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Messages - Stardust

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76
Projects & Creative / Re: Stardust's Workshop
« on: January 01, 2016, 10:13:27 PM »
I made a small mod, a class mod with teamwork-oriented abilities. Originally these classes were designed for SHR++ V3 (and they still are), but it's just until the hales get done (in a day?) I could release the work I've done on those classes for the moment. I went with Teamwork Classes (what a generic name) for the moment, this mod is still in beta but I hope you'll enjoy it
Check the first post for more info about it or how the classes work (they were really confusing from what I heard on the server :v keep in mind it's a beta, it does have bugs, its degree of un-balance-ment, and other bad or broken things.)

77
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: December 31, 2015, 10:26:47 PM »
(click to show/hide)


More infos about this thing coming very very soon.


EDIT 2 : VERY very very soon.


(click to show/hide)

78
Anything Goes / Re: General Offtopic Discussion
« on: November 05, 2015, 11:39:15 PM »
I agree with Jack. I kind of feel the same way. I met some other people here who would +1 this.

79
You should check that
http://mm8bdm.wikia.com/wiki/User_Creat ... ros._Skins
they have lotsa skins and even some mario enemies.
Even though I guess you already found one since :X

80
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: November 01, 2015, 09:29:36 AM »
Sorry for the bump, I have a question that might interest other persons as well
Will there be a lot of modifications for the code? (Excluding the new MM9 weapons)
By that I mean, will the ACS files such as GLOBAL or WEPACS, or the SBARINFO files, be heavily modified from v4c to v5a? I'm asking this because it's for compatibility for mods and such - if updating a v4c mod for v5a going to be long and/or mandatory for it to work correctly.

81
I can't wait to see the skins. I love halloween skins they're usually creative and so underrated. There are already some skins in the list I'm looking forward to.
Good luck to everyone :> I'd contribute with custom weapons but it seems like only maps and skins are accepted and I'm bad at both of them (^^;

82
Projects & Creative / Re: Class based modification (v8b)
« on: October 18, 2015, 10:39:51 AM »
I agree with most things regarding Punk, especially regarding his skulbarrieresque altfire which just negate any "burst" attack. I think he shouuld either takes half damage when curling, or have his ammo recharge wayy slower. Plus he's overally very very polyvalent : his main is a sniping shot, hitbox is 3 times bigger than Bubble or Gravity's buster, and it does 23 damage (15 dmg for bubl/grav buster). He has that to snipe or just poke with large damage, and his bouncing screws for spam and fill areas. I think he deserves to be less polyalent because right now he's good at anything.

For Search I agree he's cheap as in easy to use, but he still has lower armor, and is slower, this seems a bit forgotten (pretty much like Brightman. Well except Brightman has normal running speed since v8a or v8b).
Since TLMS is played almost all the time, I think it's actually a good idea to search searchman and kill him first quickly. Because the longer he stays the more painful he is (especially when you're 4vs1 in Iceman's map.) A technique I tend to do, is to get in his face and attack him while he locks me, then get behind a wall and let my teammates attack him (as he's forced to release his locks in order to attack them, and I'm just hiding or going away).
I think a *very slight* damage nerf on his main (14 ==> 13 or 12), + making him unable to keep someone locked on forever (use the stamina bar or something) so he can't keep 4 locking stacks until his target appears, and if you and your team focus him I think he should be not much threatening

83
That's a nice and original mod :) I would give a few remarks and stuff to improve it from what I've played but it's pretty fun for a first version
> You should vary the sounds the monsters use definitely. Almost everything uses a Mega Buster firing sound... you could use for instance Magnet Missile firing, arrow buster/charged shot sound, etc. Since the players don't have any weapons there won't be any misinterpretation
> Don't move on to new classes too quickly. It's way better if Megaman's summons are balanced and have unique abilities than to have even more summoners with tones of stuff (but then it just becomes too much and not always needed.)
> Beat seems to be easily able to do a 100 hp ==> 0 in a few seconds for a cheap summon :I and mets on the opposite seemed to do very low damage. You should remove or reduce the hitstun of Beat and/or lower its damage.
> Very up to you : you could change the player and its buster HUD colors depending on the summon currently selected (fire storm colors for Eddie, hyper bomb for Auto for instance)
> You're using an old version of SBARINFO (it's not really a problem but if your mod is being successful and you keep working on it you should use v4c's, the text is more organized, takes less place and it's better to work on)
> A number would be much more logical to display than an ammo bar for your summoning money
> You can fluidize certain of your monsters' "walking" animation. The A_Wander or A_Chase makes the monster progress 1 time the speed value. Thus, taking Beat's code for instance : you could go from
Code: [Select]
speed 6
Spawn: BEAT ABC 3 A_Wander
to
Code: [Select]
speed 2
Spawn: BEAT AAABBBCCC 1 A_Wander
==> speed /3, but A_Wander * 3. The walking speed will be the same but Beat will move every 1/35 tics instead of every 3/35 tics and that's better looking in-game (way more fluid)

If I see some other remarks I'll tell you about it

84
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: October 09, 2015, 09:32:52 AM »
I was wondering v5 seems to progress quite well doesn't it? The weapons seem done, and almost all the MM9 RM maps seem to be finished.
Is it close to being done or are there still lots of things to do..?
(you should change one of these dust crushers into something else btw they're literally next to each other - but nice screenshot)

85
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 20, 2015, 06:54:33 AM »
1 month without any post in the screenshot thread?
not anymore.
(click to show/hide)

in a few months (eventually) (maybe)

86
Closed / Re: [Suggestion] Time Stopper with "offensive" power
« on: September 16, 2015, 07:57:53 PM »
It hurts if you're the fastest robot master and suddenly you can't move at all.
I think the time bender weapon from flash man from classes in vanilla would make time stopper more interesting, sure it might not be as canon as in MM2, because it would only be a local freeze (a radius around you instead of the whole stage), but at least that would make it appear in more stages as it wouldn't be anymore 5 seconds of pause.
+ a slight drain while the enemies are frozen, assuming you couldn't change weapons when they are frozen.

87
Projects & Creative / Re: Stardust's Workshop
« on: August 03, 2015, 05:07:25 PM »
Auto's infinite beat bug was fixed in the very latest latest version I released (v2fhh hotfix 3 or something)
But this version was banned during the 2015 beginning or when Z2.0 was out, can't recall exactly when; but it was banned a few months ago, because there was some crashing issue (SH crashes all the time)
The version hosted right now is even older, so technically has even more unfixed bugs (which can be abused or not), and some other gameplay détails (such as Auto who still work with the old item bolt prices).
I don't really encourage hosting older versions. I think that, if you're going to do so, you'll have to deal with the bugs and stuff, and with the fact that this version you're hosting might be banned (so you'd need to host an eveeeeeen older version, and so on...)

but yeah I could fix it, yet I don't work on this anymore.

88
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 07, 2015, 05:25:28 PM »
I can mapping :o
(click to show/hide)

89
Projects & Creative / Re: Stardust's Workshop
« on: May 08, 2015, 03:09:53 AM »
< BOMP !!! BOMP !!! ^o^ !!! BUMP !!! BUMP !!! >O< BUMP !!! >

I decided to update the Damage Display mod with new advanced features and fixes mostly because I felt like updating it.
Check the first or second post for more details and help for this new version's features
Quote
Damage Display v2 : Changelog
> The mod supports classes with different than 100 HP. All the health values (health above the head, health on the screen, damage dealt) are expressed in percentage of the victim's max HP. This doesn't change anything for most mods with 100hp classes such as JC or CBM, but for Justiderp or GvH it does as they have different health.
> In Team games, each team is now only able to see the health above their allies' head, not the enemies.
> The damage displayed when someone gets hit's red tint vary according to how high the damage is
> Additional informations were added to each player's screen : K/D count, Killstreak count, damage, total damage, and DPS. They can be turned off with a variable (check the first post for more
informations ~ especially the screenshot spoiler if you want details or need help)

EDIT : I had to do a hotfix (like always) as for some reasons, the killing blow on someone wouldn't count the damage dealt and this happens very often so I had to fix it. I also did a very few extra things

Quote
> The damage dealt is correctly added to your damage count when you finish off someone.
> Increased the time of the DPS's automatic reset to 0 if you haven't dealt any damage from 3.4 seconds to 5
> Swapped blue/red colors for death/kills. A message now displays the kills and damage you dealt for your life whenever you die

Download here!

90
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: February 23, 2015, 07:42:33 AM »
Nope it's not you, he's definitely stronger than the casual DM1 class. Mainly because the DM1 class has a firerate of 0,57 shoots per second, whereas the bot version has a firerate of 0.4 shoots per second, so the bot shoots faster.
In addition to that, since bots use botaim, and since the DM1 buster projectile deals a big 19 damage and is almost as fast as a charged proto shot, you probably went too close to the bot (or the bot went too close) and you ate all of his attacks and died in seconds

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