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Messages - Superjustinbros

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541
Say, didn't I remember Quint having weaknesses? I used both Crash Bomb and Hard Knuckle and last time I checked, Quint didn't take extra damage in the mod.

542
Maps / Re: GBT's Maps - BBB&B: Get it while it's hot!
« on: July 18, 2013, 10:29:27 PM »
The area beyond the hotel's pool (where the garden used to be) feels very empty in this new version, I have to add.
I also don't see how Sakugarne is overpowered and Time Slow (A weapon that affects everything in a set radius) isn't.

543
My Co-Op server also seems to get quite the lag spike. Dunno if it's whenever or not it's because I'm not hosting in a BE server but when it happens everyone starts mentioning it and leaving due to the lag becoming so excessive with so many players to deal with.

On the game itself, often the weapon displays in Light's lab are not shown correctly compared to what the associated character has in supply. Such as Dark Man not having Toadman's weapon even if it's displayed on the giant monitors.

544
Got it.

I really need to comment on the "missles" Protoman gets when he overcharges the Buster. I find them more annoying than Protoman's standard buster since they seem to have more of a delay and are slower when fired. Perhaps you can do the original formula but make the missiles you generate not fire unless you hit alt fire (releasing the normal fire button just shoots a Charged shot), and they go away from your inventory if you take too long to shoot them after generating them. Or make them a secondary weapon like Roll's Roll Buster and Heal Buster (the later still needs fixing, which I'm sure got mentioned many times before).

There's also some sort of bug. Often when switching between classes, the new class will have the moves and behavior of the class played before. When beating a Robot Master in such a case, the previous class is the one that gets the weapon.

You could also take a cue from the classes mod and allow Mega Man and Bass to perform slides/dashes with alt fire. With Fake Man, alt could make him reload, and Dark Man's current shield could be cancelled with alt fire as well (to prevent from draining special weapons when not desired to use one).

This next thing is my opinion, but I prefer the MM10 Bass with the MM10 Bass Buster (sounds included, same goes for Proto Buster since I don't see why it had to be made green) over the RM7FC Bass with the RM&Forte Bass Buster. I like mobile Roll over standard Roll, though.

545
Maps / Re: GBT's Maps - BBB&B: Get it while it's hot!
« on: July 18, 2013, 03:33:38 PM »
So I was wondering, why is there only one bed in Darkman's room? Did Darkman I-III forget to tell the workers there's four of them?

546
Mega Man Discussion / Re: Megaman Unlimited
« on: July 18, 2013, 04:38:47 AM »
I'd prefer there to be both an Easy and Normal, so I don't feel like a wuss playing on something as easy as Complete Works and Anniversary Collection's Easy.

547
Maps / Re: GBT's Maps - BBB&B: Get it while it's hot!
« on: July 17, 2013, 11:26:23 PM »
Played the map recently, and I'm liking the new version of the hotel quite much. With features in mind, what ever happened to the restrooms?

You could also take out the rooms that can be seen through the windows in the parking lot, there's not really any point to having those since none of the actual hotel rooms have windows, and by removing them you could have some room to put in restrooms.

I'd also say perhaps to add some interior decoration like signs and celling lights to make the hotel hallways a bit less bland.

548
Mega Man Discussion / Re: Megaman Unlimited
« on: July 17, 2013, 06:48:40 AM »
Quote from: "ThePlayer"
I want this guy to make a normal mode that's easier than the standard, but not too easy.
Other than that, Mega Man Revolution beats this in term of content and difficulty. People are giving Revolution way less complains.
The only thing I didn't like about Revolution was it's tendency to flip the usual A=Accept B=Cancel commands. I beat one Robot Master, pressed A to save at the appropriate screen, went back to the stage select without knowing if it saved or not, quit the game, came back, realized my game didn't save. :( If that was fixed Revolution would be much better.

At least it's not Rosenkreuzstilette. Seriously that game really needs to adapt to modern times and learn we're out of the password era.

549
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: July 17, 2013, 03:43:58 AM »
I'm wondering if it'd be possible that sometime following the first Mission Mode's completion, we could do a sequel with 8 different Robot Masters and a new set of castle stages.

550
A bug.
Right after the Hale wins, the player controlling the hale then joins the spectators afterwards. The game calls a win for the Players and a new round starts immediately on the current map rather than spawning the results screen.

551
Tutorial Collection / Re: [TUTORIAL] Creating new skins for MM8BDM
« on: July 15, 2013, 11:13:42 PM »
I keep getting the "can't start because MSVCR71.dll is missing". What would I have to do to get the file and open SLumpEd?

552
Mega Man Discussion / Re: Megaman Unlimited
« on: July 14, 2013, 10:56:05 PM »
I find it strange that both Rokko Chan and MMU have a "JetMan".

I just hope this game doesn't do that "A=Cancel/B=Accept" bullcrap that was in Revolution.
(click to show/hide)

Oh, and hello MM9 "ramp up the difficulty immensely on some random part of the level" gimmick.

553
I keep getting this error each time I try to load the .pk3 file with standard mission mode:

554
Quote from: "Zerokk"
...and Launchpad McQuack replace the Hogales.
I don't recall Scrooge ever launching Hogales. Just Mobies.

555
Quote from: "Rozark"
Quote from: "Superjustinbros"
Off-topic to the voting, but what do whales and ducks have in common?

Also, I'd love the pre-selection bug to be fixed if possible.

There isn't an actual duck sprite for the nephews? I believe.
Besides, Mobies are silly and large enough x4 to represent the nephews?.

No there isn't.
The Mobies actually look quite serious, and nowhere near as silly.

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