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Messages - The Torise

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1
Projects & Creative / Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« on: January 24, 2013, 10:19:06 PM »
Well I'll keep an eye out haha get it?.  Dark Lighting, Evil Yashichi, and Rising Dead should create a spooky enough atmosphere to conjure up the nightmare fuel.

2
Projects & Creative / Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« on: January 24, 2013, 01:17:00 AM »
Better not be a joke, now I'm playing with the old version just to see if I can find any eyeless Rolls.

The end result, of course, being my inability to sleep tonight...


At any rate I love the changes in Ver. G, great job.  Mad props for the music in the Chaos Hub switching off that annoying Light Lab theme

As a side note, is there any way going forward to disable certain Chaos effects from being randomly selected in blank reels?  Like if I want to never have to deal with reversed movement control, for example?

3
Projects & Creative / Re: Class based modification (v6F)
« on: January 22, 2013, 02:52:28 AM »
Is Quick Man really that crippled by a lack of a ranged attack?
I understand the mindset behind wanting to give him one but frankly, as a fan of Quick Man, I find it is always the better option to just close the distance with my super speed and start blasting with my primary weapon.  Rarely, if ever, have I found myself relying on the ranged attack for a kill.

4
Projects & Creative / Re: [News] Chaos Generator Upgraded Ver. F
« on: January 15, 2013, 04:28:03 AM »
Quote from: "xColdxFusionx"
This bug happens because the spawners have the same ThingID as weapon pickups and tanks. Supposedly the dev team is in the process of fixing this.

Question re-answered, move along to the next one.

I ACTIVATED WALKING DEAD AND ZOMBIES START APPEARING!?!!/ BUGS?!?! WHAT DO I DO?

5
Projects & Creative / Re: Class based modification (v6F)
« on: January 13, 2013, 04:58:14 AM »
So I'm noticing that if Drill Man burrows underground and then moves onto a two-way teleporter (like in his own stage or Centaur Man's stage, for example) then he'll constantly teleport back and forth until he surfaces again, making for extremely easy telefrags.  

I get that this is kind of an unavoidable consequence of the way burrowing works, but I thought I'd just point it out

6
Projects & Creative / Re: Class based modification (v6F)
« on: January 11, 2013, 09:59:25 PM »
Quote from: "Galactan"
I've recently noticed that Gemini Lasers from Gemini Man last for an extreme amount of time (until they're blocks moving slower than a snail).  Is this a bug?


I'm not seeing anything like that with Gemini Man.  I've been messing around with him for a while but as far as I can tell the laser lasts for the regular duration.


Oh and while I'm at it, Pharaoh Man bots didn't seem to get the V3a memo.  They just rapid-fire weak shots day in and day out until something (inevitably) kills them.
Wouldn't mind seeing those guys floating around using their weapon right.  Pharaoh Man is one of my favorite robot masters because of this mod alone

7
Projects & Creative / Re: Class based modification (6E balance v5)
« on: January 08, 2013, 03:41:08 AM »
It doesn't really work that way.  The shift to V3 is kind of a big deal for this mod, even if it didn't mean a whole new slew of classes to implement.  Then there are the classes themselves, and it's tricky to design them so that they aren't completely broken.

I mean after all, there are no overpowered classes with this mod.  No sir.

8
Projects & Creative / Re: Class based modification (6E balance v5)
« on: January 08, 2013, 12:36:44 AM »
Quote from: "Ivory"
Quote from: "Daveris"
*twitch*
Don't post one word posts please.

Quote from: "Mr.shadow"
classes was ninja'd...
Oh calm down you guys. I'm making a joke because YGP1111 said MM8BDM v3c breaks classes.


Sure you say that now, but who will be laughing when we all see Ivory's Class-based Modification for MM8BDM v3c?!
When we get to v3c that is

9
Projects & Creative / Re: [News] Chaos Generator Upgraded Ver. F
« on: January 06, 2013, 11:41:23 PM »
Quote from: "Beed28"
I don't know why players are going invincible like that. Does that happen in vanilla LMS aswell?


Well the invincibility, as far as I can tell, is normal.  At the very least, I can say that the game has behaved this way since I began playing it.  In Vanilla LMS, after a round ends, a countdown to the next round begins during which all the players respawn.  For the duration of the countdown, the respawned players are invincible and so the only person who can take damage is the winner of the previous round (unless it was a draw).  Once the new round begins, players become vulnerable again as the map resets.

An interesting note about the post-round invulnerability is that if an invulnerable player activates a damage-reducing or damage-nullifying effect, they will be vulnerable again once the effect wears off.  So if you are invulnerable, then fire the Skull Barrier, you will be vulnerable once more when it wears off.

The problem I'm having is that the invulnerability does not wear off when the map resets.  I've done some testing and managed to produce this without Chaos Generator active, so I am thinking its a V3 problem.  

Another interesting note is that it seems to affect exactly half of the players in the game at once.  For example, I tried a game with 31 bots and the result was that 15 of them, plus myself, retained invulnerability - then I tried with 63 bots and 31 of them, plus myself, retained invulnerability.

10
Projects & Creative / Re: [News] Chaos Generator Upgraded Ver. F
« on: January 06, 2013, 08:53:21 PM »
Quote from: "SmashBroPlusB"
I'M FROSTMAN
Image: A derpy Frost Man on a wave bike. Blame Brotoad.
Effect: Everyone is on a snowboard from Frost Man's stage. Forever.

"Why did I think this was a good idea again?" ~ Dr. Albert Wily


Mandatory: JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP!
The chaos would come in the form of all the players ripping their ears off.

Speaking of map resets-
I notice sometimes that when the map resets on a round of Last Man Standing, players will retain their "post-death invulnerability" throughout the next round, which means that unless they voluntarily do themselves in somehow (for example, popping Skull Barrier on a pit) they'll never die or take damage.  Makes for a pretty boring round.  I don't think this is a chaos generator problem specifically but I've only noticed it occur when running this mod

11
Projects & Creative / Re: [News] Chaos Generator Upgraded Ver. F
« on: January 05, 2013, 01:49:50 AM »
At the risk of sounding stupid (again), is there anything I can do about the fact that Dark Lighting appears to be permanent?
Or is that another fix that's coming along

12
I didn't know about the pause trick to beat Yellow Devil until about a year ago.
I remember absolutely busting my balls to get that pattern down and the satisfaction that came with finally beating him, only to learn that a trick like that existed.  Kind of a slap in the face, to be honest.

Speaking of Mega Man tricks...

Quote from: "Kung-Fu Cutman"
It's possible to lock Starman into a pattern where he will never fire his star crash at you.


It's also possible to lock Elec Man into a pattern where he will never fire the Thunder Beam.  I saw a video of it and have had pretty good success pulling it off every time I run through the game now.  I can't find the video anymore, but if you shoot him right after the fight begins when he raises his arm to fire the weapon, he will take damage and stop firing but he will not move, and then he will try to fire again.  If you just keep shooting his armpit he'll never fire it.  

I like this trick because usually Elec Man gives me loads of trouble.

13
Projects & Creative / Re: Class based modification (6E balance v5)
« on: January 02, 2013, 01:05:50 AM »
Props for the sound effect on Bubble Man's flooding.  That takes me back

14
Mega Man Discussion / Re: Favorite robot master from each game.
« on: December 25, 2012, 05:07:43 PM »
MM1: Bomb Man.  Kaboom!
MM2: Gotta go with the greatest robot master of all time, Crash Man
MM3: Top Man because of his stage music.  Shadow Man a close second
MM4: Pharaoh Man.  I gotta admit, this is entirely because of Yellow Devil's Classes Mod.  I love Pharaoh Man
MM5: This is a hard choice, because I just love every robot master from this game.  Gravity Man, Napalm Man, Star Man are all good choices but I've gotta go with Charge Man
MM6: Flame Man, again because of stage music.
MM7: Burst Man
MM8: Grenade Man
MM9: Galaxy Man.  How can you not love this guy?
MM10: Commando Man

15
Mega Man Discussion / Re: Least Favorite Robot Master from Each Game
« on: December 25, 2012, 04:39:01 PM »
1: Ice Man
2: Air Man.  Air Man.  Air Man.  Air Man.
3: Hard Man
4: I love all of 4's Robot Masters except the walking lightbulb.  Bright Man
5: I love all of these ones too, but I'd say Wave Man because his stage gives me blood pressure problems
6: Plant Man
7: Shade Man
8: Clown Man.  I ain't clownin' around here.  I had to juggle a few options, but it was trap-easy to pick Clown Man in the end.
9: Hornet Man because I hate bees.  Damn useful weapon, though
10: Strike Man, and that's coming from a big baseball fan

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