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Messages - RageBurner

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1
Projects & Creative / Re: Justified Classes v4b Beta 14
« on: December 15, 2017, 07:19:49 PM »
Okay I took the time to test horizontal bars for the classes and I found 2 that have problems:

1) Bubbleman's weapon gauge is completely black in horizontal mode.

2) Ballade's life gauge is completely black in horizontal mode.

Also to add something else, Starman's shot is misaligned in relation to the buster's position, but I dunno if it is fixable (the shot spawns below the line of fire and Napalman's AI still becomes unresponsive after a few attacks, like before.

Other than that, a great update, keep them coming!

2
Projects & Creative / Re: Justified Classes v4a
« on: January 08, 2017, 04:08:29 AM »
Okay, a few impressions after playing  the new version for a while:
I really like how the MM9 classes turned out. I played mostly Magma Man and Concrete Man, both of which I liked very much, but the others are well implemented also. Plug Man came as a surprise, as I half expected him to be really bad, but that was far from what I've seen.

The only new RM I couldn't intuitively figure out was Tornado Man, but then I'm bad with flying classes.
I also am glad there were rebalancing changes across the board for other classes.

Speaking of Tornado Man, is it a known bug that he looks orange instead of green when used by the player (at least for me)?

Keep up the good work everyone.

3
Projects & Creative / Re: Justified Classes v4a
« on: January 06, 2017, 06:28:42 PM »
Ah, that's excellent, a new version of this great mod. I haven't played yet but I'll make sure to post my impressions here. Many thanks to everyone involved.

4
Projects & Creative / Re: Justified Classes v3ehhh
« on: November 07, 2016, 06:43:16 AM »
Oh, I think it's that move where Sword Man surrounds himself with fire. May be a contact barrier. I'll check it out and report back.

Edit: it is indeed an offensive/defensive move that forces you to be immobile but deals ripping damage quickly, similar to how tornado hold works, except the enemy flinches without rising. It also improves your armor rating for the duration.

5
Projects & Creative / Re: Justified Classes v3ehhh
« on: November 07, 2016, 01:54:38 AM »
Wiki's not updated
How does swordman's Item work?

If I recall correctly, you must be in the air when you press the item key. The statue head will then drop along the vertical plane you're facing.

6
Projects & Creative / Re: Justified Classes v3ehhh
« on: October 09, 2016, 03:09:25 AM »
While I'm not at liberty to reveal too much about Galaxy Man, I can say he's very fun, he'll be deadly in the hands of people who can mix up his main and alt, and he has a feature people are gonna have a lot of fun just screwing around with...

Good to hear ^.^
For a while I wondered if development had moved completely to the discord channel, but having news here is very nice.
Keep up the good work guys.

7
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 14, 2016, 09:08:22 PM »
Thanks FTX6004 this should probably be stickied in the OP of the mod here.

8
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 13, 2016, 12:13:49 AM »
It will definitely be great once it does, but we'll have ti wait a little longer ^.^

9
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 12, 2016, 08:40:20 PM »
To answer your other question, we're almost finished with the new update (adding MM9 classes and v5 compatability). We're scheduled to test it this week, and as soon as it's done the testing phase it should be ready for you guys!

Bit of a heads up: The initial release will not include Fake Man, but he will be added later.

It should be updated soon enough, as Shmeckie said in the quoted post.

10
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 12, 2016, 04:19:09 AM »
He is, yes, but I don't know how JC will handle it. I'm not a dev you see? just a supporter. I suppose the natural ammo lock will make it so that Galaxy Man won't be able to use the BHB so freely.

11
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 11, 2016, 07:18:35 AM »
Yep. I use fire RMs predominantly (my name and avatar should be pretty telling - I actually main Burner Man over all others - , but I'm also interested in how Tornado and Galaxy Man will play.

12
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 10, 2016, 08:15:06 AM »
Just addbot on the console should add a random bot for you (without any specific name after it).
also the bot names are all lowercase, no spaces.

e.g: (after opening the console with the tilde key) addbot <enter> - adds a random bot from the pool (from MM1 all the way to  MM&B)

addbot magicman would add Magic Man specifically to the map.

13
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 08, 2016, 06:06:22 AM »
Awesome news, Shmeckie!
I really appreciate the effort you guys make in maintaining and improving this already great mod.
Guess I'll have to start heating up that magma bazooka now.

14
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 06, 2016, 07:09:30 PM »
I never had this message myself, from what I can remember.
Anyway, I think the issue Vithat is alluding to is the fact that for some reason a lot of bots are missing from the skirmish list when you try to spawn them that way. Believe it or not, I never noticed that, but it is true.

In any case it is probably a lot faster to just use addbot botname in the console a few times after loading the map.

15
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 06, 2016, 09:22:57 AM »
I never noticed MM7 Robot Master only specific bot chatter, myself.
What I noticed is that all bots talk when:

- Spawning
- Right after dying
- Right after scoring a kill
- While roaming (looking for a target)
- Win/Loss blurbs at the end of every map

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