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Messages - Stardust

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346
W.I.P Forum / Re: Mega Man PC 1 & 3 Expansion
« on: September 03, 2013, 09:28:37 AM »
Oh, a DOS thread...again
Weren't the weapons already made ?

347
General Gaming Discussion / Re: Mighty Number Nine: Inafune Strikes Back
« on: September 02, 2013, 08:46:27 PM »
Funny to notice how Capcom is sorry in this satire article. That's the kind of moments I'd donate the most as I can, and then wait while days or months to read what's new on Capcom and Keiji's sides. It looks like Comcept (Keiji's new company) has got most of the Mega Man creators on their side along with Keiji's departure from Capcom, the Kickstarter page evensay they're extremely experienced in game gameplay/design. Even if Beck is said to be the new Mega Man, and is made by the hands of Mega Man's creator (Dr. Light a.k.a "Keiji"), I'm quite sad about it, because of the brand new series starting. It reminds me of that bad ending of Mega Man X5 where I cried a lot ; Both X and Zero were critically damaged, and Zero died for saving X from Sigma, inheritting his sword to X. But in most of the Mega Man series, there's someone sacrifying (usually for the hero) and saying he'll always be here for him, even dead. Well, that's the same here for Mega and Beck. I hope all this will end good...

And, I've been finding some medias about Mega Man and Beck (I don't own them !). I'm not responsible for feelings attack.
(click to show/hide)
(click to show/hide)

348
Projects & Creative / Re: Class based modification (v6g)
« on: September 02, 2013, 07:51:20 PM »
I knew I should have been clearer -- I'm aware both taunts are Spy's talking, through I prefer YD's because "oh dear, I made quite a mess" is even less serious and more silly... I'll go with the silly, indeed :P

349
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: September 02, 2013, 01:29:22 PM »
I don't like the new Oil & Time neither, I think there is too much stuff in these 8-bit covers. Also, on servers, I heard more people whining about the new themes than people enjoying them.

I haven't any problem with Frost. Through, concerning Plant, I don't think it should include these springs... even if they're here in the original stage, they may not be the best gimmick to use. How about these platforms you can open, in the second part of the original stage, for instance ? We could put a series of them, raising (like the three appearing/disappearing platforms in MM8AST), with Eddie hooked at the end, on a high tree...

350
Projects & Creative / Re: Class based modification (v6g)
« on: September 02, 2013, 12:20:28 PM »
I mixed some of your and YD's taunts, for instance I took your Bomb Man but kept YD's Shadow, I find it even less unrelated to a taunt.
Through for Ice Man....hnnnnnng, I don't know what to choose between a famous pun or an amazing Touhou reference.
....
Well, I'll just put the Touhou one for the Freeze Man. After all, there's freeze in Perfect Freeze.

351
MM8BDM Discussion / Re: MM8BDM Wiki Revival Project: Apply Within!
« on: September 01, 2013, 10:24:42 AM »
Quote from: "HD_"
I'll also try to get a Manual of Style/Editing Standards up (which we also don't seem to have) as an attempt to fix some of the non-professionalism issues KD brought up
...and a brand new amazing wallpaper to replace the blank in the background. *wink wink*

352
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: August 30, 2013, 02:02:22 PM »
From what I can see in this staggering Ground Man's stage, Mega's weapon color scheme was adopted. This would means this green weapon Gumballtoid noticed in the extreme left, in the background, would be C. Vision.

Oh and since we're still on the color scheme
Quote from: "The_Broker"
Very nice screenshots! On one hand I'm glad the weapon colours are staying consistent, but on the other I'm a bit saddened at no "keeping colours closer to boss versions via using a mixture of Mega Man and Bass' weapon colours". (That was a mouthful huh?)
That would means the weapons won't have neither Mega or Bass's colors... it would be completly original colors.

Also I wonder how will Lightnig Bolt be different from a normal AoE weapon. Its graphics look more Megadriving than NESish... aren't they pixelated ?

353
Projects & Creative / Re: Class based modification (v6g)
« on: August 29, 2013, 05:53:56 PM »
Your idea sounds much better Musashi, but ammo should be reserved for copyclasses and Roll, to me. Robot Masters would regenerate their ammo by waiting, and even classes with two ammo bar like Skull or Bright don't need to collect ammo. Both their bar refill with time.

Quote from: "Promestein"
Quote from: "-FiniteZero-"
I think that the more classes that get jump sprites, the better.
Somebody please correct me if I'm wrong, but I believe the reason jump sprites aren't used now is because of it can look very strange when you're going up a ladder.

That's right, but I think there are more reasons : spriters' laziness (maybe jumping sprites aren't that much needed, and we got used to keeping the same sprites when jumping), or maybe coding confusion (basically, it means the code should check at every moment if the player's Z (height) - the ground's Z = 0.
"If PlayerZ - GroundZ = 0, then keep the player's sprite to walking form ; otherwise turn into jumping form (if =/= 0 then it means the player hasn't its feets on the ground))".

This code should be copied/pasted hundreds of times.

...I'll rather go with spriter laziness through :P

354
Projects & Creative / Re: Class based modification (v6g)
« on: August 26, 2013, 06:09:06 PM »
Quote from: "-FiniteZero-"
Not necessarily. The range could be similar to Charge Man's Coal Shot, and used with the item-use key, yes. When it hits an opponent, the opponent would have their vision and speed impaired.

If the range is similar to Charge Man's coal shot (a.k.a "melee attack"), it's actually better to simply slash ahead :P
The slash is maybe a very close range attack, but if someone is standing closely around the Slash Man, missing doesn't happen that often since the slash has a large hitbox.

On my own way, I was rather thinking at a kind of "invisible sniper", like Burst Man's altfire (which spawns a bubble at the aim). The egg could fall where Slash Man aimed-- althrough it should still have a range limit, and share the same ammo bar as the Dash. To keep it fun it shouldn't be too much "Flashman altfire", there's nothing more frustrating than seeing the Flash guy stopping you, getting right behind you, and take good care of your little butts with his rapidfire buster.
It could still be a "demoknight" (didn't know this term, too), the eggs shouldn't replace the dash, of course.

I'm just throwing my personnal view through, I had not the slighest idea about how it could work in MM8BDM when I wrote my other post. I also know you guys on the classes devteam want to be creative with the robot's weaponry.

EDIT : Sorry for all of these suggestions-- but somehow I just had another one now : how about turning Punk's ALTFIRE (the spinning charge) into an item, and merging his two ways of throwing the screw crushers into one weapon ? This way, Punk would have only one weapon and, so, obviously, it could prevent the user to constantly switch between them.

Quote from: "Emmanuelf06"
And yeah, pharaohman need a nerf or a gauge for his "flying" thing....I think, because he can go far always and run (like Slashman when he dashs)... (yeah, not so "canon" but it's a good style for a pharaoh guy)  :)
I'm okay for a bar, not only for him, but all the classes that have these "infinite moves" (Metal's alt, walljumpers, etc...) :I

355
Projects & Creative / Re: Class based modification (v6g)
« on: August 26, 2013, 11:54:32 AM »
The other time on the SH server, me and a Slashman player wondered why Slash Man has not his red dinosaur egg attack, while he has this dash.
In MM7, Slash Man doesn't seem to walk really fast (excepted when he does this Slash Dash from the ceiling. Here, he's fairly rapid.), he sounds better at jumping. Actually his pattern is about high jump'n slashing, or hiding in the ceiling, while red dinosaurs egg fall and stuck you.
After you got stuck, he sometimes dashes at you for a body contact damage, or just slash at you.
But really, the dash is a side attack. I think that in MM7, Slash Man can touch Mega Man with his slash by reducing Mega Man's (the opponent) movement (stucking him), while in MM8BDM, he can touch the opponent with his slash by improving his own.

Anyway, I just wondered why wasn't there this red dinosaur egg attack (if the dash could be a little nerfed since he'd get a new attack, it could be great too, so he wouldn't have tooooo much ways to get closer to his target).

EDIT : Just a small detail I noticed with Gemini, my main class-- could the obituary be different if the victim is killed by a GemShot (and/or eventually the clone's GemShot) and the Gemini Laser ? It displays "Gemini Laser" both for Gemini's Normalfire and ALTFIRE. We could call his normalfire the Gemini Buster, like all the robots that have a basic buster.

356
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 23, 2013, 06:41:30 PM »
Not sure if it should go here or in MM8BDM funnies, but what I
<warning, bunch of pictures.>
For those who were sleeping in the closet, The Toad Man army is an empire made of Toad Men, because Toad Men are bros.
You can also find the Hard Man army, but Toad is by far the most common. In Saxton Hale (sorry for bringing this up), a Toad Man brother who becomes a hale is said to be contaminated by the evil. The most traditionnal way to take this evil away is to purge dat Toad Man fellow. To do so, the contaminated fellow (the Toad Man hale) will kill every "non-toaders", a term used to describe robots who aren't of the Toad family. Once all the non-toaders are dead, the ritual begins.
The infected one steps on the middle, and Toaders surround him closely, in a ligne, triangle or square fashion. Then, the ceremony begins. The rain shall wall on this evil and purge the fellow Toad. Defeating the evil with the magic rain is the only way to purify a brother.
Here are some ceremony photos.
(click to show/hide)

357
MM8BDM Discussion / Re: MM8BDM Funnies
« on: August 23, 2013, 12:03:44 PM »
Hard Man isn't the strongest, actually -but that's just my opinion- even if MrL gave him 3 lives before he dies, I still think he's a class reserved for pros. It's very hard to handle *wink wink*
He may resist, but hitting him is so easy, especially after he uses his crushing attack (because even the proest of the pros couldn't play Hard in SH without wanting to use the ALT for dodging :I it's still better than dodging with moving only).

But I must admit that him (as well as Toad Men, who currently built the Toad Man army on SH, which appear on occasion) are quite funny, and I don't wanna hit Hard Men when I'm the hale. Actually, once I killed everyone except the Hard ones, I prefer letting them rape me with their ALT, I think it's more enjoyable, both for them and me, as we see the health counter lowering extremely fast XD

358
MM8BDM Discussion / Re: MM8BDM v4 Trailer
« on: August 19, 2013, 06:25:30 PM »
nou
Quote from: "Stardust"
BUT that gives you Bass's weapon version when a you collect a MM&B weapon with this class.
:I

359
MM8BDM Discussion / Re: MM8BDM v4 Trailer
« on: August 19, 2013, 06:14:50 PM »
Or, concerning all this, I bring you a new bright idea someone in a vanilla server gave me when talking about "Bass class". His name was Broken Shield IV :

We could create a new class called Bass, which behaves EXACTLY the same way as Mega Man class (the default basic one), BUT that gives you Bass's weapon version when a you collect a MM&B weapon with this class.

360
MM8BDM Discussion / Re: Music Codes please?
« on: August 18, 2013, 11:50:14 PM »
For the boss unknown stages
MM1 : MM1WBOSS
MM2 : It's actually the MM2 boss music, so MM2BOSS
MM3 : MM3BOSS2
MM4 : MM4BOSS2
MM5 : DRBMUS
MM6 : WILYCRI - MM10RAIN - FINAMUS - MM6BOSS2 - MM10FB1 - MM10FB2 (they all belong to MM6's unknown stage, just try them)
MM7 : MM7FBOS

Duo's stage is MM8INT

And I think the credit musics of MM1-6 and MM8 are respectively CREDMUS and CREDMUS2
Magnet Dood told you about MM7's ending music

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