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Messages - RageBurner

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46
Skins & Bots etc / Re: [HUD Mod] Minimalist UI - v1a
« on: June 08, 2016, 05:31:33 AM »
I hope this doesn't constitute a thread hijack of sorts, but I've been trying to learn SBARINFO through Lego's HUD. There are still things I want to do with it, like adding weapon and item icons to the gauges that I still don't know how to do, but here's what I have so far:

(click to show/hide)

Some more progress. I refined the look of the bars, and also made a horizontal version of the set (my preferred style of gauges).

Some things still confuse me though:

- I can't seem to make the second weapon bar behave correctly (it empties when it should fill or vice-versa)

- How can I mask bars when they aren't needed? I'm making this bar set primarily for use with Class mods, at least for now, and some classes don't need a second weapon bar (like Needle Man for example).

Edit: Some more progress. I fixed the bars' behaviors in regards to direction and state (full, empty) but I'm still having problems with masking. I can't seem to correctly hide the second weapon bars for classes that don't need it, to save screen clutter.

I even made a different graphic for it (a completely retracted bar; if you played Mega Man Legends you know what I mean). I tried to work it out by specifying class types for each HUD (1Weapon bar, 2Weapon bars) and also trying to use else clauses, but so far nothing worked. I may try to adapt the huds individually for every class' needs, but it will be far from elegant code wise I guess.

I appreciate all feedback.

(click to show/hide)

Edit 2: Trying to individualize bar types per character doesn't seem to work correctly. Maybe I'll need to add one lump for each group of classes, and include both at runtime to avoid conflicts, but I'm not sure how to do that.

Edit 3: I figured out a few things and have been able to make it so the HUD now displays only the bars needed by each class (by using the PlayerClass command to build the sub blocks. I wasn't formatting it correctly I guess).
I'm now working out a few kinks of the copywep classes. I'd like to hide both weapon bars when the busters are in use, but I don't know how yet. I tried DrawSwitchableImage, but it doesn't quite work thus far.
Here's the current state of the HUD.

(click to show/hide)

47
Projects & Creative / Re: Justified Classes v3dh
« on: June 06, 2016, 02:51:16 AM »
Quote from: "Fyone"
We plan to improve the charged Freeze Cracker entirely where shooting the ceiling will be more rewarding since right now it's pretty underwhelming.


That's good to know, thank you.

Quote from: "Fyone"
I can see what you mean though, so we may lower the charge time slightly as well. Thanks for the suggestion!

I'm glad you agree. I use mostly fire RMs, Freeze Man being the sole exception, so seeing a slight buff in his abilities certainly makes me happy.

48
Projects & Creative / Re: Stardust's Workshop
« on: June 06, 2016, 02:23:22 AM »
I know this particular topic is mostly about the classes mod, but I'd like to thank the work Stardust did with the damage display mod. I find it hugely useful, so thank you for that.
Are there going to be more updates on it? I think the option to see weapon energy (primary, secondary) as numbers, as it already happens with life energy, would be nice, even if a little out of character.

49
Projects & Creative / Re: Justified Classes v3dh
« on: June 06, 2016, 12:58:14 AM »
Quote from: "Fyone"
Sorry I actually missed your message on this RageBurner, but I don't think it is possible to make it only transparent to the one using Geminman (at least as far as I know). Thanks for the suggestion nonetheless!

Thanks for the feedback, Fyone!
I guess I'll just have to get used to the dual imaging, haha.
It's worth it though, because Gemini is a lot deadlier this time around.

I have a question about Freeze Man:
Would it be possible to lessen the charge time of his Freeze Cracker a little bit? I know balance is a big thing with the mod and I'm not trying to complain, so it's really just an honest question. Maybe I don't know how to use him correctly, but it seems being able to freeze than pelt away with him is important to stay alive.

50
Projects & Creative / Re: Justified Classes v3dh
« on: June 05, 2016, 08:02:35 PM »
Quote from: "Endymion"
As a "sometimes" Gemini Man player I love when my opponent doesn't know which is the original. But I accept the fact it can be frustrating for other players.

I know what you mean, Endymion, I guess I wasn't clear enough ^.^'
What I'm trying to say is the clone should be more transparent only to the player using Gemini Man so that shooting becomes easier, not to the enemies, since mind games are a big part of his gameplay.

51
Projects & Creative / Re: Justified Classes v3dh
« on: June 04, 2016, 08:15:15 PM »
I see.
Hm... Astro Man and Aqua Man are very serious offenders in this regard (that is, their kill steal potential is incredibly high).

I'd also like to share some impressions of the current state of the mod, as far as I've played.

- In general, I quite like the changes that have been implemented. Finally Wave Man is usable thanks to the water wave stun, so I approve of this.

- Gemini Man is more effective overall and I like this. The gemini clone is, however, often obtrusive to aiming. Would it be possible to make it more transparent?


I will update this post further as I play more, once again, thanks for your hard work, JC team.

52
Projects & Creative / Re: Justified Classes v3dh
« on: June 03, 2016, 09:32:02 PM »
This may be a zandronum question rather than a mod question, but is it possible to force a respawn timer on bots? reason being they consistently steal kills and such, thanks to having no ammo limit.

53
Projects & Creative / Re: Justified Classes v3dh
« on: June 03, 2016, 07:28:41 PM »
So standalone it is. Thank you for the feedback, Fyone.

54
Projects & Creative / Re: Justified Classes v3dh
« on: June 03, 2016, 08:46:22 AM »
Ah it's great to know this great mod is still ongoing. Thank you for your great work, and please keep it up.
Did Freeze Man have any changes?

Edit: just so I get this right, the mod file posted on the link above works standalone right? or is it a patch to a previous version?

55
Help & Editing / Re: Tutorial collection.
« on: January 29, 2016, 06:26:44 AM »
I'd like to request a SBARINFO tutorial, myself.
I remember coming across a nice horizontal bar made by Lego, so I'd like to try making my own,
based on the MM8 hud style (smooth bars).

I have the graphics on hand, but I'm not sure what to do with them (although I've been trying to fiddle with Lego's HUD in SLADE, I hope he doesn't mind).

My idea is making a MM8 HUD with 3 gauges on a horizontal orientation, so it can be used with class mods that need two gauges for weapons.

56
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 28, 2016, 06:25:29 PM »
Thank you, Fyone!

Edit: According to the thread, it is compatible with JC, but whenever I add the damage display to the load order, in any position, it seems to disable JC.

Edit 2: Nevermind, works now. I just redid my load order from scratch and it seems to work fine now. Weird.
I use ZDL by the way.

57
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 28, 2016, 02:39:49 AM »
I was playing Bot Rush mode as of late and I noticed that it seems damage inflicted on bots is noticeably higher than when going through the normal campaign.

Is it something related to the core MM8BDM's design to improve survivability or are bots actually buffed from baseline during campaign mode?

Maybe it's none of those things and during normal gameplay things are way to hectic to enable tracking damage accurately.  On the subject of tracking damage, is there some sort of config flag that enables telling how damaged a bot is at a glance? maybe this was already asked (could even be repeating my own questions), so if that's the case I apologize, and I appreciate any input/insight given.

Edit: I realize a lot of these questions don't fit strictly within the confines of JC, but I posted here anyway because I only really play MM8BDM with the mod enabled.

58
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 20, 2015, 06:14:45 PM »
I guess maybe Star Crash hits behind the shield, I mean the hitbox goes around it?
How about other shields like Plant Barrier? I know Skull Barrier is probably no issue because the sheild doesn't move.

59
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 20, 2015, 10:09:53 AM »
I hope that slight Freeze Man tweak comes around soon, although I imagine the team is saving the next release when core reaches V5? hopefully MM9 RMs will be added then ^.^

60
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 17, 2015, 04:44:15 PM »
Quote from: "Endymion"
It is just the perspective. The view limited to only 8 point. This mean, you will see the Scorch Wheel from its side even you are not at the side of the projectile. Try to shot straight upward: some projectile will have not visible sprite from that angle. XD

Hm, thanks for confirming my suspicions, Endymion. I guess I score more frags if I move after the wheel launches because bots tend to move around to follow me and reposition themselves.
I noticed lacking sprites as well, at sharp angles, even for relatively small projectiles like the Centaur Buster shot.

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