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Messages - Ukiyama

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376
Forum Games Archive / Re: Hurt & Heal - Robot Masters
« on: November 04, 2011, 04:28:34 PM »
Heal Galaxy Man (I admit he is my favorite from MM9)
Hurt Time Man (Flash could do his time manipulation better :D)
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377
Anything Goes / Re: Spamthread V.1
« on: November 04, 2011, 02:03:26 AM »
I just sent my class in for community classes lol. If bots that can't fire half the time and cluster in a group for a aoe class though, think my class is op based on my results XD

378
Forum Games Archive / Re: Hurt & Heal - Robot Masters
« on: November 03, 2011, 04:18:36 PM »
POP THE BUBBLE
Heal Spark Man

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379
Forum Games Archive / Re: Hurt & Heal - Robot Masters
« on: November 03, 2011, 03:20:34 AM »
Hurt Bomb Man
Heal the coolest guy in the world :D

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380
MM8BDM Discussion / Re: Screenshots
« on: November 02, 2011, 11:20:55 PM »
Uki class fight.... scary to think what bot apoc would be like wouldn't it  :lol:

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381
Alright, is there a way to give a inventory through a attack that gives itself to everyone on my team who is near the attack? Seems like one of my weapons can't seem to do it when I thought it could, stupid bots musta jumped and made me think it actually made it rise :(

382
Forum Games Archive / Re: Hurt & Heal - Robot Masters
« on: November 02, 2011, 02:18:45 PM »
Heal Spark Man
Hurt Skull Man (only because of classes lms lol)

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383
Ok another question... In all the classes here is the wind damage working right? I was testing a class I'm working on for me (Uki wants to join the Brawl :D) And when I was testing a attack on Megaman it works right, but when testing it on my own class it sends them flying off in random directions (Megaman it just sends straight up like intended).

384
Who flies pfffff.... I prefer to hop (Toad Man FTW)

385
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 02, 2011, 12:47:11 AM »
I'm just gonna say that Dark Man 1 without having at least normal jump height would not help at all since he needs to be able to make certain jumps in stages. Dark Man 2 should have the shield launch and maybe the electric net from the cartoon to give him more variety. Dark Man 3 plays like a alternate to Flash Man that I actually do enjoy a bit, Sniper Joe is basic but he is what he always was. Even though they may or may not be in this particular mod, they are pretty nice. As far as Doc Robot though, he just seems like a weaker Megaman clone, but should be implemented in CTF to at least let him try to be a threat.

386
Cold for the next release please remember to have a mirror buster fix for all the weapons, the rapid fireing gun of Laggy's should not be causing big mirror buster charges, even more important since Beed's class has it at the start.

387
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 01, 2011, 03:27:18 PM »
I'm not exactly sure what causes it but when I was playing as Top Man on the server last night, there was a bug with his primary that after he was supposed to stop spinning, I kept spinning with control of my movement (not much since the camera was spinning) with the topspin damage still active until someone hit me out of it, very dizzying as well lol.

388
Forum Games Archive / Re: Hurt & Heal - Robot Masters
« on: November 01, 2011, 02:04:00 PM »
Heal Toad Man
Hurt Bomb Man

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389
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 01, 2011, 01:51:49 AM »
When he starts up he is immune to damage and I think he remains immune throughout the charge.

390
Forum Games Archive / Re: Hurt & Heal - Robot Masters
« on: October 31, 2011, 08:16:39 PM »
All glory to the hypno Toad Man
Dynamo Man can take his healing somewhere else

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