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Messages - xColdxFusionx

Pages: 1 ... 5 6 [7] 8 9 ... 103
91
Forum Games Archive / Re: Cutstuff Adventure- VS SUPER DEATH ROBOT
« on: January 25, 2014, 04:23:03 PM »
You should know what I'm going to cast by now
btw that's Thundara

92
Forum Games Archive / Re: Cutstuff Adventure- VS SUPER DEATH ROBOT
« on: January 23, 2014, 06:13:18 PM »
Unleash the fury of the skies! Thundara!

93
Forum Games Archive / Re: Cutstuff Adventure- VS SUPER DEATH ROBOT
« on: January 23, 2014, 03:13:23 AM »
Oh right I have the better one

Unleash the fury of the skies! THUNDARA!

94
Forum Games Archive / Re: Cutstuff Adventure- VS SUPER DEATH ROBOT
« on: January 21, 2014, 09:14:22 PM »
This motherfucker again?
Skies, hear my call! THUNDER!

95
Forum Games Archive / Re: Cutstuff Adventure- Break
« on: January 21, 2014, 03:24:28 AM »
Gotta spend my Skill Points
> Health Up Lv. 2

And I really don't care where we go

96
Anything Goes / Re: Character Catalog
« on: January 20, 2014, 06:14:24 AM »
Hey would you look at that
it's a long-overdue update

(click to show/hide)

A secret has been unlocked!
(click to show/hide)

97
Forum Games Archive / Re: Cutstuff Adventure- Break
« on: January 19, 2014, 05:02:22 AM »
Ability Capsule C
Hi-Potion x2
Phoenix Down x2

98
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5b)
« on: January 16, 2014, 11:56:09 PM »
The file was named "v5b" because we were convinced that it was going to be the release version.
Of course, then something happened and we had to tweak it
and then we noticed someone posted the release candidate on BE, and I have no idea who it is or if the file can be overwritten.

The fact that someone couldn't wait until I made a post in the thread to upload it drives me insane
because it would make things so much easier

For future reference, wait until I post here so you have the right files so we don't have to deal with this shit

99
Anything Goes / Re: Character Catalog
« on: January 16, 2014, 11:41:55 PM »
I really need to stop posting
but at the same time I have so many goddamn characters I need to post/update

(click to show/hide)

100
Anything Goes / Re: Character Catalog
« on: January 15, 2014, 05:30:09 AM »
After a long string of immortal characters
and characters made of silly
I present to you
someone who can actually die
and is excessively serious
gasp

(click to show/hide)

101
Mega Man Discussion / Re: Mega Man RPG Prototype
« on: January 14, 2014, 03:17:33 AM »
Quote from: "AdrianMarceau"
it turns out a great deal of memory was being eaten by the leaderboard of all things.  When you visited any player's leaderboard page it loaded the entire save file into memory (so that it could display robots, player stats, unlocks, etc.) but it never cleared the data afterward.  The more leaderboard profiles you looked at the more session memory was being used.  By the time you got into battle the page just crashed prematurely and everything was ruined.  >_>

Oh, god, it was an infinite loop issue. CSCC had a similar issue where it would call a script an infinite number of times for each player on the server, which would destroy servers and got us banned from being hosted.

Glad to hear you got the issue fixed, and good luck on your future endeavors! I'm having a blast with the game so far!

102
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5b)
« on: January 14, 2014, 02:11:20 AM »
Quote from: "Gummywormz"
Ugly huds, right.....
I was referring to the arm cannon sprite. Those two bright colors that close together in those quantities is painful on the eyes.

Quote from: "Gummywormz"
My point is, where exactly is the line of rejection here?
Rozark may have a dash and a chargeable boomerang, but the two are designed to combo together and are, as such, fun to use.

Beed certainly has an aesthetic component to him, but his weaponry being costly and varied makes the trick with him to figure out what the right tool for each situation is and thus isn't a complete bore to play.

Max is... well, she wasn't put on the list because she had a rework in the works already before Project Prism. Though from what I have, she may end up on the list, or she may not. We've yet to make a judgement on her, though from what the team has discussed it may end up being put up.

Your class has two marginally-connected weapons and often ends up boiling down to "spam obnoxiously loud mainfire until someone runs their face into it" due to the cost and unreliability of the altfire. Its high position on the list is partly my fault for being the one compiling it, I will admit, though its presence on it was the consensus of the team.

We're still working out the details for the cutoff for who stays and goes ourselves; at the moment, the criteria for the list is team consensus, and the status revolves around team consensus about what can and should be done. It isn't a foolproof system, of course, but we don't exactly have anything better to run off of at the moment. Like I said, feedback and ideas are appreciated.

Quote from: "Bikdark"
I still don't understand half these classes. Would it REALLY hurt to have some explanation for each?
This is one of the other things we're working on for Project Prism; We'll be releasing a help file along with the mod that contains concise descriptions for each class. We've decided to release this version without it since we'll need a bit of time to compile the list and with so many classes getting possibly revamped or removed, we would prefer to not have to completely redo the file.

103
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5b)
« on: January 13, 2014, 11:59:41 PM »
Quote from: "Gummywormz"
Let me interject for a minute.
The reason your class was put on the list was twofold:
> The class really doesn't offer anything new. It's an Air Shooter with no arc that can be charged into... a bigger Air Shooter with no arc. With a Fire Man alt and a  mine granted by scoring a killstreak. While simple is not necessarily a bad thing, we don't find the class fun to use because it's a little too simple.
> I know the joke is that Air Tiles are ugly, but No HUD should ever use such bright colors directly next to each other. I dread getting this class in random because it offends my eyes quite thoroughly on top of the reason listed above.

We'd love to hear any plans you'd have to fix these problems, but as it stands the class is on the chopping block because we don't really have any ideas on how to improve it.

Quote from: "SmashTheEchidna"
What exactly is so complex about it?
Gizmo's on the list more because of our current plan for Prism's "clear-cut system" for classes.
As the system stands, the plan is to split classes into three categories:

> One weapon limit for complex classes (Messatsu, Copy Robot)
> Two (possibly three?) weapon limit for average or simple classes (Laggy Blazko, BladeRoden, M712)
> No limit for copy classes, but the weapons should be fairly simple (Megaman)

Gizmo is a bit complex for this system (starts with Plasma Cannon and Claw Gloves, some weapons have main and altfires), which is why it was thrown up as "we should take a look at this".

Quote from: "-FiniteZero-"
My class is simple really for the reason that I don't have the ability to code anything more complex. That, and the other ideas I had were never really discussed at length.
We'd love to hear your ideas, and we'd certainly be glad to help you with any coding issues that you may have.

Keep in mind that nothing on the list is final, and we're open to discussion regarding how everyone's revamps will go and/or who will be removed.

104
DECORATE and ACS Modifications / Re: srFIXty - Straferun fix mod
« on: January 13, 2014, 11:38:42 PM »
Basically the way I see this thread:
The people who use SR50 don't like it because it removes the edge they have because they learned how to exploit a bug
The people who don't use SR50 like it because it levels out the playing field by removing a bug that should never have existed in the first place

Personally, I side with the latter: Even if it does add depth to the game as you claim, it's depth that has no reason to exist. Why should you have an advantage just because you have an alias set up? Why can't you just play the game going the same speed as everyone else, like it was intended to be, and use your actual skill at aiming, leading shots, using the different weapons, etc. to set you apart?

But yeah, I support this mod with every fiber of my being. Just because you know how to exploit the controls doesn't mean you should have an advantage over everyone else.

However, the one thing that baffles me about this whole debate:
It's a mod. If you have an issue with this mod, just don't play in a server with it enabled.
Also, while I wouldn't mind if this was incorporated into the core, I don't think the amount of backlash it would cause would be worth it.

105
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5b)
« on: January 13, 2014, 10:10:23 PM »
HOLY BALLS IT'S FINALLY OUT

And while we're on the subject of updates, let's discuss a little something we're planning to do for v6

We're calling it
Project Prism
Thanks Smash

It's an initiative to make CSCC a better mod for both the coders and the players. What it means is that we're pretty much going to be recoding the whole mod over from scratch to clean up some of the unseen shenanigans that have begun collecting under the hood.

It also means we've put a few classes that people have been complaining about up for revamping or termination. The following classes are currently Project Prism's "danger zone" and are either planned to be revamped or scrapped, listed roughly from highest to lowest priority along with our reasons for putting them on the list. If you have any questions, please PM me:

    GalaxySergio - Class is very polarizing among the dev team in terms of fun, Owner requested to be taken out. Slated for removal.
    Travis - Class's role has already been filled, class is not fun to use, class uses pretty much exclusively stolen code. Slated for removal.
    Gummywormz - Class is bland to play, Graphics hurt the user's eyes. Slated for removal.
    FiniteZero - Class is somewhat bland to play, Graphics are outdated. Slated for possible revamp maybe?
    Fenga Papit - Class requires very little effort on the user's part and makes the game less fun for others. Slated for removal.
    SaviorSword - Opinions on this class's entertainment value vary wildly. Slated for revamp.
    Michael712 - Opinions on this class's entertainment value vary wildly. Status unknown.
    Unix - Code is becoming somewhat difficult to maintain. Slated for possible revamp.
    Copy Robot - Code is becoming somewhat difficult to maintain. Slated for revamp.
    Sinkman - Class's power is incredibly bipolar, Graphics are outdated. Slated for revamp.
    JaxOf7 - Class's power is very bipolar, Class requires very little from its user. Status unknown.
    Human Destroyer - Class is difficult to use and varies wildly in effectiveness. Slated for possible revamp?
    CutmanMike - Class is excessively simple and revolves around somewhat shifty gameplay mechanics. Slated for possible revamp.
    Gizmo - Class varies wildly in effectiveness and is excessively complex. Slated for possible revamp?
    Tsukiyomaru Zero - Class was not originally player's idea, owner requested to make alterations to make it his. Slated for revamp (again).

In addition, we're going to be adding in some new features:

    No more "Members Only" clause! Anything Cutstuff-related is fair game! (Other rules will still apply, of course, and we will still be doing quality control on our end.)
    Internal cleanup and standardization!
    A more clear-cut system to help with class design!
    New mechanics for Megaman (and other classes)!
    Support for more game modes!
    Less hiatus! (...Hopefully...)

We're really excited to start working on this, and we hope you all will stay tuned as we try to make CSCC a mod that's truly worthy of the amazing game it's being made for!

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