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Messages - xColdxFusionx

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151
...I'm a loony.

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152
Anything Goes / Re: Cutstuff War Part 2: A Short Interlude (R.4 P.3)
« on: June 26, 2013, 02:55:42 PM »
Welp
Since EK's going on a hiatus of indeterminate and possibly infinite length, he's given me permission to post what he calls "the cliffnotes" of the rest of the war for the five of us who were actually interested
So yeah, inbound... not really sure you can call them spoilers...

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153
Projects & Creative / Re: [Game Mode] LMSGames *PUBLIC BETA* 1
« on: June 24, 2013, 06:46:19 PM »
Some suggestions for things that I'd like to see

* Generic Lava Platforms ends up being a complete stallfest once you get past a certain points. There's two ideas I have to fix this:
     > The wind will occasionally change to a random direction, forcing players to keep an eye on their movement
     > Instead of just dropping two at a time, the drops will stagger, meaning someone can get trapped if they don't plan their jumps right
     > Make all but the center platform drop at once on occasion, giving the center a purpose to exist rather than just making it impossible to see the other side     and pissing off new players
* Musical Elevator kind of boils down to "Wait for Gutsman G and pray that he saves you in the end." Buff Mega Fist's pushing power, Buff Super Wind Storm to actually be super, make Gutsman G freeze with the music and make him slightly less of a complete server-clearer.
* Magical Flight is random BS luck mode because aiming the projectiles is incredibly difficult and the room is incredibly big, especially once you hit a certain amount of players. Maybe the ceiling height could scale based on the number of players remaining, or at a certain time the ceiling would start pushing players down slowly?
* Anti-Social Projectile Dodging: The Magnet and Dive Missiles have an effective range of nowhere. They don't even reach the platform.
* Also on Anti-Social Projectile Dodging, it's near impossible to tell where everything is half the time. Perhaps the projectiles could play soft sounds to make it a bit harder to get blind-sided by a Hard Knuckle?
* Pharaoh Man's Scavenger Hunt is all kinds of infuriating. I know the gimmick is supposed to be the traps, but some of them are just outright mean in an already difficult scavenger hunt. The labyrinth, in particular, should kick you back out instead of outright killing you; it's already enough of a pain to navigate as-is.
* ...The labyrinth is also pretty easy to speedrun and kind of boringly easy once you figure it out. If you do the above, revamping it to be a bit more complex and having it spawn you in random places would make it a bit more interesting.
* Super Telly is an absolute joke. Buff him so he scales with server population.
* Space Train: Who the hell is the conductor, and why does he always die ten seconds into the round?

154
I have a feeling you got the armor backwards. 0.6x is Jax-level tanky, and that's kind of a bit much all things considered.
Do you mean 1.4x or something around there?

155
Quote from: "Stonefunk"
Do you know if it's possible to host it for BestEver server if it can be possible, later?.....
They told me, it's because "the colde" is not enough good.....

I can host the last version for the fun, but it can be better on BestEver server ^^
Maybe too much things/action things?

Anyways, good update of my class, the rocks were too fast lol and the special attack gave a jump bonus xD

No, CSCC can't be hosted on Best Ever yet. We're still testing things to make sure we're not going to blow them to smithereens. :/

Also, we finally figured out what was causing the weird jumping bug on Stonefunk's class. It should hopefully be fixed for the next test.

Quote from: "Zerokk"
Maybe not.. We're still in the middle of testing, which may contain instability and surely contains overly over overpowered Tsuki.

The problem with "Taco Maiden" at the moment is that it snowballed significantly harder than I expected it to; specifically, the Unfocused attack was just an absolute nightmare to fight against once you cross a certain threshold. Note to self: quadruple lightning-fast Dive Missiles are not fun to fight. I need to stop trying to come up with new weapon ideas...

Assuming I can find a flavor of taco at least Tsuki will enjoy, that will hopefully be fixed for the next beta.

156
Quote from: "tsukiyomaru0"
Quote from: "xColdxFusionx"
Quote from: "Zerokk"
Tsuki does not become Super Tsuki when he gets Duo Fist.. he doesn't even pick it up! And when you fight ER, you only have Duo Fist.

Was this intentionally removed, or is it not considered related by the code?

This was intentionally removed for multiplayer, since it was kind of unnecessary and somewhat broken. Adding it back in for singleplayer might be in order, though.
Just a reminder: this version = replacement for Trollyomaru, but not for my original class.

Except for the fact that it's a replacement for both
This is probably going to be the only time I ever make an executive decision to override a class (or classes)
But I've done pretty much everything I can to make this class exactly what you wanted your class to be for the last five versions
And I'm sick of you constantly rewriting the damn thing every time I touch it
And I swear to God it's whenever I touch it to nerf something specifically

So yeah, this is going to be the only time I ever do this
But you either use this version that I worked my ass off to make for you
or we go back to the previous version and we keep it as it was

EDIT: ...This requires some backstory.

Tsuki submitted what he refers to as "a minor edit" that had the scope from his previous versions, but completely altered how most of his attacks worked; Power was removed and the modes were mapped to two weapons instead, Spread was changed to be the fully-charged version (5 shots instead of 3) with Rapid's firing rate, and Rapid was made into a wave that resembled Blizzard Attack if you could actually aim it properly (also at its old firing rate). In other words, he changed his class into what amounts to a complete and total bullet clusterf***.

And on top of that he added the ability to pick up and use items, which gave him crazy stuff like bombs and E-Tanks that gave incredibly fast regeneration, many of which were designed to solve problems that don't actually exist.

"Project Taco Maiden" (as me and Smash jokingly refer to it) was an attempt to make a compromise class that would be both fun to play and fit with everything Tsuki had done over the last few builds. Sentinel Wisps that hunt down foes? Check. (and let's tack on a quick reference to his Ghost Shield experiment thing for good measure.) Mine explosions made of randomized flames? Check. Options that support your attacks? Check. Multiple attack modes that fire streams of different bullets? Check. A Bomb item that can be picked up (well, fueled by your Power)? Check. Giant Spirit Lasers of Doom? Check.

Hell, we even threw in a reference to Trollyomaru Zero's army of clones mixed in with Tsuki's phantasmal sentries from his previous class.
Because, let's face it, the Trollyomaru class is starting to lose its novelty and he just devolves into the most boring and inconsistent game of hit-and-run ever.

Unfortunately, this "division" in how we percieve Tsuki's class should work has caused a bit of a debate. Tsuki wants his version of his class, and for "Taco Maiden" to replace Trollyomaru (despite the fact that they play pretty much the same way). Jax wants "Taco Maiden" to replace Tsuki and to keep Trollyomaru in as-is (despite the fact that Trollyomaru is boring and impractical in all senses of the word). I want to take Tsuki and Trollyomaru out and put in this new class.

tl;dr: I want to do a lot of things to this mod, but people don't want me to do them. And it's annoying me.

157
Quote from: "Zerokk"
Tsuki does not become Super Tsuki when he gets Duo Fist.. he doesn't even pick it up! And when you fight ER, you only have Duo Fist.

Was this intentionally removed, or is it not considered related by the code?

This was intentionally removed for multiplayer, since it was kind of unnecessary and somewhat broken. Adding it back in for singleplayer might be in order, though.

158
So I kinda want to test another new thing
So yeah, testing server

159
Forum Games Archive / Re: Mafia X2 [DAY 4 - DAY]
« on: June 20, 2013, 05:57:45 PM »
Not again...

160
The only person who has a special weapon vs. Evil Robot that I'm aware of is Tsuki.
I would consider it, if I can figure out how exactly the Cosmic Upgrade works in Singleplayer vs Multiplayer. I'm not saying every class would need to have one, but if some classes could have special weapons specifically for that fight, it would be interesting.

161
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: June 17, 2013, 04:47:10 PM »
Quote from: "Hilman170499"
Claw Droid Application Take 2, Commence.

+ I like the idea of abilities that play off of your teammates' actions as well as your own. Gotta make the game more interesting for everyone involved, right?
* Though his ability set is different, he still seems thematically similar to Predator Unit. Are you sure you can't think of different "flavor" for his stuff?
* Claw Torch and Droid Shredder are rather oddly specific in their requirements. I'd make it so the torches ignite automatically and shooting them with anything will push them, and Droid Shredder's dis-assembly effect should be cosmetic.

- Intimidate seems ridiculously powerful for a passive ability, especially with the Disorient involved.

Quote from: "Hilman170499"
Also, here's a question regarding the mode when it comes out:
When a player dies, do they lose or keep all their upgrades upon respawn?

Players will keep all upgrades upon respawning, as well as all of their experience, Shards, and held money. Consumables, however, will be lost.

162
The actual answer: No, Zandronum does not have SXF_TRANSFERPOINTERS.

And a question: IIRC, I believe someone created a working "poison/burn" effect in Zandronum that applies the proper obituary. How exactly does that work?

163
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: June 15, 2013, 11:28:00 PM »
...Not sure you understood what I meant regarding the ultimate mod.
Let me try a different approach: showing a mod that I've already come up with a possible tweak for.

Old Mod:
(click to show/hide)

New Mod:
(click to show/hide)

164
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: June 15, 2013, 10:35:33 PM »
I'm not sure people are understanding how the Ultimate Mod is supposed to work.

The Ultimate Mod is supposed to be fairly similar to the other mods; it buffs up one particular area of the character. This can be one particular aspect of a skill (like Maria's) or various addons to it (like Alphonse's or Jeus's), but it's always based around a certain skill or attack in some way.

Sorry if I didn't make this clear in my first few posts. Classes that were submitted before this announcement will have their ultimate mods tweaked to fit this style, if possible.

165
Quote from: "Galactan"
Quote from: "Galactan"
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Remember this?  I got the skin done just fine, but it turns out my coding is worth shit.  If someone would be willing to pick it up, I'd be very grateful.

...Erm, you sure you don't mean the other way around for Armor? 1.3x means you're more vulnerable to attacks than normal, and 1.6x means you're even more vulnerable than Jack Corvus!
Also, you'd probably want to switch Water Lance and Water Shield. I think having the attack on the mainfire would make more sense.

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