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Messages - Korby

Pages: 1 ... 10 11 [12] 13 14 ... 634
166
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 27, 2016, 02:31:10 AM »
Tornado Blow used to be on one of those teleporters as a joke during development, because it's the only MM9 weapon not on that map.

167
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 09:42:27 PM »
The pointed sprite looks a lot better in game than I expected it to.

I'd be interested in seeing a more pointed HUD as well.

168
Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: October 23, 2016, 09:30:49 PM »
Me vs Muzaru

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GGs to Muzaru! This was fun, would love to do it again sometime.

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169
Rejected / Re: [improved sprites] Mega Buster HUD
« on: October 20, 2016, 07:06:45 PM »
Then the shine would be darker than the secondary colors on the buster, and it'd look even uglier.

170
Rejected / [improved sprites] Mega Buster HUD
« on: October 19, 2016, 08:52:37 PM »
Well, figured I'd hop on the bandwagon.
Made these for personal use, pitched them to the devteam, got shot down pretty quick.
Someone else asked me to put them on the forums anyway, so here we go.

The idea was to make the current Mega Buster HUD, which I find to be pretty bad, better and more like the Proto and Bass Buster HUDS.
There's also some noticeable shape changing, particularly where the buster meets the hand.


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171
Rejected / Re: [Improved sprites] Hands
« on: October 19, 2016, 08:34:34 PM »
I like the idea of using the Capcom hand, but I think the one in classes looks bad. If someone wants to try making one that looks better, that'd be cool.

172
Closed / Re: MMBMAG Linedefs blocking bots
« on: October 18, 2016, 05:46:05 PM »
There's similar lines in Elecman and various other maps.

173
Closed / Re: [Suggestion] Ballade Cracker
« on: October 16, 2016, 02:10:34 AM »
There's a lot of discussion here as to how it's meant to feel like a powerful, easy-to-hit-with weapon, however this leaves little counterplay for the other player. Perhaps the splash radius could be changed such that it's the same horizontally, but less-so vertically? This leaves the counterplay of jumping in sync with the Ballade Crackers as they come.
Unfortunately, this solution isn't entirely feasible with how explosions work in Zandronum.

Soundwave, I don't think duel times will be increased by nerfing Ballade Cracker's speed, especially considering maps without Ballade Cracker do not take the hours you describe.
I'd be legitimately impressed if someone managed to prolong a duel for hours against someone who was actively trying to kill him, to be honest.
Also, Hard Knuckle is my favorite weapon of all time, and I personally nerfed that weapon.

I do think the weapon could do with a nerf. As to what, I don't know yet, but I'm also leaning towards the projectile speed.
We'll likely try various different solutions.

174
Events / Re: [EXPANSION] The Nightmare Before Christmas!
« on: October 16, 2016, 02:06:36 AM »
Brash, I think you need to take some more time to polish the skins.
The concepts are amusing enough and acceptable, but the general quality of the sprites needs some work.
Magneto Man's cape isn't the same length in all the directions, his arms vary in length depending on the direction, the sprite gets fairly messy with the purple splashed everywhere, and the cape looks like a solid piece of plastic; not to mention that there are no differences between standing and moving frames.

Gravenant mostly just suffers from heavy consistency issues. Make sure anything that moves in one angle moves in another [an example being that his body doesn't move up and down in his front or side frames and the back frames it moves differently]
I also think he could benefit from using Gravityman's actual walk-cycle so that his upper body moves a little during it.

Gutscracker is the best of the three, but its main problem lies in offsets. The skin jumps around randomly during animations and it's very jarring.
He also suffers from consistency issues, where he doesn't bob up and down whatsoever in his back walking frames and bounces up and down at very strange angles in the other angles.

Just go through and try to clean up anything I've listed, and see if you can find more stuff. I'm sure it'll turn out well!

175
Events / Re: [EXPANSION] The Nightmare Before Christmas!
« on: October 15, 2016, 07:44:25 AM »
I think you could probably shift the purples and whites on his shoes into blue and cyan.
Outside of that, looks decent enough!

176
MM8BDM Discussion / Re: A crash error
« on: October 13, 2016, 06:48:04 PM »
What mods were you playing with? Do you have anything aside from skins in your skins folder?
Is this offline or online? Do other stages crash too, or is it just the Duo stage?

177
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 12, 2016, 05:02:08 PM »
(click to show/hide)
Messy mockup of my take on it.
Didn't change the green walls though.

178
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 11, 2016, 12:51:01 AM »
Specifics are still being ironed out, but chances are looking good for being able to rewatch them.

179
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 10, 2016, 06:56:29 PM »
Personally, I like the yellow. I do think the blue you picked should be a little lighter considering how much of the tiles it makes up, though.

180
Rejected / Re: Jump canceler
« on: October 10, 2016, 12:23:00 AM »
Although I don't think this behavior was specifically intended [I couldn't say for sure, I wasn't there when Mike made it] it's too ingrained into how people play to change, imo.
I don't see the point in removing movement tech in a game with so little of it, after all.

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