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Messages - arkman

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241
Anything Goes / Re: Spamthread V.1
« on: February 21, 2011, 07:30:19 PM »
aha! the talk about whatever thread. time for a rant.

the good: I have defeated the final boss of demikids dark version and many of the extra bosses, (lucifer), I also got a monster named pazu which lowers the encounter rate to zero!;


the Bad: I have worked with netbeans before, and I decided to install it on my own computer, result headaches, and a lot of lost memory. I will probably disappear from life once I get it working though. I love coding :geek:

242
W.I.P Forum / Re: Tsukiyomaru Zero's "eXperimental Weapon" mode
« on: February 21, 2011, 04:34:11 PM »
why not make a subforum reserved just for download links of completed stuff.

it would be easier to get to, and can be organized into game modes, skin expansions, major projects, additional actors, and official addons.

oh and before I forget
*downloads mode*

243
W.I.P Forum / Re: Pokemon stadium
« on: February 21, 2011, 01:17:48 AM »
um how about mankey. it is very underated.

and ditto.

244
W.I.P Forum / Re: Pokemon stadium
« on: February 21, 2011, 12:14:46 AM »
I meant will there be a TM item. but that seems unlikely.

I have absolutly no skill with spriting, but I can probably help with the weapons/attacks.

and abra could be very deadly with just teleport. Imagine the insane telefrags.

245
what he means is to spawn a bunch of harmless projectiles far out,
then the projectiles will move in towards the bomb,

if the projectiles hit something the run A_radius thrust and push towards the bomb.

also you have to set A_radius thrust  much higher than 500. it calculates knockback as value/2/player mass.

the playermass in mm8bdm is 9999, so really big numbers.

but yeah it wouldn't work quite right in closed in areas

246
W.I.P Forum / Re: Pokemon stadium
« on: February 20, 2011, 11:49:34 PM »
well mudslap is fine then.
will this project include TMs?
How big of a project is this?

Sandattack. I said that didn't I?

also magicarp, make it happen.

247
W.I.P Forum / Re: Pokemon stadium
« on: February 20, 2011, 11:09:23 PM »
double team should summon real clones, there really aren't that many pokemon that use it, and it would just reuse the pokemon's sprites anyway.
I don't "think" filesize would be that big of an issue. and substitutes wouldn't fool real players (just in case of pvp, player vs pokemon).

the clone shouldn't do much for double team anyway, at most it could work like Halo:reaches decoy ability.

248
W.I.P Forum / Re: Pokemon stadium
« on: February 20, 2011, 10:34:19 PM »
I never really thought of eevee as a bity pokemon.  :|


how about sand attack?
it could spawn a short lived monster that draws the fire of the enemy and blinds players ala flash stopper.

249
MM8BDM Discussion / Re: Friday Night Fragfest for Febuary 25th
« on: February 20, 2011, 09:56:17 PM »
really?

I guess if someone does fall it would be a pain to find it again.

okay then tomahawkman stage.

250
W.I.P Forum / Re: Pokemon stadium
« on: February 20, 2011, 09:54:31 PM »
those are our only choices? i wanted tail whip...

tackle quickattack, shadowball swift.

maybe tackle or quickattack depending on how they are shown.
if quick attack is a faster tackle, don't include tackle.

if quick attack is a form of teleport shenanigans both is fine.

251
MM8BDM Discussion / Re: Gameplay videos
« on: February 20, 2011, 09:26:42 PM »
:shock:

if anyone else had posted that I would say it's a joke...

252
MM8BDM Discussion / Re: Friday Night Fragfest for Febuary 25th
« on: February 20, 2011, 08:58:59 PM »
okay then I'll add pharohmans stage and bombman's stage.

I know bombman has pits but it also has beat, and the pits arn't that hazerdous

253
Help & Editing / Re: Yellow Devil asks questions so you can fix his mod
« on: February 20, 2011, 08:52:32 PM »
did some digging, and the reason you can't find an answer in the roboenza wad is because the answers not there.

morphed actors can't pick up any powerups.

You could make an acs script that removes all weapons from the inventory except the class special weapons.

then stick the script in with the weapon change effect so it removes the weapon before you can select it.

254
I tried that before, but unfortunately radius thrust doesn't seem to accept negative values.

255
Projects & Creative / Re: Class based modification
« on: February 20, 2011, 04:39:37 PM »
Random I know but shouldn't this be in projects? I suppose it doesn't matter at this point though.

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