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Messages - xColdxFusionx

Pages: 1 ... 94 95 [96] 97 98 ... 103
1426
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 08, 2011, 11:33:36 PM »
Update? UPDATE?! UUUUUUPDAAAAAAAA- *shot*


In-Game Name: xColdxFusionx, xCFx, Master of Touhou, xCFx the Lv. # Red Mage, [9Gade] Utsuho Reiuji, CDPlayer, and others I can't think of atm
Favorite Game Mode: Capture the Flag / Deathmatch / TDM
Favorite Weapon: Fusion Bomb Star Crash, Pharaoh Shot, Fire Storm
Preferred Skin: Gyroman
Favorite Stage: MM8BCFX MM5WAV, MM5GRA, MM5GYR
Favorite Class: ColdFusion Quint YD (Sakugarne Only), Yamato, Blizzard
Greatest Rival: Suffering, Mango, Fenga Papit
Reputation: That Guy with the [Community] Classes (Sorry, I had to make that pun)
Anything Else?: Can't wait for KY to finish his classes so we can see the two packs merge!  :D

1427
Quote from: "Trollman"
Partially as a test of KolourPaint, an image editor with the interface of paint and MOAR functions.Here's an early concept front frame of how Totalizer Trollman would look like. I can't get to make the punch or the sword frames because they are too much hard to sprite. volunteers accepted



(I can post a resized version if you can't clearly see how it is)

...You do realize I accepted the one that just had the buster and sword, right?

*headdesk*

1428
Quote from: "Beed28"
Bugs: The Protoman bot still holds his charged shot in, until he loses sight of you. Pharaohman's bot doesn't charge up his shot either, and he doesn't drop Pharaoh Shot when he dies.

Also, Plantman leaves an afterimage when he dies from a force beam. I found that out when I was testing Beed28 for community classes.

The bots really need infinite ammo, like MMX classes

Advanced Bots need to be made for at least some of the Classes.

1429
Quote from: "LlamaHombre"
It makes it harder to have your ass kicked by it. :p

^^ This

@Chimera: *...brohoof?*

Quote from: "Trollman"
Quote from: "Chimera Man"
Bass has one of the fastest. Also, he has a dash as well and can pick up weapons.  :geek:

You realize that Bass's projectile speed is balanced by his low damage level? (at least that's what the official weapon description says, it's one of the fastest weapons and it does very little damage) Also, he wasn't OP on his V5D class.

Sure, Bass's buster is weaker than Megaman's, but the point of the Bass Buster stopping you while firing was to make sure it wouldn't be spammed to hell and back.

Also, if you don't like the buster stun, then - ooh, here's a thought - why not use a different weapon?

Mega, Proto, or Bass using a weapon?! Blasphemy! It's not like that's what they were designed to do!!

Christ, people.

1430
Quote from: "Korby"
Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!

a.) Well, not at the exact same time. Twice in quick succession.
b.) ...They probably were.

1431
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« on: August 08, 2011, 06:01:08 PM »
Quote from: "Korby"
Time man's arm should be larger.

Agreed. TimeMan's arm looks like a pool noodle.

1432
Quote from: "Metallix"
Quote from: "xColdxFusionx"
@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.

Gotcha. Maybe nerf the altfire damage or make it so that they don't bounce?

...This I can see working. [Approved]

1433
HOLY SCRAP ON A STICK NINJA'S EVERYWHERE

Reposting

Toadman - Doesn't exist
Diveman - Doesn't exist
Gyroman - Upon releasing Fire, the Gyro redirects itself at the nearest enemy.
Napalmman - Main fire shoots twice per click.

And yes, Napalm has red bombs. But I'm not sure about the shine part.

Also, DOC ROBOT IS A HUGE DICK

1434
Quote from: "Korby"
May I ask just how much my classes were changed?

While I fully support a merge, I haven't played the other one and don't know what's been done to my babies.

Which classes were yours again? *Goes to check and see if they're listed in the pk3*

Toadman - Doesn't exist
Diveman - Doesn't exist
Gyroman - Upon releasing Fire, the Gyro redirects itself at the nearest enemy.
Napalmman - Main fire shoots twice per click.

And that's it.

1435
Maps / Re: Final Destintation
« on: August 08, 2011, 05:39:54 PM »
I refuse to download this. A stage that's already been done, No 255 lighting, and a rather (ugly-looking) blob that vaguely resembles Master Hand on what should be a flat map?

Sorry, bud, but this just won't do. Try making something more original, and when you do, try using the Sector Lighting tool to bump up the light levels.

It was a good idea, but it's already done and this version wasn't executed all that well. It does look like you have some potential in the world of mapping, though. Good luck in the future!

1436
Skins & Bots etc / Re: Marios House of skins!
« on: August 08, 2011, 05:36:13 PM »
Quote from: "superMario123311"
Quote from: "Awbawlisk"
Didn't sicksadworld make a map of Final Destination already?


Well mine is based off melees

...But they're both based off melee's!

EDIT: I need to double check stuff before I blurt it out. My bad.

1437
Quote from: "Michael712"
Basically, at the start when first entering with the class I am me, as in normal me without any real extra powers other than what I have, but after a second or so I transform myself into someone that looks like quickman except the red is a very dark purple and the yellow is the atomic fire yellow. In this new form I have new powers!

...Isn't that incredibly pointless? Why not just start with the Quickman armor on?

EDIT: I know I'm late on calling this, but 111 GET

@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.

1438
Quote from: "Beed28"
I've finally finished my class! :D I just need to send it to xColdxFusionX and see what he thinks! I've made some adjustments to the weapons described but here it is:

Quote from: "Beed28"
Name: cmBcueccedcu2cm8
Skin: Megaman Volnutt (the older version)
Armor: 1.0x
Speed: Same as Megaman
Jump: Same as Shadowman
Damage Type Dealt: Various
Weakness: Search Snakes, Pharoah Shot, Spark Shot and Shadow Blade
Role: I'm not acually sure.
Weapon Dropped: Magnet Missile
Colour: Grey and Dark Grey (same as Oil Slider in MMPU)

Note: All attacks use the same ammo bar, which recharges slowly

Weapon 1 Primary: Magnet Storm. Shoots three Magnet Missiles that deals six damage each. Uses a little bit of the ammo bar.
Weapon 1 Alt: Skull Barrier. You cannot attack while this protection is active. Can only use when ammo bar is half or more.
Weapon 2 Primary: Hyper Missile. Shoots a slowish missile that explodes like a hyper bomb. Uses a quater of the ammo bar.
Weapon 2 Alt: Shining Laser. After a short delay, it shoots a blue version of the Force Beam that deals devistating damage if anyone is caught in it (Classes with large health amounts, such as Hardman, may be able to survive), and lasts two seconds. Cannot move while firing. Requires a full ammo bar.

HOLY JESUS THOSE MAGNET MISSILES HURT LIKE A B----!!
Yeah, I'm nerfing this sucker a bit, but I really like the idea. It's going into v2a for sure.

"* Beed28 Ghost Data Loading Complete."

Awesomeness.

Also, you should play online. It's a whole different, awesome world out here.

1439
Forum Games Archive / Re: Defeat something with something else!
« on: August 08, 2011, 03:57:40 PM »


BELLY FLOP OF FLAMING DEATH!!

1440
Quote from: "Nuy"
Considering the current version everyone has is the version he sent me with that message, I'm pretty sure he still doesn't want it released if that's the case, YD.

You're too late, people have it and are playing it, and KY could care less. Hell, he's been playing it alongside us.

As for what I'd use if the mods were to merge:

(click to show/hide)

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