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Messages - arkman

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151
DECORATE and ACS Modifications / Re: Megaman 6: Class Expansion.
« on: March 13, 2011, 03:39:33 AM »
I just didn't change the filename ignore that.

152
MM8BDM Discussion / Re: tips
« on: March 13, 2011, 03:01:36 AM »
inb4cutmanmikefindsout

anyway. A tip I have is that beat is actually more suited for snatching hard to get powerups than actually saving you from pits, especially since only 2 weapons inflict any form of knockback.

153
DECORATE and ACS Modifications / Re: Megaman 6: Class Expansion.
« on: March 13, 2011, 02:50:11 AM »
scrambled in what way? litterally broken? or did my naming conventions and stuff make it impossible to convert?

154
DECORATE and ACS Modifications / Re: Megaman 6: Class Expansion.
« on: March 13, 2011, 12:07:25 AM »
I am still trying to find a way to get you Blizzardman, have you tried to download since last time?

155
You can limit projectiles "on screen" by tying the ammo system to the projectile's death state. I used this method with the old crashman you rejected, it will work much better with Quickman's boomerang weapons as there is no way a projectile can fly off into infinity.

156
Projects & Creative / Re: [EXPANSION] eXperimental Weapons Mode V2.2
« on: March 12, 2011, 02:42:45 AM »
you forgot to point out that you also can't move While firing Burning Big Bang, Still It's not like there will be anything left to shoot at you :lol:

157
Projects & Creative / Re: [EXPANSION] eXperimental Weapons Mode V2.2
« on: March 11, 2011, 09:43:37 PM »
Sweet stuff,

Anyway I got to ask, what changes did you make to Burning big Bang? It and Anthony Higg's blaster need a description.

158
MM8BDM Discussion / Re: GravityMan only,HeatMan stage classes tourney
« on: March 11, 2011, 12:40:43 AM »
actually BODIES EVERYWHERE would be more fitting, but I kinda like the idea, Heat man has some instadeath stuff, but if you stay on the inside, it is more or less safe. It could be funny to watch anyway.

159
Anything Goes / Re: The last video game you played
« on: March 10, 2011, 02:09:38 AM »
Spectrobes Origins,
Exactly what I wanted from a console pokemon game, Real time battles!
also has some neat monsters.

although the plot is a bit cheesy, the game being an action RPG is as hard as your willing to make it. :)

And the ultimate attacks remind me of the mega and giga chips from battlenetwork, that is auto win!

160
Just as a general announcement That error occurs because skulltag doesn't like the first spawn sprite of a class for some inscrutable reason. To fix it, Dig into the code and replace the first spawn frame with PLAY or TNT1

161
Mega Man Discussion / Re: Mega Man 11
« on: March 09, 2011, 11:45:53 PM »
Erm since it has already been bumped is it safe to revive this now?
it died kinda suddenly after all...

For megaman 11 I would like to see,

an intro stage or tutorial stage instead of an easy mode,

doc robot
King
Huge Wiley Castle,
the stardroids from Rockman strategy.
Hidden bosses and secrets, the only thing that has ever been lacking in the classic games.
Difficulties are normal hard and insane.
rush marine, rush jet, mm5 rush coil, magnet beam throwback.

Extra RM would be nice, like the rockman killers being downloadable,

and that is about it.
wiley tower 2

162
I just wanted to get in on the whole gravity man discussion before it died.

anyway, since gravity hold works by special pain effect. an effect that is decided by the individual classes, why not adjust the distance thrown in particular classes (namely starman) so that each type react differently. Most could get thrown around, some can be smacked down others won't even react.

and unless your playing on a stage like gyroman's or windman's where pit's are everywhere, Gravity hold isn't even that dangerous. on heatman's stage where I first discovered gravity hold abuse all one had to do was run around the outer section, fling people into the lava, and camp until it recharged. It was actually kinda fun. but eventually people got smart and hid in the center portion where gravity hold was a double edged sword, on one hand it could fling them into the lava, on the other it could fling them to the normally hard to reach weapons. add in the fact that when gravity dies his weapon WILL be picked up, you get a weapon that is more like a mace with a bladed handle then a double edged sword.

my general thought is nerf the radius, And maybe make it fling gravityman just straight up too.

163
Projects & Creative / Re: [EXPANSION] eXperimental Weapons Mode V2.2
« on: March 07, 2011, 09:10:58 PM »
HOLY SNAP it was accepted!

I feel useful :mrgreen:

164
YARG get the Scapegoat
*rant Rant rant*

relax, remember every other release with an A in it's name? it is always broken and always quickly fixed.


 :lol:

165
Quote from: "Kittah4"
As far as things that NEED to be fixed? Probably topping the list would be Bosses dropping their weapons somehow. We noticed this a lot: every time we died as a Robot Master, it seemed Mega Man C was able to become the boss. I also occasionally was getting 'power up, mega buster!" messages AS Mega Man C. I don't know why.

Hmm, The robot Masters are supposed to drop their respective weapon on death, but If the server has always drop weapon the bosswep is also dropped.

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