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Messages - RageBurner

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31
Projects & Creative / Re: Justified Classes v3ehh
« on: July 06, 2016, 09:39:14 PM »
Quote from: "Zeroprime"
Bass have a bug.when i use pluto or jupiter fought with bass of the other player.i was shot  by bass buster and died  at that time the game window close quickly and the server shut down.sometimes when i nearly die and bass shot me and hit me can also make that bug appeared.i do not know that whether  other character was killed by bass can make the bug appear again...Hope it can be fixed……

Hm... I tried, but I couldn't reproduce this, even with a server filled with Bass bots, or a player controlling Bass killing me (on LAN at least).

32
Projects & Creative / Re: Justified Classes v3ehh
« on: July 06, 2016, 09:28:28 PM »
I'm not part of the dev team for JC, but I'd like to pitch in on this saying that I agree with Sonicfam1122 especially on the issue of ammo management. It can be frustrating to run out of juice at the worst possible time, and even though I don't play online, this issue is even more apparent when fighting bots since they don't bother with ammo limits.

On the point of class similarity I'm less inclined to see it as a problem outright: the way I see it, JC is not team based focused, and while archetypes exist (Burner Man is a striker, Frost Man would be a tank), team roles shouldn't be enforced, and classes shouldn't be changed outside of something they could conceivably do. While canonicity and gameplay are both important, both need to walk hand in hand (in other words, classes shouldn't be different just for the sake of being different, or to fill a perceived team role that would be lacking otherwise).

Also, it is not always that canon drives similarity, but the class styles. A good example is Slash Man: in canon, he is modeled after Pluto, but both play nothing alike besides the focus on agility and positioning. What I'm trying to say is that following canon doesn't necessarily make for boring classes.

Lastly, I do agree enforced pauses can be problematic. Perhaps a few invincibility frames could be awarded on these cases (Burner Man is actually my main, so I know how costly a misplaced trap can be. Forest Diver also exposes him a lot due to having a similarly high positioning.

33
Projects & Creative / Re: Justified Classes v3ehh
« on: July 06, 2016, 06:53:15 AM »
Quote from: "Shmeckie"
In Mega Man 5, Napalm Man would often leap across the entire distance of the arena. That's where this attack comes from. The explosive property is to both give it a use as an attack, and comes from the fact he had rocket boosters in Power Fighters.

Ah, that's what I thought, so there is a degree of canonicity to it, makes sense. Thanks for the comment, Shmeckie!
That makes me think about Centaur Man's attacks from that game; they are certainly more interesting than disappearing and whatnot.

34
Projects & Creative / Re: Justified Classes v3ehh
« on: July 05, 2016, 10:46:52 PM »
Great to see another version of the mod, and with so many changes too!
I agree with most of them wholeheartly, but allow me to comment on those I do not (and of course I'll explain why):

Napalm Man:
(click to show/hide)

Wave Man:
(click to show/hide)

Burner Man:
(click to show/hide)

Please keep the good work on this awesome mod, and don't take my comments as criticism, but sincere opinions of someone that loves what you guys are doing.

Edit: Ballade is now 100% better, thanks, but his life bar doesn't get drawn if I use a horizontal HUD.

35
Projects & Creative / Re: Justified Classes v3dh
« on: July 04, 2016, 10:17:33 PM »
Okay, I finally finished the HUD so here it is, for whoever wishes to try it. It replaces the stock horizontal bars.
I put a lot of work into it, but it has been a great learning experience. I'll probably make more HUDs to share with everyone in the future.
As a caveat, please note some elements won't be on screen properly unless you use a 16:9 screen aspect ratio. If there is enough demand I may make versions for other ARs.

https://www.dropbox.com/s/yygp8wtxzbqr0 ... 1.zip?dl=0

36
Projects & Creative / Re: Justified Classes v3dh
« on: June 29, 2016, 09:14:16 PM »
Quote from: "Promestein"
It doesn't seem like Mega Man's Time Stopper (so timestopperwepm) works. It won't fire.

I can confirm that is the case. Strangely, Proto Man and Bass have no problem using the weapon.

37
Projects & Creative / Re: Justified Classes v3dh
« on: June 24, 2016, 07:13:50 PM »
Quote from: "GunstarSign"
I can't seem to get the file through best-ever.
Can someone upload a download link from some other place? Like mediafire or mega.co?

Here you go, let me know if it helps.

https://www.dropbox.com/s/manvt5ff24rkg ... H.zip?dl=0

38
Projects & Creative / Re: Justified Classes v3dh
« on: June 17, 2016, 06:22:06 AM »
Quote from: "Fyone"
It's hard for me to point out the issue without seeing the code you have to display the assists for the copywep classes. Can you post the code here or PM me what you have?

That way I can point out where you went wrong and help you from there.

Thank you for being willing to help Fyone I ended up figuring out what I was doing wrong (I was closing the code sub block too soon with the curly brackets).

If needed be, I will PM you with questions as to not clutter the thread.
Thanks again. I hope people like the bar set when it is finished.

Edit: File pulled for the time being due to technical issues, sorry. There are things I need to correct.

I'm now rewriting the internal logic of the HUD to allow greater flexibility on a case by case basis and
reduce screen clutter further. I've also migrated from wad to pk3 for easier file handling, but the process will take
some more time, I wager.

39
Projects & Creative / Re: Justified Classes v3dh
« on: June 16, 2016, 02:30:10 AM »
Yes, it's basically what I have been doing, except I'm editing it off Lego's Minimalistic HUD. After a lot of trial and error, I have the gauges almost exactly as I want them, save for a few details.

(click to show/hide)

One of the problems I'm having is adding assists correctly for copywep classes (Bass, Proto and Mega Man); despite pasting the code from core, the things don't display as they should.

I'd also like to make the weapon 1 bar switch to a retracted graphic (which I already made) when the busters are in use for these classes and I'm not sure how. If I can't get that done though, it won't stop me from releasing the bar. I'd like to sort out the first issue though.

40
Projects & Creative / Re: Justified Classes v3dh
« on: June 14, 2016, 08:25:46 AM »
I'm going off on a tangent here, but I'm making a set of gauges for use with JC. I wonder if those involved in the project know SBARINFO code and could give me a few tips? if I'm allowed, I'll show how my work is looking, here.

41
Projects & Creative / Re: Justified Classes v3dh
« on: June 10, 2016, 02:07:49 AM »
I don't really use Terra, but as a Saturn user, I agree with you, Endymion.
Given that Saturn's secondary is a projectile absorber rather than a blocker or a deflector, Terra's attack, or any attack that is a projectile, for that matter, should not go through (and it should be absorbed instead).

42
Projects & Creative / Re: Justified Classes v3dh
« on: June 09, 2016, 10:06:14 PM »
Okay this post is long, so I'll be using spoilers to avoid excessive stretching.

*Games and bots not listed have no issues that I could identify.

*All tests were made with the following settings:

- offline skirmish

- console summoned bots

- MM2's Wily Castle Exterior


MM1
(click to show/hide)
MM5
(click to show/hide)

MM7
(click to show/hide)

MM8
(click to show/hide)

MM&B
(click to show/hide)

Genesis Unit
(click to show/hide)
Stardroids
(click to show/hide)

Others
(click to show/hide)

Also, a personal note on Ballade: I feel his cracker bombs use way too much ammo, considering it is not the copywep version. Maybe the consumption could stand to be lowered somewhat.

43
Projects & Creative / Re: Justified Classes v3dh
« on: June 09, 2016, 07:11:32 PM »
I'm glad to be a bit of help to this awesome mod; MM8BDM is not fun without it, to be honest.
I'll test every existing bot and report any problems I find.

44
Projects & Creative / Re: Justified Classes v3dh
« on: June 09, 2016, 06:57:54 AM »
Quote from: "Zdagger67"
try to use this
http://www.mediafire.com/download/ni4edid8rqj247e/CutmanBotfix.wad
maybe I should find this issue
That fixed it, thank you!
Cut Man now attacks normally when I spot him.

Edit: I don't mean to be a bother, but Guts Man also seems erratic and hesitant to attack. Unlike Cut Man was before, he does attack now and them, but rather rarely still. I'm not sure if that's intended or not.

45
Projects & Creative / Re: Justified Classes v3dh
« on: June 08, 2016, 09:54:33 PM »
One thing I noticed in this version that seems a little odd is that the Cut Man bot is strangely passive; he doesn't attack me at all for some reason, in the maps he spawns in. Happens in both SP and MP with bots added.

There might be an issue with his AI that is worth looking into.

Edit: speaking of issues, I noticed the ACS error ("I don't know what tempinvince is") doesn't happen when the Boss Rush map is loaded from a MP server. I don't know the worth of that piece of info but still.

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