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Messages - Fyone

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76
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 03, 2015, 04:08:22 PM »
Quote from: "Promestein"
So I was messing around with Plant Man again. Boy, this guy is more messed up than I thought.

-Ammo recharges faster in the air than on the ground, meaning he has to constantly jump or find some way to stay airborne. I've mentioned this.
-Insane delay when it comes to actually firing. Applies to both the shield and buster. One time, I held down mainfire when I had a full shield bar, and it took about 3 seconds to trigger Plant Barrier.
-Something weird happens when you double-tap and hold jump. He gets a third bar, which seems to let him walljump in some situations.

I'm not sure how much of this is intended, but man, it doesn't seem like much of it is.
As I stated before to your previous post, Plantman will be fixed in the next patch so not to worry!

77
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: February 23, 2015, 12:23:45 AM »
Alright we'll try to fix these fly issues for next patch thanks for reporting them.

78
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: February 17, 2015, 04:17:04 PM »
Quote from: "Sonicfam1102"
Quote from: "Fyone"
Quote from: "Ghoulitine"
but being hitstunned and unable to get away by so many classes is just plain absurd.
Which classes do you think have this problem the most? (Clownman is already one class that is going to have his hitstun lowered in the next patch.)

Aw, but I liked hitstun Clown. Anyway, while on the subject, despite me using Frostman as a main, I have noticed that he can have some pretty powerful hitstun on his punch and that's just no good (insert Sonic Sez clip here). I think this also happens with Crashman's Crash Bomber as well.
Alright I'll probably lower Frostman's hitstun on the punch as well, but Crashman's Crash Bomber was meant to have high hitstun so I don't think that will be changing.

79
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: February 16, 2015, 11:35:04 PM »
Quote from: "Ghoulitine"
but being hitstunned and unable to get away by so many classes is just plain absurd.
Which classes do you think have this problem the most? (Clownman is already one class that is going to have his hitstun lowered in the next patch.)

80
Anything Goes / Re: General Offtopic Discussion
« on: January 26, 2015, 05:00:42 PM »
Happy Birday FiniteZero!  :)

81
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 24, 2015, 06:03:31 PM »
Quote from: "Benny"
For the next version of JC, here are some suggestions that might improve the mod (in a way)     :P
////////////////////////////////////////My suggestions/////////////////////////////////////////////////////////
Alright out of the suggestions you provided we will be making Bass' treble boost last longer and buffing Junkman's Junk Shield in some way, thanks for the suggestions!

82
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 09, 2015, 05:23:03 PM »
Did you try downloading it again? Are you adding JustifiedClasses-v3bh.pk3 and then JustifiedClasses-v3bh-bpatch.pk3 when loading it to the MM8BDM-v4b launcher? Are you just adding Justified Classes and no other files?

83
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 07, 2015, 07:29:23 PM »
Well we originally removed it since we already combined it with the mainfire where you get lower gravity when you fire ice slashers so I think adding it back would be pretty pointless personally.

84
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 07, 2015, 01:38:46 PM »
Quote from: "Rubyyoshi"
Not sure if it's significant, but the boss rush is mostly fixed. There are a few bugs still.
Wave 50 (Wily) isn't wily. (It uses Quint because Quint's name is the closest to Wily I assume)
If Auto is chosen, it doesn't use the auto class.
Alien from Megaman 2 can show up, but there is no Alien class.

Not completely sure if this is correct, it's been a while since I've done boss rush.
Also, are the bots supposed to have lower hp then you? (Ex, killing bots with 2 hits with Buster Rod G's rod, killing bots with 1/2 harpoons, etc.)
I will look into this, also bots hp scale the longer you survive.

85
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 06, 2015, 04:49:55 PM »
Quote from: "Beed28"
Will King's bot be added in the new patch?
Hopefully

86
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 04, 2015, 10:36:26 PM »
Thanks for finding these bugs, we intend on making a new bugfix patch in response to MM8BDM V4B soon if any other bugs show up let us know!

87
Anything Goes / Re: General Offtopic Discussion
« on: December 26, 2014, 11:06:14 PM »
Happy Birday Kage!  :D

88
Closed / Re: [Suggestion] Remove Thunder Beam OHKOs
« on: December 19, 2014, 07:54:15 PM »
Couldn't you just make the side beams do less when they're first spawned and then respawn them again to do regular damage when they are far enough from the player to stop OHKOs?

89
Anything Goes / Re: General Offtopic Discussion
« on: December 17, 2014, 04:23:32 PM »
Happy Birday Obelisk!  :mrgreen:

90
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: December 16, 2014, 09:31:54 PM »
Actually a lot of the ideas for revamps came from the most recent unreleased version, (especially Megaman 7 classes that were pretty much completed). We owe a lot of hardwork and help with new code from KY!

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