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Messages - Gummywormz

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151
Feel free to use / enhance any enemies from QInvasion or 2ndCoop.

As a note / warning: if someone is going to make another invasion mod, it has to be more than just vanilla invasion. There is really no incentive when playing plain invasion. There needs to be something more like defense points and / or a shop. Doom invasion gets around this by being more fast paced or scary / tense, which is not easily accomplished in MM8BDM.

152
Make a pain state and use A_GiveToTarget.

153
Rejected / Re: Suggestion: OUYA Compatibility?
« on: May 26, 2014, 11:32:06 PM »
There isn't even a port of base ZDoom for ARM processors. Porting it to Android / Ouya would pretty much take a complete rewrite.

154
General Gaming Discussion / Re: General Gaming Footage Thread
« on: May 26, 2014, 06:37:28 PM »
I went on an adventure today.

(click to show/hide)

155
Anything Goes / Re: General Offtopic Discussion
« on: May 16, 2014, 02:39:30 AM »
It isn't a limit on the number of files, but the amount of data you can load at once. If you have particularly large music packs it can break the game quickly.

Also NSF support in ZDoom is terrible because the library used is not feature complete.

Also also you can just report it as a bug / suggestion on their tracker if it's bothering people that much.

156
Help & Editing / Re: Adding static PNG graphics on-screen
« on: May 15, 2014, 11:13:34 PM »
The only other option is to add it to SBARINFO by giving the players an inventory item.

157
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: May 12, 2014, 11:44:59 PM »
That pink is blindingly bright.

Also square trees. :/

158
Projects & Creative / Re: [Game Mode] LMSGames Version 1a
« on: May 10, 2014, 12:36:30 AM »
I'm going to update this for v4. Let me know any last minute suggestions or bugs I've probably missed.

(click to show/hide)

159
There are a few options. Most actually define ammo regeneration in the class' weapon. The easiest method is to stick on ammo regeneration to the ready state of the weapon like so.

Code: [Select]
TRHU A 3 A_WeaponReady
COOW B 0 A_GiveInventory("BlueFireAmmo",2)
//it's important to stick your wait time on the A_WeaponReady part and not the A_GiveInventory part because otherwise your weapon will only fire some of the time

The downside is that you have to not fire your weapon to get ammo. Viz implements his ammo regen through a flash state like so.

Code: [Select]
Ready:
OBUS A 0 ACS_ExecuteAlways(998,0,600)
OBUS A 0 A_GunFlash

...

Flash:
TNT1 A 0 A_JumpIfInventory("VizPadTimer", 1, 2)
TNT1 A 0 A_GiveInventory("VoltLaserAmmo", 1)
TNT1 A 35
loop

Calling A_GunFlash enters the "Flash" state. This is where ammo regen occurs, independent of movement or firing your weapon. Ammo is always regenerated.

160
Random Idea: Remove Guts Man G's gimmick (since it doesn't make sense for him anyway) and place it on Talbain. It makes more sense as it could be that a full moon would happen in 3 minutes, and he would get his darkness effect and a buff or two.

161
Quote from: "chuggaafan1"
Quote from: "Gummywormz"
The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time

It's been "plaguing" SH because it's always been that long. The original TF2 mod lasted, on average, 6-10 minutes per match. This lasts a similar amount, with the exception of Slenderman, NeoDS, or certain other Hales that are supposed to be shorter or longer.
But that doesn't mean it can't at least be attempted to be fixed...

Quote from: "Gummywormz"
The real kicker is that he gets up to near full HP every single time he revives.

It appears that he loses 500 health each revival, and has really low health for a Hale to begin with. To be fair, it really should scale WITH his health, but it's not THAT bad.
Again, ninja spy had the same issue and people complained about that frequently. At least Spy has much less health per "revival". Also, 500 HP each time is still terrible especially with larger HP amounts.

Quote from: "Gummywormz"
Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.

Though this is a fair point, G works better on a larger map. Outlast the (really pretty short) timer and you get supergigadeath claw and it becomes more like traditional hale.
That's the point. Should a boss have to wait 3 minutes to play as the boss?

Quote from: "Gummywormz"
First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?

NeoDS was agreed on being unique but the controls were broken. I'm guessing he had been fixed for this version.
The sight of NeoDS makes people upset. I don't care if he does 1 damage, he should not exist.

Also re: "Make your own version if you hate it!11!" That doesn't work out at all. First off, there's the whole actually making it part. I will admit a lot of work has went into this, and it would easily take months if you used a base, or possibly years if you did this from scratch (which is probably preferable because you don't have to deal with the incredibly messy coding of any bases).  Then of course you have to get people interested, which is impossible since everyone will instantly groan "Another Saxton Hale Mod? Eww!". Sometimes I just want to play MM8BDM in general over anything, and if that means forcing myself to play something, then so be it.

And I suppose a TL;DR of my last post would be: Currently, the game mode is so shifted in the survivor's favor that it is just not fun to play.

162
I realize this post will probably go nowhere (especially since it's a wall of text) but I'm posting it anyway because I have one major problem with this mode that basically encompasses every single issue I have with this:

I honestly don't understand the appeal at all. Everyone was simply gushing on how awesome this is...somehow. Yes, opinions exist, but I feel a lot of the issues are quite obvious and turn away from any fun whatsoever.

The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time. And honestly, it's much worse here than any other version. Part one of the issue is you took Hyper Hale's gimmick of having melee bosses not being able to OHKO people. The attacks have really bad hit boxes most of the time. I was playing Remilia and just couldn't for the life of me hit anyone that was moving. I also personally feel not having OHKO melee takes away from the purpose of Saxton Hale. You are not exactly overpowered, just annoying to fight.

The second part of the match length issue are the classes. Putting aside the fact they are SilverSin classes rip offs with horribly long ammo regeneration, healer and support are very ..erm... double sided. Especially with a larger server, they completely make the Hale's job harder than it needs to be to do. Healer, while having an insane ammo regen rate, can still easily heal people back to full, completely wasting your work. Support can cook up random weapons pretty quickly. This makes it really hard for players to run out of ammo, a tactic I (tried to) abuse back in other versions of Hale. And now back to that whole "double-sided" thing: once they are the last ones left, they're useless. If they don't simply give up, it takes forever to kill the Hales. "But they get runes!!!" you scream at the monitor. Honestly, does it really help that they do 10 damage instead of 5? And on to the runes...

Yes, runes. They are a key feature of Hale and Rage Roboenza, the mode which all Hale versions derive from. At first all that was available was rage and strength or spread. Here, however, almost all of the runes are available, including the defensive ones. This also heavily contributes to the "matches run too long" issue. Who honestly wants to fight a guy who easily gains health from you due to the fact you get an insane amount of HP? Or a guy who can simply wait in a corner and regen all of his health back? This issue is enhanced dramatically if you go back to the "bosses cant ohko you anymore" thing.

Let's drift from the gameplay for a bit and go to the aesthetics. Yes, some of the hales have fancy intros now, but I'll get to that later. I'm more concerned with the HUDs and music / sound assets. Firstly, as many people have noticed, a lot of the HUDs simply rotate around. The ones that don't are bog standard Mega Man ones. And as a side question: does the Tank class really need a 10 foot health bar? Yes, it is to demonstrate he has more HP, but it's distracting and blocks off more of my screen than it needs to. And then you just have terribly done images like the Hot Head on Tomahawk Hale's HUD. I also remember ColdFusion yelling at you for using Touhou classes HUDs but never mind that for now.

Sounds. I'll be blunt and say a lot of the new ones sound like they were recorded from a built in microphone being placed next to a PSP or wherever the sound is from. I'll also be blunt and say the new music is terrible too. A lot of themes don't loop anymore, (except the round win theme because it's cool to hear a 5 second jingle on loop for 25 seconds). Some of the themes were altered to include seemingly random looped parts to extend the song. Then there are things like Seaman and Seelder's new theme...

And now on to the bosses. I'll be blunt again: it seems most of the new bosses seem to only have been made to show off mad ACS skillz. One major issue is that you removed the instructions. You can appearently read them by pressing altfire when the sun and moon are in perfect alignment, but is anyone really going to remember that? It's like the old NES games that tell you nothing. You need instructions to read the instructions. Also, I thought everyone was keen on removing all the non-Mega Man bosses. They honestly have no real place in this mode anymore other than being there because they were here before. Let's get into a few specific bosses:

Macho Man: Oh look, a fancy dynamic camera that clips into things 99% of the time. The first thing I noticed was the skin. Yes, he obviously doesn't have one yet, but did you have to make him giant and have an ugly color scheme? The real issue has been mentioned plenty of times: he has 5 lives. "BUT YOU HAVE TO WORK TO GET THEM!!1!11". Not really since binds exist and also it's easy to button mash. The real kicker is that he gets up to near full HP every single time he revives. I thought Ninja Spy was hated for this gimmick, but it's suddenly ok because you can add a fancy little intro and ending to the boss? Also, he is far too weak for his own good. He does piss poor damage, has to charge and aim his attacks, and causes invincibility frames on the players.

As a side note about bad skins: Morshu also suffers from this too. Wasn't a Morshu skin being made already or something? Also, Hyper Storm H is too big for his own good. Yes, he's supposed to be big, but he just clips through everything and it's hard to take him seriously. Not even Frost Man is this big.

Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.

And finally: Tomahawk Talibain man thing: The darkness. Oh my god the darkness. "I don't need to see that the boss is right next to me at all no sir". But it's ok, it's part of the gimmick and it also goes light every 50 years. Again, I thought this kind of thing made Slender Man to be the most despised boss in any Hale version. But now it's ok because it's not slender? Also his rage is another huge issue. It spawns a totem pole that helps him out by giving new abilities...forever. Yes the totem can be destroyed but are you really going to be focusing on the thing (if you can see it) when there's a wolf dashing at you? This also distracts damage away from the hale, making the matches even longer than they need to be.

And then you have the Ra Thor Duo. This was apparently done for no other purpose other than to show off that two mods merged. Lovely.

And as another side note: what's with Scrooge's Mecha Ducks? They just seem to sit floating in a corner with no rotations and sometimes go after survivors.

The real icing on this cake are the "secret bosses". "BUT THEY CAN BE DISABLED BY THE SERVER!11!11" Well the server I was on (and everyone else was on) had it enabled so I'm complaining about them anyway.

First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?

The exact same thing for Pissed Off Roll. It didn't even matter how altered she was previously, everyone still hated her and wanted her gone.

Then you have things like fighting Gamma's legs. At this point I just quit the server. I could not force myself to play this mod any longer.

In conclusion, a lot of the development time looks like it was spent on making fancy ACS tricks rather than having playable bosses. I suppose I'll be forcing myself to play this anyway as this will be guaranteed to be the "mode of the month" and no one will play anything else anyway...

163
All of that is in the WCOLORS.acs file.

164
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 28, 2014, 03:28:22 AM »
Quote from: "Geno"
I remember this one custom map that I really liked, but I can't remember what map pack it was from...
It was some sort of dark forest, with a river running in a circular shape around an island with trees on it.
The river had a very strong current, too
Boy, I wish I could remember where that map was from!

Would it be FGDM01?

165
Events / Re: Cutstuff Community Classes Contest #2
« on: April 27, 2014, 11:16:38 PM »
I had no clue what class that was. It was in Treo's individual entry pk3, but the DECORATE / KeyConf was not included in the main files. I assumed it was a leftover considering that Jax also made Knux and they were separate entries. If there was a note that the class was to exist / it was included in KEYCONF I would have included it.

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