprites besides the skins.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: OtakuAlex on November 08, 2013, 08:50:37 PM
Quote from: "VirtualSonic43"
Quote from: "OtakuAlex"
And, VirtualSonic, Pit can fly for a limited amount of time as stated in Kid Icarus Uprising, he just needs help from a goddess to do so.
Well sure, but Palutena isn't gonna be there for Pit ALL the time. I mean if you want you COULD give him a flight ability sorta like Gyro Man's, I'd just prefer you do something either like Brawl or Myths and Monsters. Where either it's more like a slow-ish double jump, or is a slow fall thing.
Regardless, do these two Kid Icarus-themed ideas sound nice to you? If you want I can attempt to assist with sprites besides the skins.

Sure, maybe you could do Pit's bow and sprite the Dark Pit staff (that's the only Dark Pit themed weapon I know of in KI:U)
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: Dimpsy on November 08, 2013, 11:07:29 PM
Quote from: "OtakuAlex"
Sure, maybe you could do Pit's bow and sprite the Dark Pit staff (that's the only Dark Pit themed weapon I know of in KI:U)
I'm not THAT good at spriting, I might make like the weapon sprites, but the HUD stuff I dunno. :I Sorry if this kinda disappoints ya.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: TheWitheredMage on November 09, 2013, 03:55:06 AM
Could you do a yellow devil hale?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1c)
Post by: Dimpsy on November 09, 2013, 04:34:11 AM
I made a few sprites for Pit's class.
(http://i1088.photobucket.com/albums/i323/SonicFan24/PitMM8BDMStuff_zps5a579b14.png)
I made all the arrow sprites, but not done with the Hammer... though I already tried going further... damn this is gonna be a hard one. I may quickly get someone else to help me with the Hammer, but otherwise the weapon sprites are pretty much done for now.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: OtakuAlex on November 09, 2013, 07:41:08 AM
I updated Otaku Classes to V3a in order to nerf Dusk's attack. Dusk now shoots slower, but more powerful, this may seem like a contradiction since I said "nerf", but I mostly switched from speed to power to stop the stunning.
I also updated Hyper Saxton so that it would use the updated skins, that I for some reason didn't include at first, fixed Mecha Hitler's rage and obituaries, and Slender Man no longer uses bad creepy phrases, he now has a normal obituary.

Edit: I was already considering Yellow Devil as a hale, Wither, but I want to do a vote for what hale I should do, so you should probably vote for Yellow Devil if you really want him in.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Dimpsy on November 10, 2013, 12:16:17 AM
So all day I've been working on Pit's MM8BDM stuff for when you make the Pit class (If you do actually plan to make it that is). None of the Dark Pit stuff is done just yet, only Pit.
(http://sadpanda.us/images/1857079-9OROI2F.png)
I finished the Hammer sprites, and finished the HUD sprites... at least for the arrow.
I swear, most of my day has been spent working on the HUD sprites alone.
Oh yea and I added the Pit sprite because palette. I'll do the HUD Hammer sprites possibly tomorrow.
EDIT: BTW, yes... I was borrowing sprites from the Saxton Hale mod.
EDIT 2: SMALL UPDATE.
(http://sadpanda.us/images/1857082-M76OTNV.png)
I had to fix the shooting sprite because I still haven't at all the logic for Pit just yet.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: OtakuAlex on November 10, 2013, 02:11:10 AM
Quote from: "VirtualSonic43"
So all day I've been working on Pit's MM8BDM stuff for when you make the Pit class (If you do actually plan to make it that is). None of the Dark Pit stuff is done just yet, only Pit.
(http://sadpanda.us/images/1857079-9OROI2F.png)
I finished the Hammer sprites, and finished the HUD sprites... at least for the arrow.
I swear, most of my day has been spent working on the HUD sprites alone.
Oh yea and I added the Pit sprite because palette. I'll do the HUD Hammer sprites possibly tomorrow.
EDIT: BTW, yes... I was borrowing sprites from the Saxton Hale mod.
EDIT 2: SMALL UPDATE.
(http://sadpanda.us/images/1857082-M76OTNV.png)
I had to fix the shooting sprite because I still haven't at all the logic for Pit just yet.

Those look pretty cool, even if you did use the sprites from SH as a base. I will use them once you crop them and make them into separate image files. Make sure they're transparent where there's no actual coloured pixels.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Dimpsy on November 10, 2013, 02:57:11 AM
Quote from: "OtakuAlex"
Those look pretty cool, even if you did use the sprites from SH as a base. I will use them once you crop them and make them into separate image files. Make sure they're transparent where there's no actual coloured pixels.
http://www.mediafire.com/download/7r3tz ... prites.zip (http://www.mediafire.com/download/7r3tziq7zpuntbv/sprites.zip)
Here you go, all of the sprites as of now besides the HUD Hammer sprites which are obviously incomplete. Of course the skin will just be the Pit skin I've made, it's in my Skin Page if you wanna look for it.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: OtakuAlex on November 10, 2013, 07:23:19 AM
OK, I'm closing the poll now that i decided to start work on the next version.
Here are the results:

Yellow Devil   13%    13%    [ 2 ]
Dr. Wily   7%    7%    [ 1 ]
Doom Guy   33%    33%    [ 5 ]
Dark Pit   27%    27%    [ 4 ]
Mewtwo   20%    20%    [ 3 ]

Doom Guy won the majority, so I'll make him. He'll use the skin from the Halloween skin pack, I hope they won't have an issue with that.

I will fix the Hard Man TK'ing issue.

I also plan on making a Sonic hale, there will be a poll for his theme once development starts.

One more thing, someone please post Omega Zero's theme with good looping for me, it seems i'm having trouble with this search.

Edit: I will also fix Joe's TK'ing issue. Please tell me if you find anymore TK'ing issues.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Superjustinbros on November 11, 2013, 08:58:02 PM
I have a feeling you could work on a Mewtwo hale seeing as he placed second in the poll.

Also how is the progress of getting the voice clips for Mecha Hitler from Der Untergang?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Dimpsy on November 12, 2013, 11:50:37 PM
Quote from: "Superjustinbros"
seeing as he placed second in the poll.
Actually he's in 3rd, Dark Pit was a close decision.
I honestly would've preferred Dark Pit over Doom Guy. Doom Guy just sounds so redundant because it's a Doom mod as it is.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Deviddo on November 13, 2013, 01:08:57 AM
A new poll should just be made, it works better that way.
Title: I hate you so much right now :|
Post by: Balrog on November 13, 2013, 01:10:14 AM
Sonic's theme should be the Sonic X theme.

GOTTA GO FAST
SANIC
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Deviddo on November 13, 2013, 01:12:41 AM
No please.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: OtakuAlex on November 13, 2013, 03:07:34 AM
Development is slow since I've been a bit distracted by various things (good music, random game-related Youtube shows, and everyday functions), so all I've actually made is the Doom Guy actor and his weapon, no projectiles exist right now. As for Sonic, I'm not sure what to do with him, should I give him a dash attack for main and super sonic for alt/rage? Also, the Sonic X doesn't sound all that bad (I'd rate it higher than the actual show), but the other songs are infinitely better. It (currently at time of writing) looks like Sonic Boom will end up being the selected song, but there's still time 'till I put the song in, so keep voting.

On a side note, I get distracted very easily
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: GameAndWatcher on November 13, 2013, 05:05:58 AM
I'm guessing "His World" isn't on here because SANIC OH-SICKS.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Dimpsy on November 13, 2013, 07:17:56 PM
Personally, I think You Can Do Anything/Toot Toot Sonic Warrior would've been better, but that wasn't on the list so I voted Open Your Heart because SANIC ADVANCHUR.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Deviddo on November 13, 2013, 08:19:22 PM
I agree.  I'm honestly not too fond of Sonic CD's American soundtrack, Sonic Boom was one of the better songs, but like all of the songs on the USA Soundtrack, it didn't sound like a Sonic song to me at all.
As another note, remember guys this is supposed to be playing in the background while you're shootin' at him or he's spindashing you or whatever.  I don't really think Sonic Boom or Sonic - You Can Do Anything fits that.

Vote for something that fits that scenario.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Dimpsy on November 13, 2013, 11:28:18 PM
Quote from: "Deviddo"
I agree.  I'm honestly not too fond of Sonic CD's American soundtrack, Sonic Boom was one of the better songs, but like all of the songs on the USA Soundtrack, it didn't sound like a Sonic song to me at all.
As another note, remember guys this is supposed to be playing in the background while you're shootin' at him or he's spindashing you or whatever.  I don't really think Sonic Boom or Sonic - You Can Do Anything fits that.

Vote for something that fits that scenario.
Like Open Your Heart for example, so I suppose I can agree.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: OtakuAlex on November 15, 2013, 01:43:05 AM
To those of you that have been giving me suggestions during matches, this is important:
I will not be online until Team Elecman is disbanded since I cannot go one day without them ruining a Saxton server. I will still develop Hyper Saxton and my other mods, but I will only be able to take suggestion through Cutstuff and Skype. 'Till they disband, I'll be playing Doom 2.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: Linnie on November 15, 2013, 02:38:41 AM
Otaku, you should know Team Elecman isn't serious, it's all done in good fun, though I do realize one or two people go too far and I apologize for you having to deal with them.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V1d)
Post by: OtakuAlex on November 15, 2013, 02:49:39 AM
Quote from: "Linnie"
Otaku, you should know Team Elecman isn't serious, it's all done in good fun, though I do realize one or two people go too far and I apologize for you having to deal with them.

I know this, but they still are ruining all the fun of the servers, so I'm taking a brake. It doesn't matter if I don't play online anyways, I can still just as easily work on my mods and play Doom 2 instead. If they are disbanded, I might join a server if things have calmed down, but I'll just stay on Doom 2 for a bit anyways, it's really been a while since I've played it.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2a)
Post by: OtakuAlex on November 16, 2013, 04:27:47 AM
Hyper Saxton V2a is now out.
I got some work done on Doom Guy, but he was way too buggy, so I disabled him for now.

Here's the changelog:
(click to show/hide)

Have fun with this while I continue working on the 2 new hales I said I would make, or should I continue work on one of my other projects instead?


Also, here are the plans for the next version of my class pack:

I will make a new class called Ember Man. Ember Man can use a fire attack as main and summon oil as alt.
I will later on make the Pit class as well as another class that I'm not sure how to describe or name.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2a)
Post by: Jakeinator on November 16, 2013, 11:20:12 PM
Look man the only reason we were arguing with you was because you freaked out on us. Saying we're as bad as Hitler is REALLY stupid, and the only reason why it became a problem is because you made it one. We're just joking around we don't really want Saxton to die, so not playing a game until some people stop having an opinion is really ignorant, go ahead and have fun. There'll always be a few guys teasing you and trying to make you feel bad but that happens everywhere all the time, if you like Saxton go right on ahead no one is stopping you. I know this really isn't the topic for discussing it, also I'm sorry for any anger i may or may not have caused.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2a)
Post by: OtakuAlex on November 17, 2013, 12:29:03 AM
Quote from: "Jakeinator"
Look man the only reason we were arguing with you was because you freaked out on us. Saying we're as bad as Hitler is REALLY stupid, and the only reason why it became a problem is because you made it one. We're just joking around we don't really want Saxton to die, so not playing a game until some people stop having an opinion is really ignorant, go ahead and have fun. There'll always be a few guys teasing you and trying to make you feel bad but that happens everywhere all the time, if you like Saxton go right on ahead no one is stopping you. I know this really isn't the topic for discussing it, also I'm sorry for any anger i may or may not have caused.

There are a few things here that annoy me.

1. That's not where the problem started
2. I don't care that you don't like Saxton Hale, that's not what bothers me, what bothers me is that you go around servers and practically force this opinion on others.
3. You should know that I've already been on edge lately, you guys are just what made the one time of the day I can relax into torture.

That is all, please enjoy your day, sir.
Title: Re: Otaku Alex's Workshop (OA Classes V3b)
Post by: OtakuAlex on November 19, 2013, 12:47:31 AM
And now, for the moment you probably weren't waiting for. V3b of my classes is now out, Dusk was changed again and there's a new class called Ember Man.

Here's how Ember Man works:

His main is just Fire Storm and his alt shoots oil, I basically combined two weapons to make it easy to exploit Oil Slider as much as possible.

Also, when he slides, he will have a Fire Shield just like with his main. In other words: No original projectiles and the weapon was made just because I wanted a class like this to be made.

You may now play the newest version to your heart's content. 'Till next time, Otaku Alex out!
Title: Re: Otaku Alex's Workshop (OA Classes V3b)
Post by: Superjustinbros on November 19, 2013, 09:56:32 PM
This "Ember Man" sure seems like an interesting concept.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: OtakuAlex on November 20, 2013, 01:37:26 AM
OK, Hyper Saxton V2b is now out.

Here are the changes:
(click to show/hide)

Also, I didn't include this last bit in the changelog, but I changed the victory themes for the hale and survivors.
Survivors get the Final Fantasy VI fanfare while hales/bosses get some weird LOLUDIED song that SuperJustinBros sent me.
Cave Johnson's lemons look like lemons (sprites were given to me by SuperJustinBros)

Now, while we're on the topic of Hyper Saxton, I will tell you what's been going on with hale development.

-I can't get Doom Guy's weapon to function (file is in this version, but not used)
-Sonic hale will be made, but may end up being a Cpt. Falcon clone with Super Sonic as rage.

I'm developing most of these hales by myself, but I might need someone to work on hale suggestions so I can focus on the ACS and improving/adding various functions/features.
In other words: There's a spot open on the dev team.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Superjustinbros on November 20, 2013, 04:04:19 AM
Just played the new version with two bots.

Holy cow, all these lives you gave to Ninja Spy. Exactly how does the new formula for determining his health and life count work?

Liking the new Survivors Win theme; and of course the Hale Wins theme. The former could be made slightly louder and start earlier (so there's no silence before the music plays) which the later should have it's volume increased slightly.

Also special mention to the new "Last Man Standing" theme, though it also gives a brief moment of silence before it plays, and it's volume is slightly higher then it should be IMO.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Ceridran on November 20, 2013, 04:05:44 AM
Quote from: "OtakuAlex"
-Sonic hale will be made, but may end up being a Cpt. Falcon clone with Super Sonic as rage.

..

Really, now? That's a bad idea.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Linnie on November 20, 2013, 05:17:23 AM
Quote from: "Ceridran"
Quote from: "OtakuAlex"
-Sonic hale will be made, but may end up being a Cpt. Falcon clone with Super Sonic as rage.

..

Really, now? That's a bad idea.
>clone

What if he's making Mewtwo as a Hale so that in Hyper Saxton's sequel it can get replaced by Lucario?

And then when we get Hyper Saxton Project M they'll add Mewtwo again?


Although, if his rage is different, then I wouldn't think he was a clone. I would have him spin dash instead of Falcon kick, though; it could have the same effect as long as it had different sprites.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Stardust on November 20, 2013, 12:21:50 PM
Okay so I just took enough time to test your current version of HSH (v2b), and as another coder who worked on the same codes as you, here are my tips and what I liked, or not, in a honest way.

Before-all, I would suggest you to develop your Saxton Hale description. You've just got a changelog, and that doesn't really help :/ remember that Saxton Hale is a game a loooot of people play, so the more infos you provide, the happier are these people. Especially if you make complex hales, where a how-to-use is definitely needed. I advise you to mimick SilverSin's Saxton Hale post (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4319). SilverSin created the original version of Saxton Hale.
And the way he wrote his post, especially the boss info spoiler, provides great informations on the hale and their skills are explained. In short, you should talk a bit more about your SH mod, because it's one of the most important mods you're creating lately, right ? :D  

Now to the game,
in a general way, the versions seems a bit glitched, and some things lack of care :I
Like there are reccurent errors message appearing on random maps : in Sword Man's stage.. in Clown Man's stage... in MM3DW1... in Drill Man's stage...
(click to show/hide)
And, for some reasons, on Clown Man's stage, the boss selection time lasted about 30 seconds, and even after that, I couldn't move at all. All of these clues mean you maybe started from a Saxton Hale version that wasn't the latest, because the errors say that some stuff don't exist ("they aren't coded") :/

The hales themselves are "unfinished" if I may say... I'll explain, each of them. Also glitchy.
For example I managed to get the Cave Story hale while there were 2 players in game... I become Quote, and Dive Man just stood here, like frozen, well obviously when such a bug appears, all the ACS code is destroyed XD so yeah, I had to restart.
(click to show/hide)
In some cases, my Mega Buster was even taken away and nothing happened ! Everyone had frozen ! D: I guess it's because I was selected for one of the two/three hales you made, but some weapon giving/taking derped around
(click to show/hide)
Cave Johnson's lemons are quite exited, aren't they ? SuperJustinBros gave me them too, they're indeed cooler, but you had problems with sprite, the lemon doesn't follow the correct frames :/ should be fixed please

Concerning you hales, neither of them has the boss rage/health bars, and they don't have super jump ._.
None of them has voice clips neither, and they need more dynamic sounds :I
Omega Zero : yeah, a lot of people waited for him to become a hale, so that's great you made it.
But he's pretty unbalanced. The fastest hale is Starman, his speed is 1.1 (Megaman's is 0.8), and even through he's a melee hale. Your hale's speed is 1.5, concidering he's a DISTANT hale ! It's like Cave Johnson with double speed, and with a OHKO missile ! Cave Johnson doesn't always OHKO with his lemons as the explosion's radius fades with distance... but that's not all, his health is wayyy too much high.
Let's take an example. Let's remember that Cave Johnson is a distant hale, but through he's slow and doesn't always OHKO with lemons. Cave Johnson's health formula is 500 + (number_of_players_in_the_game * 120) - 120.
(The "-120" was added because the hale isn't a player that fights the hale, so it's actually "players in game - 1").
 Omega Zero's is 1500 + (number_of_players_in_the_game * 150) - 150, so... yeaaaaaah... not sure you can beat an extremely fast and distant hale that has 1800 HP when only 2 players are playing against him.
 Even for a harder Saxton Hale, there's absolutely no way you can defeat that :P
Also, his HUD is glitchy for sure -- the recolorated Flame Sword is cooler for looking, but why doesn't Zero even finish his slash ? He does a half-slash, and it looks like he's slowly fending the air. And the saber fires the Z-Buster missile for some reasons :/ If you look at the outlines of the sprite file on the HUD, you could even see the end of your graphic at the bottom, when firing. And to finish this, the rage is pretty... calm. Not threatening neither. Actually, the normalfire is stronger. ZBuster's hitbox is "60 Radius, 25 Height", and it has a speed of 60. ZSaber -distant version-'s hitbox is about "6 radius / 6 height", speed of 40, and the only advantage is that it rips, like Falcon Punch. But that's all, it's not worth using =w= when you look at ZBuster. Also the rage's HUD displays Mega Buster, why ? D:
Finally, the appearing text when you get morphed into him say "normalfire for Z-Saber" while it's actually Z-Buster and vice versa for the rage text.

Hitler : I haven't played Wolfenstein 3D, but the skin looks cool~
He sounds better to me than Omega Zero. His mainfire through is confusing. It shoots random needle with a spread, right ? That's a bit hard to handle it, and the user can barely aim this. And also the HUD disappears and reappars later when Hitler finished firing. what ? :I
His rage is for sure better than any other attack this and omega ever has. The staying power of the smoke makes it look like to Scrooge's hales, which aren't fast, but can cover an area for some time, eventually dealing surprise attacks to players. You should change 'em sprites through because they look like gray Earths :I also they seem a bit "sleepy"... you should for instance, make them constantly change translucence, and maybe make them move a little on the Z-axis, you know so they seem to float, and that's nicer for the eye candy. Give it a "wooooosh" sound when firing the rage, and with maybe bigger smoke, you should have a great rage there.

Also, the last point I want to talk about is concerning music - ummm the Last Survivor theme, I think it's really unfittable. Using NON-8-bits musics is uuukay~, since even the official SH uses some for some hales (Cap Falcon, Morshu, Slender, Starman, Cave), but now the modern rock theme with vocal, that's way too much unfitting. It's still Megaman, a 8-bit game, and this one is completly unrelated to Megaman ._. it feels so weird listening to it in SH. Really, I think you should either take the old theme back or SuperJustinBros's, at least it's 8-bit :/
Furthermore, this last man standing theme is also too loud, pretty much like Omega Zero's theme. Both's volume need to be lowered. Like someone (I forgot his name) posted somewhere, "remember you're fighting someone while a music plays in the BG". It must be InGame > Music, and not the reverse :I
Also Hitler lacks of a theme.

So yeah, now you have my view on it.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Linnie on November 20, 2013, 02:07:03 PM
Hitler should have music from Wolfenstein 3D. I assumed his lack of theme was just due to him still being worked on, and I'm not criticizing you, this is just throwing it out there for when you get to it.

I actually haven't fought against Zero yet, but from the sound of it he has both a melee and a range attack? You want to make sure he doesn't have too many moves or you'll accidentally create another Neo DS.



The Cave Story thing is a common glitch, actually, where if you get a dual boss and there are only two players the game messes up. Or at least it was common, there might have been a way to prevent it from happening in later modes.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Stardust on November 20, 2013, 02:19:24 PM
Quote from: "Linnie"
I actually haven't fought against Zero yet, but from the sound of it he has both a melee and a range attack? You want to make sure he doesn't have too many moves or you'll accidentally create another Neo DS.

The Cave Story thing is a common glitch, actually, where if you get a dual boss and there are only two players the game messes up. Or at least it was common, there might have been a way to prevent it from happening in later modes.

Zero has only ranged attacks. All of his attacks can kill in one shot.
That's weird concerning the Cave Story one... From the latest version ever created by Balrog, a file called "balrogsh-overhaul(finalfix)", I looked at the code, and in english it says "If there are 2 people or less, choose between the 10 single hales. If there are 3 people or more, choose between the 12 hales, by including the duo ones" :3
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Linnie on November 20, 2013, 02:58:24 PM
Huh, yeah, Zero might want to be nerfed on that regard, none of the range Hales should get guaranteed OHKOs.


If that part on it being added in a later version is true, then Otaku could probably just find that snipper of code and add it to his version, editing it so that his new Hales can also be added.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: OtakuAlex on November 20, 2013, 06:54:55 PM
Thanks for the feedback, guys.

Here's the thing about Omega Zero, he's bugged. Omega Zero was supposed to be a melee hale and the rage would give Z-Buster, but the game seems to commonly skip right to the Z-Buster, I'm going to try seeing what I did wrong when I develop the next version. I didn't take him out of the boss selection like I did with the Doom Guy hale I was working on since he's still at least playable. Also, I will nerf the speed.

As for the CS Duo glitch, that might have to do with the way I edited the boss selection, but it shouldn't be an issue when there's more than  2 players.

Hitler doesn't have a theme because I was having trouble finding the song that plays on E3M9 of Wolfenstein 3D, perhaps you could post a Youtube or Sound Cloud link for this to make this search shorter.

Now, about those errors Star Dust mentioned, I have no clue why those appear, that stuff should be in MM8BDM's core, right?

Anyways, that's all for now. I will try working on this later. Oh, and I actually haven't heard how the last survivor theme sounds since I released V2b as soon as I put that in. My sound settings are kinda low, so it probably won't be as loud for me as it was for you, Justin.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Laggy Blazko on November 20, 2013, 07:15:54 PM
Quote from: "OtakuAlex"
Hitler doesn't have a theme because I was having trouble finding the song that plays on E3M9 of Wolfenstein 3D, perhaps you could post a Youtube or Sound Cloud link for this to make this search shorter.
(click to show/hide)
EDIT: i'd suggest using an IMF audio file instead because they are lighter and Zandronum can play those, IIRC. Give me a minute...
EDIT 2: http://www.mediafire.com/download/2gb7d ... TIMATE.imf (http://www.mediafire.com/download/2gb7djm3dnb78lq/ULTIMATE.imf)
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2b)
Post by: Linnie on November 20, 2013, 07:38:07 PM
Quote from: "OtakuAlex"
Thanks for the feedback, guys.

Here's the thing about Omega Zero, he's bugged. Omega Zero was supposed to be a melee hale and the rage would give Z-Buster, but the game seems to commonly skip right to the Z-Buster, I'm going to try seeing what I did wrong when I develop the next version. I didn't take him out of the boss selection like I did with the Doom Guy hale I was working on since he's still at least playable. Also, I will nerf the speed.

As for the CS Duo glitch, that might have to do with the way I edited the boss selection, but it shouldn't be an issue when there's more than  2 players.

Hitler doesn't have a theme because I was having trouble finding the song that plays on E3M9 of Wolfenstein 3D, perhaps you could post a Youtube or Sound Cloud link for this to make this search shorter.

Now, about those errors Star Dust mentioned, I have no clue why those appear, that stuff should be in MM8BDM's core, right?

Anyways, that's all for now. I will try working on this later. Oh, and I actually haven't heard how the last survivor theme sounds since I released V2b as soon as I put that in. My sound settings are kinda low, so it probably won't be as loud for me as it was for you, Justin.
[Link redacted because I wasn't paying attention and Laggy gave it to you 30 minutes ago]

As to the CS Duo, if it's just how you ordered the Hales in your file that caused it, you could probably just edit that snippet of code to fix it.


Knowing that's not how Zero is meant to be makes me feel much more confident for his quality as a Hale (once he's fixed, that is).
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 21, 2013, 10:05:20 PM
OK, I just released V2c, here's the changelog.
(click to show/hide)
While I was doing the ACS for this version, my ACC thought one script was part of the one before it.
I couldn't fix this issue, so the ACS for this version is not complete, this was prior to making these changes and was just improving one anyways, so it's still good, just a bit buggy with the health hud message that shows in the corner of the screen. The max health will be off for some hales and this is what I was trying to fix before my ACC decided to act like a retard.

Also, I might take down the poll to put one up regarding runes, so the winner is chosen before development on the Sonic hale even starts.

Edit:  Here are the poll results;
Sonic Boom   24%    24%    [ 4 ]
   Open Your Heart   24%    [ 4 ]
   Live & Learn   12%    [ 2 ]
   Knight of the Wind   12%    [ 2 ]   x
   With Me   0%    [ 0 ]
   Green Hill Zone    29%    [ 5 ]

I shoulda known Green Hill Zone would win. The funny thing is that my favorite (Sonic) songs that I put on this poll only got 2 votes.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Gummywormz on November 22, 2013, 12:54:07 AM
Quote from: "OtakuAlex"
While I was doing the ACS for this version, my ACC thought one script was part of the one before it.
I couldn't fix this issue, so the ACS for this version is not complete, this was prior to making these changes and was just improving one anyways, so it's still good, just a bit buggy with the health hud message that shows in the corner of the screen. The max health will be off for some hales and this is what I was trying to fix before my ACC decided to act like a retard.

The compiler is never wrong. You probably missed a curly brace somewhere.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 22, 2013, 01:10:53 AM
IDK, Gummy, when I first tried scripting in ACS, my ACC was acting really weird and seemed to think multiple things in the script were wrong, then when I got this ACC from a different DL link and everything worked fine, so some some versions of ACC work differently than others. Even if my ACC is right, I can't figure out why it's confusing the two scripts, they are separated the same way the other scripts are.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Dimpsy on November 22, 2013, 04:20:56 AM
Otaku, I think you should try to give the Protoman and Bass class from your Otaku Classes some differences to make them, well, different from their Classes in the infamous Classes mod.

Here are some of my ideas.

For Protoman, I'd change him with the following...
- Give him a Shield Dash, the Slide he had made no sense
- Instead of Protoman's Proto Buster from MM9/10, which was a stupid thing they gave him, you should give him his ACTUAL buster, the Proto Strike (from the Mega Man Arcades). It would probably just be a sprite swap of the Proto Buster though.

For Bass...
- Give him the Jump Dash from the Arcade Mega Mans.

Just giving a few ideas since you use Otaku Classes along with the regular Classes in your Hyper Saxton Hale server.
Oh yea and I think I'll try helping you sprite a few of the other Classes' HUD sprites before I just hand over the remaining Pit sprites.
BTW, what does Dusk even look like? I'd like to know because I may make you a quick skin of him if he's not too hard. Also because I found Buster sprites for him that aren't even used in-game.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Linnie on November 22, 2013, 04:42:08 AM
Otaku, have you considered copypasting the pieces of code that overlap and posting them here so someone might be able to determine the error?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 22, 2013, 07:45:17 AM
OK, here's the scripts. Like I said, the issue is that the game thinks the one after the other is part of the same script, so I'm posting both of the scripts and they're both HUGE.
(click to show/hide)

If anyone finds the issue, please do tell me.

Also, about my classes, I'll tell you what I imagine Dusk as. I guess you could imagine a head like Break Man's,on a body with some type of small armor, all of which are coloured mostly black with some white.
Also, I don't plan to change much about Bass, while I'm still debating over weither or not I should keep Proto Man in since I can try changing Bass to play more like he does in the games, while I was fine with the YD Classes version of Proto Man.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Linnie on November 22, 2013, 01:10:20 PM
Huh, I don't see anything specific either, but using Ctrl+F says you have one more opening curly brace than you do closing curly brace, and I think it might be at the end of the script because I was counting them in relation to opening and closing braces and which matched. I'm at least pretty sure that the error is in Scipt 805 in this case.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Stardust on November 22, 2013, 04:26:18 PM
I'm not sure on the error... how is the Sonic hale going through ?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 22, 2013, 04:40:58 PM
Quote from: "Stardust"
I'm not sure on the error... how is the Sonic hale going through ?

Quote from: "OtakuAlex"
Also, I might take down the poll to put one up regarding runes, so the winner is chosen before development on the Sonic hale even starts.
:|
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Linnie on November 22, 2013, 04:46:11 PM
I started downloading V2C to see exactly what the error was, and, Otaku, maybe you should split your files into two like Balrog's Hale. He did it that way so that you'd only have to download the sprites and sounds and music once, and any updates would be in the second file, but the way you have it every time you update we have to download 80MB of files.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Stardust on November 22, 2013, 07:34:50 PM
Oh sorry, I missed that.
Also yeah, you were even here online, when Crash pointed that out, your file sure is heavy :P that's a huge 80MB atomic bomb. Separating files, like Linnie advised, is the fastest way to grab your mod for the players, through you'll need to transfer some music lumps into the other file. Musics take about 80% of the size of the actual file ^^ Or if you're lazy, you could keep the music in your main PK3, but then you should avoid as much as possible updating the wads often, especially if it only concerns minor glitch/bugs fixing...
Yeah, the post above speaks the wisdom of the truth.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Dimpsy on November 24, 2013, 02:51:18 AM
Here's HUD sprites for Black and White Mage
(http://sadpanda.us/images/1861057-89233Q1.png)
I'm not entirely proud of White Mage's HUD sprites, but I'm a little proud of Black Mage's.
I don't play Final Fantasy or know much about it so I can't tell you if these are exactly "accurate".
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Linnie on November 24, 2013, 03:18:53 AM
Quote from: "VirtualSonic43"
Here's HUD sprites for Black and White Mage
(http://sadpanda.us/images/1861057-89233Q1.png)
I'm not entirely proud of White Mage's HUD sprites, but I'm a little proud of Black Mage's.
I don't play Final Fantasy or know much about it so I can't tell you if these are exactly "accurate".
They look good. Final Fantasy I doesn't have any first-person sprites, but looking at artwork and sprites from the remakes, Black Mage's HUD is spot on, while for White Mage you may want to have her part of her hand appear on the end of her sleeve, so it's only partially covered rather than fully covered.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 24, 2013, 06:01:01 AM
Quote from: "VirtualSonic43"
Here's HUD sprites for Black and White Mage
(http://sadpanda.us/images/1861057-89233Q1.png)
I'm not entirely proud of White Mage's HUD sprites, but I'm a little proud of Black Mage's.
I don't play Final Fantasy or know much about it so I can't tell you if these are exactly "accurate".

Sweet, dude. Mind if I get these as separate images? That's the only way they're usable in-game after all.

P.S. If you want accurate, you can keep them as hand sprites or add a staff/rod, those are the only things I can remember Mages using in Final Fantasy, unless it's Red Mage, Red Mage is a badass who can wield swords and use both black and white magic.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Linnie on November 24, 2013, 06:16:05 AM
You know, why don't we have a Red Mage skin? Red Mage was my favorite playing Final Fantasy.


I'm going to go request that now in the skins subforum.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Stardust on November 24, 2013, 10:52:36 AM
Oh hey, another pool, sweet
If I may say -- since your mod seems to be based on the class modification, and not the original Saxton Hale, you shouldn't put the same for everyone, and let MrL choose a specific rune for each class. Saying this because some classes can reveal impossible to beat/not enough powered up by the rune. For instance, for those who experienced Cuca's Ring Man handling, the Ring Man spread at close range is probably the hardest for a hale to deal with. On the other hand, some classes such as Hard Man, considering everyone gets Strength, will buff his damage yeah, but he won't last long. He'd be way better with a haste rune, the thing that increase your speed.
Cooncloosion, keep MrL's runes plss sps plspsl pslps
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 24, 2013, 03:33:28 PM
Well, I'll try making some code in my patches to overwrite the code in my main mod so that it can work that way when loaded with classes, each class will get a specific rune, but vanilla won't work that way. Sound good? Also, when it comes to classes being OP with spread, ring doesn't come to mind since I almost never face off against him, instead I think of Pharaoh Man.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Linnie on November 24, 2013, 06:26:46 PM
I'd like to bring up the new music.

Saxton's is fine, but the other new choices I don't know about.

Hitler's is too soft, you should probably make it louder.

Zero's has already been discussed, you might want to look for something more instrumental. Ignore Christian Brutal Sniper, for whatever reason his music works for him, maybe it's the long instrumental intro.


The Last Stand music is WAYYY TOO LOUD. It also doesn't really fit that "Last Stand" feeling. There should be a touch of urgency and in the Last Stand music, like the old music had. I would vote for replacing it, either with the old music or another theme that fits that feeling.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Dimpsy on November 25, 2013, 01:53:35 AM
Quote from: "OtakuAlex"
Sweet, dude. Mind if I get these as separate images? That's the only way they're usable in-game after all.
Here ya are!
http://www.mediafire.com/download/i8b7e ... 4Otaku.zip (http://www.mediafire.com/download/i8b7ebqw8lrf8o8/MM8BDMStuff4Otaku.zip)

Oh yea btw I added in Pit's Hammer because I feel that I've done all I could do at the moment. Because Black Mage and White Mage are the only characters in your Classes Mod that have actual designs that were easy to work with.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 25, 2013, 10:55:07 PM
OK, I'm working on the code some more for both of my mods, but first I have three things to say.

For some reason the Black Mage hud sprites are having weird effects on the game, though the White Mage hud sprites work perfectly fine. It's a strange issue and I'm not sure why it happens.

From now on, here will be the rules for hale suggestions in my version of Saxton Hale.
(click to show/hide)

Also, I have spots open on the dev team for Hyper Saxton Hale.
(click to show/hide)

That is all, have a nice day.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Linnie on November 25, 2013, 11:09:13 PM
Quote from: "Otaku Alex"
2. No memes. (Weegee, Sanic, etc.)

No Kung-Fu Cutman? ;_______________________________________________________________________________________________________;
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Superjustinbros on November 26, 2013, 05:11:23 PM
Alright, here's a new hale suggestion.

(click to show/hide)

Feel free to give your honest thoughts.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: OtakuAlex on November 27, 2013, 12:21:37 AM
OK, I just released V2d, here are the changes.

(click to show/hide)

I also attempted to make the colour glitch impossible by making the colour change to the right one every time you attack. Don't worry, you won't hear the beeping sound. I used script 991, not 998 for the end of the Ready weapon states.

I cleaned up my initial/main post a bit so it's more organized.

As it says in the change log, the files are separate so you don't have to redownload the music and images every time I update and will only have to redownload when I update the sounds and images.

Also, I forgot to mention in my change log that I added the classes that are hosted in the "Old Saxton Hale (Silver Sin's Version)" Server since they were so helpful in surviving.

Have fun!
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: Ceridran on November 27, 2013, 12:34:42 AM
I'm late.

Quote from: "OtakuAlex"
2. No memes. (Weegee, Sanic, etc.)

Thaaaaaaaaaaaaaaaaaaaaaank yoooooooooooooooooooouuuuuu

.. But doesn't that mean the core meme bosses should be taken out?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2c)
Post by: OtakuAlex on November 27, 2013, 12:44:06 AM
Quote from: "Ceridran"
I'm late.

Quote from: "OtakuAlex"
2. No memes. (Weegee, Sanic, etc.)

Thaaaaaaaaaaaaaaaaaaaaaank yoooooooooooooooooooouuuuuu

.. But doesn't that mean the core meme bosses should be taken out?

No, core bosses that are based off memes will stay. However, I'm seriously thinking taking out some TF2 bosses, so if any are meme-related, please tell me. Also, I know Saxton Hale was originally a TF2 mod, but the MM8BDM version doesn't have to have everything the original did, this is entirely separate from the original TF2 mod. That's why I dare to consider taking out some TF2 related hales.

P.S. Apparently StarDust plans to merge our versions into one once we are done making them, so the one exception of meme bosses getting in is if they are ones StarDust adds into his version. Actually, I'll probably continue making this past when he finishes his, Saxton Hale is one of the most popular MM8BDM mods and should keep being updated as long as it has a fanbase to please.

Edit: I'm a bit late to say this since I already took the results and put the winning answer into my mod, but here are the poll results:

   Strength   9%    [ 1 ]
   Rage  9%    [ 1 ]
   Spread   55%    [ 6 ]
   Reflection   0%    [ 0 ]
   High Jump   9%    [ 1 ]
   Haste    18%    [ 2 ]
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: Linnie on November 27, 2013, 01:36:26 AM
All of the TF2 bosses are memes. So is Captain Falcon, Slenderman, Morshu, and Cave Johnson. Almost all the Hales are memes.


I think the rule should rather be no obvious, overused memes. None of the meme Hales in the game are annoyingly overused (except Slenderman, but he's usually taken out of games anyway), and I think if a meme is minor (like Kung-Fu Cutman, maybe? ;____; ) it shouldn't be a problem. I agree with things like Weegee and Sanic being banned, but if the Hale has potential and isn't obviously just a meme with no reason for being added besides being a meme, then I don't think it should be banned.

Your V2D changes sound mostly good, except one thing.

Not having melee Hales OHKO sounds like an awful idea.


Now, if it's something like how Ra Thor does ripping damage that can sometimes just clip an enemy and not kill, that's fine, but I really think the idea of some melee Hales not OHKO'ing on principle is a really, really bad idea that'll make all the ones that don't OHKO into Scrappies that will probably make the person picked as Hale spectate. It's the reason people didn't like the version of Gilgamesh that had the four different random weapons.


Although, Tails's version of Captain Falcon I did think had potential, but that was just because of the way he moved; he was a lot faster than before, and he had more than one way of attacking. So, I guess you can have exceptions, but if you aren't drastically changing the way the Hale plays (like what Tails did with Falcon), then I wouldn't try it.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: Superjustinbros on November 27, 2013, 01:47:30 AM
Quote
Not having melee Hales OHKO sounds like an awful idea.
Like when Balorg (and Tails) thought making Gilgamesh attack with four different randomly-selected swords was the best thing ever since bread and butter?

Otaku, did you also fix the songs?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: OtakuAlex on November 27, 2013, 01:59:43 AM
Well, I don't consider  Cpt. Falcon, Cave Johnson, or Slender Man memes. In my mind Cpt. Falcon and Cave are just characters while Slender Man is a creepypasta. I mean, he's a horror story for cryin' out loud, everyone who uses him as a joke is freakin' stupid (just my opinion).

Also, the whole some bosses don't OHKO follows some logic.
A boss who moves or attacks fast will have to it their target multiple times, such as GoSM, Scrooge Mc'Duck, and Omega Zero.
A boss who is slow will have a OHKO as usual, such as Gilgamesh.
Also, keep in mind that I'm trying to balance out the fact that I've given some of these hales a lot of HP.

I could probably make it easier on the bosses by increasing their attack radius or whatever, if that makes it seem more fair.

Also, no, I did not fix the songs.......But I managed to find a direct rip of Cannonball from Mega Man Zero Collection with good looping.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: Superjustinbros on November 27, 2013, 02:06:17 AM
Quote
A boss who moves or attacks fast will have to it their target multiple times, such as GoSM, Scrooge Mc'Duck, and Omega Zero.

But Scrooge doesn't run that fast… at least from what I've seen.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: OtakuAlex on November 27, 2013, 03:26:31 AM
He attacks fast though, which is why he has to land multiple hits.
Also, I will not be changing the last survivor theme, but you may replace it in the file you download so that it's the old last man theme if you want. It doesn't cause any errors in the game, after all.
Now, about the whole meme hale thing, there may be exceptions.

A hale may be accepted when meme related if it's either related to Mega Man or doesn't directly touch up on that meme.

Here are two examples:

Kung-Fu Cutman as one user has mentioned a few times, since he's Mega Man related.

Mudkip or Vegeta could be accepted if "I heard you liek mudkipz" or "IT'S OVER 9000!!!" aren't influencing the attacks, voice clips (OK, I guess Over 9000 can be a voice clip as his death sound, but this is all hypothetical, so it doesn't matter.), or any of the code at all.

Otherwise, no memes. This still means there shall be no Weegee or Sanic.

Anyways, please leave suggestions for hales/classes, ask questions about mods, ask if you could help with one, whatever. I shall now go get someone to host a server while you guys just say what you feel needs to be said.

Actually, lets give this post some extra meaning.

Here, I'll tell you exactly how you should correctly put the wads in order.

(click to show/hide)

That is all, have a nice day.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: Linnie on November 27, 2013, 04:20:35 AM
That sounds like a reasonable policy for meme-ish characters.

I'll assume now that the bosses that got damage nerfs did get other buffs to compensate.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V2d)
Post by: coolcat7022 on November 27, 2013, 04:32:38 AM
I actually suggested this for a new saxton hale mod in ideas, but i'll post here to up the likeliness of his inclusion in any saxton.
Pyramid Head Man: A partial invisible boss that's normal speed, has a 6-4 HKO knife attack, and has a rage that dims the room just enough so you can see your path, but Pyramid Head is near impossible to view, he has the lowest possible HP a hale could have, and that gets HALVED when activating the permanant effect rage.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 27, 2013, 05:54:37 AM
OK, I know I said I would let you guys have some time to leave suggestion, question, and such, but I just finished making Mega Man RPG V1a, and this is a really important mod for me and may give some players something new to enjoy since I know how so many forum members have grown tired of Saxton Hale.
Currently there are only 5 Lvls for you to reach, but this shouldn't be an issue since Death Match passes by so quick and there's really no point in trying to get to LVL 99 or something when my mod doesn't have Co-Op (it will if I can get some good mappers) or any really powerful NPC monsters.

Anyways, right now here's how it works

With each level you'll gain 50 HP, you will also receive an occasional attack or speed boost.
Sometimes you will also gain a new ability, like you gain the ability to dash once you are LVL4.
20 EXP is dropped from a player, you usually will need 100 to LVL up.

I am also accepting suggestions for this.

Also, it is technically compatible with any version of Saxton since there's no scripts that would overwrite it and no new damage types, this may be changed in the future though.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 27, 2013, 05:57:55 AM
Sounds interesting.. Wish i could play... But, you can't always get what you want. May i suggest screenshots of leveling up and npc monsters so we know what to expect?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Linnie on November 27, 2013, 03:09:17 PM
I tried out the RPG, and, there are two major issues:

1. After you level up, you can't switch weapons at all.

2. When you die, you lose all your levels, which means if you want to level up once you need to get a Domination (or just be a greedy bastard and steal everyone's kills), and if you want that slide, you need to get 15 kills without dying, a feat most people would call "impossible" in a Deathmatch server.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Gummywormz on November 27, 2013, 04:19:15 PM
First off, the experience sprites are horrible and are not scaled properly. Secondly, don't use player morphs. Just use powerups like powerdamage and powerspeed, and a flag for sliding.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 27, 2013, 08:12:59 PM
OK, I'm currently trying to fix the issue where you return to being LVL1 after dying. I'm thinking I'll try making some new variables that are effected by TIDs and Player Numbers, I this will be activated as soon as you die.  PlayerTIDChecker and PlayerLevelChecker are the new variable I will make in the ACS and use to manage death and respawns. BTW, I didn't make the EXP sprites, they're technically the mana sprites from Hexen, but their colours are wrong due to the fact that MM8BDM doesn't use the same colour files as Hexen does. No, I will not make my own sprites, I never do, aside from my Zero hud and we all know how that turned out.

Also, I just started development for the Sonic hale.
Here are my plans for him.
(click to show/hide)

I am currently looking for first-person dash sprites so that I don't have to use Cpt Flacon's or Mega Man's (YD Classes) dash sprites instead.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Stardust on November 27, 2013, 10:01:03 PM
You could use Sonic's firing sprites Manu created, right ?
Give him Spin Dash as normalfire.
Here you go, the "ball sanic" graphic becomes fittable.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 27, 2013, 10:09:55 PM
Quote from: "Stardust"
You could use Sonic's firing sprites Manu created, right ?
Give him Spin Dash as normalfire.
Here you go, the "ball sanic" graphic becomes fittable.

I meant sprites in first person, not the character sprites. This means like, um......Look at this image from Zelda OoT (or MM?) for an example of what I mean by first-person.

(http://static4.wikia.nocookie.net/__cb20101121013629/zelda/images/thumb/5/5f/Fairy_Slingshot_%28First-Person_View%29.png/640px-Fairy_Slingshot_%28First-Person_View%29.png)
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Stardust on November 27, 2013, 10:11:11 PM
Oh you mean the HUD (http://zdoom.org/wiki/HUD).
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 27, 2013, 10:17:37 PM
Yeah, that's what I meant, but I guess I'm too used to using the term 'hud' when referring to stats that are shown at the side of the screen and stuff like that.

Anyways, Doom Guy is being put on Hiatus due to a glitch I'm having trouble fixing, Sonic is being developed rather well, and I have  (4 if you count the trio as separate hales) more hales coming up in future updates. I won't give out any details until later on, but you can expect some interesting fights from these characters.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 27, 2013, 11:29:20 PM
Was my Pyramid Head idea considered?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Superjustinbros on November 28, 2013, 01:03:07 AM
Quote from: "coolcat7022"
Was my Pyramid Head idea considered?
Sorry to say this, but Otaku rejected your idea; He mentioned on one of the servers that your idea was a poor concept, mostly with being a melee hale based around stealth (the whole being near-invisible concept) and not direct combat.

I will say: thanks for attempting a hale that breaks away from the standard melee hale concept.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 28, 2013, 04:13:42 AM
Quote from: "Superjustinbros"
Quote from: "coolcat7022"
Was my Pyramid Head idea considered?
Sorry to say this, but Otaku rejected your idea; He mentioned on one of the servers that your idea was a poor concept, mostly with being a melee hale based around stealth (the whole being near-invisible concept) and not direct combat.

I will say: thanks for attempting a hale that breaks away from the standard melee hale concept.
Thank you for telling me, though it is strange, he's OK with keeping slenderman as is, but he dislikes Pyramid Head... That just sounds silly in my head, but it IS his mod.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 28, 2013, 04:22:28 AM
I actually removed Slender Man entirely, not one bit of code is left. Unless I missed some, of course.

Also, I updated the Thingz file so that it has some of what will be needed for future hales. It's not necessary to download Thingz-2 at the moment though since there's nothing that effects the current version, but it will be needed for the next version.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 28, 2013, 04:45:26 AM
OK, that makes WAY more sense... May i ask why all hales must be direct assault? Why not lean off the cliche?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: tsukiyomaru0 on November 28, 2013, 05:41:34 AM
Indeed, why no one made a Hale that requires you to strategically sneak around and plant mines that are difficult to see?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Linnie on November 28, 2013, 05:42:43 AM
Solid Snake Hale? Or 007 Hale?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 28, 2013, 05:43:23 AM
XD We are shooting Saxton stuff like a gattling gun!
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 28, 2013, 04:40:44 PM
I'd be all for a Solid Snake hale if we can find some sprites, but first I should finish any other hales I decided to work on. Actually, someone else could make the Solid Snake hale  instead if they want since I won't be doing any new hale ideas until the other ones are done.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Ceridran on November 28, 2013, 04:45:46 PM
Sprites, you say?

(click to show/hide)

By the way, QUALITY > QUANTITY. Seriously, every single meme boss should be scrapped as well as Saxton Hale, whose job is better done by Scrooge McDuck, who fits in very well. All the meme bosses and Saxton Hale, they're all awful. Stick to famitracker/NES music, as well, don't give them voices/sounds that weren't on an NES game.

I know I'm being fairly biased, but don't you want to keep to MM8BDM's theme: the NES?

If you head for quantity over quality, you're trying to copy Action 52. A majority of the bosses are the same, just like a majority of Action 52 games are top-down shooters. Space shooters, especially.

Oh, and they're "bosses", not "hales". Hale is the last name of Saxton. He's not Jango Fett, you know.




(click to show/hide)
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Stardust on November 28, 2013, 05:03:24 PM
Quote from: "Ceridran"
By the way, QUALITY > QUANTITY.

Yeah, this is the wisdom. Truely honestly.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Ceridran on November 28, 2013, 05:05:45 PM
Nobody needs to "take the place of the removed bosses at once", as Rozark tried to make a point out of in the past.

I'm sick and tired of this feeding troth of a gamemode. "Saxton Hale" mode has become a bag of chips compared to a family dinner.

MM8BDM V2 and V3 used 8-bit converted forms of everything that was brought over from MM7 and MM8 to keep with the proper NES theme of this game, while "Saxton Hale" mode uses out of place sounds, music, and characters. I've said it alot, for quite some time, that this gamemode says "Screw NES theme!", but nobody got the point.

Teaparty Classes is removing alot of classes, and reworking alot of classes into fresh stuff, to reduce it's "mass amount of generic classes" status, while "Saxton Hale" mode is littered with memetic characters and clones!
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Linnie on November 28, 2013, 05:19:23 PM
Quote from: "Ceridran"
By the way, QUALITY > QUANTITY. Seriously, every single meme boss should be scrapped as well as Saxton Hale, whose job is better done by Scrooge McDuck, who fits in very well. All the meme bosses and Saxton Hale, they're all awful. Stick to famitracker/NES music, as well, don't give them voices/sounds that weren't on an NES game.
They're all awful? What are the specific problems with each one, specifically? Do you have constructive criticism on how to improve each one, or do you just want them scrapped? If it's the latter, do you have any justification beyond "they're from TF2?" And if so, do you think that justification is enough to remove a third of this game's Hales?

Quote
I know I'm being fairly biased, but don't you want to keep to MM8BDM's theme: the NES?
Actually, if you look at the list of Balrog's Hales, only 1 is from an NES game. 1 Hale, out of 14, is from an NES game, so I don't see the problem as long as the sprites for the Hale are 8-bit.

Quote
If you head for quantity over quality, you're trying to copy Action 52. A majority of the bosses are the same, just like a majority of Action 52 games are top-down shooters. Space shooters, especially.
I wouldn't say any two bosses are the same in SH, and even if you do, Otaku Alex has tried to further differentiate the melee Hales through giving them different ranges, speeds, and making some multi-hit kills (something I'm not fond of but am willing to give a try).

Quote
Oh, and they're "bosses", not "hales". Hale is the last name of Saxton. He's not Jango Fett, you know.
They're a specific type of boss in which FPS players battle against another player whose goal is to frag all of the other players. I think that's distinct enough to be called "Hale."

We're not Unholy here.



Overall, people have discussed the quality of the various Hales, and Hales have been changed and removed over time as a result. NeoDS was thought of as a bad Hale and he isn't around anymore. Same with Slender. People think Quote and Curly were too OP, so they nerfed them in some later versions. People didn't like Gilgamesh's 4-weapon system, so they reverted him, though people are considering trying to bring it back with adjustments to make it better. People do listen to majority feedback, and from it, we've gathered that most people don't find any problem with having Hales from TF2, and that most people think the TF2 Hales are of sufficient quality to be continued to be used.


Saxton has a melee and can turn invincible.
Sniper has a melee with a range weapon as a rage.
The Seemen are a bit less original in their individual functions, but that is supplemented by being a dual Hale.
Ninja Spy has the lives gimmick to distinguish it, as well as having a stealth aspect when he rages.

I think these Hales, while some are similar, are still distinguished enough for continued use.


I understand why you think we shouldn't have clones, but the solution to that is to think of ways to further distinguish said clones rather than removing them. Lego's Hale tanked because they removed all the old Hales for more generic ones, even if his coding was more organized.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Ceridran on November 28, 2013, 05:26:16 PM
Quote from: "Linnie"
I think these Hales, while some are similar, are still distinguished enough for continued use.


They're clones who are only different in their rage attacks.

Quote from: "Linnie"
Do you have constructive criticism on how to improve each one, or do you just want them scrapped? If it's the latter, do you have any justification beyond "they're from TF2?" And if so, do you think that justification is enough to remove a third of this game's Hales?

Yes, I am asking for Morshu and the Valve bosses to be scrapped. Don't bother trying to improve them: get rid of them. Ra Thor is tricky, but he can pass due to Megaman origins.

I can't stress enough how much a majority of bosses don't fit in.

1/3 (if not 2/3) of your very much so treasured bosses are memes.

Quote from: "Linnie"
Ninja Spy has the lives gimmick to distinguish it, as well as having a stealth aspect when he rages.


May I also point out that Ninja Spy's life gimmick is only aesthetic? It doesn't even change anything. His Stealth should be 100% stealth, toggled, fueled by rage meter, not requiring full rage. Actually, if you're implementing a boss from the NES/SNES era who can turn invisible, do that. At least none of the Valve related bosses should be in there.

He's a highly visible ninja. Highly visible ninjas are dumb.


..

By the way, before anybody suggests Shovel Knight, he would be a clone of Scrooge McDuck.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Stardust on November 28, 2013, 05:39:48 PM
Quote from: "Ceridran"
Yes, I am asking for Morshu and the Valve bosses to be scrapped. Don't bother trying to improve them: get rid of them. Ra Thor is tricky, but he can pass due to Megaman origins.

I can't stress enough how much a majority of bosses don't fit in.

1/3 (if not 2/3) of your very much so treasured bosses are memes.
Some of them kinda are, yup. So...?

Quote from: "Ceridran"
May I also point out that Ninja Spy's life gimmick is only aesthetic? It doesn't even change anything. His Stealth should be 100% stealth, toggled, fueled by rage meter, not requiring full rage. Actually, if you're implementing a boss from the NES/SNES era who can turn invisible, do that. At least none of the Valve related bosses should be in there.
Nah. At the moment Ninja Spy consumes another life, he becomes completly invincible for some seconds, hence the flashing on his body.
Full invisibility sounds a bit harsh to me... Even if Ninja Spy can still be seen, it's not easy to do so, really. And when you're in the core of the fight, he's sneaking around you.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Ceridran on November 28, 2013, 05:42:11 PM
Can somebody tell me why a ninja of all things is tankier than a tank?

EDIT: The life gimmick actually explains this fairly well: due to having multiple extra lives in store. If Sonic becomes a thing, he should get that.

Quote from: "Stardust"
Full invisibility sounds a bit harsh to me... Even if Ninja Spy can still be seen, it's not easy to do so, really. And when you're in the core of the fight, he's sneaking around you.

He's a spy who can use his cloaking device, disguised as a watch, to turn invisible. What did you expect?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Superjustinbros on November 28, 2013, 06:00:13 PM
Quote
People didn't like Gilgamesh's 4-weapon system, so they reverted him, though people are considering trying to bring it back with adjustments to make it better.

That idea is doomed from the start, unless you were to give Gil higher defenses and/or a truckload of HP to make up for everything missing or not killing in one shot and draw the weapons on the HUD so they actually look like they're extending out from the player.

Quote
Saxton has a melee and can turn invincible.
I preferred when he became "invincible" he only had increased defenses and didn't receive knock back from attacks.

Slender was just bad because it forced players to wait several minutes and it wasn't enjoyable not sing able to damage Slender. If his killquotes were removed and replaced with something you'd see on any other hale (i.e. "*Survivor Player* was viscously slaughtered by Slenderman (*Hale Player*)!) and was overall reworked into a standard melee hale that ran on both health and a timer, he could have a chance.

As for the whole "8-Bit Only" dispute, I personally don't care whenever or not a soundtrack in the game is 16-Bit or higher, or if we're using characters from the SNES era and beyond.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Linnie on November 28, 2013, 06:26:20 PM
Quote from: "Ceridran"
They're clones who are only different in their rage attacks.
I don't see how having the same mainfires is bad. Almost all the TF2 Hales are melee, while MM8BDM uses a combination of melee and range Hales, making it better balanced but still traced back to Saxton Hale's roots.
 
Quote
Yes, I am asking for Morshu and the Valve bosses to be scrapped. Don't bother trying to improve them: get rid of them. Ra Thor is tricky, but he can pass due to Megaman origins.

I can't stress enough how much a majority of bosses don't fit in.

1/3 (if not 2/3) of your very much so treasured bosses are memes.
And...?

I don't see how being meme-ish is any bad. It's not like they're completely made-up on the spot like Unholy, even if they're memes they're still characters that come from a place. None of the meme-ish Hales are even overused as memes or anything.

Quote
May I also point out that Ninja Spy's life gimmick is only aesthetic? It doesn't even change anything. His Stealth should be 100% stealth, toggled, fueled by rage meter, not requiring full rage. Actually, if you're implementing a boss from the NES/SNES era who can turn invisible, do that.

He's a highly visible ninja. Highly visible ninjas are dumb.
I like Black?Star from Soul Eater. A lot of people like highly visible ninjas.

I think an early build of Ninja Spy made him invisible on rage, and that was proven too OP, so they made him transluscent.

Quote
At least none of the Valve related bosses should be in there.
Why? Is there any objective reason? Saxton Hale, the mode, is from a Valve game. If you want more NES/SNES Hales, you're free to suggest some and we might get more, and I think seeing more Megaman Hales/retro vidya Hales would be a good thing (I personally want Kung-Fu Cutman, but I think you'd hate that one because it's a meme), but I don't see the reason to get rid of the Valve Hales.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 28, 2013, 06:38:22 PM
Ok, this is starting to get out of hand, can we please settle? (NOTE: I know i am not a staff member, but i'm trying to soak the fire before the department is nessary, AKA i'm trying to end the argument before staff have to bring the judgement mallets.)
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 28, 2013, 06:56:32 PM
I'm OK if they debate on various features about Saxton in my thread, it leaves me less decisions to make and more straight out doing.
Also, I've actually had thoughts of replacing Ninja Spy with a Ninja from an NES game (OMG, ninjas on NES! I wonder what that could be, LOL.), but wasn't too sure if it would end up being a good idea. Besides, he already uses a song from that game in the current version.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 28, 2013, 07:21:11 PM
You could just do what was done with GentleSpy in turning him into NinjaSpy, you could just change skin/pallete, new music, and tweak his hud, though this new thought probably means a new rage...
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 30, 2013, 07:16:20 PM
OK, I've been working on the Sonic hale and it's finally ready.
(click to show/hide)

I'll put version V3a up so LD can host a server for everyone to play on after I make some more changes to the ACS.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on November 30, 2013, 07:21:12 PM
Ok!
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 30, 2013, 07:37:08 PM
Done, so here's the changes:
(click to show/hide)

Yeah, not a lot of changes, but at least we got a new boss to rape with various attacks

Anyways, I guess I'll get LD to host a server now.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Linnie on November 30, 2013, 07:50:26 PM
Noice. Any progress made on fixing Doomguy?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on November 30, 2013, 08:17:16 PM
Sadly, no. Though that's going to be priority #1 for V3b since the hales currently work fine and I'm not starting development on my two surprise hales until I finish Doom Guy. Though, his theme is in the 'Thingz' file if you want to hear his theme.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Superjustinbros on November 30, 2013, 11:44:16 PM
Otaku, I don't intend on being rude or rushing you, but what's preventing you from fixing the volume levels of the music (including the start delay of the FF victory theme) and replacing the Shadow the Hedgehog music with something that doesn't make me want to shove telephone poles into my ears?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on December 01, 2013, 12:15:12 AM
Like I said before, I didn't see any start delays. Also, you could just manually replace the songs to whatever you like and it won't affect anything aside from what music plays.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Linnie on December 01, 2013, 01:08:47 AM
Quote from: "OtakuAlex"
Like I said before, I didn't see any start delays. Also, you could just manually replace the songs to whatever you like and it won't affect anything aside from what music plays.
That's a rather lazy excuse. If the majority feels against something, that something should be dealt with.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on December 01, 2013, 02:06:16 AM
Guys, if I update the music, you'll have to redownload the Thingz file again and then separating the files will be completely redundant. Since I won't update that file for a long time without a reason like "A hale that had no skin before had a skin made", you might as well just replace LMSFMus with whatever suits your ears better. Also, I only heard Justin mention the delay so far, so I'm pretty sure it's fine.

Anyways, I'm scratching what I said earlier about putting Doom Guy in V3b, there's a whole lot of stuff I overlooked in the current version that I want to fix first.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Linnie on December 01, 2013, 02:07:44 AM
Well, then, why not at least prepare replacements in advance for the next time you update the Thingz file?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: Stardust on December 01, 2013, 07:45:51 AM
Thingz-2 is broken, error 404.

I just tried the v3A version alone, I'll pass on some stuffs I already talked about like Omega's HUD, in the hope you'll fix them in a day. I hope you'll consider some of my advises below, they may be small details, but trust me they can reward you with a work that was taken care of.

Pro tip. If you want your hales to be appealing, you need to take care of the graphics. When someone is morphed into a hale that *looks* cool, they may enjoy it more using it. If you're just counting on the skin, then it's no use. This goes by the following processes :
> The rage and SJump bar metters MUST show up. When you get morphed, the red/dark blue colors of these bars give the user the feel they're being different from other players, like if they are stronger than them (which is the case).
> Original HUDS are appealing. Avoid the recolorated Mega Buster. You should pay a visit to various mods, and see if you find some interesting HUDs you could use. Don't forget to credit the owner if you do so, through.
> Original sounds are appealing. Like music, sound is essential, and when no sound plays, or when a half-ass one is played (like the Mega buster firing), it makes it look so much basic and boring. Take a look in the Classes mod, they have new 8-bit sounds. Or just use original sounds in a general way.

Then, concerning Sonic, he's cyan. He's actually blue, dark blue (https://www.google.fr/search?q=sonic+the+hedgehog&source=lnms&tbm=isch&sa=X&ei=zOaaUoPqNOSM0wXT2YDgDg&sqi=2&ved=0CAcQ_AUoAQ&biw=1198&bih=519). Here's an example of what I talked about earlier : he has white gloves, but on his HUD they aren't. His shoes are red, not blue.
His theme is also really cliche, I've got nothing wrong against Green Hill, but at least use a 8-bit version (http://www.youtube.com/watch?v=_fep-Wu_a-I). The more 8-bits you could get, the better.

Quote from: "Superjustinbros"
Otaku, I don't intend on being rude or rushing you, but what's preventing you from fixing the volume levels of the music (including the start delay of the FF victory theme) and replacing the Shadow the Hedgehog music with something that doesn't make me want to shove telephone poles into my ears?

This message is RIGHT. SO RIGHT. The other day when I joined your server, I had to put so much times "changemus TENVMUS" in the console to recover from your loud song I've got llamaed so hard. Please, if there's ONE thing you could do, keep the older SAXTMUS, or even AT LEAST, reduce this ... this music's volume. You can NOT put any song you like into anything :/ you must have a coherence and make it fittable. Please do it, enough people complained about it, and anyway it only takes 5 minutes to do with Audacity and you'd make your musical things in your mod already much better.
Really, please, do something about it. No offense but we just want to make your mod better.

Also, are Omega zero and hitler 100% finished, pack'd, ready to be consumed ?
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: coolcat7022 on December 01, 2013, 08:47:54 AM
Ok, i'm staying out of this.
Title: Re: Otaku Alex's Workshop (Mega Man RPG V1a)
Post by: OtakuAlex on December 01, 2013, 04:28:13 PM
About Sonic's colour, just be glad he's blue. Out of all the bosses, Omega Zero and Sonic use colours that are at least close to their original colours. Also, I fixed the link. Damn Best Ever and its case sensitive links. Seriously though, the issue was that one letter was capitalized.

I'd say Omega Zero is 100% finished, unless I decide to improve him later on, but Mecha Hitler's rage is still kinda buggy when it comes to hit boxes. Seriously, wait for one second and you'll be able to walk right through it, but id it touches immediately instead of a second passing, it will OHKO you.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: OtakuAlex on December 02, 2013, 10:19:34 PM
OK, I have once again made an update. Here's the changelog:
(click to show/hide)

Also, there's only 2 (er, 4 because trios) more bosses I plan to do and they are surprises that I shall reveal later on. After I complete these 'surprise bosses', I will only accept a boss if someone is willing to code the boss for whoever suggested it, or if there's code already made. Yes, this sounds extremely lazy, but I'd prefer to improve and fix what's already there instead of adding more bosses that could possibly be bugged, I only am adding my own bosses to keep things fresh.

Anyways, with that said, I shall remind you that the spot for coding hale suggestions is still open.

Also, recently Frags/ChaosUnlimited decided to resurrect my old "Saxton Classes" mod that I made when I was a complete noob when it comes to DECORATE, he sent me what he did while we were PM'ing on the IRC and I uploaded it onto BE, I guess I'll put a link up for those of you that actually likes that silly ol' mod.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Superjustinbros on December 03, 2013, 01:25:42 AM
Are you going to clean up Mecha Hitler someday and make him look good with new voice clips/theme? Having a bigger Mecha Hitler that reaches Napalm Man's towering size and voices that aren't recycled from the Christian Sniper would massively help.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Dimpsy on December 03, 2013, 08:05:43 PM
So here's a quick-ish idea that I just sorta threw together in a pretty short time while playing Hyper Saxton Hale.
You know how noobs/stallers like Team Elecman tend to take forever during matches in Saxton Hale?
Here's a way to speed it up, make it so after a certain amount of time (Like 5 minutes should be decently fair) shit starts to happen. Like you start to lose health randomly, the Hale's Rage could be filled much faster, maybe you could take MORE damage per hit. This is pretty much off the top of my head, inspired by Bomberman Act Zero.

Also I suggest giving Sonic and Omega Zero some voice clips instead of having Sonic's death SFX be ripped from Captain Falcon's.
You also need to try to make NEW ways for Hales to attack, rather than just ripping codes from existing Hales. And Mecha Hitler REALLY needs a buff, he dies too quickly.

EDIT: Here's a BETTER theme for Sonic, still Green Hill, but it fits him more than the original unfitting piece of work (I mean don't get me wrong, it's a good song, but it doesn't fit with the Saxton Hale theme).
https://www.youtube.com/watch?v=iTNI_4nL_hE (https://www.youtube.com/watch?v=iTNI_4nL_hE)
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: tsukiyomaru0 on December 03, 2013, 08:16:18 PM
Just one thing: 90 MB = no no!
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: OtakuAlex on December 03, 2013, 10:25:23 PM
Well, TBH, I don't really like that remix. Also, if I was going to change his theme, it would probably be Knight of the Wind or Live and Learn. Also, I know 90 MB is bad, but that's what happens when we have a bunch of songs in MP3 format. If anyone wants to make the music files smaller, go right ahead.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: tsukiyomaru0 on December 03, 2013, 10:29:05 PM
You can have it NOT depend on the music file. Like: you can optionally download the music files and place them in skins folder. The worst that happens if the ACS or host uses changemus to a music you don't have is, for the player lacking them, end up in eerie silence or not changing music.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: coolcat7022 on December 04, 2013, 12:12:39 AM
Well, is anyone here actually willing to code hale suggestions? Because i don't even have the base MM8BDM wad to begin with!
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Ceridran on December 04, 2013, 12:24:11 AM
Only so few boss suggestions make it in.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Linnie on December 04, 2013, 04:50:14 AM
Quote from: "tsukiyomaru0"
You can have it NOT depend on the music file. Like: you can optionally download the music files and place them in skins folder. The worst that happens if the ACS or host uses changemus to a music you don't have is, for the player lacking them, end up in eerie silence or not changing music.
I wouldn't put that burden on the player; if a wad is to use custom music, it is expected of the wad to supply that custom music.

To the file being too large, all it takes is simple editing of the music. I wanted to help Stardust out so I took her four songs and I changed them to mono, looped them, lowered the sound quality (it's negligible but does wonders on file size), and saved them as .ogg. I ended up reducing the new song's sizes into two-thirds or even one half of their original size, and it only takes a few minutes per song to optimize them like that.



As to new Hales with unique attacks...
(click to show/hide)
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Dimpsy on December 04, 2013, 05:43:56 AM
Quote from: "OtakuAlex"
If anyone wants to make the music files smaller, go right ahead.
.OGG is your friend.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Stardust on December 04, 2013, 05:47:37 AM
Quote from: "OtakuAlex"
If anyone wants to make the music files smaller, go right ahead.

To tell you how much important is this,
a 90MB file can deter someone from downloading it.

And I approve Linnie's method, it reduces the file's size from about 20% to 60%, depending on cases.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: OtakuAlex on December 04, 2013, 10:27:39 PM
I'm currently decreasing file size and improving the code. I plan to release the smaller Thingz file and new code file sometime this week. The new thingz file will not only be smaller, but will also contain new voice clips and such.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Linnie on December 05, 2013, 04:34:05 AM
Well, I tried out the multi-hit Hales.


It's awful. I played as Saxton, and hitting Quickman once is hard enough but seven times (because of 5 E-Tanks) is just ridiculous.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3b)
Post by: Superjustinbros on December 05, 2013, 08:48:03 PM
Quote from: "Linnie"
Well, I tried out the multi-hit Hales.

It's awful. I played as Saxton, and hitting Quickman once is hard enough but seven times (because of 5 E-Tanks) is just ridiculous.

At most you'd really only need 1 E-Tank IMO, and for the whole "multi-hit melee Hales", I never liked them, because of guys like Slashman.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3c)
Post by: OtakuAlex on December 06, 2013, 02:25:15 AM
OK, I have officially updated Hyper Saxton to V3c. Here are the changes;
(click to show/hide)

Also, while I have fixed the SJ/Rage Bar bug, Sonic will still have the bug when you're playing with YD Classes since MRL's Saxton Compatible version of YD Classes was meant for BalrogSH-Overhaul and not for Hyper Saxton. I might have to end up making my own Saxton Compatible version of YD Classes for Hyper Saxton eventually. I might also make compatible versions of other class packs that I like, such as MMX and MMU, however, this isn't an actual plan and is just something that I'm likely to do.

Anyways, I updated both the Code and Thingz files. The Thingz file was reduced to around 40MB, had LMSFMUS removed and the last survivor theme is now from the MM8BDM core, added some SFX, various stuff already mentioned in my changelog. So, you'll have to download that all over again, just be glad it's not 90MB anymore.

'Till next time, I think I'll just go chill in either Hotel, Vanilla, or maybe just play some Doom 2 instead since killing pinkies, imps, and cyber demons never gets old. See ya!
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3c)
Post by: coolcat7022 on December 08, 2013, 01:06:04 AM
To celebrate, i say we hyper saxton fans collab to invent and code a collab hale of a sort. Who's with me?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3c)
Post by: Linnie on December 08, 2013, 02:18:45 AM
Well, coolcat, he is looking for people to code their own Hales, so if you want to go for it, go for it.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3c)
Post by: OtakuAlex on December 08, 2013, 02:59:47 AM
Yeah, you could look at it that way. I said they must code it or get someone to do it for them. I only have 2 more hale I want to develop left at the moment, and they're surprises. Though, I still have some cleaning up to do in the code when it comes to rage and what rune survivors get depending on the class (used in the common case of a class-pack being involved), plus I also need to clean up my embarrassing class pack, then my RPG mod. Also, I recently decided to work on a project that has nothing to do with MM8BDM, but runs on the same source-port and engine. I have a lot of stuff to do, the latter of the ones I mentioned being a project that'll probably take a bit to finish, but I have a lot of free time on my hands right now anyways. I also found out that there's YET AGAIN another bug with Cave's rage, the infinite rage glitch that was all caused by a dumb typo. It probably doesn't even matter how much I actually know about programming and the Doom engine, because making typos just seems to be something I do when it actually matters to get it right.

Anyways, once again, that is all. Now, I'm going to try working on one of the things I need to be working on while I eat a hot pocket, stay up all night, and look like a stereo-typical computer/game nerd.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3c)
Post by: Linnie on December 08, 2013, 04:32:45 AM
You seem to have a lot on your plate.

Like, a lot.


I'd try to focus on just one thing at a time, when you multitask you get less work done collectively than when you focus on just one thing.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3c)
Post by: OtakuAlex on December 12, 2013, 03:01:51 AM
I haven't been doing much, so I decided to upload a wad I made that has the entire Hotline Miami sound track as a wad for people to load when playing.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: OtakuAlex on December 13, 2013, 11:46:32 PM
Sorry for double-posting, but I updated Hyper Saxton again. Here's the changelog.

(click to show/hide)

I also made my own compatible version of YD Classes that has a few changes in comparison to MRL's version. Which means, here's another spoiler with a changelog.

(click to show/hide)

As usual, please tell me of any glitches/bugs or make a suggestion for a future update.

'Till then, Otaku Alex out!

Edit: Apparently the file didn't save upon the first time I edited this and Cave's rage being fixed ended up not being saved.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Superjustinbros on December 13, 2013, 11:59:53 PM
When will you actually update the sound files to the ones I gave you?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: OtakuAlex on December 14, 2013, 12:26:41 AM
I'll put your songs in the next update, don't worry. However, I don't want to update just to put a few songs in, it's not exactly urgent for me, I will update once I also have some SFX for the hale entry/death as well as their rage. Example: I've been trying to find Sonic saying "Now I'll show you!!" without any music, extra sounds, or anything aside from that line.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: GameAndWatcher on December 14, 2013, 06:38:13 AM
Quote from: "OtakuAlex"
Example: I've been trying to find Sonic saying "Now I'll show you!!" without any music, extra sounds, or anything aside from that line.
http://www.sounds-resource.com/wii/ssbb/sound/529/
You'll have to do some digging, but it's there, all right!
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: OtakuAlex on December 14, 2013, 07:13:05 AM
Thanks, I'll make sure to look through this later tomorrow.....er,today. I'll probably find tons of good quotes to use as well. You know, for entries and deaths.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Dimpsy on December 17, 2013, 03:22:09 AM
You should remove Saxton Hale's invincibility when he uses his Rage, and make him take about 1HP damage. Sorta like Super Sonic, but not as crazy.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Linnie on December 17, 2013, 03:49:01 AM
I'd rather keep him invincible. If they made him only resistant, everyone will suddenly feel he's been nerfed too hard and will want him back to normal.

Plus, having 1HP damage would fill his rage again with only 200 or so points of damage given to him.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Superjustinbros on December 17, 2013, 06:18:12 PM
Well, how I imagined Saxton's rage is this:

When Saxton uses his rage, he takes 3/4th the damage from other players and receives no knock back, and while he is in rage, his rage meter is locked down and can't fill up until the rage ends.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Linnie on December 17, 2013, 06:26:35 PM
That seems like a huge nerf.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Stardust on December 17, 2013, 06:33:22 PM
There's a reason behind that
Justin told me that would be great, because when Saxton uses his rage, everyone flees, and especially in classes, where some classes are fast and so can easily flee, that may be frustrating for Saxton Hale. In a rape cage of course, there's no problem.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Linnie on December 18, 2013, 05:15:08 PM
But still, if that's all his rage is, then he might as well not have a rage, there's almost no difference.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: OtakuAlex on December 18, 2013, 06:50:24 PM
I have no plans of nerffing Saxton Hale himself, nerffing him would make people RQ upon being chosen to be him. He's already the worst boss.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: MrL1193 on December 19, 2013, 07:39:44 AM
Quote from: "Stardust"
There's a reason behind that
Justin told me that would be great, because when Saxton uses his rage, everyone flees, and especially in classes, where some classes are fast and so can easily flee, that may be frustrating for Saxton Hale. In a rape cage of course, there's no problem.
Well, if that's the only problem, one could always go the very simple route of giving Saxton Hale a speed boost and faster Super Jump recharge (or just a higher jump) while his rage is in effect, making it difficult to escape him.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V3d)
Post by: Stardust on December 19, 2013, 03:45:02 PM
That would be more modifiying is rage than buffing it. Saxton Hale should keep a rage that is based on resistance/immunity/knockback, if you do some speed edit then he'd have a different rage
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4a)
Post by: OtakuAlex on December 22, 2013, 08:27:15 PM
Hyper Saxton V4a is now officially out! Here's the changelog!
(click to show/hide)

We'll try to get a server up soon. However, while some changes only effect YD Classes, the server will be hosted with UkiWeps since I've grown quite tired of classes and really do prefer UkiWeps over YD Classes anyways. Plus, I miss using skins.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4b)
Post by: OtakuAlex on December 25, 2013, 05:14:20 AM
Welp, I know there's been no comments/feedback between now and my last update, but here's Hyper Saxton V4b. Consider this my Christmas present to you guys.

You know the drill, here's the changelog.

(click to show/hide)

I'll go get someone to host a server for you guys to come back to when you wake up. Until tomorrow when I gather your opinions, Otaku Alex out!
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4b)
Post by: coolcat7022 on December 27, 2013, 01:57:25 AM
Ok then.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4b)
Post by: OtakuAlex on December 28, 2013, 08:18:37 PM
Omega Zero has received complaints about being a standard boss and being bland, so I put up a poll for you guys to vote on how I can improve him.

Also, you can expect Twinbee and Dark Pit in the next version.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4b)
Post by: Goomba98 on December 29, 2013, 02:31:46 PM
I want at least his HUD to be fixed.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4b)
Post by: OtakuAlex on December 29, 2013, 11:26:57 PM
OK, I'm closing the thread since work on V4c is nearing completion.
The results are:


   Make a random player become Zero to fight against him and help the survivors   40%    40%    [ 4 ]
   Turn him into Nightmare Zero and base him around that   10%    10%    [ 1 ]
   Turn him into Nightmare Zero and make one player become X in a similar sense to option 1   20%    20%    [ 2 ]
   Do nothing and scrap him   30%    30%    [ 3 ]
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: OtakuAlex on December 30, 2013, 12:10:53 AM
Just finished uploading V4c. As usual, here's the changelog.
(click to show/hide)

Please give feed back on this. If something is unbalanced or buggy, I'll make V5 the final version where everything all comes together.

Also, credit to Dimpsy Boots for the Dark Pit code. (though he forgot to set the sprites and I had to do that for him)

Also, I updated the 'Thingz' file.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4b)
Post by: Hunter Frags on December 30, 2013, 12:14:28 AM
Quote from: "OtakuAlex"
OK, I'm closing the thread since work on V4c is nearing completion.
The results are:


   Make a random player become Zero to fight against him and help the survivors   40%    40%    [ 4 ]
   Turn him into Nightmare Zero and base him around that   10%    10%    [ 1 ]
   Turn him into Nightmare Zero and make one player become X in a similar sense to option 1   20%    20%    [ 2 ]
   Do nothing and scrap him   30%    30%    [ 3 ]

In that case, I have a couple questions:

1. How would Zero work? In other words, will he work like a typical hale, but on the survivor side?

2. Would he use the same Omega Zero skin, but with a different color scheme, or were you thinking of using another Zero skin(although Omega Zero is the only current MMZ-style skin)?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4b)
Post by: OtakuAlex on December 30, 2013, 12:18:28 AM
Quote from: "ChaosUnlimited"
Quote from: "OtakuAlex"
OK, I'm closing the thread since work on V4c is nearing completion.
The results are:


   Make a random player become Zero to fight against him and help the survivors   40%    40%    [ 4 ]
   Turn him into Nightmare Zero and base him around that   10%    10%    [ 1 ]
   Turn him into Nightmare Zero and make one player become X in a similar sense to option 1   20%    20%    [ 2 ]
   Do nothing and scrap him   30%    30%    [ 3 ]

In that case, I have a couple questions:

1. How would Zero work? In other words, will he work like a typical hale, but on the survivor side?

2. Would he use the same Omega Zero skin, but with a different color scheme, or were you thinking of using another Zero skin(although Omega Zero is the only current MMZ-style skin)?

I'll probably port over my old Zero Class from Otaku Classes and try improving him.

You can expect this to be added in V4d as well as some fixes/rebalancing.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: Dimpsy on December 30, 2013, 03:46:50 AM
Sorry about the bugs with Dark Pit guys!
I coded a little bit of it, tried to test it. But MM8BDM wouldn't load because of certain scripts not working when I initially made it, so I sent the files to Otaku Alex and he found out I fucked up a few things.
He is NOT supposed to be a silhouette, he's supposed to have custom SFX, his arrows were supposed to be a bit farther, and not everyone was supposed to turn into Dark Pit.
I have no idea why all these bugs are happening, but I took note of all the other Hale txts to make sure I didn't accidentally fuck up.
And I used the ZDoom Wiki for some parts of the creation, but he was heavily using Starman's code.

Me and Otaku Alex are probably gonna get either Naive or Stardust to help fix up Dark Pit, and the other Hales. Though, if I learn how to make better Hales and it isn't too late, I might fix Dark Pit myself so I don't sound too lazy. Don't worry, I (hopefully) promise that the next Hale (The man in green himself) will be a little better.
Also yes, I know Dark Pit didn't win the initial poll that was set awhile back. But I wanted to learn how to make Hales and Dark Pit seemed like a good choice, plus I didn't wanna keep bugging Otaku to make it. At least I "tried", first Hale and all.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: Emmanuelf06 on December 30, 2013, 04:01:50 AM
It will say an idiot thing, but it can be really fun if Otaku Alex Saxtonhale and Stardust saxtonhale was in the same mode, no?

Like, Sonic-RemiliaScarlet-GenesisUnit-Nightmare Zero......
I love the 2 modes anyways ^^

But a mix can be awesome .____.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: OtakuAlex on December 30, 2013, 04:08:08 AM
Quote from: "Emmanuelf06"
It will say an idiot thing, but it can be really fun if Otaku Alex Saxtonhale and Stardust saxtonhale was in the same mode, no?

Like, Sonic-RemiliaScarlet-GenesisUnit-Nightmare Zero......
I love the 2 modes anyways ^^

But a mix can be awesome .____.

This is already planned. When V5 of Hyper Saxton comes out and whatever the final version of ++ comes out, they will merge and we will have a great, new version of Saxton Hale to play around with.Not sure how it will work from that point on though. I mean, I could probably continue taking boss suggestions and StarDust might work on the ACS or somethin'. IDK, I guess that stuff is for after the merging.

Actually, I would like to improve my RPG mod, continue work on my Doom-engine game with an undetermined title, and various other things once I am done with this. However, I could probably  still make bosses time from time.


And in response to what Dimpsy said, the issues could be rooted to either you or me. If the issue is in the DECORATE scripts, it's all you. If it's in the ACS, it's all me.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: Fr3akGamer on December 31, 2013, 08:21:31 PM
Can you add me to the list? I'm kinda well-known. And where is Dennis on that list? And LoneWolf?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: Ceridran on December 31, 2013, 08:34:38 PM
I may come off as a jerk here, but.. What list? Who are those people? Who are you?

It's not really easy to say that you're well known. You joined last month.




.. Really, though, what list?
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: Fr3akGamer on January 01, 2014, 03:39:26 AM
No, I've been playing since the summer of 2013, and I think lots of people know me. I am not talking about the Cutstuff community. I am talking about MM8BDM.

As for the list, there was a list of some well-known players on one of the pages here.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: OtakuAlex on January 01, 2014, 03:51:46 AM
I think you're talking about how there was an idea for a boss pack themed after the MM8BDM community. Am I right? Anyways, not sure if I'll actually do that or not. For now, it's merely a possibility.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: Linnie on January 01, 2014, 03:59:16 AM
Am I on the list?
Title: Re: Otaku Alex's Workshop (Classes V2c now out! And HSHV1b)
Post by: OtakuAlex on January 01, 2014, 04:13:00 AM
Quote from: "Linnie"
Am I on the list?


Quote from: "Necro_Ninja"
So I had this idea for player Hales awhile back, and I was told that this is the place to go If I had ideas.

Player hales is a simple concept: A player well-known to the MM8BDM community (such as Cutman Mike, Otaku Alex, Omega Zero, Eazy, etc.) would be given a hale.

Because I haven't been playing MM8BDM as much as I should, I don't know very many people...eh heh...
(http://www.fightersgeneration.com/nx5/char/phoenix-wright-animation5.gif)
So if there's anyone that I forget to mention that should be in this, please inform me.

Not much else to say, really...

...Let's get on with the Hales list, shall we?

(similar to Otaku, I suck at spriting. That being said, many of these hales can just be recolored Megaman Robot Masters.)

(click to show/hide)

I'll add more when I think of more.

Nope. There's actually not that many people listed here.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: Linnie on January 01, 2014, 04:22:33 AM
Oh, so, user Hales?

Yeah, I don't approve.


...except maybe a Cutmanmike Hale just because that would honestly be kinda cool.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4c)
Post by: coolcat7022 on January 01, 2014, 05:17:21 AM
I'm definitely not on that list. I am FAR from known, and i don't even play MM8BDM, so i'll be HIGHLY surprised if i'm on that list.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4d)
Post by: OtakuAlex on January 03, 2014, 08:50:11 PM
I just released V4d of Hyper Saxton. Here's the changelog, blablabla.

(click to show/hide)

I suppose this is the final version of Hyper and the merge will come soon. Yeah, screw having a V5.

Anyways, give feedback and such about stuff.

Now, I wonder what mod I should start paying more attention to and pick up development on.
Title: Re: Otaku Alex's Workshop (Hyper Saxton V4d)
Post by: coolcat7022 on January 04, 2014, 11:15:43 AM
Quote from: "OtakuAlex"
Now, I wonder what mod I should start paying more attention to and pick up development on.
I'd say your pokemon mod or your RPG mod.
Title: Re: Otaku Alex's Workshop (RPG Mod V1b)
Post by: OtakuAlex on January 11, 2014, 04:14:44 AM
So, I decided to work on my RPG mod some more and improved it a little, by witch I mean completely do everything from scratch to get rid of a few issues the first version had. Here's the changelog.

(click to show/hide)

Regarding Mega Man's skills, here's a list of those as well.

(click to show/hide)

I will probably improve some elements in V1c and later on attempt to make the game remember your level even after death. Once again, feedback is much appreciated.
Title: Re: Otaku Alex's Workshop (RPG Mod V1c)
Post by: OtakuAlex on January 11, 2014, 07:57:25 PM
And here goes another update, here's the changelog.

(click to show/hide)
Title: Re: Otaku Alex's Workshop (RPG Mod V1c)
Post by: OtakuAlex on January 12, 2014, 01:10:40 AM
Bugs, bugs every release! Just be glad it didn't get fucked up too badly this time and is still playable and interesting enough. I'll easily fix the current one that makes leveling up a bit too fast by making the scripts client side (that should work, right?) and adding a -1 to the number of levels returned to you so that you don't gain a level upon respawning. I also plan to replace various items and weapons with RPG-esque items/spells/weapons that will make this mod feel even more like a RPG. This mod will be my main focus when not working on Saxton Hale.

I will accept suggestions for items, weapons, and skills for this mod in order to make it as great as possible. If I accept your idea, then kudos to you for having a spectacular thought.

In the next version, along with fixing some bugs, I'll be making various items and weapons to replace weapons from MM1 and some items, so I'll be taking any ideas for that to mind. For example, Eddie would be a treasure chest that would drop EXP, weapons, spells, items, and special coins (it's an actor name that may or not be changed and is planned to be used as a way to have a bonus when leveling up if you have enough).

Anways, I'll brain storm some ideas for high-level charge shots and put up a poll for when I have a good selection of ideas.
Title: Re: Otaku Alex's Workshop (RPG Mod V1c)
Post by: coolcat7022 on January 16, 2014, 12:49:37 AM
Alright, this is gonna be a strange one, but replace Rolling Cutter with a boomerang scythe that moves like normal rolling cutter, but has more damage, no ripping, and a bigger ammo usage. This should be available only at LVL. 3 and up, unless you feel otherwise.