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Messages - ice

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106
General Gaming Discussion / Re: Five nights at Freddies
« on: November 01, 2014, 08:01:07 AM »
And more Booty shorts! *The new Chica*

From what Ive seen, you use the Freddy head when an old animatronic comes in, but for the new ones, they have facial recognition, meaning if you're wearing the Freddy head, they wont recognize you and attack you also

107
Anything Goes / Re: General Offtopic Discussion
« on: October 31, 2014, 01:34:10 AM »
happy b-day and what not

And in other news, Tumblr is borked beyond usability atm. I can't post, edit my theme, scroll past 10 posts, and there is no save button for the settings

108
Anything Goes / Re: Anyone's art thread
« on: October 28, 2014, 04:36:27 PM »
(click to show/hide)
Being born in the year of the monkey I felt the random urge to draw this

109
okay, tried making some of the classes,
FGG: still working on them
Dr.Mario2: Stopped working atm as he seems to have vanished
Zero1000: Satisfying to use
Trimagus1: Eh... I'm going to have to do ALOT of tweaking, mind if I make a few changes? (Lower the speed from Jack Corvus's top speed to alittle below quickman speed, lower the jump from springman to ... can't think of a reference but to 16, the main beam is still a 10 damage ripper but make the side beams faster and nonripping)

110
anybody in the community handy with time related shenanigans online (time slow, or classes Flashman)? We could use a time based class to help counter the speedsters (and give Korby something else to get slowga from)

Also made a test wad with DrMario2 and Trimagus1's class, not sure how much ammo each attack should use though, as with Trimagus1's class, I made the spread beam a 5 damage ripper, it's surprisingly not broken in hallways, and for the boomerang, kinda inconclusive as I suck with rapidfire weapons, but it seems fine with a 10 damage ripper though might also nerf it to 5 damage if it is too strong

111
General Gaming Discussion / Re: Runescape Discussion Thread
« on: October 19, 2014, 01:07:21 AM »
I had no internet for a year and I asked the duke to see the cutscene of that war and my guy was apparently there running through the chaos XD

112
General Gaming Discussion / Re: Runescape Discussion Thread
« on: October 18, 2014, 04:50:36 PM »
I'm still confused as to how my guy was there during the Saradomin/Zamorak war dispite me not having internet, and on top of that, WHY DIDN'T HE GRAB THE FRIGGIN LOOT! ALOT has changed over the years tough, new graphics, new voice acting, and even different combat skills

As for buying membership, my friend gave me the gold for a bond and had membership for a month, it was pretty fun, you can play for free indefinitely if you can somehow make the crazy amount of gold it's worth a month

113
an interesting idea I thought of would be as long as you have weapon energy you can fire off the 2 side shots in the spread along with the center shot, but once you run out of ammo you can only fire the main shot only untill you recharge, that way you'll still have an emergency weapon to fall back on

@Gos: Forgot to post last night but go ahead

114
tried but never actually done, heck, if Messatsu's melee attack huds were replaced with sword sprites and his hadoken hands be replaced with a buster, his class would get flat out rejected without even a 2nd thought cause it would turn into a "generic buster sword class", if someone wants to be zero. what's wrong with having 1 zero for all the zeros in the community?

115
One thing I like to do when I make a class is think of how they would end up controlling in a megaman game (hero or boss). Zero's more of an agile fighter with the saber moving at high speeds while his buster slows him down having to stop to fire, you could probobly do a directional system with different moves depending on which direction you're moving while you have to stop to fire the gun and maby have a dash altfire to close the gap (alot of classes that use melee in this mod all just use it as an emergency side weapon or just have a ranged attack with equal or greater effectiveness, would be nice to have an actual primarily melee class *and before you say Messatsu, HADOKEN!*)

116
well, that too, but there was some glaring examples like Neo however.

But yeah, now that the new class base has been out for a while, not much stopping people from making there own classes now, heck, I feel we're long overdue for another classes compo

117
Projects & Creative / Re: Ice's location told the future
« on: October 12, 2014, 04:34:08 PM »
Quote from: "Korby"
no one else had any work done on their classes whatsoever except for Tsukiyomaru Zero who was not finished with his work.
I had no plans on updating my class and I was working with Rozark and currently trying to help some others with there classes
it was meant to make the mod compatible with v4.
Compatable as in releasing something CLEARLY riddled with bugs and missing content (Jax's class doesnt even work, Gizmo's shots riddle dynamoman's stage, missing bars, etc.)

Finally, I didn't notify the devteam because I don't care, and it's not really like any of them would either especially with how many useless people are on there.

So you're a loose cannon who clearly doesnt give a damn and sees everybody else as useless

Current Respect: -36

the reason progress is so slow is the main coders have too much going and some of the other people have lost interest due to the now high standards of the mod, heck, look at unholy, the mod has a ton of simplistic original classes, nobody cares if it's high standard or not, as long as they have fun playing the classes. Teaparty started off as a different thing with lower standards so people would feel comfortable making classes, the reason that died however is due to balance monitoring

what happened to you man, you used to be cool

118
1 of the main coders quit for some reason, another is too busy making his own stuff, one has too many RL issues atm to get anything done, one, I'm not even sure, nobody trusts my coding, and the guy who posted it only updated his class and never bothered to fix the obvious bugs nor did he give the dev team a heads up that he was posting it

119
Projects & Creative / Re: Mega Man 8-Bit Death....SMASH!
« on: October 10, 2014, 01:11:29 AM »
closest thing I could do to that was time limit 100, I doubt a team match with stock would take an hour and 40

120
Projects & Creative / Re: Mega Man 8-Bit Death....SMASH!
« on: October 09, 2014, 04:36:48 PM »
I had an idea of some mugen pack addons for this (SSB pack, Street fighter pack, pokemon pack, even come up with origianal moves for a megaman pack) Just need some alternate attacking sprites

And the best part of the idea is, the host can add whatever pack they want. the mod itself doesnt really add any special class bases or anything so compatability shouldent be too hard

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