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Messages - Promestein

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121
Projects & Creative / Re: Justified Classes v2dh
« on: July 12, 2014, 06:45:34 AM »
I don't know about the classes, but "give alienshot" will let you use, well, the Alien's shot.

122
Projects & Creative / Re: Justified Classes v2dh
« on: July 04, 2014, 02:21:13 PM »
I always imagined Ground Man would operate somewhat like a fusion of Turbo Man and Drill Man. He'd have his Spread Drill, an alt that would behave like a much slower version of Turbo's alt, and the ability to tunnel around in either the ground or ceiling (with the ability to expel some of the drill meter to do that weird triple drill attack).

But, I'm sure the Justified team will make him true to his original appearance.

123
MM8BDM Discussion / Re: MM8BDM in game report cards
« on: July 04, 2014, 09:54:58 AM »
Did you really just reply to your own topic?
I thought the campaign already did that sort of thing. I distinctly remember it doing so after every level.

124
Projects & Creative / Re: Justified Classes v2dh
« on: July 03, 2014, 07:50:57 PM »
Here's hoping it's out early enough that I can stop procrastinating on my important matters.

Speaking of important matters, something has always confused me. What's with Yamato Man's HUD spear? I've seen it like this in so many mods, what's the justification for it lacking its spearhead?

125
MM8BDM Discussion / Re: Destiny of mm8bdm?...
« on: July 03, 2014, 03:11:20 PM »
What the heck is with the ellipses?

Regardless, after MM8BDM finishes the MM10 update, I imagine fan expansions may start picking up steam. The DOS games and V (assuming it's not in the core) would likely be the next non-romhack expansions to be finished.

126
MM8BDM Discussion / Re: Future bots' chats & taunts
« on: July 01, 2014, 03:46:40 PM »
That line would fit infinitely better for Chill Man.
But, 9 and 10 have botchats already. Ho hum.

127
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 30, 2014, 07:05:22 PM »
I personally like Wily Tower 1 the most. I like that the two Wily Tower stages serve as compilation stages, which I think is a pretty good way to do things, assuming 7 will be the only one getting the full treatment.

EDIT: I have to ask. MM8DW1 uses 8DW2MUS. Was it just a choice by the staff to go with that instead of 8DW1MUS? I noticed the tileset seems to be almost exclusively from Wily 1 in MM8, and sorry for asking so long after that was released, but it has just bugged me for so long.

128
Projects & Creative / Re: Justified Classes v2dh
« on: June 30, 2014, 06:59:31 PM »
For real? I loaded that map without any mods, and I never noticed anything else like that happening. I like it!

Oh, about the mod. Would it be possible to edit Knight Man's skin a tad, to remove the flail from his model when he's firing? I thought it looked a bit inconsistent with his HUD.

129
Projects & Creative / Re: Justified Classes v2dh
« on: June 30, 2014, 06:45:04 PM »
Quote from: "Fr3akGamer"
FAlso, this is not an oversight, but a question: When Tengu Man gets defeated by a copy character, will he get the Tornado Hold or the Tengu Blade?
Randomly selected.

I noticed nothing weird. When my character blows up on Magic Man's stage, nothing out of the ordinary happens.

130
Projects & Creative / Re: Justified Classes v2dh
« on: June 27, 2014, 11:26:05 PM »
I actually have a legit question this time.

I noticed just a few minutes ago (please do not bully) that Napalm Bomb got a rotation in V4A. Will Napalm Man's Napalm Bombs get a rotation down the line?
I actually prefer them the way they look now, but I thought I'd ask, because why not.

131
Projects & Creative / Re: Justified Classes v2dh
« on: June 27, 2014, 07:56:40 PM »
Quote from: "-FiniteZero-"
I think that's a bit much. There should still be SOME control over the characters. We should still be able to move in 3D, otherwise what's the point of using MM8BDM at all?
I was sarcastically suggesting how to make it more NES perfect. I think Korby was serious though.

Quote from: "Fr3akGamer"
I hope Bass will get the correct colors for him when he obtains weapons from the KGN bots. For example, Burner would give Bass a green Wave Burner and a green color scheme.
I think this is a possibility. The Bass colors are in the core, and Burner Man's Wave Burner looks almost (if not entirely) the same as Bass's. For the other weapons, there would just be some minor tweaks. BUT, it would also make sense for it to not happen, since none of Bass's other weapons change their looks from Mega's or Proto's... Stay tuned.

Quote
Also, you have to make Doc easier to use. I find that the double item was too hard to use, especially when you're rushing for one certain weapon. You know how Shadow, Frost, and Buster Rod have the ability to switch weapons by scrolling the mouse (or whatever control you guys use to switch weapons, in my case, shift/ctrl)? Can you give that to Doc?
I thought the idea was to get your combination of weapons ready before hopping into the fray. At least, I think I saw that somewhere in this thread.

Quote
Also, buff Oilman. His main is just not tough enough. It's hard to get a single kill with him in a DM environment.
Oil Man's main weapon is the Oil Slider. His oil drops are just an annoyance. It's the same way in Powered Up, his main way of attacking is using the Oil Slider and jumping into you, after firing three drops of oil at you, which don't do as much damage and are really just there to make you slip. Though, fun fact, he falls slower and has a unique sprite while firing those in Justified. I thought that was a nice touch.

132
Projects & Creative / Re: Justified Classes v2dh
« on: June 27, 2014, 05:17:33 PM »
Quote from: "ProjectHazoid"
Don't forget to take away a good chunk of the weapons' ability to aim in multiple directions! (leaving only Metal Blade, Shadow Blade, Freeze Cracker, Danger Wrap, Wild Coil, Remote Mine, Magic Card, Black Hole Bomb, and Rebound Striker)
Freeze Cracker can be aimed? What?
Oh well, you forgot Pharaoh Shot, so I guess we're even.

Quote from: "Korby"
While we're at it, why don't we make it so you can't even look to the left or right, and can only walk forwards and backwards?
Yes, this sounds perfect. Really get the most out of a 3D environment that way.
Or, make all stages extremely narrow, but with the background having a lot of interesting details and activity, sort of like FFXIII's hallways.

133
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 27, 2014, 12:33:06 PM »
For once, I know what you mean. They're all very well-done, with only one of the new songs having issues (Wily Tower boss).

However, it'd be entirely pointless. Anybody who has MM8BDM has the songs, by default. In the meantime (and I know this is pointless) you'd be best off just using SLADE to extract them and then just play them on your system.

134
Projects & Creative / Re: Justified Classes v2dh
« on: June 26, 2014, 08:40:36 PM »
Actually, collision damage might be sort of neat. But just as an experiment, not as a full-fledged mod. Everybody would basically be in a perpetual state of Quick Sprint or Dash or whatever it's called.

Speaking of which, when I fragged Quick Man while he was dashing into me, he left behind a blue Quick Man. I'm guessing the team is aware, but still.

135
Projects & Creative / Re: Justified Classes v2dh
« on: June 26, 2014, 08:11:38 PM »
Quote from: "-FiniteZero-"
I keep thinking we should make NES-Perfect classes that are EXACTLY like the bossfights.
Sounds like fun. A bunch of high-jumping characters who deal 4-6 damage through collision and 3-4 damage with their main weapons, usually. With each only being able to move on a two-dimensional plane. Maybe sa173533 can help with the design documents.

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