Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JaxOf7

Pages: 1 ... 9 10 [11] 12 13 ... 43
151
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 30, 2017, 08:36:03 AM »
(click to show/hide)

Nightmare Swipe > Slime

152
Closed / Re: Laser buster gets a bit ....anemic (visual bug)
« on: August 26, 2017, 07:33:19 AM »
You don't mean the old version that had a precision problem from using user variables instead of SPEED_SCALAR?

Cause my lastertrail actor veering off would be... interesting.
It's only real difference from the old/current lasertrail is in the NOINTERACTION flag.

If there is indeed a problem, removing +CLIENTSIDEONLY would definitely fix it.

153
Closed / Re: Laser buster gets a bit ....anemic (visual bug)
« on: August 25, 2017, 10:07:12 PM »
The new laser actors I made that Core uses
(click to show/hide)

My lasertrail that went with it
(click to show/hide)

The lasertrail Core stuck with instead of using all my code for some reason
(click to show/hide)

154
Closed / Health and Ammo numbers on HUD
« on: August 22, 2017, 12:46:38 AM »


This is kind of a standard thing in FPSes.
I think people would like it. And it's an option, so even if you don't like it, then whatever.

http://allfearthesentinel.net/zandronum/download.php?file=healthandammonumber.pk3

155
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 16, 2017, 12:50:37 AM »
(click to show/hide)
Nightmare Swipe > Snake

156
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 11, 2017, 04:17:02 PM »
(click to show/hide)

157
DECORATE and ACS Modifications / Re: Jax's Lab
« on: July 10, 2017, 04:58:16 AM »
Update to TF2SpecialDamage.
Fewer scripts, HitTracer on HeadShot bullet.

158
I had a simple goal with making this:
"When adding weapons, minimize the need for compat files."

I believe I have accomplished this.
There are 3 main features enclosed within this, some may win people over easier than others.

Modular ammo/lms defining.
Works very similar to defining weapon color translations. Will require a #import though.
Pretty easy sell.

Ammo bar tied to translation.
Basically, the weapon translation script also modifies an "AmmoBarFlag" inventory, which the sbarinfo checks to display the appropriate bar.
All weapon modders gotta do is define a bar for the translation. (Or don't define a bar if it's a buster)
I personally find tying bar to translation pretty clever as that's kind of how NES Megaman actually worked.
Also added more general support for overlaying the flashing bar. You will need to modify your weapons to use it though.
Side effect1: Weapons that make you glow colors have really cool and canon looking bars.
Side effect2: Your bar might take an extra tic to change color?
As flexible as this is, Skull Barrier and Plant Barrier over the health bar remain hardcoded. I don't think I'd be able to predict all the crazy stuff people would want to do to the health bar.

Megaman "pain slots".
There are several MegamanPain# 's in .txt files that the base Megaman class inherits from.
One of the .txt files can be replaced with a .txt file of your own pain states.
Thus, we have sidestepped the need for a keyconf and adding a new Megaman class for each weapon pack.
As powerful as this is, this feature may be the hardest sell, as it is highly unusual.

The files themselves
Add ExpandWeapons2 first as it is the actual feature.
However, the addweapon's afterwards are optional and can be added in any order. Which was kinda the whole point of this.

http://allfearthesentinel.net/download?file=expandweapons2.pk3
http://allfearthesentinel.net/download?file=expandweaponaddcircuitbreaker.pk3
http://allfearthesentinel.net/download?file=expandweaponaddnitroblast.pk3

159
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: June 25, 2017, 05:25:08 AM »
woke
(click to show/hide)

160
effectively replicated the Variable Weapon System utilized by Mega Man.
The MM8BDM opening says all robots are refitted with Megaman's powers.

My theory? Well, if you insist.
Maestro's creator is a friend of Dr. Light's and unimportant.
Maestro himself is a robot built specifically for the tournament.
Let that sink in for a moment.
A robot built specifically to use Megaman's powers against other robots also using Megaman's powers.
It's no wonder he does so well... he is the true Megaman killer.

161
DECORATE and ACS Modifications / Re: Jmod
« on: June 08, 2017, 08:15:21 AM »
http://allfearthesentinel.net/download?file=jmod-v5b-v1d.pk3

v5b-v1d
*LMSLoadouts included
*Time Slow, Flash Stopper, Rain Flush, and Centaur Flash are now included in LMS as shield/guard weapons.
*Centaur Flash and Skull Barrier readded to duel.
*Top Spin: Damage and radius nerf. Uses +THRUSPECIES now. The end of the attack now reverts your angle to what it was before you started it. The end of the attack now has a small period where you can't move. Overall, can still OHKO, but it's harder. Buffed hitstun.
*Centaur Flash: Has a cooldown after use where using CFlash again results in a shorter cloak time. Altfire automatically uses CFlash when this cooldown is over.
*Skull Barrier: Duration nerfed.
*Flame Sword: The sparks are now an attack initiated by bouncing Flame Sword off terrain.
*Slash Claw: Hitstun nerf. ROF nerf.
*Tornado Hold: Damage buff. Hitstun buff.
*Spark Shock: Now explodes on contact. Decreased damage, increased cooldown.
*Shadow Blade: Now rebounds back when hitting terrain. Damage nerf.
*Mega Ball: Can now place and kick multiple Mega Balls at the same time. Kicking/jumping off the ball is no longer decided by whether you're in the air, but rather if you are off the Megaball wep. You can also use alt to jump off balls.

162
DECORATE and ACS Modifications / Re: Jmod
« on: June 06, 2017, 04:33:01 AM »
http://allfearthesentinel.net/download?file=jmod-v5b-v1c.pk3

v5b-v1c
*New key added to control menu: Jump + Fly Up. It's both of them at the same time. Pretty helpful imo.
*hitstun buffs: Dust Crusher, Thunder Claw (the tip), Power Stone, Hyper Bomb
*hitstun nerfs Ring Boomerang, Knight Crusher, Magic Card, Hornet Chase
*Explosive weapons have their max-damage-radius buffed so direct hits do more consistent damage. Direct hits that hit twice for more hitstun (Napalm Bomb, Ballade Cracker) no longer do so.
*Assist nerfs.
**Treble sentry fires in bursts of 3 instead of 6. Shot damage 6->5. Shot size smaller. Shots start slow then speed up so circle strafing Treble is easy.
**Reggae Trick's cans damage and duration nerf.
**Beat support damage and duration nerf. Hitstun removed.
**Tango Roll victims have damage scaling each time they are hit so OHKOs are less likely.
**Ditto for Eddie Bomber. Damage nerf. Hitstun removed.
*Treble Sentry and Beat Support back in duel
*Eddie is now in duel. In duel, he gives you the map weapon furthest from you not in your possession.
*Fixed a desync issue with duel, randomdroppers, and 3d floors
*Fixed buster upgrades not switching your buster online
*Dropped Shooting Buster Upgrade has the same border as other items

163
Closed / Re: Altfire Critique
« on: June 05, 2017, 11:11:32 AM »
I should also mention Beat Support.
Altfire doesn't make it go. Which makes sense for an altfire like Remote Mine but not so much for other alts.
Not sure whether it include it in "critique" though as that may have been an oversight.

164
DECORATE and ACS Modifications / Re: Jmod
« on: June 03, 2017, 11:10:55 PM »
http://allfearthesentinel.net/download?file=jmod-v5b-v1b.pk3

v5b-v1b
*Weapon order within weapon categories now corresponds to game order
*PlantBarrier rework. Auto-heal drastically reduced, amplifies other heal sources.
*DuelItemPatchJ implemented with slight changes. Replacements go like this
new items:
smaller health capsule: 5 health
energy bundle: 2 small health, 2 small ammo
Small-Health-Capsule-Tank: ETank but only 15 health
Large-Weapon-Capsule-Tank: w tank but less ammo and you can only carry 1
Small-Health-Capsule-Tank + Small Health
Large-Weapon-Capsule-Tank + Small-Health-Capsule-Tank + Small Health

replacements:
Large Health Capsule->Small Health Capsule->Smaller Health Capsule

ETank->SHCTank + Small Health
WTank->LWCTank
MTank->LWCTank + SHCTank + Small Health Capsule

Party Ball drops: energy bundle
Exit Unit->energy bundle

EddieSummon->LWCTank
TrebleSentry->ReggaeTrick
BeatSupport->EddieBomber

ArrowBusterUpgrade->DuoFistUpgrade
LaserBusterUpgrade->DuoFistUpgrade

AdaptorUpgrade->TornadoBlowWep
TrebleBoostUpgrade->TornadoBlowWep
RushJet->SakugarneWep
RushMarine->SakugarneWep

TimeStopperWep->TimeSlowWep
SkullBarrierWep->LeafShieldWep
CentaurFlashWep->FlashStopperWep
/duel

165
Closed / Altfire Critique
« on: June 01, 2017, 07:41:39 AM »
v5B introduced altfire.
It is a completely optional bind that replaces binds and tech skill, emphasizing strategy and accessibility.
Let's see how we did.

The good
Every charge weapon, Drill Bomb, Scorch Wheel (emulating rapid fire)
I have no additional comments for these, they are perfect.
Remote mine (emulating switch-off-switch-back)
This just works too.
Gyro Attack (emulating fire and switch-off-switch-back)
Also good, though trying to do this manually is quite a ways slower and tougher.
Sakugarne (emulating rapid jump cancel)
Short hop on alt is good. I feel I should point out a minor issue on whether alt should start up the Sakugarne (it currently does not). It's odd, but also shows the player something is up with alt on this weapon. I don't really know.

The bad
Treble Boost (emulating ???)
There's no non-altfire way to fire single shots with ammo. If transform vs single shot was done through holding/tapping main, we'd have something. Also firing single shots while transformed is odd and questionable. Also also, it would be convenient if alt while transformed detransformed you, emulating switch-off-switch-back (while also having some code that allows switching off of Treble Boost when it is your only weapon).
Copy Vision (emulating megabuster)
You don't always have the megabuster and I don't believe Copy Vision should be able to act as a free megabuster. Either have CopyVision alt be able to mimic your current buster, or think of something else.

Missing, add
Spread Drill (emulating fire and switch-off-switch-back)
Like Gyro Attack, you can currently fire multiple unsplit projectiles through weapon switching, ergo, altfire should give ready access to this like Gyro Attack.

add?
Shields: Leaf Shield, Star Crash, Junk Shield, Plant Barrier, Jewel Satellite (emulating switch-off-switch-back)
Have alt shut off these shields. Sometimes, you just don't want to waste time firing them off.
Noise Crush (emulating fire and switch-off-switch-back)
Have alt take away charge and fire uncharged shots.
Black Hole Bomb (emulating switch-off-switch-back)
Have alt make your black hole bomb shot disappear.

probably not add
Yamato Spear, Wave Burner, Flame Sword (adjusting aim)
Technically, a technique exists for these weapons where you adjust your aim as you fire it so all the shots go in one direction. Afterall, these are predictable spreads. I'm not really gonna push for this as it is pretty meta, but just keep in mind that these spreads are more aesthetic than functional.
Mirror Buster (timed releasing of fire)
Holding fire until the bar runs out results in a cooldown, but releasing it right before it runs out results in no cooldown. If we were making techniques into altfires, this would be one, but I'd actually rather have this weapon just be more up to code.

add for fun?
Top Spin
Have alt spin you the other way. It really doesn't matter and easter eggs are fun.

Pages: 1 ... 9 10 [11] 12 13 ... 43