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Messages - Clayton

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136
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: March 03, 2012, 04:36:54 PM »
Quote from: "fortegigasgospel"
But this is also a boss who only appeared in his original game and its remake, for over 20 years he only did 2 things, jump high and throw bombs, and he.  I can see not giving everyone the super high jumping, but with Bomb it just doesn't feel right without it.  And if it is a balance issue with him maybe make it so his alt fire can only be used at 1/2 HP, since I hear that was his desperation on hard mode anyway so he only used it when he was about to die.

Yes!, thanks you. Some one who agrees with me. This i agree with

the dive charge isn't a problem if it moves slower. It will emulate the powerfighters more than the nes but that's ok with me (I just don't know what the end result will be OwO').

I like the idea of diveman and centuer man having two ammo bars but i was also think that chargeman should too (one for coal shot and one for charge attack).

137
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: March 02, 2012, 06:33:22 PM »
actually, he never steered the charge at all. all he did was dive straight at the target, stop, and turn around and do it again. And he actually moved quite fast when he did so. if this is to be made, the charge will be made more for an attack rather than a speed technique, kind of like turboman's mowing car move.

138
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: March 02, 2012, 04:06:48 AM »
Oh man, the I must give credit to the guy who is making the music for this expansion, those bass patterns are very complicated. one of the reason why I respected this game so much UwU.

I wish you guys best of luck. Can't wait to play as Swordlad!!

139
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: March 02, 2012, 03:27:16 AM »
I have some suggestions about diveman to stop him from being op a little bit

1) Maybe make it so that he can only move straight ahead when dive charging instead of being able to steer.

2) Make it so that he can only dive charge on the ground to avoid escapes over cliffs but allow him to glide in the air (like bass in the previous classes mods)

3) make the dive charge do more damage to make the dive charge more of an offensive attack.

But, this is just a suggestion. You don't have to follow me if i'm wrong IwI.

140
Forum Games / Re: Rate the avatar of the user above you
« on: March 02, 2012, 03:15:33 AM »
1/6

ouch >w< purble hair!

141
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 29, 2012, 03:26:14 AM »
Quote from: "Daveris"
Quote from: "Shmeckie"
On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.

I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.

I'll agree with you here; Megalad seems to have 100% accuracy with those bombs.

Wow, i'm flattered ^w^

When the bombs blast you from far away they do nearly nothing. If you're feeling that bombman is hitting you too well, it's because the user has amazing aim (that'll be me).

bombman doesn't even need that change anyway. hitting people within that radius is only to finish them off.

142
Forum Games / Re: Rate the avatar of the user above you
« on: February 21, 2012, 09:39:45 PM »
i like it, it looks noice. seeing that picture always lightens my day IwI

5.9/6

143
MM8BDM Discussion / Re: Reinventing the "League": Yet another tournament
« on: February 16, 2012, 03:42:10 PM »
i guess i'll do the challenge, since i'm no leader

144
MM8BDM Discussion / Re: Reinventing the "League": Yet another tournament
« on: February 15, 2012, 10:37:08 PM »
I'll give it a try, i want to fill in the empty gym. call it the (RMS) gym and i'll have Fyone and Lum as the not leaders and me as the leader.

145
Projects & Creative / Re: Class based modification (6B)
« on: February 15, 2012, 04:37:24 AM »
Quote from: "Korby"
Yes, what we're doing IS the work of Wily. We're making Robot Masters. How would you know how Springman's intended to be played? You didn't make him! Don't just throw down comments and expect us to follow them.  so my suggestion is just to play another class.

Look....I'm very sorry to have caused so much trouble Ok. I was just trying to give feedback on what i thought could be improved, no need to get all hostile and insulting =w=......

I guess that if you guys won't listen to me i won't speak. I'm sure that will make you all very happy.....

146
The hotfix crashes, i was playing it just now and i keep crashing

147
Projects & Creative / Re: Class based modification (6B)
« on: February 14, 2012, 06:03:40 PM »
Quote from: "Musashi-COM"

I... wasted my time with you.

Complain all you want. Not paying you attention.

Ok, sorry you wasted your time. I'll save my feedback and ideas for the next version.

But if you ever need to know what is wrong with your classes, the answer is up in my post.

and again, i apologize for wasting your time -W-

148
Projects & Creative / Re: Class based modification (6B)
« on: February 14, 2012, 01:59:21 PM »
Quote from: "Musashi-COM"
Quote from: "MegaLAD1514"
(click to show/hide)

149
Projects & Creative / Re: Class based modification (6B)
« on: February 14, 2012, 12:17:10 AM »
Quote from: "Korby"
(click to show/hide)

150
Maps / Re: [Map Pack] FMP v1a Release
« on: February 13, 2012, 11:54:19 PM »
Can't believe people enjoy my music, that makes me happy ^w^
 
don't worry guys, next map pack will have even greater songs!

if any suggestions on any songs you would like me to remake into 8-bit, post it and i'll see if it is good

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