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Messages - Shmeckie

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136
Projects & Creative / Re: Class based modification (v7a)
« on: January 06, 2014, 08:12:58 PM »
Aqua Man doesn't seem as bad as he's made out to be. Yeah, the water laser is powerful, but it's slow and loud and anyone with a brain can dodge/outrun it. Maybe shorten how long it is and buff the water balloon. That'd make him much more diverse and satisfying.  Skilled players would be able to utilize the water balloon while the laser is active to pressure the opponent into making a mistake and getting caught by the laser. As it stands, the only thing you're using him for is the laser. Water Balloon is useless. Uses up too much ammo, it's weak, its RoF is doo-doo, etc.

Also, now that I think about it, any attack from Frost man that hits you while frozen should free you. Similar to Sub-Zero from Mortal Kombat. His punch is pretty strong, so if Frost froze you up close he can pretty much punch you to death with how long he holds you for.

137
Projects & Creative / Re: Class based modification (v7a)
« on: January 05, 2014, 12:50:29 PM »
A thought on Frost Man; since his Ice Wave was apparently intended to hold the opponent to be punched, perhaps it could be left as it is (fixing the jumping issue of course) with the added stipulation that if you hit someone with Ice Wave who's already frozen, it cancels out the freeze and releases them. Maybe slightly nerfing the damage as well, to further discourage spamming.

Also, I agree with Bik on Tengu Man. Not enough payoff for the effort he requires to use properly.

138
Projects & Creative / Re: Class based modification (v7a)
« on: January 03, 2014, 08:34:02 AM »
Yes, fixing Frost man's stun needs to be priority number one. Also Ring Man is still super broken.

139
Projects & Creative / Re: Class based modification (v7a)
« on: January 02, 2014, 10:05:41 AM »
Personally, I'll be enjoying Aqua Man's water cannon as much as I can until you guys inevitably nerf it. Aqua Man was already my favorite boss from 8 (I dig the top hat full of water, and his voice and intro cracked me up), but god is that move satisfying. Just charging up the extra meter, and unleashing this monstrous dragon serpent of deadly water upon all who have wronged you is just so god damn satisfying! The little bit I played with him was done with a perpetual smile on my face. I hope, post-nerf, that attack still retains that satisfying feel of just unleashing watery hell.

I absolutely love how Sword Man is designed. I love the versatility, and the options his alt puts on the table is fantastic. High marks all around to everyone responsible! The only issue I have is it feels a mite bit too slow for the risk that it presents if you take manual control.

Frost Man just feels like a trolling tool at this point with the stun locking. I mean, he was one of my favorites from 8 and I'm still gonna use him because of that, but I'll feel bad about it.

Also there's an odd glitch with Search Man; in LMS, if you switch to him during the countdown phase, when the game begins he can't charge his Homing Sniper. It just fires a missile as soon as you hit fire.

140
Posting here again since I've got quite a dilemma.

As you guys can probably figure, I got the above problem fixed. Now there's a new one. I recently switched from Verizon to Xfinity. Day one I set up Port Forwarding, followed all the instructions online to a T, but still when I set up a server it doesn't show up on Doomseeker. Is there something in particular I have to do to get Zandronum to work with a server on Xfinity?

141
Projects & Creative / Re: Class based modification (v6g)
« on: November 19, 2013, 07:49:07 PM »
Quote from: "MusashiAA"
Ionno, shouldn't Mega Man only be able to use one Rush item at a time, adaptors included?

Well... yeah... >.>

Quote from: "Linnie"
That seems odd, why wouldn't they try to correct such a thing after ripping it? It explains the awkwardness of the sprite, though.

Because that's how the sprite is in-game. Ripping a sprite generally doesn't include altering it. That's how all Capcom arcade sprites are.



142
Projects & Creative / Re: Class based modification (v6g)
« on: November 19, 2013, 06:36:22 PM »
Here's a thought; shouldn't Bass only be able to use one Treble item at a time? Using Treble Sentry and Treble Boost at the same time seems wrong for obvious reasons...

Quote from: "Linnie"
Something about the sprite just looks really stretched out.

Because it's a sprite from an arcade machine. All the Power Battle/Fighters sprites are stretched horizontally on the rips.

143
Projects & Creative / Re: Class based modification (v6g)
« on: November 10, 2013, 11:57:20 AM »
Quote from: "Bikdark"
(click to show/hide)
I apologize for the lacking quality on the last few. I literally finished this at like 4:30 am

I agree with almost 100% of this. the only area where I'd disagree is with Punk; the problem isn't with his mainfire, it's with his secondary weapon. Infinite bounce crushers that can instantly wreck an opponent if you can throw a whole truckload of them at an opponent. Hell, half the time you don't even need to use his alt to get kills in a crowd, just run up to them with bounce crushers equipped and hold M1. At least with the straight crushers there's some aiming involved, and it's not as strong as many other Robot Master mainfires (if I'm remembering correctly, it's a 5HKO), and his alt veers off course most of the time if you actually hit someone with it. The bounce crushers are just a nightmare. Punk's my favorite Robot Master, I love playing as the guy, but these things just make him feel unfair. Takes some of the joy out of using him. Plus it just doesn't feel like you're playing as Punk. It doesn't feel like you're just wrecking people with this brutal killing machine, it feels like you're just dumping a bunch of bouncy balls on people's heads and somehow that kills them.

Also Ring Man really needs to be looked at. As it stands, he's massively overpowered. The damage on his rings was fine with the manual release and return due to how much skill it took to control them, and how slow moving they are. Now all you have to do is switch the the variant that acts like the Copywep version and he's a gamebreaker. You can just hold M1 and spam rings endlessly for ridiculous damage. Lightweight classes like Metal and Quick Man simply cannot stand against him at all. One ring and they're practically dead, if not actually so.

144
Anything Goes / Re: The Cutopian Writers' Guild
« on: November 05, 2013, 11:28:04 PM »
Quote from: "A big teddy bear"
I kinda want to start this up too but some people might critique too harshly, shutting down potential writers and making them not want to write anything ever again

If they can't take harsh critique, they wouldn't survive as a writer anyway.

145
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: November 05, 2013, 03:57:03 AM »
Any fans of Wreck-It Ralph, here? then you'll enjoy this commission I did.

(click to show/hide)

146
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: November 04, 2013, 10:07:25 PM »
Sorry to double post, but I was curious; who were the ones besides King Yamato who were involved in making this mod?

147
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: November 04, 2013, 06:24:51 AM »
Again, can you tell us how it was balanced?

148
Anything Goes / Re: The Cutopian Writers' Guild
« on: October 31, 2013, 07:28:52 AM »
Does this count?! Ah hell, I'm counting it! So I write this comic that I do. S'called Cloudscratcher. It's designed to feel like a 90's animated feature/series, complete with Disney-esque anthropomorphic characters, plucky young protagonists, and a pervasive feeling of ADVENTUUUUUURE!!!! So here's some excerpts...

TIME OUT WITH THE VILLAINS
(click to show/hide)

EXCITING CLIMAX OF EPISODE 1 BEGINS
(click to show/hide)

LITTLE COBRA GIRL IXIA CAN KICK SOME ASS!
(click to show/hide)

THE VILLAIN IS ANGRY HIS PLAN WAS FOILED
(click to show/hide)

And this Saturday the current chapter comes to an end with a scene that's one of my favorites I've written. I'll probably share it because I'm all proud and stuff.

I'm a little muffed over the quality of the art in the older pages, but that's why I'm remastering them for the book that I'll be selling!

149
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: October 26, 2013, 09:34:52 AM »
So I'm working on enhancing the pages of my webcomic Cloudscratcher for the printed version of the first story arc. Figured I'd show off how much improved the version that appears in the book is from what's on the site.

This is the Chapter 1 cover page as it appears on the website:

(click to show/hide)

And here's the version that'll appear in the book:

(click to show/hide)

150
Anything Goes / Re: General Offtopic Discussion
« on: October 25, 2013, 04:53:55 PM »
Quote from: "MusashiAA"
Wow, I've never heard of people living out of storytelling. Maybe I should spare myself some time to appreciate whatever content any of you guys put out here.

Er, I'm pretty sure you have, if you've ever read a comic book or a novel...

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