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Messages - dayman

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1
I found a glitch. Every time I'm one class and switch to another and switch to the new class upon death by an enemy, I spawn as that new class, however, with all of the old class weapons and abilities with none of the new classes.

For example, I can be Bass and switch to Roll. When I die as Bass, I respawn as roll, but her buster shoots off like Bass's, and her weapons like are Bass's (i.e. Atomic Radiance = Atomic Dash).

The problem is fixed whenever I use the console to kill myself, however, when I do that it takes away any W tanks and my E tank.

Another glitch I found is probably one that everyone is aware of. Escago's eyes keep getting stuck when he shoots them out.

One more glitch, some of the enemy sprites appear through walls and platforms. You cannot harm them, and they cannot harm you, but they are there. When you go to the area where they should be at, they are there and function as normal.

2
Will there be any "hidden" enemies?

3
(I added a few things to my original post, including spoilers for ease of access and whatnot. Most of the changes are in Roll's section.)

Mega Man:
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Proto Man:
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Bass:
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Roll:
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All classes:
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Support weapons
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Enemy drops
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Enemy spawns
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Enemies need to be slightly weaker
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4
Quote from: "ice"
Quote from: "dayman"
Ignoring some of the glitches, such as the eyes getting stuck when Escago shoots them out in Needle Man's stage, I have a few suggestions.

Quote from: "dayman"
Enemy spawns
Enemies should not be allowed to flood an area (play Needle Man's stage and you'll see those 'brella fuckers be in a spam mob). Respawning enemies should only respawn a minute after their death and should respawn where they are first spawned.

And thus a new weapon was born. Needle Rain

Whoops. Meant to say Toad Man. Guess I should post a huge post while impaired by a lack of sleep.

5
Ignoring some of the glitches, such as the eyes getting stuck when Escago shoots them out in Toad Man's stage, I have a few suggestions.

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Classes

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Mega Man: Starts with the default Mega Buster, which can charge. It can shoot up to three lemons on screen at a time (not all three instantly). A charged shot deals twice as much as damage (screw the actual, game's canon logic on this!) and a fully charged one does three times as much damage as one, non-charged shot (back to game canon!). He has access to New Rush Coil, Rush Jet, Rush Power Adapter, Rush Jet Adapter, Rush Super Adapter, Beat Call, and Rush Question/Eddie Call.
Health: 165
Speed: 100%
Weaknesses: Nothing

Proto Man: Slightly slower than Mega Man, but has a Proto Shield with all weapons. His Proto Buster is similar to Mega's Mega Buster. He has the ability to use Proto Strike, a powerful, short ranged charged shot, and Big Bang Strike, which travels through enemies and is mostly an insta-kill, not insta-killing bosses, all at the cost of 7/8 (~144) or 3/4 (~124) of his health bar.
Health: 165
Speed: 93%
Weaknesses: Commando Bomb, Crash Bomber, Drill Bomb, Flame Blast, Hard Knuckle, Laser Trident, Spread Drill, Thunder Beam, Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.

Bass: Quicker than Mega and with a Double Jump! He also has an Air Dash! He starts with the Bass Buster, which, of course, functions as it already does (rapid fire, but each lemon not as strong as Mega's), though, this one can charge with alt fire (spitting out one regular shot and then charging like the Mega Buster). He has access to the Super Adapter thanks to Treble, though, he can shoot a fist with the main fire or a regular charged shot with alt fire, as well as Rush Jet (Treble Jet, really), Eddie Call/Rush Question (really Treble Item), Beat Call (really Treble Rescue), and Treble Sentry.
Health: 138 (~83.333 % of 165)
Speed: 133%
Weaknesses: Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.

Roll: Her main weapon is the Roll Swing, in which she whacks her enemy with the broom. When she switches weapons, this becomes her alt fire, unless the weapon she equips already uses alt fire, in which case, it is either disabled or requires both main and alt to be pressed. Her alt, when she has Roll Swing equipped weapon is the Roll Buster, which shoots like the Mega Buster, but is bigger and does a bit more damage, but cannot be charged and has a delayed fire when she shoots for the first time (she need to put her shoe on her arm, guys), but the delay is ignored on subsequent shots until she stops shooting for one second.
She can regain 3 points of health per second while shooting off her weapon. However, if she does not shoot a (non-support) weapon for three seconds, the health regain goes up 1 point up to a max of six, making her healing rate 3-6 health per second.
Her other weapons are all support weapons:
-Health Gun: When used on someone, it restores their health at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. Other Rolls will continue their natural healing throughout this process as well.
-Energy Gun: When used on someone, it restores their weapons energy (of their selected weapon) at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. It has a use of 60 seconds before having to pick up energy itself. Different Rolls can restore each others Energy Guns energy.
-Prayer Gun: Randomly: restores all health, restores 1/8 health, restores 1/4 health, restores 1/8 weapon energy, restores all energy and health, deals 21 (about 1/8 of 165) damage, or drains 1/8 of a weapon's energy from the victim.
Health: 193 (~116.666 % of 165)
Speed: 107%
Weaknesses: None

All:
-All weapons gained should be the same for everyone except for Roll, who's weapons gotten may vary, from being support or non-support as they are now. (Some weapons are debatable in this.)
-All characters should be able to slide.

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Support weapons
-Any weapon that doesn't do damage (with the exclusion of the Prayer Gun) should be counted as this.

Enemy drops
There should be more drops from enemies.

Enemy spawns
Enemies should not be allowed to flood an area (play Toad Man's stage and you'll see those 'brella fuckers be in a spam mob). Respawning enemies should only respawn a minute after their death and should respawn where they are first spawned.

Enemies need to be slightly weaker
Enemies, excluding bosses, should be a little bit weaker. Especially those headbutting umbrella thingies.

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That's all for now.

EDIT: Crap, I forgot some other things I wanted to add to Roll. Screw it, I'll add them later.

6
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Switched it to zand.exe

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Started up server.

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Made sure all WADs are there and that Zand knows where my WADs are.

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Still can't see my server.

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Still can't join.

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And all my ports forwarded. (I know they are 'cuz I can play VBA and NESTopia online).

7
Help & Editing / Serv Not on Zand and Missing Wads on my Own Server
« on: March 29, 2013, 06:26:51 PM »
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Trying to serv through Zand.

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The MM8BDM launcher pops up for some reason.

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I set up a server with no extra wads, so a vanil-TLMS.

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I connected.

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My serv doesn't show up (despite me port forwarding).

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Adding the classes-v6f.pk3

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Says I can't join 'cuz I don't have the right stuff.

8
Events / Re: Jake's livestreaming shenanigans! Megaman X marathon!
« on: March 26, 2013, 11:47:35 PM »
OP, a word of advice: give the time to others, please. It makes everything much more easier for everyone and allows for everyone to join in.

leoalex50 and others in the US, here's a simple little schedule:

PDT: 10 PM
MDT: 11 PM
CDT: 12 AM
EDT: 1 AM

BTW, OP, you should probably start streams a bit earlier to pan for people that can't stay up that long since you're way behind everyone in time. I suggest starting at 8 PDT, but it's your stream and your choice...

9
Events / Re: TEAM LMS Classes TOURNEY + Prices
« on: March 25, 2013, 03:58:29 AM »
I'll team up with Duck if he's cool with it and no one has objections.

10
Events / Re: TEAM LMS Classes TOURNEY + Prices
« on: March 24, 2013, 09:15:25 PM »
If anyone needs, I made a quick little simple Chatzy ( http://us12.chatzy.com/66862629034439 ) so people could talk to each other (outside of PM, and in "real-ish time").

11
Events / Re: TEAM LMS Classes TOURNEY + Prices
« on: March 24, 2013, 08:32:06 PM »
If you anyone needs me, I can fill in.

Name: GENO
I can be on most of the time, just tell me when and where. The times I know I CANNOT be on are Mon-Fri, 4:00AM-3:30PM due to school and all that jive, 'cept for this Fri 'cuz I have no school.
Hosting: Can't. Sorry.
Team member: None. I am a spare for right now if anyone needs it.
Skill Level: I haven't played for a bit, but I'll say around B.
Classes Used: Bass, Metal Man, Air Man. Maybe Star Man.

EDIT: Oh, by the way, if you need to Skype me, I'm daymanlisdianinsix on there.

12
Projects & Creative / Re: Class based modification (v6F)
« on: March 22, 2013, 03:56:33 AM »
Thanks~

13
Help & Editing / Re: Script Error
« on: March 22, 2013, 02:16:12 AM »
I got rid of Skulltag altogether. Thanks!

14
Help & Editing / Script Error
« on: March 22, 2013, 01:13:58 AM »
Execution could not continue.

Script error, "MM8BDM-v3a.pk3:actors/player/megaman.txt" line 60:
Invalid state parameter a_scalevelocity

^I get that message when I tried joining a server.

Any ideas what it's all about and how to fix it?

15
Projects & Creative / Re: Class based modification (v6F)
« on: March 22, 2013, 12:58:03 AM »
The download link for the V6F wad is going all 404.

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