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Messages - JaxOf7

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481
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: March 02, 2012, 11:20:52 PM »
Quote from: "Gumballtoid"
i always thought quint in grenade man's stage would be fitting, with all the machinery 'n stuff
but bass AND quint both appear in the campaign's stages, and would have to be removed for that, most likely
Astro Man's would fit better due to time travel and space.
And Quint actually does not appear in the campaign. Hmm, ominous...

Here's hoping to hilarious miniboss fakeout.

This is... my destiny!

482
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: March 01, 2012, 11:15:43 PM »
Quote from: "Ivory"
The only thing Flame Sword even burnt down in MM8 was in Search's boss room.
Objection!
It burnt down those electrical... plant... things....
And lit fuses...


Also, need to ask... how does homing sniper work?

483
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 20, 2012, 01:51:29 AM »
Game crashing bug found!
God I missed these.

Game crashing bug fixed!
Classes-v6b-Fix.pk3
Also...
+ Fixed Crash/Ring Spectate issues.
+ Buffed: Crash, Ring.
+ Nerfed: Ice, Quint, Quick.



This isn't 6c. We're still working on that. Just thought we'd fix some of the more glaring issues right now. (Before starting them anew of course)

484
Projects & Creative / Re: Class based modification (6B)
« on: February 11, 2012, 10:43:40 PM »
Just throwing this out there: we still need a darkman3 HUD.

485
W.I.P Forum / Team Balance
« on: January 27, 2012, 01:34:36 AM »
http://best-ever.org/download?file=teambalancev1.pk3

Switches a player's team for balance upon spawning if they're joining a too-large team.
Setting sv_teambalancespectate to 1 spectates them instead.

486
Anything Goes / Re: Cutstuff War Part 2: DESCRIPTIONS CLOSE FEBRUARY 2ND!
« on: January 25, 2012, 01:41:19 PM »
Name: Jxa

Appearance: Centaur Man glowing randomly from color to color.

Personality: Manipulative and power hungry. All thought and actions concern his goal. Inhumanely cold and detached.

Backstory: A lesser entity created through incomprehensible forces somehow linked to peoples’ collective subconscious.
He exists solely to expand his own influence and power.
He has taken a rather evil approach to this, but he doesn’t care. What is good and evil to his greatness?
Has had experience as a psychic mercenary.
Other amassed forces are unknown.

Weapon/Other Abilities: Created by the smallest fraction of forces beyond comprehension, Jxa has highly potent psychic abilities and the frailty of a mere mortal.
Telekineses: Can levitate and toss objects as heavy as automobiles with ease. Can only exert one direction of force on an object at a time, so no force choke or just crushing people in mid-air.
Telepathy: Can read minds.
Psychic perception manipulation: Can distort a person’s sight and senses to interpret other things. Can use this to render him invisible to targets and to enact a tricky type of mind control (see an ally as an enemy, etc.).

Other: Due to the nature of his powers, he will rarely engage in direct confrontation.
As long as it has a mind, he can screw with it; whether a mind is organic has become highly irrelevant with the advance of technology.

487
Lego's MM8-10 pack's ThunderClawWep.

488
http://zdoom.org/wiki/Classes:Archvile
http://zdoom.org/wiki/Thing_Raise
Try these for the first thing.
I make no promises.

As for taking frags away, you could have the victim kill itself through a pain state.
Not going to question why you would actually want this of course.

489
MM8BDM Discussion / Re: Screenshots
« on: January 02, 2012, 10:44:11 PM »
(click to show/hide)

490
W.I.P Forum / Re: Weapons based on in-game accuracy (Programmers requested
« on: December 28, 2011, 12:35:57 PM »
Quote from: "ice"
already halfway done with this actually, complete with turbo fire toggle, temporary invincability, and support items (magnet beam, item 1 and 2, rush jet, rush coil, rush marine, and working on rush marine and beat)
Even magnet missile?
Because if not I feel like doing that one.

491
Quote from: "Mr. Joe"
Quote from: "JaxOf7"
Oh sup unloved thread.
I have a weapon for you.
New homing sniper.
The sheer number of scripts involved isn't funny.

The Homing Snipers stay behind if any extras remain after one kills someone. Then they re-home in on someone if another person comes close to them.
Fixed with a simple A_Recoil(-20) in the homingsniper's ClearTarget state.
Was mostly testing to see if they did indeed have the capability to re-home after losing a target.

492
Oh sup unloved thread.
I have a weapon for you.
New homing sniper.
The sheer number of scripts involved isn't funny.

493
Projects & Creative / Re:
« on: December 25, 2011, 05:27:12 PM »
Quote from: "Ice-IX"
Quote from: "Myroc"
Oh boo freaking hoo. I'm sick and tired of your "OMG all they're doing is copying us" bullshitting that's been in every single class-related post as of late. Some ideas may have been influenced by your mod, sure. That's inevitable when you're having two versions of the same goddamn mod. Trying to claim credit for that is just pathetic.

I've had enough of you claiming credit for every single little thing that's so much as remotely related to your version. The world doesn't revolve around you or your mod, boy.
If that's the case you've grossly misinterpreted me. I'm simply giving credit where it's due; nothing more, and I give full credit to Jaxof7 for implementing someone else's ideas into his mod. Not once do I lambast him for that; in fact I consider one of few with the audacity capable of doing so.  

And on the contrary, king, you seem to be suggesting something exactly opposite of what has been stated. Jaxof7 himself has made clear he's had access to the latest version of Yamato's mod. Implying that he hasn't been influenced is simply declaring that Jax has an unrealistic and implausible impartiality that frankly. You could claim being unaware of the changes if the two versions were released concurrently (e.g. lobbing snakes weren't released when you decided to make that change).  But making a change that's been present in an older mod (and for some time) and calling the idea "yours" is a bit unfair to people who don't know the whole story, don't you think? I have never used this topic for attacking YD's classes; only to explain the differences to the best of my ability where I think so needed. You insist on denying behavior I have not once criticized since your last release, nor do I have no intention of stopping. Continue to make this mod as good as YD will allow it, and I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.
And you missed the point of my post.
Half the things you said came from King Yamato's mod are not in KY's.

If you're gonna say stuff I took from another mod, makes sure they are in that mod.



Phew. Anyways, magnet pull and push?
Gotta say I have been skeptical of giving him a pull since as a long range class, would he not want to keep opponents away from him?
I guess I have come to see some of the use, but it is not gonna be anything like the sheer rape it was in v6a.

494
Projects & Creative / Re: A bit of clarification. No.
« on: December 25, 2011, 08:33:28 AM »
Quote from: "Ice-IX"
Quote from: "Celebi"
(click to show/hide)
[/spoiler]

This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!
Do remember that I only have access to KYNESV2. If you described things from KY betas, I have no way of knowing about them.

495
Quote from: "xColdxFusionx"
Time to time-travel because I missed something that relates to this
Quote from: "Yellow Devil"
Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably

Considering how blatant and accurate the changes were, I wouldn't be surprised if he simply re-typed the code line for line.
You honestly don't notice how my gravity accelerates upward.
Or how it travels normal speed on the ceiling.
Or how firing the buster has no effect on the drain of the bar.
Or how normal speed the reverse jumps are.

All the result of me not following KY's code and just doing it on my own.

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