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Messages - Promestein

Pages: 1 ... 4 5 [6] 7 8 ... 12
76
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 25, 2015, 07:38:02 AM »
Wood Man isn't that good. He'd be pretty useless without that temporary invincibility.

77
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 18, 2015, 06:55:07 PM »
What in the everloving heck are we even discussing? Whether Burner Man is weak to Ice Wall or not? How is that even in question? Just touching the thing in &Bass deals the same amount of damage to him as Lightning Bolt deals to Cold Man.

On that note, what's the deal with MM1 RM weaknesses? Ice and Bomb only use their MM1 weaknesses, not their Powered Up ones as well, as is done with Guts Man and Elec Man (or so it seems, just looking at the code). Ice should be weak to Thunder Beam and Hyper Bomb, and Bomb should be weak to Fire Storm and Rolling Cutter, if you want to make them uniform.

78
Projects & Creative / Re: Biometal Brawl [vL]
« on: April 16, 2015, 08:36:21 PM »
Yeah, but Model FX was pretty similar to X in the first place. You've basically implemented them both accurately, minus X's double charge shot and FX's buster paths. Maybe Atlas's time bombs could be used to make FX more distinct? Or maybe it could have a melee attack that knocks the enemy away?

79
Projects & Creative / Re: Biometal Brawl [vL]
« on: April 16, 2015, 07:47:55 PM »
This mod was interesting before, but it's pretty darn cool now. I'll play around with it a bit, maybe do some LAN play.

Oh, right, I asked about Model OX before, but are there any plans for Model A?

EDIT: On the topic of Model FX, I don't think it's too weak at all. I mean, it seems like you can wipe others out in five shots, and when you alternate busters, you have a pretty high rate of fire. Which is about as accurate as one can get to Model FX, since you can't really implement the buster shot path thing.

80
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 15, 2015, 05:59:03 PM »
I don't know, man. I like the way they are now. It's not like they're completely unstoppable, after all, and how would you interrupt classes that never had any way to interrupt them, like Centaur Man?

81
Projects & Creative / Re: Biometal Brawl [v0]
« on: April 15, 2015, 01:37:43 AM »
Yeah, I know. I was just kidding.

I was pretty impressed that you added in the HX slash combo, even if I have a lot of trouble pulling it off for some reason.
Also, Model X doesn't have its double charge shot? That makes sense from a balance perspective, I suppose.

82
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 15, 2015, 12:35:49 AM »
Quote from: "Ghoulitine"
What was exactly "broken" on Plant Man bay the way?
Plant Man was really messed up. Plant Barrier barely recharged at all if you were grounded, requiring you to jump constantly for the short bursts of faster ammo regeneration. Sometimes his attacks would have mysterious delays on them. His wall jump could be used to attain some short-range flight. He's apparently been watered since then, and now it's all good.

Burner Man's stage's fire is still pieces of blue Burner Man, but aside from that minor issue, I officially have no complaints about the mod at all.

EDIT: Actually, there is something I've been wondering about. Rockman Shadow's color schemes. His buster uses Hyper Bomb/Leaf Shield/Centaur Flash colors, his slash uses Slash Claw colors, and his sprite itself is black and slightly-less-black. What's going on there?

83
Projects & Creative / Re: Biometal Brawl [v0]
« on: April 15, 2015, 12:18:54 AM »
Hot dog, I was hoping you were going somewhere with that screenshot.

But what about Model OX?

84
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 12, 2015, 07:32:32 AM »
Son of a gun, you're right. Sorry, I generally use Mega Man whenever I play MM&B, so it's no wonder I would have forgotten that.

But yeah, I say just stick with the MM10 method.

85
MM8BDM Discussion / Re: thanks knux
« on: April 12, 2015, 07:28:28 AM »
Quote from: "Zard1084"
isn't that the model things from Megaman ZX?
Yep, from left to right: Model Z, Model F, model L.

I'm interested to see where this leads, though.

86
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 11, 2015, 05:27:49 PM »
Geez, so soon?
Wait... It's been almost a year since v4 came out? Where does the time go?


Anyways, looking forward to what magic you guys can work this time.

87
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 09, 2015, 02:42:06 AM »
I personally think Bass is more interesting with his current color swap scheme. If they went with MM&B's style, he'd just be swapping out one color for another whenever he changes weapons.

Although, wouldn't it be possible to implement Bass's other skins as alternate skins for the Bass class? The 7FC one has MM&B style color swaps.

88
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 04, 2015, 10:17:32 PM »
v4b isn't the latest version.

No, it doesn't seem compatible with v4c. Any news on a patch or new version?

89
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 03, 2015, 04:34:16 PM »
I don't really get why Duo should be changed in such a way. Kind of odd.

Speaking of which, shouldn't Duo's fist be on his left?

90
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: April 01, 2015, 07:38:47 PM »
Eh, close enough, Cloud and Shade are basically the same thing.

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