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Messages - xColdxFusionx

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136
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: September 08, 2013, 05:08:31 PM »
1. ...I guess?
2. Either way should work, though I think the item would be easier for new players to pick up. Your choice, though.
3. We do have a v3b compatible (ish) version, but it needs testing. I'll send it over to you once we actually test it out.

137
Forum Games Archive / Re: Cutstuff Mafia Dinner Theater [Actor Cards sent!]
« on: September 08, 2013, 05:01:56 PM »
Alright, let's do this

138
W.I.P Forum / Re: The Idea(s) Topic
« on: August 29, 2013, 08:40:41 PM »
I think I've already suggested this
But Tsuki's Morale Mode reminds me of it somewhat

Light vs. Wily mode (based on Light vs. Dark mode from Kid Icarus: Uprising)
May edit in a more full description later if I feel like it idk

139
Smash, I know you wanted me to join.
But is the collar really necessary?
...How does Alphonse live like this...?

140
...None of these characters are visually interesting.
...Hell, nothing I can see anywhere regarding this is interesting to me.
...Hell, the final boss looks like an evil Lina Inverse.

Sorry, I'll pass for now.

141
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: August 13, 2013, 01:21:26 AM »
@Zerokk: Wow that shit is old. It's not even relevant anymore.
To answer your question, none of the underlined are in CSCC at time of writing.

Also, some unexpected delays (read: v3b bars) have arisen and we may have to put off the v5b for a bit longer. Thanks in advance for your patience.

142
Projects & Creative / Re: [Classes]Mega Man Unlimited Classes v1a
« on: August 10, 2013, 01:35:46 AM »
Quote from: "Gummywormz"
And why should those characters be removed? There has been no reasonable argument for the removal of either. The reason they are in here in the first place is to expand the roster so this wouldn't get really boring really quickly.

Hammer Man should just be removed until he's actually fully complete, at least. Full rotations on his projectile, maybe his skin. He's a miniboss, so he's really the easiest one to make an argument for axe-ing.

Shampoo was literally a side character who showed up as a one in a thousand chance in the shop. She doesn't actually belong in the game.

Mysterious Character should be reserved for the boss of the MMU campaign, whenever that comes out. He has no business being a class. Also, trying to dodge the spoiler bullet with a class that is literally a walking spoiler is in and of itself a terrible idea.

To make matters worse, all of these classes are incredibly uninspired. "To expand the roster" isn't a good excuse for bland classes. If you get bored by 9 unique classes, then obviously some more work should be put into those 9 classes.

143
Projects & Creative / Re: [Classes]Mega Man Unlimited Classes v1a
« on: August 09, 2013, 02:15:37 PM »
...I wanted to like this.
I wanted to like this so very, very much.

Glue Man: It's way too easy to get stuck in the glue blocks. Even if they didn't hit you in the first place. ...You also get stuck for way too long if whatever god is responsible for the glue balls actually freezing you has a bad day. Overall, Glue Man needs consistency and a bit less reliance on his absolutely ludicrous and random stunlock. Also an altfire ram of some sort would fit in nicely with the

Tank Man: ...Not bad over all. One of the few classes that I can honestly say feels solid and complete.

Jet Man: Jet Missile is the most inconsistent son of a biscuit I've ever used. I don't know how exactly the homing logic is supposed to work, but it doesn't. At all. If you want to fit with the weapon a bit better, I'd suggest using something like Tsuki's old Spirit Harvest: Takes a split second to find the nearest target and fires a super-fast projectile at them. Not pure homing, but a fast, auto-aimed projectile that might as well be.

Yo-Yo Man: My only complaint is that the altfire doesn't really make sense. Then again, I'm that one guy who had insane amounts of trouble with MMU, so I never got a chance to fight the toy-throwing bastard. But yeah, a little less cutter, a little more Yo-Yo.

Comet Woman: If all the classes were of this level of polish, I would have no issues with this mod. My only request is that the Comet Orbiters actually move in on you after they finish spinning.
Oh, and that Megaman's Comet Dash wasn't affected by gravity and didn't look like utter balls.

Rainbow Man: Rainbow Prism looks ugly. Like, REALLY ugly. Even if you just turned it into a bunch of expanding circles that constantly fly out of the prism, I'd be fine with it. But as it is, it's inexcusably bad-looking. That combined with the fact that he's no fun to play as or against because Rainbow Prism eats entire corridors and locks your weapon controls is just... eurgh. No. You don't do this to people.

Trinitro Man: Replace the fireworks with his Nitro Jets. The fireworks have no purpose being there except for being an unnecessary nod to the ending. ...Either that or you could give him a Wood/Skull Counter that would allow him to make things around him explode if he takes a hit (no invulnerability; just explosions) as a nod to the self-destruct sequence. (Do NOT give him an actual self-destruct. That would be bad.) In that case, I would still like to see the jets as... maybe some sort of "double-jump" sort of ability? Your call on that part.

Nail Man: ...So let me get this straight: The nail projectiles were too hard to make rotations for despite being literally just a spike on a plate, and you couldn't code them properly, even with something like Flame Blast in the core? Nail Shield does absolutely nothing offensively, despite being made of sharp nails? You can't even spread-fire it afterwards like the MMU version? And you can throw your body, but it's a normal projectile instead of a Blizzard Bowl-style ram attack? ...I'm done trying to make sense of this class. Moving on.

Yoku Man: Why are you so needlessly awkward to use? Unnecessary item-juggling, a "cloak" that's more of a counter that's even more incredibly awkward to use than Skullman's, and a bland mainfire that doesn't do much of anything on its own? ...I'm just going to leave now before I lose my sanity entirely.
Also, Yoku Attack is all kinds of stupidly broken.

Hammer Man: He should not have been released in this state. No rotations for anything. Placeholder Skin fits only marginally. Everything looks awkward and ugly. Axe him until he's completed. At absolute least.

Shampoo: ...And WHY ON EARTH IS SHE HERE?! I'm sorry, no amount of waifuism on MegaPhilX's part justifies her existence here. Not to mention her attack sprites look ugly and uninspired. Take her out. Please.

Mysterious Character: It took me an entire minute to realize who this was. And I already spoiled the ending for myself. There's absolutely no justification for his presence in this mod, either. Just remove him.

Final Verdict: ...Considering the other mods you've made, I feel like you're trying to troll us with this. Some of the classes are actually somewhat well-made, but the quality bar is so far "all over the place" that it almost feels like you started, then just stopped giving a damn somewhere in the middle and rushed it out.

144
W.I.P Forum / Re: [Total Conversion] Under Siege (Thread Refresh)
« on: August 01, 2013, 08:00:03 PM »
Under Siege Setup
(click to show/hide)

Character Submission Guidelines
1.) You can't submit an author avatar. Those characters have their own mod.
2.) I reserve full rights to accept and deny character submissions. Anyone who's submitted a character to CSCC knows how this works.
3.) If we have too many of a specific type of character, a waitlist will be created. Characters on the waitlist will be accepted as other types of characters are added.
4.) Put some effort into your character! If you make something really lazy and generic, it will be rejected.
5.) Follow the formatting, and make sure you have all the information planned. If you're missing things, don't expect me to help you fill them in nearly as much as I do with CSCC.
6.) The word of the day is "Kiss": Keep It Simple, Stupid! Don't give your character fifty different modes just for the sake of adding more stuff; “less is more,” as the saying goes.
7.) Try to keep in mind a specific playstyle when building your character. If you need an example, Alphonse's entire moveset is based around the concept of trying to hold his target in a specific range while poking them with his revolvers.
8.) Make sure all of your upgrades have something interesting to them that makes people want to upgrade them. While flat values are easy to make, you want to make the player say "hey, I kind of want that."
9.) It has to be your character. Don't submit copyrighted characters. I didn't think I'd actually have to write this down. Thanks, YD. :/

Condition Glossary
(click to show/hide)

Tag List
(click to show/hide)

Sample Character
We have at least 10 of them. Go check them out from the links above.

145
W.I.P Forum / [Total Conversion] Under Siege (Thread Refresh)
« on: August 01, 2013, 07:59:04 PM »
Restarting this to clean up the scattered information

FAQ
(click to show/hide)

To-Do List

Maps
(click to show/hide)

Props
(click to show/hide)

Characters
(click to show/hide)

Role Tally (Bolded roles are currently being waitlisted)
(click to show/hide)

Waitlist
(click to show/hide)

146
Maps / Re: SMB2 Map: World 1
« on: July 19, 2013, 10:01:28 PM »
...You, sir, get a slow clap and a nostalgic tear.
Downloading

147
W.I.P Forum / Re: [Total Conversion] Under Siege
« on: July 09, 2013, 11:45:57 PM »
Quote from: "Balrog"
Team-specific skins

...I'm...
...Huh.

I'd have to look into this. It's actually kind of an interesting idea.
Gonna have to see if we can pull it off in a manner I approve of, but I think it would be kind of neat.

148
W.I.P Forum / Re: [Total Conversion] Under Siege
« on: July 09, 2013, 11:38:27 PM »
Quote from: "Balrog"
Two distinct looks: one for the Imperium and one for the non-Imperium team which I'll refer to here as the Heroes
We currently have the Crimson and Cobalt teams...
The Imperium's champs and buildings are cyberpunk-meets-D&D, with intricate circuitry, menacing robotics, and leather jackets blending smoothly with plate, chain, and stone; their palette is black, grey, dark grey, and a lovely shade of red.
The Heroes' buildings are generic Mega Man cartoon techno stuff ... their palette is white, grey, yellow, and various shades of blue.
...though this, I might use. I like the idea.
The Imperium generally doesn't have its own champs; they steal them from the Heroes, making copies that are basically black palette swaps with a robotic voice effect
Color pallete switch, maybe. Voice effects, probably not.
The Imperium's objective building is a catalysis unit that breaks down matter and turns it into the ever-adaptable dark matter
The Heroes' objective building is a mobile base that they pilot from universe to universe
The current plan is for both teams to have a similar base, as the current was designed around the concept of a fighting tournament.
The Imperium-exclusive champs are all monstrous; champs that fit this include Trashwerk, Mordecai, and Skulldro
...This is where I draw the line: No exclusive champs. Balancing without exclusive champs is already going to be kind of tricky; balancing and taking exclusive champs into account would be an absolute nightmare.

149
Forum Games Archive / Re: League of Legends Mafia [NIGHT 1]
« on: July 05, 2013, 10:28:52 PM »
Quote
"Wh-What!? You don't really think I did that, do you!?" She screamed.

Except this is physically impossible, as mentioned above.
If you're going to host a mafia with a theme, at least get some basic info on said subject.

In the meantime, I'll just go back to being dead.

150
Forum Games Archive / Re: League of Legends Mafia [DAY 1]
« on: July 05, 2013, 05:24:44 PM »
*walks in wearing summoner robes and holding a bottle of iced tea*

Hey guys, what's going on toda-
...Uh, guys?

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