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Messages - cybersavior

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61
Projects & Creative / Re: Class based modification (v6g)
« on: August 19, 2013, 05:14:48 PM »
Quote from: "Rozark"

So you removed how Flashman AND Fireman are almost supposed to get kills and made them.. useless.. nerfed Bass despite him being fine.. hnng... By the way, Fireman was in Megaman 1, not Megaman 2; not to mention that this mod isn't NES accuracy, go to KY if you want that.


In response to the quote above

I realize Fireman was Megaman 1, simple typo on my part.

These weren't just some random changes.  We messed around with these and many other variables adjusting them many times  meticulosly, And play tested over  30 times, not including bot matches. In both bot and player matches, we observed things were more balanced afterwards, the characters were not useless at all and fun factor was not affected at all. If anything they felt the same just now balanced more evenly (I did not mention either that we had to 'increase their weapon Ammo regen rates. Reducing time between time stopper usage), and making fireman's secondary more readily available

I understand you have an opinion, as do we all, but keep in mind I don't just make changes without a reason and understanding or research and an amount of playtesting that would turn most people off and my focus is primarily on balance with source material being a close second.

We may be new to this community, but  are far from inexperienced, and have a long history of balancing and editing files in games. Most notably Freedom Force games, Jedi Academy,  Neverwinter Nights, Elderscrolls series, Duke 3D, Rpg maker 2000, 2002, Xp, VX andl VX Ace

Balancing and changes through Hex editing for consoles as well.




  Regarding KY classes I throroughly enjoy both "YD classes" and "KY CLASSES" unfortunately  King Yamato(or whoever else has it) has still not made an non compiled version of "specialbehaviour" available yet. I would very much like to analyze that before doing anything there.

------------------------------------------------------------------------------------------


Now that is cleared up.  It's time for a question to Korby :)

So with this mod, what are the thoughts about what influences it  from power battles, power fighters and that of the comics.

62
Projects & Creative / Re: Class based modification (v6g)
« on: August 19, 2013, 05:17:33 AM »
Here are just some ideas I think are interesting changes to some already completed weapons, while not deviating from their source of inspiration.

I wanted to try a couple unofficial modifications to a patch, just to play around with some values.

I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6.

and  made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.

Also changed Bass' damage to be exactly half of Megaman's reducing it from 6 to 5, so he isn't such a beast (as he was too easy even for inexperienced players to pile up frags and be top contender's regularly) also made him stop moving while shooting..

Would also like to see a second cool down after each of the slides and dashes, and turf the forcefield around Fireman when he uses his primary fire, as that too is dangerous for when someone plays as him and jumps in a pile of guys and is able to finish of most of the players in the pile if they are somewhat low, not to mention he doesn't do it in Megaman 2.

63
General Gaming Discussion / Re: Name something "underrated"
« on: August 19, 2013, 02:46:34 AM »
The Dragon Quest series is severely under rated, outside of Japan

64
It is my fault for not being clear enough, and I apologize. I was more referring to custom scripts. Things that could be used and modified to make mini mods or add to them, and not just limited to simple scripts, but scripts could be more complex as well.

Surely there are even some amazing scripts in cancelled mods, that have never seen the light of day.

If you are referring to the Zdoom wiki, there is a fair amount of information there, but there are also many things that are not described in very much detail, if any at all (I understand that wikis are always an ever expanding work in progress, and as such improve on regular basis)

Here are some examples of possible basic and not so basic scripts that come to mind right off the top of my head, that could not be found anywhere.

1. Randomizing what weapons are in a map (not what was done in ?box mod although that is good) because bots do not interact with them, but actually making them be randomized upon initially spawning.

2. Changing the respawn time of map weapons, Globally and or individually.

3. Changing respawn time of players and bots that is adjusted based on their deaths.

3. Having monsters (not bots) give points in Multiplayer
could be used to create a game mode where two players kill endless spawning zombies(like were used in chaos gen) and player with most points after time limit wins.

There are also so many innovative scripts that could be made and shared through the various ideas people have in the community.

I also do not feel that avid scripters can truly appreciate the benefits of this idea,  as much as the up and comers and scripting rookies.
It could also help somewhat to alleviate the amount of questions being asked in the community, and because of the vast ratio of knowledgeable versus unknowledgeable where just because of the shear number of questions many questions often go unanswered.

I apologize if I am coming off too strong (as i am passionate, but don't intend to be pushy), I just feel that the your arguments are not applicable, but miss their mark, perhaps due to mis-communication on my part.

but if this idea is to be strewn aside,  perhaps more people could start giving back answers to the questions being asked regarding scripting, instead of just letting the weight of the numerous questions fall upon the shoulders of the handful of helpful individuals such as yourselves and a couple other veteran community members.

65
General Gaming Discussion / Re: Obscure games that only YOU have played.
« on: August 17, 2013, 06:06:31 AM »
Tenchi No Kurau 2 ( the japanese only sequel to Destiny of an Emperor (was eventually unofficially translated, in digital form)

(click to show/hide)

66
Learning by editing the core game mod helps to some extent, but there are many many basic scripts (especially map scripts) that people don't know how to do, that are not in the core game mod. These are what I am talking about.

Plus most people would not know where to look if they don't know how the script should be laid out in the first place (as in most cases, if you don't know how to do something, you wouldn't know what its supposed to look like and therefore how could you find it), not to mention in some instances where what you looking for( which you have no idea how its supposed to look) is located on a page of hundreds and hundreds of lines the script is, with no "//descriptions"

and there are also some scripts that are only available in compiled format with noway to properly decrypt. (ie KY classes has an example of this)

67
I think having a script database/script FAQ databse would be something very helpful to have in this community.

We have links to mods, maps, skins
why not links to simple scripts? Both on here and in a section on the MM8BDM Wiki

Many of the RPG maker websites I have spent a great deal of time on have numerous downloadable scripts and script FAQ's for use in their games, and most people learn and expand on them through their usage. Mainly because by analyzing and working with these simpler scripts and script faqs, people are not overwhelmed, because they explain everything in simple terms and are fairly self explanatory.(I advanced in my scripting knowledge fairly quickly this way, and before too long I was scripting up a storm on my own from scratch)

(of course any of these scripts that are used in your mini mods should give credit where it is due)

These scripts.
Things that people can add to maps, things that people can modify and build upon.
Such as various types of actor spawner scripts, for maps. (specifically monsters)

Scripts that make simple changes, such as replacing the weapons in a map with random weapons.

I think as a modding community we can expand ten fold with introducing something like this.

PS: Also to amend what has been said above, I think we could also do the same for Prefabs to use in mapping (not rooms, but objects, intricate decor, staircases, fancy pillars and such)

68
Cutstuff Discussion and Feedback / Re: Cyberbullies
« on: August 14, 2013, 03:58:37 PM »
Here is some online gaming advice

- Be more picky of the servers you join (especially if admin is on a power trip)

- Don't reply, no-one gets the last word in an online altercation
It will go on foreve. Everyone wants to have the last word,  and because of that, no-one will.

- don't stir the pot (golden rule comes to mind "do unto others. .....")

- know the server rules and be careful with cheaping, camping and betrayals
(If you accidentally team kill,  Message saying sorry, if you get team killed assume it was an accident, don't get even

- ignore the user with the Zandronum function. Make sure you send them a message first
"Welcome to my ignore list"

- Rename your Avatar, only consider this if the user is recruiting others to harass you after being zandronum ignored

69
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 14, 2013, 06:33:25 AM »
I couldn't hold off any longer
(click to show/hide)

70
Projects & Creative / Re: Class based modification (v6g)
« on: August 14, 2013, 04:20:40 AM »
Here is an unofficial fix for that

Classes v6g (3b compatible)

All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.

------------------------------

actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}

-------------------------------

btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...

71
I have recolored the Buster colors (changing them from 2 color to 4 color) for each and every weapon equipped as well as made visual modifications to the Bass, Megaman and Protomans Buster.


I have been told the only way for my changes to load up is to import them in the core MM8BDM, because they are located in the weapons folder.
Is there no other way to have my changes in game, as it doesn't work when I put them in separate .pk3 file to be added in the launcher.

Is there a way to make it so my edited copies of weapons graphics from the core game weapons folder don't come up as unknown patch when I add this file with my changes.

72
Resources / Completed Slide & Dash Replacements for YD classes
« on: August 03, 2013, 06:44:59 AM »
All the slides and dashes have been recolored to match the weapon currently being used
UPDATE: I have gone from the simple 2 color format to a 4 color format to better represent the various weapon palettes.

All the graphics are properly aligned and should work perfectly, all you have to do is add this file as a patch to your YD classes games with the add file button *make sure to add it after YD classes.*

Megaslide 2.0


Below are just some examples of the graphics (all have been done)
(click to show/hide)

(click to show/hide)

Made a modification to the sliding animations as well, as proto man and Megaman actually lean on their blaster arm when they slide so I fixed these animations to correct that.

So now the sliding animations for every boss weapon that Megaman Bass and Protoman can use in "YD Classes" have all been done and are in 4 color, not just 2.
Enjoy....

73






Download: He-Man


He has not been made 2 tone blue, as he is not intended to be a copy bot. Instead he needs a class of his own
with his 1st attack being: a melee attack with the power sword sprite swing.

and his second attack should: be near identical to Yamato man's deflect, but with a sword sprite instead, and a different sound as well.

That will come later though..

74
Ideally that would work and it would be the preffered method, but...

1. I am not not at the stage where I am comfortable competently coding that as I have just not worked with coding in a long time, and never really to much detail.
2. I prefer not to mess with someone else code, especially without consent. (except if its something minor like a few variable changes, like what was done with my player and bot speed change)
3. It actually didn't take as much time as I thought it would, just haven't had much free time lately.

As time goes on I would like to take on more challenging projects as this one is rather easy.

New version will be ready tonight, btw (with Bass Proto and Megaman all done)

75
W.I.P Forum / Updated v 2 slide color fix (for use with YD classes)
« on: July 23, 2013, 07:35:10 PM »
UPDATED to v 2.0

The file and information is now located Here in the resources topic

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