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Messages - OrangeMario

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181
LlamaHombre, do you want me to send a link to my skin?
Custom Skin: OrangeMario (as seen below)
Base Skin: WoodMan
Favorit weapon/perfered starting weapon of choice: BassBuster


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182
Quote from: "Blaze"
May i suggest a Chaos effect?

BUNBI STORM

Basically Bunbi Copters appear and send you flinging at random times (Dunno if possible)

Haven't I spoke of this idea many months ago?

183
Projects & Creative / Re: [Expansion]Rockman No Constancy
« on: July 21, 2011, 12:50:47 AM »
Quote from: "Yellow Devil"
It's hard to take good shots of this stage because of all the inside areas!

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Wasn't there light poles in the background in that stage?

184
Projects & Creative / Re: MegaManMafia-V2A! Released!
« on: June 19, 2011, 05:20:00 AM »
IDK...
I kinda like the idea that you freeze for a certaint amount of time. If they accadently kill someone, they freeze up for mabe, 5 seconds + 3 seconds for every additional frag. Heck, if that doesn't sound punishing enough, think of the fact that the locked player can be stabbed by the assassin at any given time.
A player that frags for the fun of it could be vulnerable for 23 seconds!

probably throw in flashman's alt fire effect (from yd's classes mod) and have some visual effect notifing others that he's/she's locked for betrayal.

185
Projects & Creative / Re: MegaManMafia-V2A! Released!
« on: June 18, 2011, 10:28:54 PM »
just thought of a couple of ideas...

1. when theres only 1 survivor and 1 assasin, the assasin should get a shooting/far-range weapon, because we would already know who the assasin is.

2. when the assasin is chosen, they could possibly have a "dummy-megabuster", or a dummy weapon that everyone has the real one of. a dummy-megabuster works exactly the same way as the megabuster, but it deals no damage what so ever, and its hud color is black. Why I think this should be in, is because alot of us are beginning to catch on that the assasin can only attack at close range. shooting a regular weapon, such as the megabuster shows that you are not the assasin, or in other words, that your "clean".
The dummy weapons will go away as soon as the assasin and 1 survivor is left.

186
MM8BDM Discussion / Re: MM8BDM MM7 Expansion - Release Date 10/06/11!
« on: June 08, 2011, 05:35:37 AM »
I surly can't wait to see this released, especially because that slopes will be in. god, I hate stairs sometimes... (off topic: WOAH! I can't beleive I wrote this all using my Nintendo 3DS! Ninten' you've out done your skill once again.) :shock:

187
MM8BDM Discussion / Re: MM8BDM V2 public opinion poll! - SLOPES!
« on: May 20, 2011, 01:20:50 AM »
I voted in favor in slopes.
Reason being is because it can be somewhat bland sometimes only seeing 'block' staircases all the time. having variaty in floors can really help out if used correctly.
And yes, stairs have always slowed me down, especally when I'm trying to run away from someone shooting me up, while their somehow able to get up to me faster. With this included, now I don't have to worry about hand cordination, and correct timing with the dang Spacebar (my default 'jump').

BTW, im not sure if you noticed this CMM, but you might want to fix waterwave then, because it dissapears when it hits a slop that goes up.

p.s. Woah, I made a tie breaker, but the precentage is still 50% (slopes) vs. 50% (no slopes). :

188
Help & Editing / Re: Map Question
« on: April 25, 2011, 12:58:52 AM »
I think this would be a good idea. Im just thinking that it may take some time, as its editing an existing engin, to fit in the concepts for mm8bdm (like only block sized walls, no slanted floors, etc.)... but I never heard of Oblige untill now, so i can't say much.
Other than that, I'd really incourage someone with great programming skills to make this a reallity.

189
RockMan No Constancy rom hack:
RNC Quickman's weapon and/or RNC Airman's wep... would be cool to see.

190
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 09, 2011, 06:21:37 PM »
In Game Name: OrangeMario (if another name, usually the color orange, or has the words Orange in name)
Favorite game mode: varies, but im not too fond of duels sometimes...
Favorite weapon: Gemini Laser & other possible richocheing weapons
prefered skin; OrangeMario (cutsom skin)
Favorite stage: Large stages with some breathing room (Ex: MM2DW1, MM6CEN, MM4PHA, MM6MRX)
Greatest Rival: none that i know of.
Reputation: moderate player, easy going.
anything else?: currently participating in helping in an expansion for "Powered Up". Skill in mapping, but would appreciate any textures given.

191
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 02, 2011, 02:32:42 AM »
This is the best roboenza modification i've seen sence the release of this (as i kinda grew tired of the same slow & high-hp zombies).
as for suggestions... they seem more like "un-nessacery, but fun" ideas.

1.
Mabe two different fanfare musics for when the Roboenza is contained/has spreaded. Only reason i say this is because it can be difficult sometimes to tell that the last survivor/zombie has fallen, when the message at the bottom/ middle isn't enough

2.
Somehow code or script the mod so that fellow survivors will not respond to other survivors attacks (team games or CTF are good examples). It can get annoying when pharohshot raves groups give away their location, due to how LOOUUUDDD they are... and the random "whoops-I-killed-a-survivor-with-hyper-bomb/crash-bomb-spam" insditence.

& 3.
Allow everyone to move around, and shoot after the game announces that survivors/infected won ,so that I can stop spectating all the time, just to allow everyone to move, and i want to try it out myself.

192
the Maps are lookin' good. can't wait to see the finnished maps! :D

193
Quote from: "SmashBroPlusB"
You'll also have to modify a LOT of the weapons. Especially Air Shooter, it's too shotgunny for a 2D game.

This is very true, espechaly with weapons like metal blade, pharoh shot, and other weapons that allow 8 directional shooting. I'm guessing your already planning on making the up and down buttons server a purpous, espechaly with ladders?

194
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 05:22:06 AM »
Found a bug with this mod in airman's stage...
apparently, now every class can be sent flying to a wall when they enter the area of gusts of wind.

195
DECORATE and ACS Modifications / Re: [OTHER|WEAPON] CHARGE RAGE!~!
« on: February 19, 2011, 03:00:33 AM »
This might clear up on the idea of how this weapon should work...

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nail clippings galor!

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