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Messages - Promestein

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91
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: April 01, 2015, 05:19:02 PM »
If I had to guess, the next two stages would be Cloud+Grenade/Search, or Burst+Clown.

I mean, we've gotta have explosives and electricity, after all.

92
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 18, 2015, 03:58:01 PM »
So, how stupid am I for only just now noticing that Stone Man DOES still have his stomp?

93
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 04, 2015, 12:14:10 AM »
Ah right, I was just making sure you dudes knew about the other issues.

94
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 01, 2015, 04:54:40 AM »
Son of a gun, you're right. Knight, Flame, and Tomahawk have it too. Though I have to wonder, if it's so buggy, why even have it in in the first place? Especially since it seems to be virtually unknown, and it seems kind of silly from a canon standpoint. Yamato, designed for agility, can't wall jump, but Knight, who sacrifices agility for power and defense, can?

Oh well. Hopefully Plant Man will be refertilized in the next update. For the time being, though, he's just plain fertilizer.

95
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: February 28, 2015, 11:16:09 PM »
So I was messing around with Plant Man again. Boy, this guy is more messed up than I thought.

-Ammo recharges faster in the air than on the ground, meaning he has to constantly jump or find some way to stay airborne. I've mentioned this.
-Insane delay when it comes to actually firing. Applies to both the shield and buster. One time, I held down mainfire when I had a full shield bar, and it took about 3 seconds to trigger Plant Barrier.
-Something weird happens when you double-tap and hold jump. He gets a third bar, which seems to let him walljump in some situations.

I'm not sure how much of this is intended, but man, it doesn't seem like much of it is.

96
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 22, 2015, 05:01:31 PM »
Reminds me a lot of that one guy who kept posting about how every class was stupid and needed to adhere to Power Fighters exactly. The guy whose name was mostly numbers?

97
MM8BDM Discussion / Re: MM8BDM V4B - Released!
« on: January 05, 2015, 06:57:26 AM »
Could we, perhaps, get a list of the updated songs? I know MMWTBOSS is changed, but I think I can hear differences in a few others, and I just can't tell for sure.

98
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 04, 2015, 05:00:47 AM »
Alright, so I went through and tested everything with V4B. Looking good! All I noticed were:

Plant Man's ammo weirdness (barely regenerates on ground, regenerates quickly in the air)
Burner Man's stage's fire is now entirely blue sprite fragments.
Some strange "unknown script" or whatever message popped up when I fragged Bass as Dynamo Man on Dynamo Man's stage.

99
W.I.P Forum / Re: The Idea(s) Topic
« on: October 23, 2014, 07:31:48 AM »
True enough. When I said it would be fairly easy, I just meant that it wouldn't require maps to be made, or weapons to be thought up or balanced, or heavy coding being done (if I'm not mistaken, the only coding needed would be to let certain sounds play their full length),

100
W.I.P Forum / Re: The Idea(s) Topic
« on: October 20, 2014, 06:33:49 AM »
I had a dumb idea that actually seems like it might be fairly easy to pull off, yet I've never seen it mentioned on here. A Kamen Rider Decade: Rockman no Sekai pack. I'd imagine it wouldn't be quite as taxing as a rom hack expansion complete with maps; it could probably just involve changing some weapon graphics and sounds, adding in the music tracks, and adding in Kuuga, Agito, Ryuki, Faiz, Blade, Hibiki, Kabuto, Den-O, Kiva, Decade, and Decade Complete Form as skins. Unless it were possible to change skins with different weapons? In which case, I guess the MM7 weapons would correspond to the Riders they were assigned to.

That said, it would still require some amount of skill, and I'm skill-less. All I've managed to do was import the music.

101
W.I.P Forum / Re: Mega Man PC 1 & 3 Expansion
« on: October 06, 2014, 05:13:54 AM »
I've only ever made one map, which I didn't even release, so take my opinions with a grain of salt.

Torch Man's stage:
I like the aesthetics, but there are a few areas in the center room where the water coming down the wall and the water leading down to the floor don't seem to align. I think it's intentional, actually, but if not, whoops.
The water jets coming down from the ceiling when the water level is being raised should disappear when it reaches its max height, otherwise you have water visibly flowing underwater. Also applies to the streams coming down the walls, but those, I suppose, would be tougher to handle.
Being able to transition to be above ground would be fairly cool. It's (apparently) unfinished, though, so I won't torch you for it.

As for Shark Man, the middle structure confuses me (stone on the outside, wood planks on the inside?) and I believe the skybox should be round, but I like the feel of the map as it is.

I prefer the second Oil Man to the first.

102
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: September 30, 2014, 11:44:53 PM »
Burner Man's stage still has that weird blue thing going on, but aside from that, I noticed something peculiar today.
Plant Man's ammo recharge is ridiculously slow on the ground, but extremely fast in the air. Is that intentional?

103
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: September 27, 2014, 01:39:46 AM »
I don't really see the need for precision, but I didn't know it was supposed to be used for sniping; I thought it was for doing an AoE attack at range.

104
Projects & Creative / Re: Class based modification (v7cbefix)
« on: September 13, 2014, 06:04:57 PM »
I'm guessing he was referring to Rockman.

105
Projects & Creative / Re: Justified Classes v3bh
« on: September 10, 2014, 04:11:32 PM »
Bots don't play by the same rules, and they vary from completely ineffective to unstoppable. It's like saying "Lightning Bolt/Atomic Fire is overpowered" because a bot had one of them and spammed it nonstop, or "Skull Barrier/Noise Crush is useless" because they never achieve any sort of effectiveness with them.

Ammo count has to be considered as well, but bots disregard it, so using them to tell how effective something is doesn't work very well.

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