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 ... 5 6 [7] 8 9 ... 30
91
Projects & Creative / Re: Stardust's Workshop
« on: January 27, 2015, 05:26:20 PM »
Hi, so SHR++ will be put on a hiatus. Since v2fhh the mod lost the attention of the players and even my own devteam. There were plans for v3, fairly large plans which could be synthetized to remaking the whole gamemode, not from scratch but almost from the very beginning ; including remaking every single old hales, remaking the classes into more different classes, grants a lot of new challenges and stuff to add spices to the game,..
but as I don't feel like being able to do this all alone and with almost no support (pretty much like Max does her Mission mode solo), I prefer to just call a pause and stop the progression right now of v3.
Stuff has been done while these last months, here is a gift, a pic I sent to Tails a long time ago that I won't bother to explain for spoiling purposes. Until I get the motivation to actually work on it again. Tails could help but he's making a maybe even bigger project, Mega Man World, so I'd prefer even to support this.
(click to show/hide)

Now on the bright side, I enjoyed the fact Xover Weapons still has some interest (which is surprising for something that is neither a class mod, neither a boss mod, or that was recently released), and with Blews we decided to get our hand back on the mod. Not going to say anymore as we just decided to bring it back a few days ago so it's still starting, but we'd aim to make the MM2 crossover episode.

92
Forum Games / Re: Rate the avatar of the user above you
« on: January 23, 2015, 04:37:22 PM »
7.5/10 a bit sandish

93
MM8BDM Discussion / Re: MM8BDM Funnies
« on: January 21, 2015, 06:03:33 AM »
I was being JC Skull and a Buster Rod G and another class were following me in order to kill me. I just ran into them by surprise by activating the altfire. Buster used his illusions at very close range ; with the repulsion of the barrier but the homing abilities of the illusions, the illusions acted funnily and killed both my opponents... couldn't get a screenshot but it was painful.

94
Projects & Creative / Re: Stardust's Workshop
« on: December 20, 2014, 08:35:14 AM »
Yea but like, even the rest of the obits, and the rest of every text in the battle, even the rage message (??? nani sore kakuna shusi raeg lfmnqlfsbm)
the round was meant to be like 100% japanese

95
Projects & Creative / Re: Stardust's Workshop
« on: December 20, 2014, 07:40:27 AM »
Quote
"%o was temporally executed by c[d6]Dio Flash c-(%k)'s Circle of Knives!"

That is Sakuya's move not Dio's
In fact it's fun you mention romanized japanese in the obits because Gouki was planned to have entirely roumanized written obits but I couldn't find a translater ;(
Another thing, similar to how there are English words used in other languages like parking, barman, bluff, club, w/e, you wouldn't write all your sentence in japanese if you'd say like "let's go outside eat some sushis" even though the name "sushi" is romanized
If you really want The World to appear on the obits though, I could call Dio's rage attack "Za Warudo", but I could say the blazing fists attack of his stand would display "%o's power was useless against c[d6]Dio Flash c-(%k)'s The World's Blazing Fists!", because his stand's name is the same name as his famous attack (correct me if I'm wrong?)

I laughed at the above post when I read "As you can see a tank is good at killing people... HSH isn't... at all". A tank's role isn't to deal damage  at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^) to use his main, aim to the feets of the target instead of on the head, it should work better.
I'm saying that again because as you can see you're not reading my posts neither but his health is Gilgamesh tier, so alone he has like the health of 7 or 8 buster rod gs (that's a new unit), and if you didn't know the main goal of this hale is to work as a team instead of being separated.
I'd say MWS < HSH but opinionz

Either way on a more global scale, most hales are UP and Genesis Unit are planned to be buffed, I already said it

96
Projects & Creative / Re: Stardust's Workshop
« on: December 18, 2014, 07:04:40 PM »
I needed to take a break after v2a and finally after the final version of v2fhhhhsomething... thanks for taking the time to post these as yes, the mod is *still* being worked on, I won't post screenshots because there's nothing really "new" (we only did improvements or revamps so far), and because I don't want to spoil for the moment, but SH V3 can be expected for 2015 and will sure provide a looooot of new features, by *hopefully* fixing the problems that were pointed in v1 and v2 regarding the gamemode or the hales/bosses themselves.

I'm just going to comment the things I have doubts or don't agree with, the remarks I don't answer to, I agree with them and expect the next version to do something about it

(click to show/hide)

97
Projects & Creative / Re: Stardust's Workshop
« on: December 10, 2014, 08:09:30 PM »
I didn't say that

98
Projects & Creative / Re: Stardust's Workshop
« on: December 10, 2014, 12:14:35 PM »
> 2+ new pages within a few days
I answered to SJB in the unholy server but saying it here also, first it's not secret anymore because the whole thing is spoiled there (R.I.P the "first impression" feeling), and judging from the "oh god", the "not again" and the "fucks" we heard from Mudkip's intro when it was there, I'd agree with Korby it's better to choose another guy to be a new secret hale, besides there are still many series like Kirby, Metroid, Sonic, Mario... which still have no hale (or at least, in SHR++, Iunno about Unholy).
 While I appreciate the fact a DOS boss would be obscure for sure, too much obscurity revealing makes the DOS games do the opposite in cutstuff lately : there's interest in map making and weapons coding for the DOS expansion, and when you think about the expansions which could be done about more profesionnal fan-games or hacks (Deus Ex Machina, MMUnlimited...), I think the DOS games aren't that special anymore. I would say there are priorities about hale choice, and the CRORQ/Volt,Sonic,Dyna combo Hale thing... it feels a bit unneeded after the Genesis Unit which is similar because of their "trio team with a offensive, a tank and a support". There are requests thrown everywhere, but honestly it's not possible to do every single of them, currently there's no plan in adding more than 5 hales for V3, we'd prefer to have a few hales, but every single of them is really special and you keep a good feeling of it after playing against/w/ it for the 1st time.

To answer to Ceridran's post at the same time, sure, we would replace every TF2 hales because they're from TF2 and we could change SH into Bowser and Sniper into Pit. But there are 2 things to know : first, it's easier to say than to do it. Second, "hale" is still part of the gamemode no matter what and comes from TF2 originally.  I don't think I need to prove the new bosses are clearly non-TF2 related, there's not a single new TF2 related hale since SH++ v1. The TF2Hales/TotalHales ratio is getting smaller and smaller at every major update, and the MegamanHales/TotalHales ratio is increasing in counterpart. Also you can't really compare Bowser to SH or Pit to Sniper, if me or one of the boss coders get their hands on them, we redo everything from scratch but it won't "replace" the TF2 hale, they'll be completly different

Larissa as for the OHKO thing I didn't take this decision lightly, first introduced by Tails in Rebirth it took some time to convince me to use non-OHKO attacks. The reason for accepting it? Simple, the one shot kill is too much sharp, irregular, stubborn, and was also unbalanced for the survivors because they've got 1 live then, without forgetting it also wouldn't allow the diversity of the classes we have currently : the role of the healer mainly, but also the class with lower HP (Protoman) and Duo the tank would get killed pitifully in one hit. One of the requests asked frequently was to make SH more strategic, and less relevant on "1 hit KO melee hales", seriously we grew bored of this stereotype and we want to banish it.

~

99
W.I.P Forum / Re: The Idea(s) Topic
« on: December 05, 2014, 04:42:09 PM »
If I were a dev I'd make Jewel Satellite a shield giving total invulnerability to attacks (it wouldn't prevent death from quick beams or death pits, that's Skull Barrier's feature). Like Skull Barrier, it would consume ammo as long as it's used, but unlike Skull Barrier, each hit taken (each hit nullified by the shield) would reduce the shieldcaster's ammo.
That would be fairly different and requires a different strategy to take down : assuming the best way to defeat the user using Jewel Satellite is to force it to drain the ammo down to 0, you should rather play with fastfiring (Needle/Aqua's weapons) and ripping weapons (Yamato/Metal) as they damage quickly (fastfiring weps) or multihit (rippers) the victim. Hard Knuckles and the other concentrated, powerful attacks wouldn't be effective.
For the thrown shield, a simple solid ~20 damage-like big projectile could be good. If it's turned into a ripper then a 10-damage like, still with a large hitbox. Last option could be a weak shield, but that nullifies every projectile it contacts with.
In a nutshell I'd see this shield as a pure defensive shield.

100
Projects & Creative / Re: Stardust's Workshop
« on: November 07, 2014, 04:39:50 PM »
Especially if you're on high velocity like on a wave bike or using oïl slider the item placement gets noticeably modified with SpawnitemEx, yea
... for the moment I'm just hoping rng-sama won't select maps with hundreds of 3d floors, if Airman's stage was made of floating platforms it would be kind of problematic but thankfully it's not. I can't fix the 3d floors bug this is up to the zandro devs not my fault :X

101
Projects & Creative / Re: Stardust's Workshop
« on: November 07, 2014, 04:18:56 PM »
A bit late for my answer sorry but yes Hil it's a bug, the translucent/"pain" animation was meant to represent the state of unconsciousness (does that word exist) after eating a punch. In Punch Out you'd sometimes get Lil Mac into this state if you take too much damage if I remember correctly
yet it's not supposed to stay translucent after the stunning. We'll fix it.

The bug in the screenshots of Xover Weapon I'm aware of it, however it's a problem in zandronum itself, this bug of objects appearing "below 3d floors" happened in some other mods that used the RandomSpawner code, I think it should occurs as well in Qbox Mode and some other mods, not only in xover
if a second episode eventually sees the day, I'll alter the code a bit to fix it (or at least until this bug is fixed in zandronum)

For the one in that aquatic MMX CTF map I'm not sure what you are referring to exactly Rodolfo, is that a weapon or just a sprite confliction...? In fact I'd say it's a problem in the map itself

~

102
Skins & Bots etc / Re: IamaMedalHunter's campsite : Constant Illusion
« on: October 21, 2014, 07:20:05 AM »
Waaaw a SuperWily skin it happened for real, the super fighting animation is so badass now I can slap robots with my karate combos
I'm convinced many players will love you for that. I like how accurate and how much care you give to each single of your skins by giving extra frames/sprites, lots of extras sounds/music, and a backstory. I don't think there was a skinner who did that before.
Wondering did you get the voice clips from the cartoon show?

103
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 12, 2014, 12:24:02 AM »
(click to show/hide)

~

104
I'd join if custom weapons would be part of the acceptable goodies for the expansion, but since only skins and maps are allowed, I'll just observe and hope there will be MegamanXAnotherSeries crossover. I love these.

105
Projects & Creative / Re: Stardust's Workshop
« on: October 01, 2014, 09:32:28 AM »
If she could give Etanks somehow, she wouldn't "create" them but throw them because Roll can't create tanks with her tiny hands
First, for gameplay purposes I'd join Larissa to say that the Etank is a instant full health, that's a kind of huge help... instant basically means there's no way to prevent the tank user to regenerate

Even by assuming throwing an Etank to someone would cost a lot of ammo, so it'd be balanced (like half of the bar), that wouldn't be fun to play for the Roll player .-. imagine you're being Roll, and what you would do is to throw your 2 tanks for the guys and then your allies would leave you in your corner, with no ammo, and exploiting your etanks gifts in their side..

Nah, while the Etank concept might sounds good at first, I'd rather give Roll something that would allow her to play and have fun, not simply being a tank house.
Quote
Maybe Medic could be more complex? Idk....
But that, I agree with. So far we planned to give her 2 new abilities : a new attack, and a 2nd way (alternate) to heal. I won't spoil more than that for the moment

Pages: 1 ... 5 6 [7] 8 9 ... 30