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Messages - Stardust

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316
Projects & Creative / Re: Stardust's Workshop
« on: November 27, 2013, 09:53:34 PM »
The process of multiple hales may need some questions concerning balancing. A single hale with X health isn't as balanced as two hales with X/2 health, because there's also the fact TWO hales are attacking the players, and so players have to take care of a double situation :I. There was something unbalanced in the formula that calculates the hale's health : it's always 500 + (Y * number of players)
Y being a number that is higher or lower according to each hale (Y = 90 for Morshu, Y = 235 for Saxton Hale)
The problem was that 500, because bosses that have lower health get a large health benefit from this, like Morshu : he starts with 590 HP if there's one opponent, and he only gets 950 HP if 4 more opponents are added. It's the same for duo hales, each hale of the duo team have lower health, and this "500+".
In short, one player faces the two Seemen, with about 620 HP each. When 20 players are against the seemen, they have about 1700 HP each. So, yeaaah... we COULD increase the number of required players,
OR we could decrease this "500". That way, if one player is fighting two seemen, each would have about, like, 275 HP each ? And that would be quite fair. I prefer that last idea, instead of setting the minimal player number to 4.

EDIT : Also, due to some slowness in the mod, I'll need some more time to finish it (some more days, or maybe a week), but I couldn't finish it for the 1st december. Sorry about that :/ but I'm close to the end!

317
Projects & Creative / Re: Stardust's Workshop
« on: November 27, 2013, 10:43:49 AM »
A bit more than half of the hale's themes aren't 8-bits, while the other half is :/
Gilgamesh / CStory / Scrooge / Pissed off Roll are..
Morshu / Falcon / Cave Johnson etc etc... aren't.
Yeah, but in a general way, the more 8-bits theme I could get, the more NES it would still look.

I think you're referring to the musics used in this Scarlet Devil Mansion map >_< there's The Young Descendant of Tepes, which is the theme of Remilia's STAGE, not her own, and Sakuya's theme (Lunar Clock ~ Lunar Dial or something)
So no it isn't :I

318
Projects & Creative / Re: Stardust's Workshop
« on: November 26, 2013, 05:53:35 PM »
Quote from: "OtakuAlex"
though I will most likely stick to mine. Anyways, I think instead of using the Beethoven song as Remilia's theme, you should use her actual theme.



Also, since you included me in the credits, what do you plan for me to do in your version? I'm just as happy helping in others' projects as I would be getting help in my own.

If I use her actual theme, then it would be a 8-bit version. Not that I have a problem with that, but I just found the Beethoven thing pretty similar to her original theme (even if actually ZUN got probably inspired by Beethoven's symphony, and not the reverse XD) I'll probably change it anyway-

Well I don't especially need with coding the whole thing, what I thought is that we could stick together our modes into one when both will be finished : that way, we'll have a way bigger project, so big it would almost double the hale number, and the older hale fixes could also merge together to get a final version,
that will be the official sequel to Balrog's Saxton Hale (which was already a sequel to SilverSin's).
If you need help with something, just PM me in Skype and I may help

319
Projects & Creative / Re: Stardust's Workshop
« on: November 25, 2013, 06:09:44 AM »
Half is a bit overrated, people must still be able to react. The shot is pretty fast, and counting lags, halving it could have a too much important impact on its power :/
Still, the delay before firing switched from 1.0 second to 0.75 second. It makes a difference yeah

320
Projects & Creative / Re: Stardust's Workshop
« on: November 25, 2013, 05:22:34 AM »
Captain Falcon got voice clips when he kills people. The only thing I could change about his rage is the projectile's speed (the speed is about like a Proto Shot LV3). His rage isn't especially strong indeed, it needs some higher prediction skills as you only have one try, through Captain Falcon overall has a better normalfire than most melee hales because it thrusts him forward. Also, his health is rather high.

I'll stop the poll now, 7 NO to 0 YES is enough to tell me he isn't wanted anymore, poor guy :I
So, he was both removed because of his OPness, and because he's an original character ? It depends on people's opinions, but to me, it's true that handling an original character is a bit bothering, I feel like I'm advertising someone's darling.
Also when I played him the other time, he seemed quite complex for one of SilverSin's hales.

The progress right now, is I'm making the 4th on the 5 hales. He just needs his rage and I'm finished with it. I think I should be able to release my enjoyable v1A in about one week, as planned :D
I'll need the help of you guys, the players, to rebalance it, through. I couldn't get enough betatesters to mimick a large server gameplay, so I'm not sure they're enough balanced and fair yet.

EDIT : I'll post some updates. It's been 4 days without anything new.

321
Oh hey, another pool, sweet
If I may say -- since your mod seems to be based on the class modification, and not the original Saxton Hale, you shouldn't put the same for everyone, and let MrL choose a specific rune for each class. Saying this because some classes can reveal impossible to beat/not enough powered up by the rune. For instance, for those who experienced Cuca's Ring Man handling, the Ring Man spread at close range is probably the hardest for a hale to deal with. On the other hand, some classes such as Hard Man, considering everyone gets Strength, will buff his damage yeah, but he won't last long. He'd be way better with a haste rune, the thing that increase your speed.
Cooncloosion, keep MrL's runes plss sps plspsl pslps

322
Oh sorry, I missed that.
Also yeah, you were even here online, when Crash pointed that out, your file sure is heavy :P that's a huge 80MB atomic bomb. Separating files, like Linnie advised, is the fastest way to grab your mod for the players, through you'll need to transfer some music lumps into the other file. Musics take about 80% of the size of the actual file ^^ Or if you're lazy, you could keep the music in your main PK3, but then you should avoid as much as possible updating the wads often, especially if it only concerns minor glitch/bugs fixing...
Yeah, the post above speaks the wisdom of the truth.

323
I'm not sure on the error... how is the Sonic hale going through ?

324
Quote from: "Linnie"
I actually haven't fought against Zero yet, but from the sound of it he has both a melee and a range attack? You want to make sure he doesn't have too many moves or you'll accidentally create another Neo DS.

The Cave Story thing is a common glitch, actually, where if you get a dual boss and there are only two players the game messes up. Or at least it was common, there might have been a way to prevent it from happening in later modes.

Zero has only ranged attacks. All of his attacks can kill in one shot.
That's weird concerning the Cave Story one... From the latest version ever created by Balrog, a file called "balrogsh-overhaul(finalfix)", I looked at the code, and in english it says "If there are 2 people or less, choose between the 10 single hales. If there are 3 people or more, choose between the 12 hales, by including the duo ones" :3

325
Projects & Creative / Re: Stardust's Workshop
« on: November 20, 2013, 01:40:37 PM »
Quote from: "Superjustinbros"
In terms of the music,  try hosting a server with the Bio Miracle Bokkute Upa Final Boss theme I sent you  replacing the default "One Person Remains" theme and see how everyone likes it, with the "Lol U Died" song playing if the Hale wins, said theme having a %15 chance of playing.
Just notice that I'm not going to accept every single ones of your suggestions. I may decline some. I already wrote somewhere all of 'em and I do treat them. And I said 10%, not 15% :I
My main aim is to simply give 5 new hales.
I'm not going to touch with the finger hundreds of things from the official version, my mod isn't Saxton Hale Remastered. I want the players to just feel they play Saxton Hale, with the difference there will be 17 hales now. The less things from the past are changed, the more they'll still feel they're playing the original game. I don't want my Saxton Hale to turn into Unholy, with these holy-scaled player properties ._.
Quote from: "Goomba98"
Why did you choose Remilia Scarlet? I know you said she's overshadowed, but Flandre makes more sense as a Hale sice she can pretty much destroy anything. And before you argue about Yuyuko, her power is killing people, and robots are not living organisms. Utsuho might work if you don't want Flandre, though.

Also, it'd be really neat if you could bring back the Hales that were removed from Balrog's version (like PO Roll) somehow.
Something's bittin' my ear, maybe will Flan-chan make an appearance somewhere.. =w=
The only removed hale was PO Roll, right ? That's the only one I can remember. I wasn't existing around if they made up even older hales.
Quote from: "Balrog"
I turned against Hale because it's the cancer that is killing MM8BDM. The reason for so many offshoots is because of copycats looking for attention as much as actual attempts at improvement.
Uguu I feel so sad
I didn't started with this to become famous, but,
Take a childhood game you enjoyed a lot, but was very silent and nobody heard of it.
It'd bring you some nostalgia if there was a level editor for it, so you'd be free to customize, and you'd play it again, right ? Same for me and SH. I really wanted to create my own hales. I DO enjoy playing Saxton Hale. I have fun with it.
Through, I dislike the fact it became that popular, and the players' obsession about it, which make them refuse playing anything else than Saxton Hale. That, I'm not okay with.
I actually prefer playing Vanilla, especially CTF, but it's not easy because many users around like and ONLY like Saxton Hale. That's irritating for the other game modes, but this doesn't mean I don't enjoy playing it. If every one of these players would continue playing it, but at the same time they would play some other things, it could be solved, right ? Either way, the server player distribution lately is getting better than months ago, where SH was the ONLY and ONLY server with players. Now, you have Hotel, TLMS Classes, Vanilla on occasion, some kind of "Megaman Invasion" that eventually gets players, also a Mission Mode one... we're getting more diversification.
Quote from: "Balrog"
Bad show, Stardust.
That's what we'll see, Balrog :I

Since you're not developping SH anymore, I have a question through. Me, Otaku, and all a team of betatesters are working on the sequel of the mod you left to the community with 12 hales.
Could we take the leadership of this mod?

326
Okay so I just took enough time to test your current version of HSH (v2b), and as another coder who worked on the same codes as you, here are my tips and what I liked, or not, in a honest way.

Before-all, I would suggest you to develop your Saxton Hale description. You've just got a changelog, and that doesn't really help :/ remember that Saxton Hale is a game a loooot of people play, so the more infos you provide, the happier are these people. Especially if you make complex hales, where a how-to-use is definitely needed. I advise you to mimick SilverSin's Saxton Hale post. SilverSin created the original version of Saxton Hale.
And the way he wrote his post, especially the boss info spoiler, provides great informations on the hale and their skills are explained. In short, you should talk a bit more about your SH mod, because it's one of the most important mods you're creating lately, right ? :D  

Now to the game,
in a general way, the versions seems a bit glitched, and some things lack of care :I
Like there are reccurent errors message appearing on random maps : in Sword Man's stage.. in Clown Man's stage... in MM3DW1... in Drill Man's stage...
(click to show/hide)
And, for some reasons, on Clown Man's stage, the boss selection time lasted about 30 seconds, and even after that, I couldn't move at all. All of these clues mean you maybe started from a Saxton Hale version that wasn't the latest, because the errors say that some stuff don't exist ("they aren't coded") :/

The hales themselves are "unfinished" if I may say... I'll explain, each of them. Also glitchy.
For example I managed to get the Cave Story hale while there were 2 players in game... I become Quote, and Dive Man just stood here, like frozen, well obviously when such a bug appears, all the ACS code is destroyed XD so yeah, I had to restart.
(click to show/hide)
In some cases, my Mega Buster was even taken away and nothing happened ! Everyone had frozen ! D: I guess it's because I was selected for one of the two/three hales you made, but some weapon giving/taking derped around
(click to show/hide)
Cave Johnson's lemons are quite exited, aren't they ? SuperJustinBros gave me them too, they're indeed cooler, but you had problems with sprite, the lemon doesn't follow the correct frames :/ should be fixed please

Concerning you hales, neither of them has the boss rage/health bars, and they don't have super jump ._.
None of them has voice clips neither, and they need more dynamic sounds :I
Omega Zero : yeah, a lot of people waited for him to become a hale, so that's great you made it.
But he's pretty unbalanced. The fastest hale is Starman, his speed is 1.1 (Megaman's is 0.8), and even through he's a melee hale. Your hale's speed is 1.5, concidering he's a DISTANT hale ! It's like Cave Johnson with double speed, and with a OHKO missile ! Cave Johnson doesn't always OHKO with his lemons as the explosion's radius fades with distance... but that's not all, his health is wayyy too much high.
Let's take an example. Let's remember that Cave Johnson is a distant hale, but through he's slow and doesn't always OHKO with lemons. Cave Johnson's health formula is 500 + (number_of_players_in_the_game * 120) - 120.
(The "-120" was added because the hale isn't a player that fights the hale, so it's actually "players in game - 1").
 Omega Zero's is 1500 + (number_of_players_in_the_game * 150) - 150, so... yeaaaaaah... not sure you can beat an extremely fast and distant hale that has 1800 HP when only 2 players are playing against him.
 Even for a harder Saxton Hale, there's absolutely no way you can defeat that :P
Also, his HUD is glitchy for sure -- the recolorated Flame Sword is cooler for looking, but why doesn't Zero even finish his slash ? He does a half-slash, and it looks like he's slowly fending the air. And the saber fires the Z-Buster missile for some reasons :/ If you look at the outlines of the sprite file on the HUD, you could even see the end of your graphic at the bottom, when firing. And to finish this, the rage is pretty... calm. Not threatening neither. Actually, the normalfire is stronger. ZBuster's hitbox is "60 Radius, 25 Height", and it has a speed of 60. ZSaber -distant version-'s hitbox is about "6 radius / 6 height", speed of 40, and the only advantage is that it rips, like Falcon Punch. But that's all, it's not worth using =w= when you look at ZBuster. Also the rage's HUD displays Mega Buster, why ? D:
Finally, the appearing text when you get morphed into him say "normalfire for Z-Saber" while it's actually Z-Buster and vice versa for the rage text.

Hitler : I haven't played Wolfenstein 3D, but the skin looks cool~
He sounds better to me than Omega Zero. His mainfire through is confusing. It shoots random needle with a spread, right ? That's a bit hard to handle it, and the user can barely aim this. And also the HUD disappears and reappars later when Hitler finished firing. what ? :I
His rage is for sure better than any other attack this and omega ever has. The staying power of the smoke makes it look like to Scrooge's hales, which aren't fast, but can cover an area for some time, eventually dealing surprise attacks to players. You should change 'em sprites through because they look like gray Earths :I also they seem a bit "sleepy"... you should for instance, make them constantly change translucence, and maybe make them move a little on the Z-axis, you know so they seem to float, and that's nicer for the eye candy. Give it a "wooooosh" sound when firing the rage, and with maybe bigger smoke, you should have a great rage there.

Also, the last point I want to talk about is concerning music - ummm the Last Survivor theme, I think it's really unfittable. Using NON-8-bits musics is uuukay~, since even the official SH uses some for some hales (Cap Falcon, Morshu, Slender, Starman, Cave), but now the modern rock theme with vocal, that's way too much unfitting. It's still Megaman, a 8-bit game, and this one is completly unrelated to Megaman ._. it feels so weird listening to it in SH. Really, I think you should either take the old theme back or SuperJustinBros's, at least it's 8-bit :/
Furthermore, this last man standing theme is also too loud, pretty much like Omega Zero's theme. Both's volume need to be lowered. Like someone (I forgot his name) posted somewhere, "remember you're fighting someone while a music plays in the BG". It must be InGame > Music, and not the reverse :I
Also Hitler lacks of a theme.

So yeah, now you have my view on it.

327
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v3b)
« on: November 19, 2013, 07:58:55 PM »
Easy as pie. That's like fighting a Skull Man with Morshu. You can keep the bomb with you some time before it explodes, so just wait until the shield runs off to throw it.
If your normalfire is ready and your opponent's shield is too, get closer to your opponent to reduce the distance between Morshu and the shield user, so you can reduce your opponent's reaction time.
When enough close, takes the bomb on your head. If he uses the shield, just wait until he runs out and fire. If he doesn't, just get enough close and shoot at him so he has no time to use the shield.

328
Projects & Creative / Re: Stardust's Workshop
« on: November 19, 2013, 07:10:21 PM »
Oh yay, thanks for listing all of 'em suggestions Justin.

Remilia's arm indeed is misplaced, I'll add some offset to that. I'll keep the fingernails through, because if you remove them the hand is pretty much... simple D: also that's a way to show she's a vampire.

I'm going to change the obituaries for sure, but this one you proposed seem a bit noisy though. I thought it could be cooler if there's just no obituary at all, so you know, players die silently. =w=

Actually I always wondered why did the original makers gave him these tentacles things. I mean, he's got 2 hands with white gloves à la Mickey Mouse, he's not an octopus or a blood sucker, isn't he ? :I
I'll check for some better HUD.

Yeah, the killable Slender Man was planned in my mind sine the beginning, he'll even gets his own rage (not really an offensive rage through). Through, his health may seem quite large, so some people would still prefer to survive.

I'll re import the lemons in the correct order. Their outline is green, somehow. Meeh, I'll fix this too.

329
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: November 18, 2013, 11:16:23 PM »
Quote from: "Ivory"
To celebrate the move being over, we're taking a look at a new stage! Whooo!

(click to show/hide)

The first time you look at this kind of pictures, it's always breathtaking.

330
Projects & Creative / Re: Stardust's Workshop
« on: November 17, 2013, 09:27:49 AM »
Now that you mention it, the existing versions of SH are uh...
Normal SH, Unholy, Rebalanced, Hyper SH, Rebirth, MMUnlimited SH if we can count it xD...
well either way that's a lot of versions, I agree. Right now the closest relationship my mod has with other's is with Hyper Saxton, as Otaku and me are making hales together, but not in the same mod :I we'll probably mix or something. A little later, if us modders could come up with a set of different works, and that they're REALLY interesting, THEN maybe we could contact SilverSin (or Balrog) about including them into the official one. Because you know it's been years there's no update on this Balrog's SH.

So yeah I'll try doing this, because also I can't handle to see that much server with barely different names dedicated to SH. Althrough, Unholy seems to use brand new mechanics (health scaling, speed and power) so I don't think it'll ever be mixed with the normal Saxton Hale.

Thanks for the advise :D

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