Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stardust

Pages: 1 ... 24 25 [26] 27 28 ... 30
376
Quote from: "Mysterio"
EDIT:
Zerokk, I have to agree with you. A whole minute is above overkill. So, as of now, the duration of the Cursed Blade debuff changed. And, yes, I actually wanted both weapons to have the same Alt-Fire because it is a skill that comes from the user, not from either of the weapons.
Yeah, besides, 2 weapons4 firetypes (2normals/2altfire) are quite a lot and may be frustrating to control if they're not enough relative to each other, especially in addition to a weapon that can be charged- so it's better keeping a moving action with the offensive ones :P
Through you don't need to precise the accurate values like "-20% of defense in 0.7 seconds" because the coders among us could start calculating the amount of damage you deal and all, and it's not always funny to play with numbers, it's better to simply say "it reduces the victim's defense(armor)/power/speed for some time" or something :I

Quote from: "Gizmo The Cat"
Okay so I want to finally get around to updating Gizmo. He's gone too long without any updates, and I've got a whole "To Do List" full of updates and fixes needed to be done..
Just asking : are there, like, I don't know... you know... *cough cough more elemental weapons ? cough cough*

377
Quote from: "Zerokk"
- What damagetypes are there little of?
- What roles are the least
near least used so far?
- How should I make my weapons and
or altfires work with eachother?
- Should my class have a form of attack
defensetransportationetc in the item slot?
- Should my class be fast and easily taken down, slow and tanky, or somewhere inbetween?

Also keep in mind that 0.5x is very tanky armor, while 1.5x makes you more vulnerable. Don't mix them up when submitting your class.

If you'd like, you can think up your class's weapons and stats/values now, and worry about the skin at a later point. Just don't bug Coldfusion too much about if it's accepted or not. Although I would understand why at some times, because as I see he likes my class submission, I don't see it on the next version list yet.
Basically what Zerokk said for the general gameplay of your class, althrough the "speed up/defense down" and vise versa thing is just plain classic and old, and you could do it with others stats, like ATK : "power of weapons weaker, but speed up and defense normal" (I think King Yamato is a little like this, his normal fire whirlwind is -if I'm not wrong- quite weak),. or any other stat RPGs taught us... the most original, the more interesting, the more we'd enjoy it. I think making the skin first is cooler because your gameplay ideas become clearer and you get more inspired because you already designed him (or maybe it's just me).

EDIT : ahm a little late for the post

Quote from: "Messatsu"
Extract CSCCDEFS.ACS into the folder containing ACC.exe.  It's odd and someone had to tell me what was wrong too.  If you update CSCCDEFS, you'll need to reextract it.
Sweetness ! Now, it works.
Thanks my lord.

378
Mega Man Discussion / Re: Megaman Unlimited
« on: July 14, 2013, 09:53:01 PM »
Quote from: "Magnet Dood"
Is it just me, or does all the music they used to replace Kevviiinnn's songs suck?

Seriously, the only songs I could enjoy were Yo-yo's and Glue's themes. I miss the old Jet, Trinitro, and Nail Man songs- those were all so good.
Not sure if Rainbow Man's theme was made by Kevviiinnn, but if not then it's the exception. Really it looks like to a kind of mix tonalities ! and anyway RM was one of the firsts Robot Masters shown so those who followed him since its MM10 oldname probably love to finally play the game with RM's music for free. Too bad you can't listen to it because you die right some secondes later because of some random laser coming out of nowhere.

Talking about Yoyo Man, yeh, it comes from 8BDM- I mean they used it too, it's Victory Isle (CTF07)'s theme.

Quote from: "Ivory"
I know, and it fixes nothing. And when I looked into it, it seemed to be a somewhat common problem.
I have no idea if it could do something but maybe is it about DirectX, I looked in the MMRevolutions download page and they said it was needed to make MMR works. Otherwise I just don't know what could go wrong, even my dusty computer that plays TF2 with 3FPS seems to have neat graphics.

379
Mega Man Discussion / Re: Megaman Unlimited
« on: July 14, 2013, 09:13:47 PM »
A lot of fangames bloomed lately, Sonic after the Sequel, Mega Man Revolutions, now this... can't finish them all

So the game REALLY is hard. I started with Nail Man and failed so badly. I don't understand why the MM9-styled level is so hard and Hammer Man, the "mini-boss", so cheap to beat. He deserves more attention.
Through the harder the better because it means more time to play it.
Also is it me or Yoyo Man's stage's music was used in 8BDM, like, in Snakes in Spaces or something ?

Also Ivory there's an option to resize the screen, not sure if it may help but to access it, from the main screen (blue/cyan menu), press two times Down and then Enter, and use right/left to change the size ----  and then just press Up and Enter to come back to the menu-

380
My class's almost done and the last thing I must do is creating the bot's weapon version, however when I try to compile CSCCACS.acs (because it contains the "if player is a bot, replace player weapon version by bot weapon version" information), it says "Couldn't find include file "csccdefs.acs". I even tried to compile the file from the current version 5a without my class, it still says this, so I don't know how you guys compiled it.

381
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 11, 2013, 09:08:28 AM »
Quote from: "Megaman94"
EDIT: I was also wondering how, in deathmatch, when the frag limit is getting close the music changes. Also the victory jingle at the end of a round.

From experience I think it changes when you're 5 frags away from the goal.

382
Skins & Bots etc / Re: The Funky Pack!
« on: July 11, 2013, 09:04:25 AM »
Iwao ? Isn't he an amazing guy who did a full Mega Man 1 remix album, on the cover you can see a real-life Mega Man ?

383
Projects & Creative / Re: Class based modification (v6g)
« on: July 03, 2013, 01:09:59 PM »
It's not possible yet to see some code about Mega Man 8 weapons... but there is already a folder in the file-
Great job for that last update, but while the DocRobot HUD is sweet for the eyes, is really having a jump of 90%, 100% or 110% from the normal one important to know ? The speed is for sure because even 10% of gain is a lot, but is the jump needed ? A tiny small height variation won't block the user from accessing the platforms they can with 100% jump.

EDIT : What does the altfire of the first weapon of Needle Man do ?
(I took a small look at the Needle Man code, and if I can say, you should replace the power duration "99999999999999" of its power speed when firing by 0x7FFFFFFF (it's actually the max value, about 2 years or something of duration... )

384
Then why simply not disabling them in CTF ? It's more efficient than "reduce the luck of getting them", if the problem's here. And if someone grabs the luck, especially if it's a "good player", then it'll be almost impossible to defeat him, a Quick Man that constantly uses his speed boost thing, and so the problem isn't solved :3 (Quick Man is the best example because hardest to catch in CTF, but flyings and tanks, I agree with that too. Through tanks have low speed so it's not dramatic).

385
Concerning this mod, isn't it better to simply remove the speed classes in CTF ? Some kind of code that'll say "If Game type is CTF, then change every player's classes to RANDOM if they chose Quick Man or Slash Man"...
Not only that it has been said many times, that some people want to master an unique class, others simply can't handle every classes...
why forcing them to have a random class ? If people want a random class, the option's there.

386
Uguu you posted riiiight after I found the solution, but anyway we thought the same ^^
Yes, I completly forgot how PROJECTILE can be useful with pointer inherit. With checkers, I usually set
+MISSILE
+NOCLIP
+NOINTERACTION
+DONTBLAST (so they don't go away into the infinite space :3)
To make sure NOTHING except a A_Jump thing could remove it.
Thanks, thanks a lot Tsuki

387
Yes you're right, actually here's a more delicate and refined situation
If I use a CustomInventory that spawns a missile, the missile won't hurt me.
But, if instead of directly spawning the missile, the C.Inventory spawns a SPAWNER that'll spawn the missile, then this missile will hurt me. I tried it
One of the attacks of my class actually comes... from my custom inventory. From using an item, in other words. >:I
Maybe is the CustomInventory's pointer system different ?

EDIT : WAIT, I found the problem (editing right now...)

388
Quote from: "Lego"
It is currently unimplemented in Zandronum.
As are many other pointer related functions.

just to name a few.

I saw it sooner, but... sigh. Can a script do "Set the target of the one who executed the script to its target's target ?"
With poorly visual help it means

--------- ACTOR SP (I spawn ACTOR 1)  --------
--------- ACTOR 1 (my target is ACTOR SP because it spawned me, and I spawn ACTOR 2)  ---------
--------- ACTOR 2 (my target is ACTOR 1 because it spawned me, but I use the miraculous script to set my target to ACTORSP) ---------

I'm really a broken arm at ACS, I can only barely edit some stuff that already exists, but not really create mines.

389
Use a CustomInventory sewer.
At the moment where the explode should occur, spawn an actor that will itself receive a CustomInventory that autoactivates and deals a A_Explode when used. That way the use of CustomInventory turns the explosion into a generic "damager" that isn't created by any player's hand.

By the way Lego do you know all the codes of every famous mods ? o////o

390
I've a problem too with my weapons when it casts A_SpawnItemEx.
Zandronum won't launch the game if the SXF_TRANSFERPOINTERS flag is set. I was wondering if this flag was still usable...? It's a really crucial one for frag count and some mechanics...

Pages: 1 ... 24 25 [26] 27 28 ... 30