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Messages - Stardust

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121
Maps / Re: [Mini Map-pack] LegoPack v1a
« on: August 08, 2014, 08:18:56 AM »
Hnnng finallyyy, me gusta mucho, I'd host this if it's okay with you
I prefer to talk about some global ideas rather than the most detailistic parts of the structure or weapon placement or anything
1) As a matter of elegance and to give some love to the not-used blue Needle Man sky which wasn't used in MM3NEE, why not using the blue sky instead of the dark one? Then you could for instance, use a script like MM4BRI's which change textures, if.. ley's say, there are 5 frags left? When 5 frags are left, the blue sky could fall into the night, that'd be pretty coooool, but it's up to you.
The stars stop right there before fading into total darkness wallpaper T_T
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*jumps*
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Oh yea another note
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2) Rozark went here
This map is nice desu but I think (<== think) you should at least double the delay between each season ; in about 4 minutes of game, the stage changed of seasons about 6 times :I even the time system of Roller Coaster Tycoon is way longer. I have no idea how long a DM match lasts as it depends on frags and player numbers, though what I learnt is that a LMS game with stallers can go beyond 10 or 15 minutes
finally but this is just a detail since even Cold Man's "frozen" water is animated ; since the waterfall is frozen, I thought you could un-animate the water while the winter season, with a texture change. Even better I agree with Gospel you should totally freeze the water so a solid block of ice appears, blocking the underwater part. With a slippery effect and an intense-mint cyan colormap under the ice while it's being frozen, it would be *smacks her fingers* mmmm, delidelichious.
I feel like this map should get an easter egg but it would only appear in ONE season
3) This stage needs to have a 2D counterpart with its own robot master
However these weird area 52 floating holy monkheads rocks are kind of
special but they are kind of overrated. The 8-bit convertion seems a bit.. spiky, like these things are a bit too much detailed for Megaman. In Megaman most sprites have a black outline, you should at least remove some of them so they don't appear everywhere in each single blue pillar
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4) As a fairly small-sized map, I think you have every right in the world to turn this platform into a floating platform
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And, why not adding some pipis going on occasions, or making this gyro animated?
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Search Snake won't help in a floating air stage due to the pits, especially when you can easily find a more faithful weapon like Cloud's/Laser Buster. Why not using Dive Miss Gyro attack?
5)
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I noticed you have a fetish for Tengu Blade and Thunder Bolt as they appear on 3/5 maps

122
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 05, 2014, 06:10:21 PM »
Quote from: "Geno"
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In this screenshot Knux looks like a super saiyan warrior coming from space
with a pitch of Nyan Cat

123
Projects & Creative / Re: Stardust's Workshop
« on: July 30, 2014, 10:17:48 AM »
Thanks a lot Larissa I could have hardly found out the crash would come from this
I did a hotfix (it's just the beginning) hopefully it won't be crashable anymore. In more than 50 games of tests, I didn't manage to crash it
And I added a juggling for Pissed off Roll ass you wanted it

http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2fh.pk3

Sorry for the re-download



very EDIT because I don't want to bump another time.
Oh look two hotfixes in one post :) I swear if there's ANOTHER exploitable major bug like this Beat Call thing...

http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2fhh.pk3
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As a little extra I updated my classes' stage music taunt pack for the future -- still wondering if it's actually downloaded '.'
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124
Projects & Creative / Re: Stardust's Workshop
« on: July 29, 2014, 09:34:38 PM »
lol Tails you put a comma instead of a point at the end of your sentence
I can't tell why Doomseeker won't download the file, my guess is that the saxtonhalerebirth++v2ehhh.pk3 name is too long for Bestever, or maybe is the file glitchy for no reason. OrangeMario told me he couldn't download it neither. I hope next version will be easier to grab

Quote from: "kefka666"
With your permission would I be able to take a look at the mod. It's always good to have another set of eyes take a look and troubleshoot the issue.
Yeah but at this point it calls for knowledge about the way zandronum handles everything ; like, how does the coding work. Since it was unbanned, the server didn't crash, sooooo it's a really rare issue. I'd better simply keep my eye on it eventually

Oh yea and I also bump to say I have another and probably last version, except if more bugs and stuff need to be fixed~
I mostly did it to incorporate 2-3 interesting ideas posted recently on this thread that I personally appreciated

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Link : http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2f.pk3

125
Skins & Bots etc / Re: IamaMedalHunter's campsite : Heavenly datas
« on: July 19, 2014, 08:56:33 PM »
Then I give a hand

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Using this method I very easily found the source, the link to the pixiv is right below in the spoiler ; except if you want to try to find it by yourself?

Nice job on the skin she looks neat I'd use her

126
It's true that even the very last hot-hot-sub-very-under-mini-second hotfix is still banned from Best Ever, as the Best Ever admins ban the mods which can cause crashes (crashes usually result in a CPU rape for the BestEver servers, which means lagging for all the servers, so yeah it's not minor stuff. The only way to stop this global lag is to kill the server when it crashes, but the admin of the server isn't always here to fix that).
I'd host it with my own network but 1) I can't port forward this is 2hard4me 2) My french network would grant every 'muricans players at least a good 150+ ping. William0918 hosted it once but it quickly faded, that's too bad :(

But I don't *really* know why the crash occur, like, I can't find the bug : the last server played about 50 stages before crashing to MM5CRY, and that's when the admins killed it.

I plan on asking them to unban it, with the condition of me staying active and keep an eye on the statut of the server very often (and/or shutdown the server when I'm not here). Besides I'd love to host the future bro mapping jamming thing super so that more players could hear of it and play it (there is going to be around twenty maps in this map pack tho) so it doesn't fade on the internet after one week.
Development rather slowed down deeply to a abysmal level
my partner Tails mostly left the SH project, and Braixen/Dakutatoru seemed less interested in Unholy last time I meet him, so I think we're kinda all burned out or lost interest in bosses mods. If you think about it SHR++ literally almost doubled the amount of bosses avaiable since Balrog's version, so it's not like there's a very small selection.

tl;dr : development mostly stopped yes. SHR++ is banned but I'll try to negociate with the admins to let me host it on occasion

127
Music for my posts too, hurr durrr -- not fitting but eh
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@alex
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butttttt now concerning the topic again.

@LD
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@MrL
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128
Yep
The rage message is displayed basically when the boss's rage bar is full
Sniper's rage is automatically triggered - when he has full rage, it is immediately consumed and provide 5 arrows (the altfire button is used to swap between bow and sword, that's why the rage can't be used with altfire, and thus it activates instantly)
So the rage message appears, and then disappears a few seconds later

129
MM8BDM Discussion / Re: Destiny of mm8bdm?...
« on: July 05, 2014, 10:22:34 AM »
unfortunately nothing could go on forever, but you can expect it to lasts as long as it's played and/or updated, or simply enjoyed for the sake of what it is, a video game. That would probably means there are still many years left : consider the algorithm of "1 expansion = 1 year", we have MM9 MM10 MMV and probably some more side games as well, it's also up to the modifications that MM8BDM runs on, I mean if vanilla DM was the only game mode, MM8BDM would vanish fairly quicker, it's a chance Doom is editable.

MM8BDM will probably stay as a period in your life of several years and could come as a blast of nostalgia later. By growing up you might get other interests and eventually drop MM8BDM for some other games or life projects. On my own case for instance I used to play SRB2 a lot (it's basically the Sonic version of MM8BDM : It's a Sonic fan-game based on a doom engine), I thought I'd stick forever in the community, yet when I discovered MM8BDM and how fun it was to play/modify, I got stuck to it and dropped SRB2
but yeah you wouldn't like to play MM8BDM ; that's not the life's purpose to stick to one game. Enjoy your life when you can!

130
Quote from: "MrL1193"
Oh by the way, I just remembered that recently, some people reported that the bug that causes the second boss's rage message to disappear when the primary boss is killed has returned. It came up when I used Seeldier's rage to mow down the last two survivors after Seeman died; I didn't notice, but they said they were caught off guard because my rage message had disappeared. (I'm not sure if this affects the Genesis Unit, since their rage meter is shared, but I'm guessing other dual bosses might have the same problem.)Also, it seems that lag can sometimes "eat" Ninja Spy's rage, causing him to not turn invisible on some people's screens. It's always been a possible, if rather rare, occurrence, but I didn't pinpoint lag as the reason until recently, when he failed to turn invisible on my screen because he used his rage while I was having a lag spike. I'm not sure there's any easy way to guard against the problem, though.

I took note of that ; I never was aware the rage message wouldn't display if the hale 1 was ded. I'll fix it when possible (also technically if you can't see it, everypony can't see it neither, the rage message is displayed on everyone's screen)
For Ninja Spy's rage.. welp .___. the error must comes from Zandro itself : if at least one player can see it invisible (more like can't see it actually since he's invisible), everyone should be able to display the invisible state. I'll try to refresh Ninja's invisibility several times after he turned invisible to make sure it doesn't cause this glitch anymore

131
Definitely lucky that there's actually a steamroller in the Mega Man universe, derp
I might throw a spriting request in a day for this Steamroller art to happen. It'll probably need a single frame with all rotations, and.. that's it

Quote from: "Gumballtoid"
Also instead if a bubble or an obnoxious taunt that would be used to get Roll's attention, it might be better to just give them all injured frames, in kind to MMSP(SiN?).
I wish every skin in the world would magically create "wounded" sprites :( in your idea, this assumes Megaman's skin is forced to be Mega Man. I don't really know about the skin forcing. I mean, the classes mods, both JC and YD, are played very often, and you can't choose any skin in these mods...
Between being able to choose skins for Megaman, or have a wounded animation (thus, Megaman being the only skin available), I think for the love of skinners out there, being able to choose your skin is way better.
This being said I could give wounded animations to Proto, Duo, Auto, Roll and Bass, since Mission Mode made the sprites already  :)
Quote from: "Superjustinbros"
Yesterday I was going to suggest a third weapon for Auto where his arm would be colored purple and he'd spawn Treble Sentries when the weapon/arm
 is fully charged and ready to use. These Treble Sentries would be a bit different from the ones called via items, since they would have health and if shot at enough by Auto, the Sentry would "upgrade", giving it a faster fire rate, more firepower, or stronger defenses.
Hnnng
I wonder what would happen if a Autotroll would create sentries at the end of a teleporter and upgrade them... Auto is Engineer's counterpart because it suits him the most, however he was more designed as an "upgrader" (stat modifications confirmed BTW) than a pure "TF2 Engineer" ; he was more designed as someone who's not effective alone, but with at least 1 ally, can become way more helpful.

I have a last small hotfix for v2, except if more important fixed need to be added : v2eh ~ click on me!!!
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132
I see nothing wrong with it, my only issue would be... where would I find a 8-bit steamroller (with the 5 angles sprites)?? Back when I was making Dio Flash, the Steamroller sprite was the reason why I was blocked and couldn't use it, so I went with The World instead (and also because Dio Brando is more known for the Warudo than the steamroller ability)

133
Eh that's doable, yet if someone would fight for him, it would be probably Eddie (in Justified they do that ; collect 5 screws as Auto, use your item, and you can summon a Eddie that tracks opponents and send bombs in their faces). This being said if Auto would be able to summon weapons, stat upgrades AND summon sentries that would be a lot --I think we're about to need a 2nd weapon for all these options-- at this point I think it would be better to simply make his Screw Arm weapon stronger/any better -- and the same for Roll : making her able to fight better with her buster.

I know right about Duo, he has 160 HP now, but players hate being slow (except if you're a Frostman or a Hardman because being a fatty is fun) ==> that's probably why Speedster is overplayed
That's sad Duo isn't that played, but if more players would give him a chance like you do, they'd probably like his defense. Duo is the only class who can survive a Za Warudo. He can ram into a long range hale with Top Spin like Cave or Starman without being afraid of his healh, he can easily endure 2 or 3 lemons. I remembered once I tried to kill OrangeMario as Super Macho Man, and he was supported by a Healer (Greninja, I forgot his entire name) ; dang, Duo would neveeeer diiiiiie

...and I have the sudden envy to rename the classes to their actual Mega Man name :<

134
Quote from: "MrL1193"
You're confusing me here...You just admitted that Roll is more helpful than Auto, but then, in response to my example, you say, Nonono
Quote from: "Stardust"
It depends what is your way of playing and your priorities
I can't tell for everyone what is more "useful", some people prefer to have lots of medics, some other prefer to have lots of engineers, it's all up to your gamestyle
Besides Auto is planned to have a new ability for v3 (a skill based on supporting of course), something similar to SJB's stat modifying idea so he should be a class of choice. For the moment, the most used class seems to be Speedster anyway

Quote from: "Superjustinbros"
I'm sure this is probably a bit too complex to program in, but I think this could allow Auto to be a bit more useful in the field.
it seems similar to the training room menu in Dr Light's lab (when you're about to fight S.Joe). Coding aside there's still has been a part of haxx in video games so I wonder if the survivor discovering which weapon he gets would be like, less fun, because less randomized ; furthermore imagine you can choose Astro Crush, Needle Cannon or Search Snake. To me the answer would be straight, Astro Crush.
But I'm not spiting on it, I'll see if it can be used

Quote from: "Superjustinbros"
As for Roll, it was quite difficult for players to notice the beam's color changing as a survivor got more healthy. In all the times I healed players or got healed myself, I never noticed it.
Ok thank you for the info, I'll make it more noticeable then

135
Actually if you try StarCrashing Morshu you'll kill him easily, we already did the test with Celebi, Morshu is the same as before when it comes to melee, he still has troubles

Roll is helpful in the sense she helps the survivors by increasing their staying power (DEF.) Auto is helpful in the sense he helps the survivors by increasing their arsenal/choice of weapon, and provide ammo if needed (ATK.)
It depends what is your way of playing and your priorities, lots of Healers will grant a lot of recovering whereas lots of Supports will grant lots of weapons

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