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Messages - Stardust

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106
Projects & Creative / Re: Stardust's Workshop
« on: September 30, 2014, 04:30:07 PM »
I'm not feeling attacked, I just didn't want to answer at first but it's that time of the year again T.T
I'm not sure if you were expecting me to answer these subjectives problems just to know which ideas we had behind, or if you're definitely writting this complain to say in a nutshell "SH sucks", but I'll answer U still

The purpose of classes is to have characters with different abilities (in a general way). Megaman, Protoman, Bass and Duo are the main fighters : they're different in their stats. Duo is the Tank, Proto the Sweeper, Bass the Speedster. Unlike Megaman who is balanced in every domain (ATK , DEF, SPE), the 3 other offensive classes allow you to play with the stats you personally prefer, by sacrificing another one you might not/less be interesting playing with. As an extra, the 3 fighting classes start with a Proto, Bass Buster or Duo Fist, a nerfed version. This new buster is meant to be better than Mega's Mega Buster, but of course weaker than the not-nerfed, original version (It would be weird to have Proto Man with the Mega Buster, canonly-wise).
Auto and Roll sure are unique because they don't trade stats, but have unique supporting/Healing abilities. The reason why I came up with a medic and an engineer is that these 2 supporting classes can belong to a boss mode, by supporting their team.
Sure, I could have made Justified or CBM playable with SHR++, so your desire of "different" classes could have been filled, but if you're going to get faster, flying, stunning, immunised-type classes like Quick, Gyro, Gravity, Spark or Skull, the game will quickly become broken.
I'm mostly saying this for the people who wanted to know why I prefer to have "copywep-based" classes rather than the classes from CBM/Justi. Basically I thank Rozark for showing you the huge helping graphic that tells you what the classes can do

I don't know what is your way of judging, so if you're going to say "X, Y, Z hales suck, save for hales A, B, C", it could be nice reading why these A-B-C hales are great...
The oïl and fire isn't weak, and has the advantage of "blocking" areas. Oil and fire works as a large area damager. Besides, you can use a burning oïl field to burn even more oïl. The bombs deal a solid 80 damage with a radius large as 1.5 times Pharaoh Shot LV3's, and are quick to pick up. The fire rate is about.... in fact, 2 or 3 times faster than in Balrog's version. Sorry to break your "it feels weak" feeling, but those are numbers. If you don't believe maths, I'm sorry I can't help anymore.

Talbain's darkness used to last long (2 seconds of full darkness, once in a while : like every 14 seconds). Now, it happens fairly often, but last short (0.5 seconds of full darkness every 5 seconds maybe.) I removed the bulb because for such a short blackout time, you don't need to get accurate timing to do your actions. The reason why his attacks "stops" him, is that 1) this melee has a laarge hitbox, 2)...
..
the survivors have to fight in darkness, duh >_;

...so... is it strange I don't agree that all of those points you brought up are bad? I don't think so. You're just exaggerating ._.


EDIT : I'll use this post to say that I took a large puff of air, and decided alongside with Tails and my team to come back to SH progress with a v3. Don't expect anything soon, but we're back on the board and doing work slowly but surely =)

107
MM8BDM Discussion / Re: SERVER READY, bweeooop | The Thread
« on: September 20, 2014, 04:10:06 AM »
Quote from: "Lego"
Quote from: "coolcat7022"
2. Wadseeker didn't find the saxton hale wads.
That's when you go to http://www.best-ever.org/wads and find them yourself.
Wadseeker doesn't like pluses in the file names.

Yeah and I'm sorry about that
The future files related to SHR++ will be renamed (without +s) so they don't cause nanymore downloading problems.

Either way thanks Flandre for hosting it ^^

108
Projects & Creative / Re: DRSG Master Pack v1.1 (Official Release) May 04
« on: September 19, 2014, 04:08:20 PM »
Hi Duora could you --if you didn't do it already-- change the water system like in DRSGDM07 (the Beach/Mountain map I think) so they use the standard water (low gravity) instead of the Doom Water (slowing down)??
This would make crossing the water portions smoother ; and as a matter of fact your maps wouldn't have the Hotel pool issue T_T if you didn't know about this one, the HOTEL map was banned from B.E because you could shoot certain things (Dr Wily's "forgive me" corpse, his lightning balls as well, Woody's leaves, Plantman's seeds, Heatman's fire blasts or Oil Man's oïl blobs, etc.) in the water and they wouldn't disappear until the pool would refill, causing stocking and as such, some lags.

109
Projects & Creative / Re: Stardust's Workshop
« on: September 17, 2014, 07:40:58 PM »
Categorizing individual weapons into "elements" that would create a fire/water/lightning/Wind/dark/w/e crossover weapon à la Kirby 64 would defeat the main purpose of the project, that is : considering EACH weapon, with EACH weapon belonging to its OWN robot master, not to a gang like the Fire robots or the Ice robots ; and furthermore creating very accurate weapons based on 2 robots' properties, opposed to a group of robots. Also, I think that coding each single weapons is more complex, original and interesting than gathering them so we only have like, 20 weapons at the end (the single MM1 episode of Xover has 28 weapons.)

What I'm never going to do however is to mix any weapon from any episode with any other weapon from any episode : if you could mix MM2 weapons with MM7 say, that would be a total of more than 2500 weapons to create. Nobody has the courage to code them, and anyway no player has the envy to remember how 2500 weapons work.
I'm not in a hurry with Xover Weapons I prefer to keep it calm and slowly, but effectively ; current plans are to only allow crosses between the same generation (28 combinations / generation, that's neat already), and for the next version --if it happens--, I took care of the problems concerning the narrow variety of weapons you can collect and mix...

I can't confirm I'd add a health bar, yet I plan on re-managing the bosses informations (..name and health and eventually a few new things) so they're given more importance on the screen. What I didn't miss though is that I already added Macho Man's skin!

either way thanks for the + problem, if BE would accept spaces, I didn't think it would have problems with a +.

110
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 13, 2014, 08:31:27 AM »
Releasing a BUNCH of random pictures.
(click to show/hide)

111
Projects & Creative / Re: Justified Classes v3b
« on: September 07, 2014, 06:00:22 PM »
A few things.
> Some bots were broken in bot rush like Quick who would keep trying to use the boomerangs but since he has no ammo, he can't. I think I met some other classes which couldn't work properly, basically check all the classes who obtained a ammo bar in the last versions, they might be broken in bot rush by trying to fire
> The MMV boss fight music for bot rush is still terrible quality even though I sent a better one, which was loopable and all
> Enker shouldn't be able to use the altfire button when the bar is not full, it's annoying when you're waiting for the bar to get full again, and you press it right before it's completly full (usable), Enker won't do anything, you'll have to release the button, wait for the last unit of ammo to regenerate, and then you can use it
> King's laser beam sound (axe mode) is low quality
> Since justified uses low damage values like Jupiter buster and tends to have multihitting attacks like lightning bolt or remote mine, some armors are completly ignored and the damage calculation is very often not correct
it's about time to do something about this, just so the armors are correctly applied for every single attack of the game. If the damage the classes receive isn't the damage they're supposed to receive, it's a bug that must be fixed (and NOT a minor bug, mind you... it affects pretty much everyone, the classes with armor, AND the one without armor because they can fight armored-classes. Without forgetting all the multiplicators : basic armor, weaknesses, double-armor state...
> Proto Man's shield doesn't work... at all. Since the very first versions it seems he's supposed to have his shield to protect him when not firing the Proto Buster, but it doesn't protect. Knight might be having the same problem
> Saturn's altfire ammo regenerates at the speed of light when the ring is coming back.

112
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: September 07, 2014, 09:46:13 AM »
Woaw I didn't know you draw so well
do you have a devientart?

113
Anything Goes / Re: Class Based Modification vs. Justified Classes
« on: September 06, 2014, 08:42:42 PM »
Guys instead of proving how each other is wrong in order to chain with how bad they're arguing, since obviously nobody is going to change his/her opinion on the mod he/she defends (and it's perfectly fine to have personnal preferences), since there are fans of both mods here and on the servers, and since creating a topic like this will simply add more chili pepper in the salad, as YD and JC seem to be treated as harshly as religious or politician opinions,  since MM8BDM is a video game, a fangame even, not a internationnal decision that is going to change dramatically everyone's lives, couldn't the two devteams take some distance on the hate on each mod's flaws and instead, make a single "official community classes project" with both mods' potential and talented people working on it? Not going into details, but YD and JC both have good points and eventually bad points, since there are both people preferring CBM or JC.
Sooo... what's the deal with getting over the conflict and simply call an agreement on a final classes mod?
That would for instance, benefit of Justified's top notch graphics and high-quality canon ressources, + the most successful 2D-NES to FPS game classes convertion,
and get the devotion of the CBM team regarding balance, improved classes uniqueness & smoothness, (and eventually vanilla-scaled damage values but that's subjective).

It's kind of boring to see 2 servers supposed to propose a mod with the same aim (turn the classic Mega Man series robots into classes), yet they're still separated and go on their own.
(click to show/hide)

Coming from a very old YD Gemini player, who then wanted to master JC Cut, and now who doesn't even know which class to master due to the various versions, so she just goes on random disregarding which class mod the server has loaded.

114
Projects & Creative / Re: Class based modification (v7cbefix)
« on: September 03, 2014, 07:50:03 AM »
You must have received a DDOS attack. You were playing online at this moment right? If so, the server usually just crashes, but sometimes on rare occasions the internet network is slowed down to nothing or even breaks completly (yet some stuff like Skype still work somehow...)
In my opinion it would have something to do with the place where you spawned it, like a Wheel, a baccone, or a roader (or a map outside portion).
If you can remember of the most details as possible when you did it, it would help, even what you judge not needed may be helping : other players' classes (maybe it's not Doc's fault after all), the last actions you were doing, the place of the map you were, your Copy Vision ammo...

115
Projects & Creative / Re: Class based modification (v7cbefix)
« on: August 29, 2014, 09:09:42 AM »
There is a TL;DR at the end of this post if you want
After playing some v4 I wanted to talk about a few things

MAGMA MUNG CASE
Quote from: "Knux"
Speaking of Magma Man, I was going to suggest his ammo bar going down slowly if not used after some time because that weapon hits extremely hard after being charged.

This gives me an idea, how about turning his ammo bar into a "time" bar? This would also extol the risk taking of charging in front of an opponent, and in addition it would make his easy "meatshot" shots more challenging in order to be rewarding. Besides I don't think there are any classes yet --except GrenadeMan-- which have a period of powerful state, which disappears after some time, that'd be something kewl.
Here's the deal ; the altfire remains a charging "attack", hold it until the bar is full if you want it to be more effective ~ if you keep holding alt when the bar is full, the charging sound still plays, and the ammo bar remains 100% full
Once you released altfire and stopped charging, your ammo bar continually drains (rather quickly? I'd let you adjust the bar draining speed), and as long as the bar isn't empty, you can freely shoot Magma Bazooka charged shots (eventually we could slow down the fire rate, but anyway I'm just explaining my idea here I won't go deep into balance stuff atm.)
The advantage of this, is that you can't just stack 4 charged shots and wait for a random Woodman to come and backstab him with the shotgun. You couldn't run freely with your super (33*3)*4 big damaging shots ; you'll have to often fill your bar, and the charging of course plays the very loud sound ; even when keeping altfire held with a full bar (so if someone would camp with a fully charged bar, you'd hear him/her and act accordingly)

ACTION HARD MUGN
EDIT : Oh yeah and buff Hard Man's knuckles hitbox to vanilla Hardknuckle hitbox please, right now he has small 6-radius knuckles and he can't fire his knuckles until they come back, this is kind of bothering especially when fighting flying classes like Gyro or Tengu, where the knuckles very often fade in the sky
The quake won't even do anything, any average player can jump over it and benefit of Hard's landing to chain with a hit, the best example I had was me trying to stun a Springman ; he simply jumped and chained with a spring punch
Hard is one, if not THE slowest class in YD classes, he has many important strategies he can't do such as catching a run away opponent (who's likely going to come back later by backstabbing, and repeat until Hardman is dead.), dodging properly in front (that's why I think he should at least have bigger knuckles so he's an actual threaten, and in fact USABLE in a front battle. It's a CHANCE if someone is staying in Hard Man's middle range by trying to kill him, because it's the ONLY situation where he can *try* to do something. I'm saying "try" because remember that due to his slow speed, any opponent can decide to exit the situation by fleeing and Hardman can't do anything about that. Hardman is very direct, fairly low in terms of projectiles amount. He can't fill a field with knuckles (each knuckle must count. You only have 2 projectiles, and in long ranges, you have no way to win with them) ; unlike Frostman, he can't spam a giant floorhugging projectile to get some random extra frags)
In other words, if he can't play in long range and can't catch someone (which is irritating when this runaway person is a Flashman or a Magmaman that can peacefully charge since I'm so slow), I think he should *at least* get better than the other classes when it comes to fisting at close/middle range. That's why I say, buff his knuckle hitbox which is currently 6 (it's pretty much Mega Buster shot's hitbox!!) to something like 10, or even 12, like the vanilla HKnuckle used to be.
Now you might say his Earthquake jumping is useful as an utility, I won't disagree with that, I enjoy reaching the top of MM2CRA and falling like a meteor in the central area to hurt badly everyone around, even though this is probably one of the very best situations to use the earthquake. Yet it won't help Hardman escaping from a dangerous fight, sure you could go on a higher cliff, but 1) you are stopped for a second when crushing the earth which can lead to some extra damage from below, 2) Hardman is so slow that the opponent will likely get on the stairs around and continue raping Hardman. And no, you can't "crush" opponents with Hardman's .. crushing. Hardman is extremely slow, saying he is able to fall accurately on someone's head is just pure luck and it'll happen 1 time on 10.000 with a pinch of pure haxx. And even if you *somehow* are able to land on their heads (let's assume it's possible), most of them are able to resist to it and only lose, say, half of their health? I'm talking with my experience in-game over there ; it's not rewarding at all since trying to land with the crush never happens.
Crushing is only useful to have a fun time killing the standing still players before a TLMS match begins, or if a manly dude asks me to crush him for the Hardman nation

My point is, Hardman has almost no way to escape a 1vs1 (or even a teamgang, that's a nightmare, even worse than a Junkman punching him to death), whereas pretty much every other class can decide when to retreat as Hardman doesn't look threatening, everyone can outspeed him. I challenge anyone to duel a Magnetman, using Hardman and land at least a single punch on Magnet. It's impossible for Hardman to handle this

I mean I grew tired of being forced to switch to Wily, Magma or Grenade in order to win, I want to have a Hardman that's an actual threaten even with his fat ass speed :c

GRENADEUH
On another corner, Grenade Man needs a nerf definitely. His flash bomb inherited from vanilla was unconsciously buffed in v4, and one flash bomb can easily OHKO if sent in the face. Saying this because playing very often as Hardman, a bit less than 2 Flash bombs is enough to kill my hard armor (without counting the grenArmageddon that finishes me off if I somehow luckily defeat the Grenade man)

COPYWEPS & BALANCE PLEAZ
And a very last question, at last but not least : why are there copywep classes in this mod???? It's kind of unfair that every single class is good in some situations and bad in others (Dive man good at long range and welp in melee, the opposite for Slashman, Gemini who's good when hiding but is pretty average when discovered and trying to run away, Snakeman who can easily hit ground targets but who can't do anything against Gyro..) but the copyweps are just whyyy
Not only they have the advantage of starting with FIVE different weapons, FIVE different kinds of attacks (long range, rapidfire, power, shield, close range), in other words they can take any class in any situation. And they also have their buster, PLUS a sliding to run away, because being able to collect lots of weapons isn't good enough.
So... For the ability to have many weapons for all situations (a.k.a no situation where they can't be almost "useless" like I say), plus a buster, plus a sliding to run away easily anywhere anytime, their bad points are..?
Taking Mega Man since he's hero : 1.12 armor (which isn't even light armor), and a... 9% damage nerf. Nine percents. Nine percents take down Hard Knuckle (most noticeable damage amount) weapon from 70 to 64. Is "this" supposed to rebalance the fact they're copyweps? To me you should at least increase the copynerf to 20%, literally
I mean, a 9% damage nerf won't prevent any copywep class to take 75% of the health with a slash claw or kill anyone in 1 (meatshot) or 2 thunder beams.  + the sliding. An infinite dash needs at least light armor as you can run around at high speed with it. + the ability to have NO weakness. Literally in both sense : 1) No physical weakness, there's no weapon that does extra damage on copyweps, 2) No gameplay weaknesses. The copywep classes are tiptop in any situation : long range, close range, protection, focus, running away, clearly. In addition to this, ammo consumption isn't a problem. First there's Doc Robot who can regenerate ammo, and boy when he's regenerating Plant Barrier, a Wise choice is to spectate to save everyone's time.
Regarding the other copyweps like Mega or Proto, they haven't any ammo problem, disregarding the mod. In Deathmatch, they shine the most : there are weapons everywhere in the stage, but since this is a class mod à la YD, every class drops their weapons forever on the field on each death. These weapons fill the whole ammo bar if you already collected it.
Now on TLMS, they haven't ammo consumption neither. You start with 5 weapons, when both teams will be annihilated, by collecting all the dropped stuff you'll have more than 15+ weapons. Without counting the buster of course
The only good thing, but not many people are aware of this, is that Rockman, even if they say "he has glassier armor but does more damage...".. in fact Megaman is way better.
Megaman has the copywep nerf, which is a nerf of 9% of damage (9% isn't a lot like I explained sooner with Hard Knuckle. It's like if you were fighting someone with 0.91 armor, which is almost like normal armor in fact.)
Rockman in fact has Proto Armor, but has no copynerf.
Mathematically Megaman is more efficient, you get 9% of additional damage but lost 20% of armor in counterpart (without forgetting Rockman can't slide)
Megaman => 1.12 armor, 91% power
Rockman => 1.33 armor, 100% power


TL;DR :
1) Magmaman could be limited by time instead of limited by ammo in order to fire his Bazooka,
2) Hardman's slowest class status and not even specialized in mid-range battles due to how tiny and awkward his 2 fists are to land makes him a class that is not threatening anywhere.
3) Grenade Man's power is way too high
4) A note regarding the copywep classes' existance

And then I was too lazy to write this, but Hornet Man is cheap enough and the bees aren't "easy to dodge" at long range
In addition to this the bug where Flashman gets full ammo is in the mod since years and still not fixed

116
Projects & Creative / Re: Stardust's Workshop
« on: August 23, 2014, 08:38:03 PM »
Well Medal, when it comes to hale altskinning, I would consider that as rather positive since it's an extra, and assuming the hale is able to choose his/her costume then ; in these conditions sure okay why not ~ I'll take an example, let's say Ninja Spy would have an alternate costume with neko ears (an example, huh) ; if you could select it OR the default skin at the beginning of the round (because switching in the fight would look awkward), sure. The first hale who'd raise her hand for this would be Pissed Off Roll without any doubt, yet she'd be more cute then threatening with extra outfits T_T
However before going to secondary skins, it might be a better idea to give a skin to the Seemen, Morshu, Cave Johnson, -well-the few characters who are left with Megaman skins :< and I saw you did an amazing contribution I'll come back to it later

I heard that some people found the good ol' SH LMS music kind of boring (pay my wooden source ; but if hyper saxton, unholy, and especially Lego's Bosses use different musics (Lego's version even has a list of several musics to play whenever someone specs on last survivor situation), it means they grew tired of hearing the same theme), but I think this theme is fairly traditionnal, it was used since Silversin's version and followed in Balrog, and on my personnal plans I wanted to keep SHR++ the way SH has always been, a... boss mod. Even if it's true that I and Tails went more modern, on something else than "a OHKO melee with a rage" because this was so old-school and cliché, so not varied in gameplay. ANYWAYYYY what I mean with the LMS music is that it keeps you reminded of the SH fuel, I'd even say this SH LMS theme is the "theme of Saxton Hale in MM8BDM" since the originary versions of the gamemod used it.
A few other points about it : - what happens if every hale can't have their own theme? Take Morshu for instance, he never even his official theme by Nintendo, he uses the Bomberman DS one, if I'm right, yet Zelda has nothing to do with Bomberman. Like you said it Sniper too, would be delicate to find a theme for
- I'm not sure why SH and the Seemen didn't have their own actual themes a long time ago (U_u) but as for Scrooge, this was applied because many players asked for this one. Tomahawk Talbain is the only one with a new LMS theme, because this 10/15-seconds loop was his winning theme in the original Darkstalkers game and I figured out I could give him this feature, as a lil' extra
- The size of the music file of course. ._. If every hale had 2 themes + 1 LMS theme, even when compressing the music to lower the size, the pk3 will probably exceed 140 MB or so and it would be painful

As a little thing you slyly did and I hightly doubt you chose to draw this skin for a casual use...
(click to show/hide)

117
MM8BDM Discussion / Re: SERVER READY, bweeooop | The Thread
« on: August 22, 2014, 12:10:57 PM »
Quote
:: [BE] Montreal :: Saxton Hale Rebirth ++    
    ==>    
  :: [BE] Montreal :: SHR++

The Saxton Hale Rebirth ++ server hosted one or two times/week will be renamed to SHR++,
The reason for this change is that many map packs were released lately (Kapus and Yuri's, Lego's, and of course the cutstuff jamming mapping collab thing), and ; the fact is that in order to host a server, you have to enter a line of commands. This line of commands has a characters input limit. With the new map packs, the character limit was reached and I couldn't add all the packs :(
Thus, as I hate to denigrate and take out some maps from the server, I reduced a few commands' characters size, and the server name was then reduced

118
Help & Editing / Re: Cannot start v4
« on: August 20, 2014, 02:23:03 PM »
Try taking out every file in your skins folder before starting Zandro

119
Projects & Creative / Re: Justified Classes v2dh
« on: August 12, 2014, 05:59:24 PM »
This was done already TheDoc, name's Justiderp T_T
It was started out as a joke mod by Blews (he released the all first version of Justiderp on a server about... 6 months ago? because he was bored, and this version included the "derped" versions of MM1 and MM2 (and maybe MM3) robot masters, which are basically overpowered versions of their original counterpart (Bubble's main is a vulcan, Roll is absurdly fast both in moves and attacks, Hard Man and Guts Man create giant earthquakes when smashing the ground, Metal's main summons 4 metal gears when it hits the ground, Wood Man's rain is explosive, Bomb Man sends bombs that split into even more bombs, all of Oil Man's attack scatter lots of oil around, etc... this is just a few of them.)

Over the time and since this joke mod was really enjoyed and played often, he did updated to include MM4 and MM5, then I proposed to help him and we worked both on this mod, until MM7. We stopped working on it because the coding was so hardcore that the server would crash, usually because some classes like Wood or Fire would summon a giant amount of actors on the map. Justiderp is currently banned because of these bugs/lags :( There won't be any MM8 update except if we really feel like bugseeking :I

If you want to give Justiderp a spin, load this wad followed by this one

120
Projects & Creative / Re: [Game Mode] Light vs. Wily - WIP Team Game
« on: August 12, 2014, 08:45:53 AM »
Woah it looks sugoi ne, it's so attractive

However I doubt the "boss" will need to be protected if he's able to shoot giga fists without charging, that's very threatening, it's like a slower firing mega buster but with giant 50+ damaging projectiles isn't it

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