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Messages - Superjustinbros

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556
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.

557
Agreed with Nacho.

Don't forget dual hales (the Cave Story duo and the Seemen) occurring on occasion, which in that case it's 2 vs. all.

And for the record, I spend a lot of time on Saxton Hale servers as well; a lot of us have been making jokes of how terrible unplayable, and unenjoyable Gilgamesh has become ever since his transition into the Dissida moveset, and weakening other Hales or downright introducing glitches that weren't present with already existing hales.

Variety can work if it's done correctly; my Dig Dug hale suggestion was a variety where the Hale would be vulnerable when attacking since he'd be immobile using the pump, the Pokemon youngster idea from YGP1111 was a hale relying on a separate computer-controlled entity to hunt and kill the players, and existing hale Ra Thor can convert players to work for him. And his Black Hole kills on direct contact but only causes damage if its an indirect hit. Slender has the timer gimmick, and of course each melee Hale's attacks had different ranges and firing speeds.

558
Quote from: "DarkAura"
Quote from: "Gilgamesh/Dissidia wiki page"
Gilgamesh is described as a Frenzied Swordsman, where he picks a weapon at random when attacking. This makes the strength and effects of his attacks unpredictable.
The random weaons is part of his representation from Dissidia, so he has to keep it. And the Excalipoor stays as per the original request.

I don't want to NeoRage about this stuff anymore.

So when has matching his Dissida counterpart become a requirement only now? This idea makes him less fun to play as, unless he attacks with his OHKO weapon 50% of the time and uses the other three weapons at random in the other 50%. Or perhaps allow his other weapons to kill in one hit or inflict heavy damage but only at a very close range. At least make the stronger weapons have a further reach; I can swear I was right next to an enemy and slashed him; nothing happened.

What was your decision with making the other melee Hales not OHKO anymore under most circumstances?

Also, a bug with Ra Thor: In a game recently he hypnotized a player, the player was in Atomic Fire colors instead of the red/violet minion color.

559
Hales are meant to be OP, but not to the point where they're impossible to kill by a well-skilled player. And the idea of Gilgamesh's random weapon usage just screams disaster. Make it where you can switch between the four weapons with the mouse wheel, with the Excalibur as the default weapon.

560
Quote from: "DarkAura"
Because he's based on Dissidia 012 and that is how I was told to model him as.

You can model him as such, though don't make his range/power with the default weapon, the weapon since his introduction to Saxton Hale worse. Just something for whoever steps in and decides to fix up this mod.

561
Not really sure if I agree with your idea of a Hale. Especially since how weak he seems at first glance and the low base HP of the hale itself. Maybe if his starting HP was between 600 to 800 (since the Youngster has to rely on the Ratatta and can't directly attack himself) then increased by 100-120 for each extra player.

With the next version of Saxton Hale, will we see the Hale Deck and fixed status bars for the Hale's Jump energy and Rage?

P.S. Me and everyone else always like making retorts to Slenderman's dialogue. He seems like the lazy type, saying "All Hope is Lost" and "There's no Escape" like he doesn't know where everything is.

P.S.S. A lot of us have also discussed how bad the new Gilgamesh has become, Until we get a fixed version of his newer incarnation with the sword having the same range, speed, and power of his old sword, can we bring back the previous Gil?

562
There's one thing I want to bring up. On the defeat "You LostJ" screen, the face looks more like he's crying happily than sad. Maybe change his mouth into a standard frown.

563
You can always use the rings from one of the Sonic games on the Master System/Game Gear, but anyways here's what I got.


564
In the projectile dodging game, Magnet Missiles and Dive Missiles will never enter the center of the stage. So remaining players can camp in the center and never get hit.

In Musical Elevator, Gutsman G should disappear in-between rounds following his introduction, so he doesn't knock frozen players off the elevator.

With Special Stage 1, can you pick a different skin for the spikes or skin new ones with an outline? They're very difficult to see. The Somari rings are a little chunky in appearance and look disjointed. I'd be happy to skin you new thinner ones with a more yellow palette.

Also, the conductor on the Space Train needs to be stronger; he was no match for 10+ players fighting him all at once.

The scavenger hunts are fine, though with Pharaoh's hunt, the Rush Coils seem to never re-spawn (and I believe it may be so with the Rush Jet and Beat Call in Air's) and you may want to fix the area where the collectable Yasichi is so players trying to grab it don't end up in the Chaos Emerald's room. Then there's placing items directly on the death floors in Air's so players will need Beat Call to survive, and the bouncing/hovering items over their hotboxes.

Those are just some comments I have regarding the LMSgames. They're not bad and do seek good potential, and even I got a good laugh at some of the events. The only other thing I will throw in is the Victory music isn't really that memorable IMO.

565
MM8BDM Discussion / Re: MM8BDM Funnies
« on: July 08, 2013, 10:20:42 PM »
Quote from: "Zerokk"
We were playing LMSgames on musical platforms. When the platform rose, GutsmanG came and knocked everybody off.

YD survived while he was at the bottom

If I recall correctly Gutsman didn't hit him while he was down there

Once Gutsman G shows up, the Musical Elevators becomes all about luck; who is the last to be knocked into the sky and survive the lava.

566
Well, it's settled then; no Dig Dug.

Played the most recent version of the mod; dear god I saw Captain Falcon and the Cave Story duo more times than necessary, and Saxton himself never showed up.

Also, Gilgamesh's new attacks are terrible. He has a slow staff swipe that only deals damage and doesn't kill in one hit, and he has no more Rocket Punch as a rage. The thunder he summons when he attacks and the shockwave could deal normal damage, but the staff and Rocket Punch should be OHKO (though the punch would have splash damage)

567
Help & Editing / Re: Enabling Chasecam in netgames w/o sv_cheats on
« on: July 08, 2013, 05:41:48 PM »
Alright, I got it to work. Thank you. :)

568
Quote from: "Zerokk"
I think you misunderstood.

Quote from: "Superjustinbros"
Player sprites would enlarge while being inflated before exploding.

I meant that.

Also, people usually call him Dig-Dug because they didn't actually know his name, assuming Dig-Dug was his name.

Quote
why cant metroid crawl

.. For example.

Well there's no other way we could show a player being inflated without providing alterations to skins that give every skin in the game balloon bellies.

As for the name, unlike Samus, Taizo's real name wasn't given until long after his original debut. It was first revealed in Mr. Driller G.

569
Quote from: "Zerokk"
His name is Taizo Hori.

.. Anyway, I never really liked that guy, and the sprite extension could be screwy. has that actually been used I don't know

Even if his real name is that, I'd prefer more using his original name for this game than Taizo (because, well, his Dig Dug nickname is far more commonly-used). Also, the harpoon's wire extending, would work the same way Duo's fist, Thunder Claw, and the Quickman lasers. They'd be straight compared to the wavy look they normally have.

I also made a small demonstration of what he'd look like in game:

570
Help & Editing / Enabling Chasecam in netgames w/o sv_cheats on
« on: July 08, 2013, 03:55:51 AM »
Per the title. I'd like to play certain net games of mine with Chasecam turned on while keeping sv_cheats off.

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