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Messages - Cake Man

Pages: [1] 2
1
Mega Man Discussion / Re: Ideas about a Mega Man "Fusion" game
« on: December 22, 2010, 10:51:34 PM »
Go for it. Doesn't bother me, lol

2
Mega Man Discussion / Re: Ideas about a Mega Man "Fusion" game
« on: December 22, 2010, 03:53:09 AM »
Quote from: "Omnizoa"
I don't see in any of this post him asking for this stuff to be made, it was just a fun idea.
Pretty much this. Sorry if I didn't make that clear for anyone.


I might come back to this topic another day when I have a good idea of what other Mega Man games I would combine. MM10 would be a good start, since although its weapons were decent, I always felt like they could be a BIT better (except Thunder Wool, which is the absolute worst Robot Master weapon IMO...besides Spark Shot). Maybe with MMPU, since it also has Time Man and Oil Man.

3
MM8BDM Discussion / Re: Your favorites/Dislike Weapons!
« on: December 16, 2010, 10:33:07 PM »

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MM8BDM Discussion / Re: Your favorites/Dislike Weapons!
« on: December 16, 2010, 07:52:22 PM »
In no particular order...



Weapons I like:

~ All of the MM1 weapons...especially Super Arm.
~ Atomic Fire (High Risk/Reward)
~ Water Wave (Waves of Onslaught)
~ Charge Kick (Ever play Joust before?)
~ Silver Tomahawk (Very fun ranged weapon after it got buffed)
~ Shadow Blade (It makes a scary noise. d: )
~ Air Shooter (One of the most interesting shotgun weapons I've ever used)
~ Leaf Shield (I use the switching exploit with it...but I also like pretending that I have a Starman from Mario)
~ Quick Boomerang (Favorite tool against zombies)
~ Bubble Lead (Surprise factor with the damage it does)
~ Flame Blast (Great for controlling space in close quarters, as well as keeping opponents locked in a corner)
~ Napalm Bomb (Similar to Flame Blast)
~ Screw Crusher (Mmm...Candy...)


Weapons I don't like:

~ Blizzard Attack (Terrible in open fields cause of its RoF, and in close quarters where the shots tend to hit the walls before going forward)
~ Magnet Missile (Very strong when there aren't many people in a match, but pretty useless against zombies and teams)
~ Dive Missile (Similar to Magnet Missile; not enough ammo)
~ Needle Cannon (Bass Buster V2)
~ Rain Flush (Not enough ammo)
~ Gyro Attack (Very good at mid range considering how fast and powerful it is, but is a little too good IMO)
~ Centaur Flash (I don't like being blinded by my own weapon...)


Weapons I'm neutral about:

~ Ballade Cracker/Knight Crush (Very powerful with little drawbacks)
~ Sakugarne (Hilarious to use, but not very useful outside of climbing to higher areas)

5
MM8BDM Discussion / Re: V1C discussion and poll
« on: December 16, 2010, 07:08:56 PM »
Anything that isn't less than a 3-hit kill for Power Stone is good enough for me. In other words, anything that does less than 50 damage, but more than or equal to 34 damage. I'd say that 40 is a pretty good number...as you could survive 2 more buster shots with 80 damage.



Thank you, CutManMike.

6
MM8BDM Discussion / Re: What do you consider an exploit?
« on: December 15, 2010, 07:11:07 AM »
Quote from: "Messatsu"
I drew the line today and temporary banned a player for using a leaf shield exploit.  Apparently from what I see you can use leaf shield, switch to another weapon (making the shield disappear but still retaining the effect) then fire both simultaneously.  Maybe it's just me but in my book that's clearly not intended and thus I consider that a cheat.

What was his name? That might've been me...if so, sorry 'bout that. d:


This can also be done with the Gyro Attack and Super Arm. It was also recently removed from Star Crash.

7
Mega Man Discussion / Re: Ideas about a Mega Man "Fusion" game
« on: December 13, 2010, 07:32:32 PM »
Yeah, it kinda is. That's one of the problems I got for picking MM3 when making these weapons. Mostly every Mega Man game has a "lame" weapon in it, but about half the weapons in MM3 don't really have anything interesting about them. So, whenever I tried to make a cool combination on one side of the spectrum (Crash Missiles, Shadow Shield), it also gave me a less desirable set of leftover weapons to work with (Bubble Lead, Quick Boomerang, Needle Cannon, Search Snake).

Even when I had a cool weapon to work with (usually from the MM2 side), some of them just wouldn't make sense to combine with a weapon from the other game. The Time Stopper in particular, being a defensive weapon in nature, always had the same idea of "Use this weapon while in frozen time"...but I wanted to try to do something unique with that weapon. I almost went with the idea for making a "Top Stopper" weapon though, as in being able to use the Top Spin attack while in frozen time...since Top didn't really work that well with anything else either.

Anyways yeah, the Atomic Cannon would be very close to how the Magma Shooter is, but with slight differences to it. It would be less effective as a shotgun weapon (since the shots would appear in different spots, as opposed to all of them being shot out of the buster), but in return it would prove to be a much more powerful charge weapon. The idea of firing a tidal wave of fully-charged Atomic Fire shots ensuring that you both hit the target and obliterate them just appealed to me at the time, but I'm starting to like it less and less. Another weapon combination I had in mind would've been the "Atomic Spinner"...essentially a buffed Top Spin that would summon a fully-charged Atomic Fire projectile that follows your character every time you activate the weapon (but disappears when you touch the ground). However, that would've left me to use the Needle Cannon with something else, and the Needle Cannon is just boring in general.


Some of the other weapons I've considered would be the Gemini Blade (Metal Blades that bounce off of the walls), the Atomic Knuckle (Hard Knuckles with fully-charged Atomic Fire projectiles around them), the Bubble Shock (.....), and the Air Cannon (fires Needle Cannon shots into the air, but never really decided how it would work).





The main reason why I posted this topic though was to see the ideas other people had...be it just fusing one Robot Master/weapon together or (doubtfully) and entire game like I did.

8
Mega Man Discussion / Ideas about a Mega Man "Fusion" game
« on: December 13, 2010, 08:27:47 AM »
Before I start this topic off, please note that I do NOT know how to sprite/code/etc. I only made this topic for the sake of talking about an interesting idea I had not too long ago.



Now, on to the topic. Recently, I've been thinking "What if one robot master fused with another?", an idea that came from Doc Robot's ability to use the robot master weapons from MM2. And then I began thinking "What if I could make an entire game out of fused robot masters?", and that is where this topic comes from.


If you could "fuse" two Mega Man games/robots together, which ones would you combine?



Mega Man 2/3 were the Mega Man games I've played since childhood, so they're the most I know about. That, and since MM3 had a cameo for the MM2 robot masters in the first place, I decided to fuse all of the robot masters from both games as if I were making an entirely new Mega Man game/hack of my own. Granted, I came across a few problems. The main problem being that the Mega Man 3 weapon select was probably the worst one in the entire series overall. So, even though I tried to be creative with all of the new "fusion weapons", there are still ones I am not too fond of...hopefully, you'll enjoy it anyways.





New "Fusion" Robot Masters w/modified weapons (Mega Man games 2 & 3)

Fusion 1: Crash Man and Magnet Man
Weapon: "Crash Missile". Works just like the Magnet Missile does in MM3, but after the Magnet Missile hits an enemy/destroyable object, it'll explode just like the Crash Bombs do. This weapon would be a buff to Magnet Missiles by making them feel more powerful, as well as being a buff to Crash Bombs with Magnet Missile's ammo capacity of 14 shots (instead of 7).
Robot Master AI: He would use Magnet Man's AI ('cause Crash Man is a joke...), but the Magnet Missiles he fires at the ground would explode just like the Crash Bombs do.


Fusion 2: Flash Man and Spark Man
Weapon: "Spark Stopper". Instead of freezing everything on-screen, it would only affect all the enemies on-screen (it won't stop enemy bullets/Quick Lasers). After the weapon flash, all on-screen enemies would have the stun affect holding them in place...as if they were hit by a Spark Shock. This is both a buff and a nerf to Time Stopper, by gaining the ability to use the weapon more than once along with being able to switch the weapon while enemies are still stunned, but losing the ability to skip Quick Laser rooms. It also wouldn't be able to affect stronger enemies like mid-bosses, and Robot Masters that aren't weak against the fusion weapon. The drawbacks to this weapon would be that stunned enemies would still hurt you if you touch them, and that the weapon itself will do no real damage. It will have an ammo capacity of 8 shots (3 1/2 units of energy per use).
Robot Master AI: <Undecided>


Fusion 3: Heat Man and Needle Man
Weapon: "Atomic Cannon". Works just like Atomic Fire, but fires three shots instead of one. The two extra shots would appear diagonally above Mega Man's helmet, and below the foot that's facing the same direction he is. All three shots fire in the same direction. This weapon is a buff to Atomic Fire by allowing you to shoot three fully-charged shots at a time. It would also have a small energy consumption buff as well. Half a unit of energy for uncharged shots instead of a full one, 4 units of energy for semi-charged shots instead of 6, and 7 units of energy for fully-charged shots instead of 10.
Robot Master AI: He would use Needle Man's AI, but would do the flame tackle Heat Man does instead of the Needle Headbutt. To top that off, he would fire MUCH less needles, but the needles that he does fire would create the fire towers that Heat Man normally throws at you.


Fusion 4: Air Man and Top Man
Weapon: "Top Shooter". Essentially an Air Shooter buff, as well as a method to remove Mega Man's invulnerability when using the Top Spin. This weapon would add Top Spin hitboxes around the 3 Air Shooter tornadoes, allowing them to plow through any enemies until the tornadoes themselves come into contact with something (and not the Top Spin hitboxes they're hiding inside). Once the tornado comes into contact with an enemy/destroyable object, it will disappear along with the Top Spin hitbox it had. The drawback to this weapon is that it would have less ammo capacity than the Air Shooter, wasting 3 1/2 bars of energy per shot (8 total) instead of 2 per shot (14 total).
Robot Master AI: He would use Air Man's AI. When he fires the volley of tornadoes that Air Man normally throws at you, the wind effect will pull you TOWARDS the boss instead of away from him. To prevent this from being annoying, Mega Man would be able to slide in this game just like he did in MM3. Also, instead of bouncing to the other side of the screen (Air Man), he would spin to the other side of the screen like Top Man. The difference is that when he's charging towards you, he would create a wind effect pushing you away from him...which would make him harder to jump over as he's moving to the other side of the screen.


Fusion 5: Metal Man and Hard Man
Weapon: "Blade Knuckle". Essentially a Metal Blade nerf (lol), but also a Hard Knuckle buff. It would work like the Metal Blades do, being how you're able to have 3 on the screen at one time, as well as being able to fire them in all 8 directions. However, the projectiles themselves would be Hard Knuckles. They would pause a bit before shooting off, but they would be extremely powerful. So, although you'd have to be more defensive when using the weapon, it would be able to kill the stronger enemies much more quickly than the Metal Blade would. Lastly, it would use a single unit of energy per shot, as opposed to 1/4 an energy bar (Metal Blade; 112 shots total) or 2 energy bars (Hard Knuckle; 14 shots). This would give the weapon a new total of 28 shots.
Robot Master AI: Epilepsy (I have no idea...)


Fusion 6: Wood Man and Shadow Man
Weapon: "Shadow Shield". This weapon wouldn't necessarily work like any of the shield weapons currently in the series, let alone the Leaf Shield. When firing the weapon, it fires a Shadow Blade in each of the 8 directions (Up, down, left, right, and the diagonal directions). This is also a characteristic also not known for the Shadow Blade, as you used to not be able to fire it down. Outside of that, all 8 projectiles are just like the Shadow Blades in every way. After they're fired, they'll quickly travel a small distance before returning to the spot where they were originally fired (even if Mega Man moves away from that spot). The Shadow Shield will have an ammo capacity of 14 shots.
Robot Master AI: He would use Shadow Man's AI, and hop/slide around the screen...but instead of throwing 2 Shadow Blades (one forward and one diagonally up), he will stop in place to summon a shield just like how Wood Man would. This would make him summon 4 projectiles to fall from the ceiling before he throws his shield; exactly like Wood Man. The only difference would be a graphical one...with the leaves being replaced by Shadow Blade sprites.


Fusion 7: Quick Man and Snake Man
Weapon: "Search Boomerang". This weapon would rapidly fire up to five Search Snakes at a time. However, unlike the normal Search Snake weapon, the Search Boomerang projectiles will immediately turn around and head in the opposite direction they were fired in after touching a wall/floor. Meaning that after they've fired, they'll "boomerang" back towards you, but still keep going. This gives Mega Man the ability to fire at enemies even as he's running away; a property that's pretty rare as far as traditional Mega Man weapons go. The drawback to this weapon would be the fact that players would have to get used to the snakes going in the opposite direction after being fired.
Robot Master AI: He would use Quick Man's AI, but instead of firing 3 boomerang that home-in after Mega Man, he would fire 3 "Search Boomerang" snake projectiles that would go in the opposite direction after touching a wall/floor.


Fusion 8: Bubble Man and Gemini Man
Weapon: "Bubble Laser". This is probably the only weapon which I wasn't pleased with, since Bubble Lead doesn't really add any interesting properties to any of the MM3 weapons. Regardless, the Bubble Laser will allow you to fire up to 3 (as opposed to 2...I think) Bubble Lead shots that lob slightly up before falling back down. However, unlike the normal Bubble Lead weapon, these projectiles will begin to bounce off walls/floors at a 45 degree angle and continue in a single direction (after hitting the first wall/floor); just like the Gemini Laser. This is a buff to the Gemini Laser as it would let you have three projectiles on-screen instead of just one, and as a general change, the Bubble Laser shots would travel faster than the Gemini Laser projectiles. The biggest advantages to using this weapon would be that it would still have 56 shots total, along with the ability to switch weapons even if the screen still has Bubble Laser projectiles on it. This also includes all the other "fusion weapons" I've listed thus far. However, after pausing the screen, all projectiles Mega Man has fired will disappear off the screen (excluding the stunned properties any enemies would get from the Spark Stopper).
Robot Master AI: He would use Bubble Man's AI, but the bubbles he fires will bounce like Gemini Lasers after hitting the floor, as opposed to bouncing up and falling down as they travel to the other side of the screen.





Weakness Chain:

Crash Missile > Metal Man/Hard Man Fusion
Blade Knuckle > Air Man/Top Man Fusion
Top Shooter > Wood Man/Shadow Man Fusion
Shadow Shield > Bubble Man/Gemini Man Fusion
Bubble Laser > Heat Man/Needle Man Fusion
Atomic Cannon > Quick Man/Snake Man Fusion
Search Boomerang > Flash Man/Spark Man Fusion
Spark Stopper > Crash Man/Magnet Man Fusion

9
MM8BDM Discussion / Re: V1C discussion and poll
« on: December 13, 2010, 05:18:58 AM »
Quote from: "Mr. X"
Because it was a complaint that had zero basis in fact.
Didn't mean for the thing I said about/to CutManMike to be viewed as a complaint, but rather as a light-hearted suggestion. Also, it isn't limited to the CTF stages, nor did I mean to be hostile in any way. Sorry 'bout the misleading comment.


Also, chill out. d:

10
MM8BDM Discussion / Re: V1C discussion and poll
« on: December 13, 2010, 04:56:57 AM »
Didn't know that they were added. I was referring to a post CutManMike made on the blog. If they're already in, then that's cool. Still, it doesn't hurt to make sure every change is in before releasing a newer version.


Oh, and I like how that's the only thing the both of you had to comment on.

11
MM8BDM Discussion / Re: V1C discussion and poll
« on: December 13, 2010, 03:07:57 AM »
Well, although I doubt that V1C needed another topic (already had one in Bugs/Suggestions), I'll go ahead and list the Pros/Cons of V1C. My opinion, of course.



Pros:

+ Stage fixes for Roboenza mode/etc
+ Leaf Shield being damaged by stage items
+ Mirror Buster no longer God-mod with Search Snake
+ Star Crash not firing when switching weapons
+ Shield weapons following the character better
+ Bots no longer being permanently invincible with Skull Barrier
+++ "Ring Beam" exploit removed


Cons:

- Tango can still be used to fire a beam of Mirror Buster shots
- Power Stone needed a nerf, but was slightly overnerfed
- Search Snake change didn't really address the lag issue online...I think


Other things to consider for future releases:

~ Remove Power Stone/Gyro Attack's ability to "switchfire" (Leaf Shield should keep it, though)
~ Small Blizzard Attack buff, along with Power Stone
~ If the lag issue is addressed on some stages like Centaur Man's, give Search Snakes their ability to climb walls again
~ Maybe give a small nerf to the splash hitbox/damage Hyper Bombs have
~ Double-check the bots' ability to speak to you in single player. Crash Man, for example, never seems to talk.
~ Speaking of Crash Man, remove the invisible ladders on Crash Man's stage
~ For CutManMike: Triple-check the changes you release for newer versions. For example...forgetting to add new maps (CTF maps). d:

12
MM8BDM Discussion / Re: Screenshots
« on: December 04, 2010, 06:03:04 PM »
Quote from: "Alucard"
Eddie hates Cutman.

HE RACIST AGAINST SCISSOR-HEADED ROBOTZ!

http://www.youtube.com/watch?v=rZdEZSsIZIs

13
MM8BDM Discussion / Re: Vote kick should be forbidden, seriously
« on: November 28, 2010, 10:46:25 PM »
Speaking of Crash Man, why is it how his AI never seems to talk?

14
MM8BDM Discussion / Re: Screenshots
« on: November 25, 2010, 01:49:35 AM »
The Ring Boomerang thing you're talking about is probably the same thing I mentioned in my topic...in the bugs/suggestions board.

15
MM8BDM Discussion / Re: Screenshots
« on: November 23, 2010, 06:26:20 PM »
Please check out the pictures of my Mirror Buster trick (and etc) in this topic:


viewtopic.php?f=25&t=1433&p=31049#p31049




Here's an example...The Time Stopper was only used to take an accurate picture of the glitch, and has no real significance with the glitch itself.



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