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Messages - Crystal King

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31
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: November 22, 2010, 07:43:22 PM »
Making bits and pieces of progress on Magic's stage. The train's the hardest part for me, honestly (this'll be the first non-SRB2 "Thing" I make, and I'm trying it from scratch (usually they're edits). If not, I could probably pull behaviors from Moby and Bigeye and make some kinda demented love child train). If I can get that working, the rest of the stage shouldn't be that hard. I guess what makes me really mad is the simple behavior I just can't seem to get right. It's also a matter of actually spriting the stupid thing, the diagonal rotations really seem to hate me.

If anyone can make some 8-bit playing card wall and floor GFX, I'd like to utilize that in some way.
(click to show/hide)
Around when do you expect this to come out? Depending on how far down the line this gets finished, it'd be interesting to have some Megaman 7 weapons (namely Danger Wrap for this particular stage design I'm going for).

32
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: November 22, 2010, 01:05:34 AM »
After reading that, and rag- I mean calmly collecting my thoughts, here's what I have to say on the matter.
Nerf the lightning arrows for the other classes (it is pretty unfair for Jitter) but make them more effective against creepers. It should still instant kill them, imo, because if you're good enough to hit a creeper with a projectile with a hit radius such as that, you should be able to kill it.
Also, (if I haven't said it already, I don't remember saying it) PLEASE PLEASE PLEASE PLEASE make creepers walk through if possible. I can't count the amount of times I've actually ran INTO a creeper and had a death from them.

33
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: November 13, 2010, 07:09:43 PM »
Quote from: "Lio"
Also, if something does need a buff, its Ghostbuster in my opinion. No one plays GB anymore and even if they did, as soon as they run out of ammo they're pretty much dead since most ghouls can just follow him till he dies, giving no chance of recovery. Sure, traps are pretty neat if you know how and where to place them, but it's sheer luck most of the time.
Perhaps we should allow traps to regenerate too, but at a slower rate? If I'm being chased by a ghoul, and I'm missing proton pack ammo, I'd just place the traps in a circle and then activate it, standing completely still in the circle to get some ammo back. The ghoul might still catch me but most of them aren't dumb enough to risk their life to get me. But, once I run out of traps, I'm screwed. I say that there should be a limit to the amount of traps you put out, but traps should be able to regen at a slow rate even while in motion, this way it's less of a wild goose chase with him all the time.

34
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: November 10, 2010, 11:56:37 PM »
Sorry, you probably should have mentioned that in the first post >_<

However, my idea requires the trains, so if it's ok, could I attempt (and likely fail because my spriting skills suck) to sprite those?

35
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: November 10, 2010, 07:43:01 PM »
I would like to make an attempt at Magic Man's stage. I'll get to doodling and I'll see if I can post a picture of my basic layout for it sometime this weekend.

36
MM8BDM Discussion / Re: Race Mode in next MM8BDM Release
« on: November 10, 2010, 12:46:53 AM »
_IF_ we make a race mode, it needs to be more like Mario Kart. Items should be picked up, not started with. If you crash or die, you respawn in that spot (which is a server variable but they'd need to spawn with the rider, something that must be implemented) Also, we'd need to increase the speed of most weapons and decrease their attack (probably best to make a whole new weaponset, but I think it's also possible to set a variable which decreases damage), since it's pretty easy to die.

37
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: November 04, 2010, 09:52:59 PM »
I'd like to see an update with the fixed maps and other things such as a little Sjas nerf (prehaps his scream hits in multiples rather then a huge attack, to give players a chance to escape? That'd stop the complaining.) and definitely riotgun nerf, possibly grenade radius nerf too (The huge orb of range is so BS sometimes for creepers). I'd also like you to add the singleplayer Yurei battle into the wad rather then having it separate (because I can't find the damn thing anymore), or if that can't happen, at least include it in the zip? I'm not referring to the "fixed" one made by Car (although you may wanna include that too if he's ok with it), I'm talking about the original one you need to activate the cheat for.

38
MM8BDM Discussion / Re: The official "Who is CutmanMike" thread
« on: November 03, 2010, 06:23:11 PM »
Quote from: "KillerChair"
I had a awesome match this one time with Crystal King and me VS Muscler and i thought Kirbu... both of them shouting MUSCLE!!! all the games long.
Yeah! That was so funny. Quite the formidable opponents indeed, though!

I think me and KC make a pretty good team though personally :P I remembered when I tried soloing you and mike... that didn't work out too well. Sometimes it's the weapons choice that ends up being my downfall.

39
MM8BDM Discussion / Re: The official "Who is CutmanMike" thread
« on: November 03, 2010, 10:31:01 AM »
You had always been able to find the most pro tier hiding spots in Roboenza. That probably explains why. I've actually seen you a lot around the servers, then. XD You probably have seen me too. Muscle Jenkins!

40
MM8BDM Discussion / Re: Play with the devs!
« on: October 30, 2010, 03:59:00 PM »
You guys host too late. My parents (namely my dad) boot me off at 9 EST, which is 8 CT. :( Host earlier please.

41
MM8BDM Discussion / Re: About The Expansions
« on: October 26, 2010, 11:29:24 PM »
Pumpkin midboss. Definitely. If not the boss, it must make a cameo in Shademan's stage. GutsdoserMKII and the turtle would work well as bosses.

How about Treble Boosted + Evil/Alien Energy Bass for 8? Green Devil was an utter pushover in both 8 and M&B, and how would the flying thing work?

If Bass was a boss like the Rockman killers, what would he give you? The only thing I can think of is his Air Dash (giving Bass Buster would seem strange since it's on most of the stages)... something that could last longer then charge kick and do more damage but have less ammo? What would Fakeman give you too?

Shark Sub is the huge missile thing in stage 2 right? If so, yeah, throw it in. Cool 3 part boss, bro.

10 could work in multiple ways. Assuming 10 is the end of the official expansions, we could do another boss rush in the form of the weapons archive (7-10 weapons get!), then a Wily boss after that.

42
MM8BDM Discussion / Re: Next release - Opinions wanted!
« on: October 24, 2010, 09:20:17 PM »
Really? That was a much shorter wait then expected. Around when should we expect the update to come out?

43
MM8BDM Discussion / Re: Deathmatching classes!!
« on: October 24, 2010, 09:03:18 PM »
So you're saying there is no strategy in any FPS game? Megabuster is a great weapon for people coming after you. The shots are slow enough so that you could make a flurry of bullets.

I actually worked with someone on Charge Man's stage. I had him lead the guy into the teleporter, while I waited on the other side. There's really not a lot of strategy if you're by yourself. If you've got teams, it's a whole new ballgame. If your teammate has low health and a really important weapon (such as ballade cracker), cover them! If you see a a battle between 2 people taking place, jump in the fray to make the chances of killing that person greater!

Some people don't even know how to switch weapons in this game. I played on a TLMS server throwing ballade crackers at people shooting back at me with the megabuster. They didn't even bother to switch to leaf shield. I think the problem is that most people just don't know how to set up their controls in a comfortable way (People have so much damned trouble using items! I don't see what's the big deal about it!), or have trouble with certain gimmicks. AND KNOWING IS HALF THE BATTLE.

44
MM8BDM Discussion / Re: Deathmatching classes!!
« on: October 24, 2010, 08:41:34 PM »
By improvise, I mean find some health! Find some Weapon energy! Unless you're playing TLMS or LMS, in which case just change your weapon! The megabuster isn't half-bad for a starting weapon.

45
MM8BDM Discussion / Re: Screenshots
« on: October 24, 2010, 08:08:01 PM »
Looking good Cutmanmike! However, this seems like it's a little too close to Zombie Horde. Give the robenza something unique! Perhaps the robenza robots get a weak little ranged attack. Might be good for picking off annoying campers. Hopefully those infected gain more health... At least enough to survive a full charge of Atomic Fire.

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