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Messages - Trillster

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136
Projects & Creative / Re: Justified Classes v3ehh
« on: July 07, 2016, 04:24:42 AM »
I'd like to start off this post by actually quoting Jax here, not sure if you saw this as you didn't acknowledge these bugs. This post is also where those two lists came from, which I believe were made before v3e so I apologize for that.

Quote from: JaxOf7
Bug: performing Astro Crush once allows Astro Man to perform Astro Crush at any ammo level.
Bug: was able to move a MM1FIR pillar somehow. Still trying to determine cause...

Suggestion: Prevent "ammo lock"- holding main or altfire to do nothing and stop ammo gain.
(Example: Holding alt with FireMan in CBM will have him still gain ammo and do his overdrive asap. Holding alt with FireMan in Justi will stop his ammo gain, you would never want this.)
CBM has had this for a while. All ammo-locks do is enforce execution skill in an online fps prone to lag and desync.

Some class property lists I made (don't get too caught up in semantics and if everything is right):
(click to show/hide)
(click to show/hide)
(click to show/hide)

Anyway, with that over, I'd also like to say that my last post was made from the complaints of a ~50 person Discord server, meaning many different opinions of what should be changed and what shouldn't be changed. In fact, I invite you to join it so that you can hear everyone's opinion and reply instantly for quicker discussion Found right here. I swear this isn't meant to be just a shameless plug. With that being said though, I will post my own opinions here on what classes should be changed in regard to slowing and stopping attacks.

Heat Man:
(click to show/hide)

Flash Man:
(click to show/hide)

Needle Man:
(click to show/hide)

Snake Man: (Not a stop/slow suggestion but just a bug I found, woops)
(click to show/hide)

Napalm Man:
(click to show/hide)

Venus:
(click to show/hide)

Cloud Man:
(click to show/hide)

Duo:
(click to show/hide)

Grenade Man:
(click to show/hide)

Burner Man:
(click to show/hide)

137
Projects & Creative / i spent way too long on this
« on: July 06, 2016, 08:52:16 PM »
So recently the MM8BDM Discord shameless plug has been discussing their issues and complaints with JC, and I figured I might as well try to sum all them up here. This is going to probably be quite a hefty post so I'm just going to split it up into different spoiler boxes in order of most to least important.

Flow:
(click to show/hide)

Ammo Management:
(click to show/hide)

Class Diversity:
(click to show/hide)

Canonity:
(click to show/hide)

Chances are I missed a few things and could've worded certain sections better so if anyone else wants to, feel free to expand on this huge post of mine.

138
MM8BDM Discussion / Re: weapon malfunctions
« on: June 28, 2016, 09:19:56 PM »
By any chance are you playing on a Raspberry Pi? I'm not 100% sure but last time I checked there was an issue with them not being perfectly compatible with Zandronum to where it can't do all of the math correctly causing issues like this.

139
Thinking about it now, using my attack on GBT probably isn't the best option, if anything I'm just wasting it. Zero1000's random votes with no evidence are extremely suspicious though.

Redirect Attack --> Zero1000

140
That's pretty flimsy logic to assume someone's mafia just because they haven't posted. For all we know they could be another survivor role like Ditto.

Attack --> GBT

141
Forum Games Archive / let us pray Hil is mafia
« on: April 28, 2016, 01:04:29 AM »
Things appear to be looking quite grim for us considering we practically have no leads here. So when in doubt, random vote to the rescue!

Attack --> Hilman

142
W.I.P Forum / it's a spooky mystery =o
« on: April 19, 2016, 01:18:00 AM »
As the previous update predicted, Mega Man Cross X SP has its first map completely finished. With no need to stall, let's start with a screenshot of it.

(click to show/hide)

I'm guessing you guys weren't expecting Fire Man of all stages, certainly a long shot from Toad Man. With that being said, thanks to Knux, not only will the first update include Shadow and Toad Man, but it'll also including the burning man himself. More details coming on this stage later.

Of course this update wasn't just to show off one screenshot, but there's another huge announcement that involves you guys once again! I? ju?st? ?co?uld?n?'t ?ma?k?è t?he? ?d?e?ci?si?o?n? m?y?self ?so? ?o?n?ce ?a?gai?n ?I giv?e ?y?o?ú gu?ys t?h?e ?c?ho?ice of? wha?t yo?u w?an?t ?t?o? s?e?e ?i?n t?he first up?dat?e!? O?h? ?wo?w?, th?at's? pretty? ?ob?nox?iou?s? an?d ?i?n?c?on?veni?e?n?t?. ?Of? c?ou?r?se t?r?a?s?m?issi?on? h?a?d? ?t?o ?t?a??t bre?ak?i?n?g ?úp? d?urin?g ?the? ?up?a?t?e? o?f? ?a?l?? t?imes?. W??e??l??l??,?? ??s?i??n???e ?i?t???'??s c???e?a??r ?????i???s? ??ju?n??k?? ???s???n???'??t? ??g???in??g ??to?? c???l???e??a?r?? ?up? so??????n??,??? ??I'??l???l??? ??j?u??? q?ù??ì?ck??l??y?? ??to?s??? ???t???he ?s?c??r??è?n???s???o??t ???n? he?r?e?? be?f??or?e? ??I? l???ose? ?c??onn???e?c?t?i??o?n ?e????t?ir??e??l??y??.?? Ì???'???m???? ??p???r??????t????t?????y????? ???s?????r???e??? ??y??????u?? ????g????u???y????s???? ???ç?a???n??? ???????a??k????????? ??a?? ????f?????e???w???? ?????s????p???e????u?l??a?????t?????i?????????s????? ????o???n? ?????i???????,????? ???s????o???? ?????g??????o???d????? ?????u???c????k? ?????Í ???g????u????e??s?????s???!?????

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143
There's certainly no need to get rid of someone who's just having some fun with a tradition. The guy who's obsessed with bouncing is a completely different story however.

Attack -> Beed28

144
Forum Games Archive / Re: CUTSTUFF MAFIA TOURNAMENT (signups)
« on: April 12, 2016, 01:48:23 AM »
Got my role

145
Forum Games Archive / Re: CUTSTUFF MAFIA TOURNAMENT (signups)
« on: March 30, 2016, 03:42:16 AM »
Sounds fun, sign me up.

146
MM8BDM Discussion / MM8BDM Discord Room!
« on: March 19, 2016, 11:26:59 PM »
With more and more people taking the switch from Teamspeak and Skype to Discord, I figured I would create a Discord room for MM8BDM. This Discord room can be used for setting up quick games and events in all gamemodes. Along with this, there's different channels for getting quick help on mapping, coding, and spriting. For those who still have no idea what Discord is, this website here can explain it all. https://discordapp.com/

Anyway, here's the join link for those interested. I'm not too experienced with Discord yet however, so the room may end up going through a few changes to make sure everything's in working order, but I do hope this makes managing servers and events a lot easier. https://discord.gg/CC2FKEk

It's also worth noting that if any admins or moderators on this forum are also interested in being admin in the Discord chat, just tell me and I'll give you the proper permissions

147
W.I.P Forum / Re: Mega Man Cross X SP [WIP]
« on: February 15, 2016, 03:25:58 AM »
Hey, this is actually still alive! I figured with both Shadow Man and Toad Man finished aside from polishing, it's about time that I do another update. This update brings just general proof of progress and an update on what needs to be done. For the proof of progress portion, here's a small portion of Toad Man's boss fight.

(click to show/hide)

With both bosses finished now, there's not much that needs to be done, here's an updated Progress List (only shows Shadow Man and Toad Man's progress since they're the only two in v1a).

(click to show/hide)

Quote from: "fortegigasgospel"
I didn't really look through the video in full, I understand the expansion is a SP mod, though curious if you are going to try and keep the weapons unique from other weapons in the core of 8bdm or not worry about it since they don't show up in the mode and if the weapons don't show up in MP.

Apologies for not being able to address this question earlier, though with the update I feel the time's about right. My goal for the weapons is to make something that's clearly distinct from the core weapons however still make them familiar to the user with things such as their speed and fire rate. An example of this is Toad Bomb, it has the same fire and projectile speed of Crash Bomb, but it can be charged for an original effect. Bosses are already going to be difficult in this SP expansion, so I don't want players to have to also struggle with learning an entirely new set of weapons. There will be some weapons which are completely different from anything seen in the core such as Magnet Shield however, so there's no need to worry that the weapons will be blatant recolors of weapons already in core. That'll conclude this update, next update will most likely bring stage progress or who knows, might be the update that releases v1!

148
W.I.P Forum / Re: Mega Man Cross X SP [WIP]
« on: February 01, 2016, 02:32:57 AM »
Yo, since more interest is coming in for this expansion, I figured I might as well finally make a beta-testing group for Skype! You can put your skype name in this thread or send it over Cutmail if privacy's your dealio, and I'll add you to the group. This group will also double for people who plan to contribute regularly to this expansion, so there's that option if beta-testing isn't really your thing. With that being said, I'm amazed I actually created that HUD poll without actually giving a template on what each HUD would look like, so I'm going to do that right now. It's a crime I didn't do this earlier, sorry about that folks, the poll does allow revoting though, so keep this in mind!

MM8BDM Default:
(click to show/hide)

Mega Man CX Bars (No Icons):
(click to show/hide)

Mega Man CX Bars (Icons):
(click to show/hide)

As you can probably notice, depending on the option, the weapon icons indeed do change to fit with the bar. Also I would like to mention, if something you want to contribute is not on the main page, such as bosses like the Break Refights or the Fortress Stages, still feel free to contribute them, I'll just put them into reserve for use in a later update. The same goes for sprites and stage assets.

149
W.I.P Forum / Re: Mega Man Cross X SP [WIP]
« on: January 30, 2016, 08:43:08 PM »
I think at the moment we don't need Break Beat and Eddie sprites, though if you want to get some done in advance that's fine by me, and as for the bone tiles, those indeed are going to be actors, and they'll need the three variations, bottom, middle, and top.

150
W.I.P Forum / Re: Zdagger67 Project
« on: January 30, 2016, 05:44:20 PM »
Hmm, this is actually pretty interesting, the first JC C-Patch that is. I took a quick look inside of it with SLADE to see what it was an it appears to be sprite replacements. Mostly such as new jumping sprites or new huds but one stood out in particular, Bass was given a new skin with shoulder pads and it actually looks pretty good. I might actually do something with those sprites if you wouldn't mind, perhaps make it into a full skin or something.

This appears to be all that was changed.
Code: [Select]
credits:
Bass new foward,back,walkbackBCDE,walkfowardCE and firing sprites - Zdagger67
Brightman New pound - Zdagger67
Pirateman New HUD - Zdagger67

edited:
fireman HUD - Zdagger67
Metalman jump - Zdagger67
Skullman hand HUD - Zdagger67
Napalm bomb class Projectile - Zadgger67
Timeman hand HUD - Zdagger67

EDIT : I just checked out Heat Man BotRush and it's exactly what it sounds like, JC BotRush except in a Heat Man themed arena, which I'll admit, looks pretty cool. There appears to be an issue with one item spawning though, something called "SolidMeat" which apparently has no frames so it just bugs out and never spawns. Also the map has no way to actually be accessed besides going to it directly as BOTRUSH2 through console commands.

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