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Messages - ProjectHazoid

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1
Projects & Creative / Re: Class based modification (v8c)
« on: August 16, 2016, 10:15:41 AM »
I couldn't sleep. So I did some stuff.

https://www.dropbox.com/s/zcprzqem1gqompg/hubcapsbespinnin_goldenaxeupdate.rar?dl=0

I'm posting this because here because I wasn't sure if Discord fully received it before I left the chat.  Discord apparently had a chat message history flub or something recently, so I Dropbox'd this time, for those that were there but missed it. In addition to the Yamato and BRG HUD spin tweaks I made it also includes "dinner".

You don't have to use these sprites if you don't need to.

2
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: September 06, 2014, 07:55:29 AM »
Sweetness~ some Stoneman~

3
Ooh~

Any chance of white Axl? How about some dang Ride Armor for Vile? >:U

4
Projects & Creative / Re: Justified Classes v2dh
« on: June 27, 2014, 04:58:24 PM »
Don't forget to take away a good chunk of the weapons' ability to aim in multiple directions! (leaving only Metal Blade, Shadow Blade, Freeze Cracker, Danger Wrap, Wild Coil, Remote Mine, Magic Card, Black Hole Bomb, and Rebound Striker)

5
Perhaps something like the Space Train map from LMSGames?

A Tower Defense Mode of sorts, You are playing as a Fortress Boss (Something along the lines of Yellow Devil, Mecha Dragon, Doc Robot Team, Ra Moon w/ Ra Thor and Shin Yellow Devil) and must prevent attackers, the other team of players from reaching their goal.

The Bosses are powerful classes that must protect something like an exit, or a Super computer (Protecting Yourself in Ra Moon's case) and has access to the ability to periodically summon enemies, activate traps, or place obstacles to help fend off the attacking team. The Maps could determine who the Boss will be.

The Attacking Team Classes are made up of our Metal Heroes: Mega Man, Proto Man, Bass, Duo, etc. Players would have either a time limit or a limited amount of lines (or an entire pool of 'respawns' for the team a la Master of Puppets). Perhaps a Screw System could allow Auto to appear on the map and allow players to buy items and upgrades.

6
Mega Man Discussion / Re: Mega Man Classic Weapon Fusions
« on: March 04, 2014, 11:07:02 PM »
Water Balloon + Flame Sword = Water Sword
A Melee attack which lobs a spread of water balls to damage the enemy.

Water Wave + Flame Sword = Wave Sword
A Melee attack which sends forth a ground crawling tidal wave.

Leaf Shield + Plant Barrier = Nature Guardian
A Shield of Plants surrounds Mega Man. If a projectile hits the shield it counters by firing the plants as projectiles towards the attacker.

Rolling Cutter + Tengu Blade = Wind Shears
Throws a slow moving Wind Cutter which bounces off of walls. Multi-directional.

Junk Shield + Homing Sniper = Sniper Option
Creates a shield of scrap bots with a simple targetting AI. Automatically launches scrap metal shards at nearby enemies.

Super Arm + Power Stone = God Hand
Hold the attack button to summon a giant Stone Hand in front of Mega Man. This can be used as a platform or as a shield. Release the attack button to launch it forwards as a fist. Holding 'UP' while releasing the attack will make the fist launch upwards for an uppercut.

Spark Shock + Spark Chaser = Static Hunter
Sends forth a paralyzing spark that jumps between enemies. If a shocked enemy is touched by a different enemy, then that other enemy becomes stunned as well.

Wild Coil + Slash Claw = Wild Claws
Uses two arms to utilize Slash Claw for a flurry of attacks.

Mega Arm + Magic Card = Sleight of Hand
A Mega Arm upgrades which saps health from an enemy.

Danger Wrap + Flash Bomb = DON PA!
Fireworks! It shoots up into the air with a "DON!" and explodes with a "PA!" Also showers a rain of shrapnel onto enemies dasu!

Thunder Claw + Flame Sword =
Thunder claw becomes a flaming whip-sword. Hold the attack button to grab an enemy and slowly burn them to death. Or pull objects towards you by pressing away from an object being held.

Charge Kick + Break Dash = Dash Kick
A chargeable sliding kick that can be used in mid-air.

Gyro Attack + Tornado Hold = Tornado Gyro
Sends a Tornado Hold that can change direction.

Magnet Missile + Thunder Claw = Magnet Hook
A Thunder Claw which can grapple and pull Mega Man towards walls.

Gemini Laser + Spark Shock + Gyro Attack = Cold Steel
????

Water Wave + Chill Spike = Wave Chill
Sends out a trail of ice to freeze enemies on the ground! Original Weapon Do Not Steel!

Rush Coil + Wild Coil = Rush Slinky
It goes downstairs!

Spread Drill + Drill Bomb = Heaven Piercer
Mega Man gets a Drill Arm. Hold the button to slowly move forward and attain stronger and more numerous drills. Little by Little, you advance a bit further with each turn!

7
Projects & Creative / Re: Class based modification (v6g)
« on: December 28, 2013, 10:45:36 PM »
Quote from: "MusashiAA"
Quote from: "ProjectHazoid"
I'm not in the devchat so I dunno what goes on there.

Meanwhile

Looks exactly like I thought it should, and again: your previous design was better. This one is just cattering to a simpler audience.

Could you try to make Frostman's HUD a bit bigger, like Duo Fist bigger? My first impressions of the fists were "these doesn't look like Frostman's fists" and "these look too wimpy to be Frostman's fists". They were also still too similar to Stoneman's fists, so I thought you didn't make it at first.

Well, if the team (Other than Jax and/or Korby) wanted me to make Frostman's HUD they would've asked me by now (or at least sent me a pm with Frost's HUD) :U

8
Projects & Creative / Re: Class based modification (v6g)
« on: December 27, 2013, 10:12:48 PM »
I'm not in the devchat so I dunno what goes on there.

Meanwhile

9
Projects & Creative / Re: Class based modification (v6g)
« on: December 27, 2013, 08:12:16 PM »
THIS CAPCOM HAND OF MINE IS BURNING.... GREEN!


I totally got it this time! What? a 20 minute recolor and frankensprite? yer crazy this took hours!

10
Projects & Creative / Re: Class based modification (v6g)
« on: December 27, 2013, 04:13:16 PM »


Last ones were too big. so I downscaled those and redrew them, then added Grenade throwing and Beartrap laying.

11
Projects & Creative / Re: Class based modification (v6g)
« on: December 26, 2013, 10:51:46 PM »
Getting ahead of myself here, I, out of boredom, decided to try my hand at spriting HUDs for potential future Robot Masters.


Burner Man, that berserk pyromaniac who thinks he's rigged with a bomb! I tried making a kind of HUD where both arms were visible, and had one pull back when using the attacks of the other. I was considering making sprites for his Grenade throwing and laying Bear Traps as well.

12
Projects & Creative / Re: Class based modification (v6g)
« on: November 10, 2013, 04:56:43 PM »
Well, here they are for the public to behold. These probably aren't going to be used anyways :U

Sword Man's Slashing frames, for on the ground and in mid-air.

I used Copy Robot's original idle frames as a reference for the blade, and adapted the poses from vanilla Flame Sword.
(click to show/hide)

Tengu Man's Attacks

I was asked to make sprites for a Downward slash as well as for shooting Tornado Hold. I made sprites for Tengu's arm to hold his weapon as well as making reload frames. I'd imagine the the first T-hold frame without the arm could be idle.

13
Projects & Creative / Re: Class based modification (v6g)
« on: November 10, 2013, 02:44:06 PM »
SUDDENLY ACTIVE TOPIC

Would it be alright with the Classes Team if I posted the HUD sprites I did here (for feedback perhaps), or keep it to the PM's?

14
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: August 15, 2013, 07:33:26 PM »
Aw yeah, lookin' forward to more of this!

15
Projects & Creative / Re: Mega Man X Singleplayer Classes
« on: August 01, 2013, 02:38:30 PM »
He sorta will. I've taken some inspiration from the Spiked Gauntlets of Hexen's fighter class though. I've finished all the weapons YD needed. Maybe later I'll actually go back through and polish them (lord knows a few of them will need it).

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