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Messages - Linnie

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271
MM8BDM Discussion / Re: MM8BDM Skin Contest #1!
« on: August 18, 2013, 02:39:11 AM »
Oh, this is perfect timing! I actually have a full sprite sheet for my Kung-Fu Cutman skin/Hale that I haven't released yet! I'll have to polish it up a little, but I'm definitely gonna enter it.

272
Skins & Bots etc / Re: Official Request Thread
« on: August 17, 2013, 06:37:50 PM »
Since there are people who make music and music packs, I wanted to request an 8-bit arrangement of this song:



If such is too difficult, there not being any sheet music and all, I can understand.

273
Projects & Creative / Re: Class based modification (v6g)
« on: August 17, 2013, 05:31:20 PM »
Why not make Shadow Man like his RM4MI boss with 25-or-so moves?


Though, seriously, I think Shadow Man is fine as is. He's different from his game counterpart, but he's still fun to play as and he's fairly balanced.

274
Help & Editing / Testing a Hale/Checking my Hale coding?
« on: August 17, 2013, 05:14:14 PM »
I've been working on a custom Hale, and I'm wondering how I'd go about testing it. Right now I don't see any way to do so, save rewriting the BalrogSH code to include the unfinished Hale.

Also, I was wondering if one could proofread what I have so far to make sure I didn't do something pants-on-head retarded that would cause the game to break. The code was mostly just copied and edited from other Hales, since I know next to nothing about coding.

(click to show/hide)
At the moment it's everything but a rage (I'm utterly stumped on what to do for a rage for him) so I figured such would be able to be tested.

If there's a forum more appropriate for this question, I'll gladly place it there instead.

275
W.I.P Forum / Re: Rebalanced Class Saxton Hale
« on: August 16, 2013, 04:46:42 PM »
I see the Hales are doing a lot better now. This is a good update.

EDIT: I think Wind Man was nerfed a little too hard. You can't attack if you want to be able to fly, and considering his attacks aren't very good and take up a lot of energy themselves, it really makes him useless. Perhaps you could lower the energy cost for his attacks to compensate?

276
Help & Editing / Re: Tutorial collection.
« on: August 13, 2013, 08:24:13 PM »
If anyone with coding ability has a lot of their time on their hands, I'm attempting to code a custom Hale, and I have no idea what I'm doing. I know this would be a daunting task, but if possible, would anybody be able to write up a tutorial to create Hale classes, or classes in general? I asked someone if a classes tutorial existed, and I was told that none did.

277
They can still climb walls for a very long time.

But, the only maps where such would be an issue are hugely vertical maps like MM2DW1.

278
By "isn't really true," I was joking; every point on the list is true, I was just adding more to the list. By not true, I meant incomplete.

And, I have indeed seen Hale servers only have 5-6 people.

279
Well, that list isn't really true.

There's also Burst Man who can temporarily fly (yes I have had a Burst Man stall on me, with Wave Bikes too, that was really fun), Pharaoh Man who can hover, Gravity Man who in some maps can easily get away, Spring Man who can easily run away, Charge Man who can dash, Centy who can teleport, all the classes who can jump higher than normal,  etc.


Just playing devil's advocate.

Quote from: "Nacho"
. . .
The only issue is the Hale is a handicapped cat and the mouse is about as successful as Jerry is in beating Tom.
Well, if the player didn't stand a chance, how would that be any fun for the player? I don't see why players having as small advantage over Hale is a bad thing when in vanilla Saxton, the Hale has a large advantage. It's a nice alternative in tone, and the Hale still wins plenty of times.


As for Roll only being broken in classes, that wasn't my message at all. I was just pointing out how I've had fun with PO'd Roll. Yes, having a class was the reason for that infinite lock, but, an unbeatable scenario is just as likely to happen in vanilla if someone keeps using a rage-building weapon. I would like PO'd Roll to be back, but I'm not going to go aggressive on this topic because there have been times in which I found her to be annoying.

I've never played against NeoDS. Who are they?

280
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 11, 2013, 02:54:44 PM »
Quote from: "Zerokk"
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(click to show/hide)

281
Resources / Re: Linnie's Fashionably Petite Resource Stop (New MMU sprit
« on: August 10, 2013, 02:30:32 PM »
My apologies, the Rainbow Beam wasn't in the request I read; it must've been an earlier request I failed to see.

I had somehow skipped Tankjoe. I'm not sure why I added Wily, to be honest.

Here's Tankjoe and the Rainbow Beam.


282
Quote from: "Rozark"
Is waiting for a quickman fun?
Not particularly.

Quote from: "Rozark"
Better yet; is waiting for a gyroman fun?
I wouldn't say that is that fun either, though to be honest I don't see people play Gyro that much anymore. Nor do I Quick. I think it's because they were both nerfed with v6g.

Quote from: "Rozark"
Is it fun to try and kill gyro or quick men?
Yes.

I find the cat-and-mouse chase to be fun when I'm the Hale.

Quote from: "Rozark"
Is it fun waiting 5 minutes DEAD while the hale tries to kill these gyro or quick men?
That sounds like a rather loaded question. Of course waiting isn't fun, but you're going to have to wait in no-fun-allowed Saxton too.

Quote from: "Rozark"
Also, people played the older version because the newer version had numerous bugs in it because those people don't know how to compile code efficiently.
Yeah, while I was in the Lego server, people tried to say "this version is better because it's compiled better." What does that even mean to someone who isn't involved in the development of the project? How does being compiled better make it more fun? Other than the occasional crash I've never had a problem with Hale, and I haven't even crashed in a good while.

Quote from: "Rozark"
People started playing the new version once PO Roll was removed, which personally I never had a problem with. Removing a hale instead of nerfing the healing? Why? That's just lazy.
I have to admit I liked the brokenness of PO'd Roll; this probably belongs in the funnies thread, but one round I got picked as PO'd Roll, and the rest of the server was in party mode -- they would all pick the same class each round -- and on that round it was Burstman, so half of them were Burstman. Immediately in the round they ambushed me and kept trapping me in their bubble, spacing their shots so I couldn't get out, and the rest of the players just went all out on me. My health started draining, but someone was using a rage-building attack, so I kept healing. Eventually my healing stacked high enough that, when I was at about 100-200 health, it started going up despite all the damage, and eventually I could keep spamming my rage despite being trapped and not die, and the game went into a deadlock. After about three minutes someone called a vote to change the map and end it, but it had to've been the funniest round of Hale I've ever participated in.

Quote from: "JaxOf7"
http://vssaxtonhale.wikia.com/wiki/Category:Bosses
Quote
?Bosses always move 10% faster than the slowest class alive.

Check me out, I just fixed Classes Saxton Hale.
Fund it! This is a great idea.

283
Quote from: "Rozark"
I've said it once I've said it not enough times.
Classes x Saxton should never be a thing.
But it's so much fun.

And, didn't Balrog one put an anti-classes code in his version? Then everyone just played the older version. It seems if you make your Hale anti-classes you'll just drive people to the competition.

284
I just played Lego's version of Hale, and I have to make sure, this one is going to be closer to the normal Hale, right?

Lego's Hale just, wasn't fun, there wasn't any variety in the Hales, the Hales were nothing but Megaman characters which took away the fun of taking down Hale -- the Hales are supposed to be big and intimidating, like Captain Falcon, and Quote and Curly. One of the three Hales was a bird, and another was Auto. Even when the normal Hale had characters that played exactly the same, it was, "Saxton Hale plays like Scrooge." They're completely different characters appearance-wise, so it still felt like a different Hale. Having Hales from the same game that play exactly the same way doesn't feel any different. The only part I liked was the reverse Exit item that could send the Hale away.


I couldn't find Lego's thread, so I came to the most relevant thread I could to voice my criticisms. The whole thing just gave off the "no fun allowed" vibe, no classes buster only Final Destination. Please don't do what Lego did, although I don't think you will judging by you keeping in most of the Hales.

285
Resources / Re: Linnie's Fashionably Petite Resource Stop (Hammerman!)
« on: August 10, 2013, 02:10:33 AM »
Someone requested MMU enemy sprites; I've been working on them for a couple hours but I have about half of them done so far, and I thought I'd post them in case FTX wanted to use them.

EDIT2: I have them all, so I'll just add the second part to the spoiler.

(click to show/hide)

EDIT: I came across the MMU final boss, and decided to make that into a separate sheet.

WARNING: Contains MMU endgame spoilers.

(click to show/hide)

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