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Messages - arkman

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226
DECORATE and ACS Modifications / Re: Lio's Second Workshop
« on: February 23, 2011, 10:58:58 PM »
Quote from: "tsukiyomaru0"
EDIT Tested, didn't work. Another possibility you could have would be creating a "Megaman2: Megaman replaces Megaman" and add a custom pain state only for that.
Hmm, that sounds vaugly familier.

227
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 11:53:41 PM »
actually throw a few, and don't move. shadowman is invisible so while they are thinking you might have skeedled off to the side you can be ready with an instagib muramasa to the face  :p

228
W.I.P Forum / Re: Pokemon stadium
« on: February 22, 2011, 11:36:15 PM »
if i remember correctly absol had some sort of slashy beam attack fired from his head blade, but i can't remember if it had a name, (Half moon strike?)

and the other projectile could be...

I don't know.

229
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 10:54:28 PM »
of course, do you really think I would leave him as he is?
I just really wanted him, obvious mm1 fav.

230
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 10:50:17 PM »
FIREMAN
called

231
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 10:16:02 PM »
?

the weapons work like normal weapons, altfire would be controled by whatever key it is assigned on your keyboard,
secondary weapons are literally just another weapon to select.

232
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 09:55:57 PM »
it really isn't that complicated, the hardest part is the custom weapons which depend on the robot master being made.
most robot masters just need one custom weapon, and the rest is more or less provided for in game, (search snake doesn't change much from megaman's to snakman, magnet missile is more or less the same,)

the hardest part would be balancing, and that is mostly handled by YD.

233
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 09:16:36 PM »
fine no darkman class :cry:
begins writing new darkman monster

just for safeties sake, I am reserving crashman, He was my fav from megaman 2 and I have a few Ideas to keep him balanced. :mrgreen:  

oh and as for magnet man causing lag, his magnetpull works by firing a heck of a lot of projectiles. that could be cluttering up the server. but if the touhou mods aren't causing crashes, I don't see why this should.

234
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 09:06:45 PM »
how about if i model him off of the tv show darkman? besides, I thought only darkman 4 was a boss. (2 is my fav, hands ftw)

futility vote! mm6 :geek:

235
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 09:03:05 PM »
This is what happens while I sleep?

sorry about the script number being 2, I just picked a number at random.

and heck, it looks like all the classes are taken.

*cough fireman cough*

and of course you are forgeting a key mm5 robot master,
DARKMAN

236
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 01:01:01 AM »
Quote from: "LlamaHombre"
Better than roboenza.

 :shock:
*blinks*

 :| ...

 :shock: ...

 :mrgreen:

you sir have made my day  :D

237
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 12:14:26 AM »
Quote from: "LlamaHombre"
Also.

What point does Needleman serve?

Different topic, are you going to do another set of bots? If so, which ones will you do next?

Needleman is a little bit underpowered, he was supposed to serve the role of a machinegunner, keeping the enemy pinned down and chipping off health. unfortunately he is mostly just a snakeman counter as snake and gemini serve that role just as well. especially since the gemini clone is basically a perfect accuracy auto turret.

238
W.I.P Forum / Re: Pokemon stadium
« on: February 22, 2011, 12:07:55 AM »
Overly complex ideal way:
I would suggest making it work like an item, and that each item would have the icon of the pokemon it contained, and when the pokemon faint, they spawn a pokemon item pickup for them with the pokeball graphic.
the problem is each item would be different, but no more than six of these could be held.

Simpler more practical way:
it is a weapon that spawns a pokemon monster that is selected from a list at random, or whatever is next on the list if there is a way to let the player set it up mid game. six shots non refillable.

weapon designed for an actuall deathmatch scenario:
uses all ammo at once, but can be refilled, takes a lot to refill as well to prevent spam.


just my ideas & sugestions.

239
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 21, 2011, 08:24:15 PM »
:mrgreen:

Hosting server Naow.

240
W.I.P Forum / Re: [Expansion Pack] Mega Man Rocks!
« on: February 21, 2011, 08:00:46 PM »
Why not make it block everything leaf shield doesn't, and only let certain wierd projectiles cause harm

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