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Messages - arkman

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211
DECORATE and ACS Modifications / Re: Robot Master Class Adaption
« on: February 28, 2011, 08:56:42 PM »
What the Check? I go to sleep and when I wake up there are 2 class projects. WHYYYYYYYYYYYYYY

Okay I know why this happend, but I have one small request.
when all these mods are finished, can all the developers agree to combine them in one big pack?

212
W.I.P Forum / Re: Pokemon stadium
« on: February 27, 2011, 07:13:00 PM »
what projects do you need help with? I can't sprite at all, but I can code okay.

213
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 27, 2011, 06:35:06 PM »
I am gonna suggest not doing that. The thing will get a buff in the next version, and it already is a little over powered in enclosed areas, (gemini lasers EVERYWHERE)

if you don't kill it fast your coated in lasers in seconds.

214
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 27, 2011, 05:17:50 PM »
Ice you rock.

Or should I say your cool.

Anyway THANK YOU  :D

215
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 27, 2011, 04:43:15 PM »
breakman is weak to the megabuster, sorta.
protoman isn't strong against anything.

breakman's pattern was to jump and fire 2 normal shots.

Protoman's pattern involved hiding behind a shield and firing a charged shot.

conclusion

Buff breakmans resistance and remove his charged shot, make his buster shoot faster and do more damage.

Protoman would be like the current breakman minus the special resistances and weakness. (may need slide/ shield charge altfire.)

216
The WWW board / Re: Random Videos
« on: February 27, 2011, 04:51:58 AM »
alucard, can you top this.


217
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 27, 2011, 01:26:25 AM »
Undecided,the plan was to release them in one pack, and then only allow the robot masters to work on the maps related to their games. this plan has fizziled out but I don't know if YD actually cares about mixing games anymore so most likely there will be a standalone and a combined version

218
you can fire 2 spark shots at once. I didn't know that.

still a useless weapon

219
The WWW board / Good ol' Doom
« on: February 27, 2011, 12:37:29 AM »
If you have ever wanted to just try the originol Doom, but didn't want to risk your hard earned cash or risk CPU damage from illegal downloads Fear not. some kind person has converted a demo version of doom into an online game.


http://www.kongregate.com/games/mike_id/doom-1

220
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 26, 2011, 03:55:27 AM »
Snakeman & magnet ftw!  :lol:

I have this much to say, Nobody really likes shadowblade. it is a decent defensive weapon, but a subpar offensive weapon due to it's range, Shadow man needs to have his spread shuruken.

and a katana. but the murumasa is a little op.


I wouldn't mind having the smokebomb back though. :p

221
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 25, 2011, 10:41:05 PM »
Hmm How about making leaf shield automatically fade, or have some kind of recharge time. That would solve that problem pretty well,

I like your idea for ringman, he is a fun boss but kinda plain  :|

and I meant in addition to flash stopper, because flash stopper is kinda bad in this game. and we need someone to be the "heavy" charachter, Toadman is more of a mage imo. and he jumped too much.

222
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 25, 2011, 09:38:12 PM »
I think the project was to make them play as much like their originol in game counter parts as possible. so with that in mind here are my predictions/suggestions.

ringman is kinda screwed, if anyone gets another jump+ shoot it will be him.

remember that skullman never moved with the barrier, so likely it will work something like armorlock from halo reach. normal fire skull buster.

Woodman will have plant barrier, but will be slowed down like hardman is, and remember that there will be heatman with the potential to one shot him, I don't think the barrier will be a major issue,

crashman did only have the crashbombs, that were tipped in DRILLS! swordcraft story ftw! (melee attack)

brightman can also shoot, maybe he'll have much higher health. and not a quake attack but a "jump on you to cause pain" attack.

yamato man, spears are very versitile weapons. (melee, sniper, spreadshot altfire)

Knight man... a much slower breakman with a kinda slow knight crush. yeah he was kinda screwed too.

flameman has 2 attacks, neither of them are really megaman's flame blast.

plant man will have a barrier that blocks stuff but automattically flies away or something... I really don't know.

quick man will also be insanely fast, and fire multiple quick boomerangs.

the ones that I am worried about are:
Toadman: acid missle? poison effect?
centaurman: teleportation? augh!
Darkman: I still want him...
Enker: yes I think this should be made along with
Punk:""
Ballade:""
Quint: can have an earthquake scatter rocks. and a megabuster for good measure
StoneMan: powerstone is so difficult to use in mm8bdm, and his quake stunned him!

ALL THE BOSSES FROM CHALLENGER TO THE FUTURE!
(compassman mostly, don't really want timemen)
  :geek:

223
W.I.P Forum / Re: Metroid Expansion Project
« on: February 24, 2011, 01:44:06 AM »
What kind of Items do you need, Sprites? I can't draw worth  :p

but things I can do. also what is the campaign? like the current one or is it a proper doom styled kill all enemies and find the exit.

(or will it be like metroid primes :shock: )

224
When I release something personally (I have a weapon in the works) It can be posted on the wikia.

UNLESS it is regarded as terrible by members of cutstuff in which case I want it Buried and forgotten

225
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 23, 2011, 11:40:23 PM »
With all the support we are getting right now, it is very likely we will make it to megaman 11 before capcom does.

You want this code to only allow certain classes on certain maps, right?

I can try, but no promises yet.

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