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Messages - TheDoc

Pages: 1 ... 9 10 [11] 12 13 ... 101
151
Oh yea, that reminds me that I had an idea for Roll's Guts Man weapon.
Guts Digger/Item Digger
It's like Super Arm except for the fact that Roll digs up an item rather than a massive block. You wouldn't have to create FX for every item; instead, you could simply have her dig up and throw a rock (idk if it would look different than the original), preferably affected by gravity. When the rock dies, it randomly spawns a small/big weapon/life energy pickup, and rarely an E-Tank.

EDIT:
Quote from: "coolcat7022"
Bomb Sticker
Fires a small round black projectile with an arch, if it hits something, rather than damage/explode, it sticks to whatever it landed on, a second press will detonate at no ammo cost, similar to Remote Mine in how you explode it.

That sounds more like a Crash Bomber-esque weapon. If anything, that would be a variation of Crash Man's weapon.

152
Quote from: "Lego"
Oh, and back up that camera bit.
The reason that they couldn't back it up before was because the camera was up against the wall.

Still, I have to agree with this. It was tolerable in MMSPSIN, but with the new bosses/"prev/next" features being added, I think you should capture the whole Select & Preview screen, especially since you're revamping the map anyways.

EDIT: Quick question: when players go to different chapters (as in MM1, MM2 not Cut Man, Guts Man), how will the weapon be handled? I see three options:
1.) Take away all of the weapons not yet unlocked in the chapter.
2.) LET 'EM KEEP ALL THE FRIGGIN WEAPONS WHY NOT?
3.) Something along the lines of a customizable loadout of 2-4 weapons regardless of chapter.
You theoretically could combine Options 1 & 3, but that's not very canon is it?

The biggest issue (more like inconvenience) I see with options 2-3 is putting in all those damage factors. Depending on how big this gets, you'd have to put 4 DFs for every boss, and that's not including the potential extra classes. Personally, I think option 3 would encourage strategy in picking weaponry, especially if there was a server variable that lets the host change the # of weapons a player can have.

Anyways, I'm just gonna leave the DFs up to you for Sparkman because I don't know if you have a preference for them.

153
So first off, like some of the sweetest things in life, this is gonna take a ton of work to achieve. I wish you luck!

Secondly, could I try coding Sparkman? I got nowhere with my map (the reason being I got so frustrated coding one of the enemies the way I wanted that I just quit. Surprisingly enough, he's finished now, but I had lost all the drive I had by the time I finished him that it just died.), but coding one boss is a lot less work than finishing a whole stage, and since you have awhile before you reach Sparkman, I decided to try.

154
I thought the same thing. In fact, I'm somewhat confused at the closed eyes sprites because I don't remember them EVER bilnking or anything in MM5. If they had, I (probably) would've noticed.

155
Quote from: "SilverSin"
If there were 3 or less people in game, no Hardmen would spawn. I feel shameful that I didn't catch this.

Okay, cool. The most people in one game were 3. I'll try this again!

EDIT: Works fine now! The melee seems kinda small, but then again there were only four players and three were bots...
So if all players are cuddled, do the Hardmen each win 5 points?

156
I keep confusing the MMPU weakness challenges with their original weaknesses.

Btw, tried the Cuddly Hardmen boss again and they still didn't spawn.

157
The only thing that didn't work was that when we spawned the Cuddly Room, no Hardmen appeared, so I just twiddled my thumbs and ate Pringles for one minute and won.

EDIT: I didn't mention this before, but I downloaded it off best-ever and played it before you announced it on Cutstuff, so if you made changes since then, this bug might be obsolete and taken care of. I'll check again.

158
I tried this offline with a couple of bots (just to play the different mini-games) and Cuddly Hardmen didn't work for me...

159
DECORATE and ACS Modifications / Re: [GAMEMODE] Mega Mini-games!
« on: August 15, 2014, 03:22:32 AM »
I voted no bcuz it solely relies on your ability to ride an Ice Wall, which kinda loses its charm/challenge/whatever the heck you call it after you get the hang of it. In other words, it doesn't have as lasting of an effect as other minigames; it's like a.....a mini-minigame, if you will.

160
Projects & Creative / Re: Justified Classes v2dh
« on: August 12, 2014, 10:42:06 PM »
So that's what Justiderp was. I saw it on Doomseeker occasionally but never really tried it out for myself.

I....actually wasn't going to release whatever I'm doing to the public unless it got big enough (and it hasn't); it's solely for me to kill time and experiment with coding. I know it may seem a stupid reason to ask for the ACS sources, but I figured it wouldn't be a hassle to NOT delete the scripts.

161
Projects & Creative / Re: Justified Classes v2dh
« on: August 12, 2014, 03:49:27 AM »
Could you include the ACS source scripts in the new update? Since I like messing with them I thought I'd ask. :mrgreen:

162
Forum Games Archive / Re: Cutstuff Adventure- THE FINAL BATTLE
« on: August 01, 2014, 01:36:58 AM »
Oh. Oops.

COMET...nowait....BLIZZAFIRATHUNDARA TRI-ELEMENTAL BIG BOOM THINGYDINGY!!!!!!!

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT!!!!!!!!!!!

163
Forum Games Archive / Re: Cutstuff Adventure- THE FINAL BATTLE
« on: July 27, 2014, 02:49:21 PM »
Curaga All

164
Forum Games Archive / Re: Cutstuff Adventure- THE FINAL BATTLE
« on: July 26, 2014, 03:48:46 AM »
Curaga All

165
Forum Games Archive / Re: Cutstuff Adventure- THE FINAL BATTLE
« on: July 23, 2014, 05:18:04 PM »
I need Hi-Ether

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