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Messages - Trillster

Pages: 1 ... 12 13 [14] 15 16 ... 18
196
Forum Games / Re: Rate the avatar of the user above you
« on: July 10, 2015, 04:30:51 AM »
7.8/10
too much hammer

197
Forum Games Archive / Re: Describe the avatar above you!
« on: July 10, 2015, 01:58:44 AM »
A walking, explosive eight ball, (which also reminds me of Bomb from Knuckles Chaotix)

198
Projects & Creative / Re: Justified Classes v3c
« on: July 02, 2015, 12:20:25 AM »
Heh, Oilman is practically my worst nightmare as a Frostman, though there is one bug that actually wasn't fixed, and you probably already know about it... Though yeah, Protoman's Oil Slider is pretty broken, as Fr3ak dubbed it, the Oil Kick, it automatically deactivates making the range awful and just wasting ammo.

199
Forum Games Archive / Re: If you met the above avatar in a dark alley
« on: June 17, 2015, 06:08:39 PM »
Intensely stare at him

200
General Gaming Discussion / Re: Super Smash Bros. Series Discussion
« on: June 14, 2015, 09:07:30 PM »
Oh man, I actually managed to get that code redeemed first, sorry to the others who might've wanted it xD. Anyway, what do you guys think about the new DLC characters? I really can't say much as I haven't gotten to play em yet though I'm sure others have.

201
Forum Games Archive / Re: Describe the avatar above you!
« on: June 10, 2015, 02:40:30 AM »
Original the recolour, do not steal (Though those colours look oddly fitting).

202
Forum Games Archive / Re: Describe the avatar above you!
« on: June 05, 2015, 11:36:45 PM »
Jelly World in Minecraft with a separately jiggling flower (Impressive).

203
Events / Re: ULTIMATE CHRISTMAS TOURNAMENT
« on: June 05, 2015, 08:10:16 PM »
Well then, I wasn't aware that this became a thing again, anyway...

In-Game Names(s): Sanicfam1102
Times Available: Pretty much 3:00 PM Central Time to around 3:00 AM (I wake up late and stay up early, seems legit)

204
Oh man, that looks so good, will the first person mode be an option for this? (Also character portraits would be sorta cool just to see the character's reactions to getting rammed in the side).

205
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 26, 2015, 08:50:08 PM »
This report isn't quite as exact as I'd like and most of these could probably be shrugged off depending on how much you care about sprites though I think that quite a few of the sprites in JC could really be benefitted from being changed to make more sense or to just look better. That sounds rather vague so I'll probably go more in depth, with examples such as Breakman's custom air frames. Whenever he's jumping normally, his buster is on his right arm, though whenever he actually fires it, it's suddenly on his left arm. Another example is the Mega Arm's shading which contrasts to that of Megaman's actual skinsprite. While it's not exactly the most noticable, it is jarring once you do notice it. The main issue being is it's not the same shade of blue on the returning shot, and not even the black outline is the same shade. One more example that I immediately notice is with Bass's Treble Boost skin sprites. He looks just fine whenever standing though once he actually fires, it creates a wonky effect that Doom is plagued with where the sprites jerk back and forth. Some of the offsets could also be looked at such as Megaman's Power Adaptor skin which seems to jerk back and forth as well. There's probably a lot more issues to name, though I wouldn't want to create a wall of text here. Anyway, I mostly just suggest looking at the sprites in-game and out of game as they aren't the best they could be.

206
Events / Re: [Started] Gotta Go Fast OC Tourney
« on: May 18, 2015, 08:40:20 PM »
Actually, I'm terribly sorry that I forgot to update the bracket, however sadly Lucas dropped out so Metool advances to the next round! So sorry about not relaying that.

207
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 16, 2015, 08:18:41 PM »
Normally I'm not one to report bugs yet what I found just kills me to no extent. You guys coded the Power Adaptor just fine, it's just the ammo has a max of 28 whenever the final charge state of the weapon calls for 32, meaning you'll never be able to fully charge it.

Code: [Select]
Hold:
POWA A 0 A_JumpIfInventory("PowerAdaptorMeter",32,"Charge2")
POWA A 0 A_JumpIfInventory("PowerAdaptorMeter",18,"Charge")
POWA B 1 A_GiveInventory("PowerAdaptorMeter",1)
POWA A 0 A_Refire
Goto Ready+1

Code: [Select]
actor PowerAdaptorMeter : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

208
That's an error directly with the coding so unless you know how to code, there's not really much you can do about it sadly. There ought to be a compatibility patch soon though... I hope.

209
Quote from: "fortegigasgospel"
Hate to be a stickler but Lightning Lord never showed up in Elecman's NES stage, only his GB stage. Unless you are taking that into consideration.

Actually, we are taking the GB stages into consideration for MMWorld, so Lightning Lords won't be the only GB enemies showing up. Not only are enemies from the GB games showing up but even a few gimmicks are, though I wouldn't want to spoil them for you.

210
Oh my, it appears that we might have fallen asleep...

Well it's time to wake up!
(click to show/hide)

Hmm, now that we're awake, I wonder what the rest of this post ought to be.. Oh, I know, lemme just add some map progress. It's quite a shock that we haven't shown you any new maps other than Ice. Allow me to change that.
(click to show/hide)

So, with those screenshots out of the way, here's the exciting part. We're actually asking for feedback such as stage gimmicks or future weapons that you would enjoy seeing. We'd even take weapon ideas for other classes. I'm definitely looking forward to seeing some of your suggestions!

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