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Messages - TailsMK4

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121
@Legtendga: The changes that I just mentioned are already in R++. As far as damage output, Rebirth ++ will use something similar to Rebirth's A_Explode method, though the attacks are not OHKO.

@Linnie: MrL himself even told me that Rebalanced was more Classes-focused than Boss-focused. I guess that's everyone's opinion there to decide, though.

122
Well guys, I have some good news and some bad news...the bad news is that Rebirth is now dead. I won't go into details why this occurred, but the good news out of all of this is that Rebirth DOES live on in another SH mod...Stardust's ++. In fact, we have agreed to a new name for the new merged mod: Saxton Hale R++ (or Rebirth ++). While the gameplay is primarily the traditional SH gameplay, Rebirth's role in the merge mixes things up still. Among a few of the things that Rebirth had have been added to the merged mod:

- The randomized weapons
- The change in how bosses score hits (most now cannot OHKO)
- Rebirth's new boss and revised bosses
- Gilgamesh's voice clips (in fact he has an additional voice clip in R++ now)


So while Rebirth will now be archived, that doesn't mean I'm done with development for SH. I am kind of finding ways to fit in with the ++ team (along with a few of Rebirth's as well), and one role that I am keeping is that bosses can still be requested, it's just the background processes will be a little different. So, I will continue to review boss ideas and suggest possible boss ideas to SD. In fact, this thread shall be maintained for community requested bosses. Also, I'm considering picking up an old non-SH-project I had, so this thread will still have activity in it. So for those of you looking forward to Rebirth v2a, I hope instead the merged mod of R++ is worth the disappointment. At this time we are preparing for the final beta test, so the mod will be out very soon. Since I am a large factor in how R++ will get managed, I'll make sure that if you guys have any concerns that they will get heard. If you guys had any negative opinions of SD before, all that I ask is to keep an open mind and give her another chance. But for those of you that liked ++ anyway, then this update will be jam-packed full of new stuff. That's all for now, sorry to bring such a mixed bag of news, but I knew it was going to come to this anyway. I think this is for the best, though. It certainly reduces the true SH mods down to 1 (Rebalanced doesn't count and Unholy is kind of its own thing), so that's good. Hope you guys are ready for the epicness to come!

123
Star will be adding a few new bosses...I forget the exact count atm. Rather, update v2a will have quite a few surprises in it. I'd go into detail, but there's too much to list, so you'll just have to wait. It should not be too much longer now.

124
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 29, 2014, 03:51:02 AM »
Updating, cause why not.

In Game Name: TailsMK4 (too lazy to redo the color scheme, you know how it looks ingame)
Favorite Game Mode: TLMS, CTF
Least Favorite Game Mode: Terminator, DM
Favorite Custom Mode: Saxton Hale, Bot Apocalypse, Mafia, Mission Mode, Rage Roboenza
Least Favorite Game Mode: Rebalanced Saxton Hale, any other Classes Sax variant except for Unholy (I'm willing to stay silent about my hatred for any kind of Classes as long as they stick to TLMS and such), that 8-Bit Smash Bros. mod
Favorite Weapon: Ring Boomerang, Thunder Beam, Napalm Bomb, Scorch Wheel
Least Favorite Weapon: Oil Slider
Preferred Stock Skin: Gemini Man, Gyro Man, Bass
Preferred Custom Skin: Tails, Sinistar, Wario, GutsManG
Favorite Stage: N/A
Least Favorite Stage: MM7BUR
Favorite Class: MEGAMAN, Trickster (Unholy)
Least Favorite Class: Any classes from YD and other Classes mixed with Saxton in the past
Favorite Boss: Cave Johnson (++), Soviet Union Igniter (Unholy)
Least Favorite Boss: Dawn of Moodkipz (++), Shin Megaman (Unholy)
Greatest Rival: I pretty much have no equal...and my skill in the game has nothing to do with it.
Reputation: People are starting to come to me about ACS questions and such. Otherwise I'm pretty much known for being Anti-Classes.
anything else?: I dislike drama. We get too much of it lately in servers...

125
Anything Goes / Re: How old is this community?
« on: April 20, 2014, 10:23:26 PM »
First time seeing this topic...so anyway, I'll be 24 in October. I'm one of the older players that plays the game, ironically (ok, may be exaggerating a bit about the number of people older than me, but still...).

126
I'm not adding hales from ++ unless Star gives the ok first. For the most part her mod is mainly about the bosses, but the new update may change things up a bit. Since I got to see some of the latest bosses...v2a will definitely feel like an update. And yes, I do know that the changes to Rebirth may not make everyone happy, but I personally think that with the way Rebirth is going, it opens up new possibilities to make the battles more interesting. However, ++ still offers the same gameplay for those used to the other SH mods, and Unholy is really its own thing together, though TECHNICALLY it's also SH. But, since I'm also beta-testing ++, I also still support the traditional gameplay, and I hope that everyone will play both ++ and Rebirth, regardless of which one is better. I'm not here to make enemies by going away from the formula. Rather I personally think that Rebirth may actually have had a few people try out SH that didn't do so in the SilverSin/Balrog days. ++ still has great bosses, and Rebirth ought to get some popular bosses soon enough. I think even with this "divide" that both mods may even benefit from each other, and we are also somewhat involved in the other's version as well (Stardust is a beta tester for Rebirth as well). Whether or not we exchange a boss now and then is yet to be seen, but I wouldn't get your hopes up. You can count on both mods to still be around in the nearby future, though.

127
Rebirth is back up primarily for research purposes. Please let me know if the server crashes at any point, and provide any details if you can. I'm looking into the crashing problem that still persists, but any other details you can provide me would be great.

128
Well, I WAS going to do this last week, but I ended up having a hard drive failure, so yeah...time to get back to work. First I'll post the boss idea that I'm been thinking about. I won't suggest this unless you guys like the idea a lot, but I will just say right now that I pretty much know how to design this boss, though some particulars like health may change when testing this boss. I present, for a long time I have been waiting for this moment...my hopefully-soon-to-be-author-inserted boss!

(click to show/hide)


More ideas to be posted later, perhaps. Anyway, back to the reviews...uh, for Smash's stuff I had to "snip" some of his entries primarily because Captain Falcon is already in and some others were bosses that Smash did not want added in after he posted it. So now that the list is a little shorter, first up is...


Quote from: "SmashTheEchidna"
Barbatos Goetia
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Oh geez, I may have to think about this one. Since this was originally meant to be a hard mode only boss, I may have to nerf him in some ways to make him fit well with the other bosses, unless I decide to go against the majority opinion and implement a Hard Mode option anyway (though any crippling effects this boss sets on players will be replaced with perhaps a buff or two somewhere). I probably would do the third option for the Rage, as it definitely would be VERY effective against stallers. I haven't decided yet on how to implement secondary attacks and additional rages, so there may be some work to do to get this guy started. Also, normally I'm not too interested in simply recolored stock skins, but...I don't know. I think I had rejected skins like these before in previous entries. I may talk later about the skin privately.


Quote from: "SmashTheEchidna"
T.A.C.
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I really have two problems with this otherwise decent entry. First, since a skin isn't listed, it's kind of hard to pick this one up. My main concern is the Rage, though. Maybe JaxOf7 may have an idea on how to do the rage, but because of the way inventory works in Doom, I cannot think of any other way to do this besides setting up lines upon lines of code that removes and spawns each weapon and item onto the area, and I even think my logic may still be incorrect there. The concept is otherwise interesting and unique compared to other bosses.


Quote from: "SmashTheEchidna"
Rawk Hawk
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I wish a skin had existed of this guy...I feel this is the only issue I have with this entry since I want to avoid using stock skins if at all possible. I see no worries about using a Charge Kick-like attack since we can always adjust its damage output, and I feel that's more of his character than a default punch. The Super Jump turns into an offensive attack, though it is definitely more useful in maps with lower ceilings. Players may just find the move awkward when they needed a regular Super Jump, but they will adjust over time. I already have discussed in a previous entry that I have yet to determine if bosses should be allowed to have an alternate attack. I should discuss that with my team first before we start allowing alternate attacks.


Quote from: "SmashTheEchidna"
The Ultimate Chimera - Originally suggested as a replacement for Slenderman, or at least another boss like him in which you have to run from. Info is a bit outdated, of course. And considering that the concept of Slenderman isn't too popular these days...
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It is common knowledge now that Slenderman was changed in Rebirth to not be completely invincible, so I have no idea if this concept will even work now, since people disliked Slenderman's old behavior (as you pointed out). Probably safe to say at this point this won't get in, but I could be wrong.


Quote from: "SmashTheEchidna"
Smash Daisaku

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I've avoided having flying bosses since those tend to cross the line since they usually are hit to hit, but this at least is only noticeable when this guy is raging. As far as the skin, I'd prefer this guy have his own skin instead of reusing a skin that may be used for the M. Bison boss. That's really all I've got to say as the rest of the concept is solid.


Quote from: "SmashTheEchidna"
Partners in Crime These characters are my own personal characters. Unlike Smash, who is more or less "Me", these guys are actually villains in my series and would fit much better as bosses.
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This kind of blew me away at the complexity of this entry, just trying to logically think of how to model the attacks these three can do. As these are fan characters, I have no idea how well they will be accepted in the community. I'll keep this short: while the amount of attacks they can do definitely make them stand out from other bosses, I just do not know what other people will think of having fan characters in the mod. This will have to be a wait and see.


Quote from: "SmashTheEchidna"
The Shadow Sirens

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I've already asked Smash about this, but I am not sure if enemies that are stuck to the floor can actually jump. I will have to research that later. Other than that, the only thing that I am not quite sure how to make work is Vivian's Rage. It's a bit trickier now to turn against teammates since it is TLMS. For Ra Thor I resolved this by making new minions switch teams, but since this one is temporary, that will not work too well. I do not believe the rest of the attacks would be that hard to do, but since I am very familiar with the Shadow Sirens, I do not notice anything out of the usual, aside from Beldam's Item. I cannot think of a way at this time to increase or decrease a weapon's damage. We may need to revise that bit later.


Quote from: "SmashTheEchidna"
NegaDuck

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This guy would probably be a pain to properly balance since this sounded like a Hard Mode boss to me. What interested me the most was the Rage of the normal form. Bosses exist already that need more Rage to use than others, so that's not a problem. I do think it adds to the complexity of the boss to basically have two different forms, but it would be interesting regardless. The concept is otherwise solid, though we definitely will discuss the health of this boss later.


...Ok, that seems to be all of Smash's stuff. Now for the single entries...

Quote from: "Legtendga"
Anyway, YOU KNOW WHAT, WE NEED SOME UNHOLY IN OUR HALE!

Name: DEMON EYE TRIO
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Very late April Fool's!

Oh gosh. I think I'll just leave it like this in the form of a popular expression: whatever happens in Unholy, stays in Unholy.


Quote from: "Knux"
Actually...
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Award those bonus points already, cause I can just modify a portion of code for Slenderman and change the color. Kidding aside, you got something creative going on with the alt-fire, pretty much eliminating the need for the Super Jump...except if you charge into a pit. The main attack, though, sounds like you're intending for this boss to be like a tank. Those kinds of bosses may not work that well in Rebirth, but you never know...


Quote from: "CHAOS_FANTAZY"
While I wait for the skins I need to magically fall from the sky to post the remaining sketches I have, I decided to take a request from the community.

A Perfect Pair of Plumbers
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I'm rather proud of this one; unlike Dark Bowser, it well represents the Mario series as a whole, and in general seems to be fairly sound.  I particularly like the item-pickup mechanic, though that needs playtesting to prove whether or not it's fun.

I do like the idea in general. There will be some more sprite work needed for this, but I think it would be a great addition to the mod. Really the only thing I didn't particularly care for is not in the design itself, but rather the theme. This particular theme is cheery, when something closer to a boss theme would be more suitable, imo.


Whew...I think we may have enough designs to go around for a little while, but you guys are always welcome to post more if you so desire. We had a lot of boss requests...35 in total. And upon searching all of the requests we've had so far, I realized I missed a redesign of one of the bosses by idiot9.0...

Quote from: "idiot9.0"
I'm going to try what I did before and and try to rework one of those hales. This time it's for Goku, and it's rather minor but it does have a few differences.
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This is a better design for Goku. I will need to say that 20 damage and ripping pretty much means stepping even a tiny bit inside the blast means instant death. Even 1 and ripping can be fatal. The Super Jump may be the trickiest part of this to design, but otherwise this is actually pretty good. Don't worry, the main attack being chargeable is completely doable. Just think of the different levels of Atomic Fire. Now I think this is really close to Goku's design in the games, though without all of that crazy extra power he gets later in the series.

NOW this is done. I think at this point I'm ready to suggest a few ideas to the devteam...

129
All right, time for the next session of reviews...and when we resume working for v2a, I'll make some recommendations. I also have a boss idea of my own that I could probably create on my own, but I'd like feedback on it. First, the other bosses:

Quote from: "idiot9.0"
I want to go ahead and try to rework that Sakuya idea. I like the idea of her being a long-range boss but how she was put she seems like a Dio Clone. So here's my attempt at it.

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While I feel the items are still up for debate, of course, the rest of her seems pretty good. I may knock down the items some since it sometimes is confusing enough when you have one extra item with bosses like Ra Thor. I mainly wanted to see what the rage was like, and I feel this is doable to an extent. It would be easy to slow down the players, but probably not the elements of the stage itself.


Quote from: "<*Hilman170499*>"
Sorry to crash the party, but if boss submissions are still open, I have been holding this one for a long time.

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-If the gimmick is impossible to code, feel free to reject.
-Do I need to contribute to stuff like sprites or coding myself?


The gimmick itself is possible to do, let me just get that out of the way. While the boss idea is pretty good, this is a little beyond the current knowledge of boss-making that I have, so if this does get in I may need help from someone on the devteam to make this. I'm not sure yet if I'll allow a Secondary attack since none of the other bosses have one, since having an alt-fire attack kind of complicates the boss design, and the sudden activation of the rage can catch some players off-guard if they are facing a pit as the rage turns on.


Quote from: "HeelNavi"
I've also a lot of hale ideas.

CHEETAHMEN FOR HALES !!

Here's one :

Goku (aka Super Sand Legend):

(click to show/hide)

Yeah,I know,being retarded is an art...


Yeah, the nature of the show where Goku is from makes him kind of hard to fit in here. Doing the Kamehameha as a rage would probably be the best representation, but it may give him the same problem as Captain Falcon with his rage. I personally have issues with the transformation rage, though at least Goku can still take damage unlike Sonic's rage in Hyper. I kind of want to stay away from that kin of rage, hence why I thought one of Goku's signature moves would be better. I honestly feel that there would be a lot of debate about how best to get this guy in. I'll wait to see if people come up with more ideas for this guy.


Quote from: "Tfp BreakDown"
Boss Submissions for this mod Go!

Dr. Doom
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Also have a revamped Doom Marine
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As you noticed these suggestion are different from the usually formula, thats the idea to give these bosses variety instead of the cookie cutter design the others have. Also tried my best with these suggestions. also feedback would be appreciated.


TFP, I already know you're pretty upset regarding the super jump, but the point is that the bosses need a way to catch campers on stages like Crash Man, or the match can go on forever. It DOES not have to be a super jump, but it can be something like perhaps giving your Marine something like a grenade with good explosion range that can be launched high in the air. Just launch it into one of the holes, and bingo, you killed a camper. You just need to be creative is all. Anyway, regarding your bosses, Dr. Doom seems to be designed to be a tank. I don't know the exact value for Green Armor, but the fact you're suggesting armor means that this guy may need to be even slower than Gilgamesh to balance out the health and armor. That tankiness probably wouldn't work that well in Rebirth, since what's the use if you can't even catch people? For rages, I personally would go with the second rage since the first rage really is just spamming the main attack in all directions. For the Marine, this boss honestly is very powerful as is. Another tanky boss, with pretty much the combination in abilities of Quote (as in having a powerful weapon, not necessarily chargeable) and Curly (weak but fires many bullets). And eventually, this boss will start to outrun players in Rebirth, so I think this guy will get some significant nerfs if he gets in.


Quote from: "Koal"
Wait, you are taking Hale Suggestions? Well then, I shall suggest one then.

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Let's not forget that your boss currently is unable to deal with campers, but as for the rest of it...I personally like the soldiers in the MS series myself. It also would be very easy for me to do a check to see if their target is right next to them. Honestly the boss is pretty good, but cannot overlook the fact the boss is missing a skin and a suitable alternative to the Super Jump. The soldiers and rage MAY be able to get campers, but the grenades would need a large radius to them.


I'll review Smash's stuff later and add in my boss, as this post is big enough as is, and I get a lot of lag typing in this. >_>

130
I will just say this to avoid any confusion regarding my mod: I currently do not have permission to use the bosses from ++, and never will unless Stardust gives her approval. My stance has changed after talking with her some more regarding her hales.

131
Projects & Creative / Re: [Map Pack] SHARP (Version 3a)
« on: March 12, 2014, 04:49:44 PM »
Well this sure happened out of the blue. I'll have to update my servers later to include the updated sharp maps.

132
So my analysis is finished, but even if I speak posititvely about a boss, it does NOT mean the boss is going to get added in. Anyway, bosses from ++ are rejected because Star wants to wait until ++ v2a is finished before the two of us discuss about any of her bosses. As for Hyper...I didn't have a very good opinion of all of ++'s bosses minus one. But I will attempt to judge them as fairly as I did the new bosses.

What I will say is that quite a few of these bosses failed what I will coin the "Crash Man test". To get an idea of what I mean, take a look around at all of the places players could hide in Crash Man's stage. Your boss MUST have an ability that can reach even the highest hole, because the players definitely can go up there even with Item 1. If it fails this test, I can't even consider the boss. This is just ONE expectation I have for upcoming boss requests, though. Because I have personally seen what bosses work and what fail, I have to be brutally honest at times, so if I end up coming off as a jerk, which I try to avoid doing, then it just means your idea was not that good at all. I really want to see good bosses from the community, so if there are any that score well on my critical analysis, then the boss will be up for debate with my dev team, and I may not even be the most critical on the team, so keep that in mind...anyway, let's begin.


Quote from: "CHAOS_FANTAZY"
The Horseless Headless Horsemann
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In this system it's kind of counter-intuitive to have this guy when we have been focusing on making sure bosses can deal partial damage if their attack is not direct. However the idea in general is pretty good, though if we were to follow the format of Versus Saxton Hale, this would have to be Horseman Jr. since the other version only appears during Halloween time. Btw, custom obituaries are fine as well, though I personally would just remove the part just after the name of the one controlling him. Also, I personally feel his health is too high.


Spiked Wall Man
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Simple design, which for my experience with bosses makes this appealing work-wise. This boss IS rather memeish, but it does make for an interesting battle. Health seems about right.

Copy Robot
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I see an issue with this concept, actually. What if he ends up getting a weapon like Flash Stopper or some other weapon that is generally situational? He should have the ability to grab another weapon. I can see some people switching weapons real quick to one that would handicap Copy Robot just so they can finish the boss off quickly. Based on what this boss can do, I see his health being a bit too high, maybe around 150 per player or something since he sometimes can get weapons that make it hard to approach him (imagine infinite Napalm Bomb or Thunder Beam). The clones also sound quite a bit overpowered if they are able to do the exact same things he can do. I'd probably do maybe 75 health per player for the clones, because remember that in a large server he can rage more than once. This honestly needs a little more work if I can find quite a few things wrong right away.


Invincible Airman
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This definitely has a memeish quality to the character itself. The rest of it was pretty good, though.


Epic Pharaohman
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Yeah, this doesn't stand much chance either, since I actually was involved for a bit in 4MI, and it was around the time Pharaoh Man's stage was being developed, so I know which of the curses either didn't work or wasn't worth the effort. But regardless, this just sounds ridiculously overpowered. Really can't say much else about it. It hurt his chances even more to try to get in his 4MI behavior as well. This would probably be ok as a legendary hale if we ever make one of those. But since we are not at that point...I don't think so.


Hidden Shadowman
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For one thing, his item may very well have been his rage instead. Some people like Celebi and myself may be able to use this boss effectively, but I doubt many of the others would understand this boss's concept. Also, the Super Jump is too underpowered and thus fails the Crash Man test, since some of the holes in the stage will be beyond his reach unless we make it more powerful, and to balance that out would require nerfing something else in his behavior. This doesn't stand much of a chance. I understand the need for more Mega Man bosses, but they need to be of good quality, and this isn't that kind of quality that I am looking for.


Orange Juice/MusashiAA (SaviorSword HERO)
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I couldn't read everything. This is just way too complicated to set up, and we don't really need to have anyone in Cutstuff represented in this, that's why we have the Cutstuff Community Classes. The survivors are basically useless during the entire fight, so this would end up being a HUGE stallfest. No chance whatsoever of this getting in at all.


Dark Bowser
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Just no. For one thing, the main attack will be too hard to land because by the time you got enough power in your punch, no one is going to be dumb enough to be in range. The rage idea is an interesting concept, but the rest of the boss is only ok.


Airman James
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We already have a MM8BDM meme in Scrooge, so we don't need another. Way too much health for someone with his mobility, and his main attack would make him too reliant on getting enough Rage.


Quote from: "OtakuAlex"
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For various reasons this one stands little chance of making it in. For one thing, a custom skin is needed. Stock skins will no longer be accepted UNLESS it's the RM itself. I want to reduce the reliance on skin makers to make the skins for bosses currently in. There is another reason for this rejection, but I will refrain from mentioning it.


For beta's, I will just keep this short. Omega Zero and Sonic are both too overpowered (Sonic already was too overpowered in Hyper), and Unknown Robot Master is not on the table at this point.


Quote from: "fortegigasgospel"
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It's an interesting concept, but I feel their attacks could be a little more creative than just punching for Volt and Dyna. Of course, I say this not knowing how these robots actually fought in...PC, I think? This will have to wait until CRORQ is made as a skin, but this does have potential for being both from a Mega Man game and being obscure. Also, some stats for CRORQ would be great as well.


Now, let's see who is ne...Oooo, I'm looking forward to this. Now I can be the critic for once and not the other way around regarding my poor mapping skills...btw, the fact you didn't put any health down hurt your chances of any hales possibly being accepted. It just looks like these ideas were thought up quickly but not thoroughly.

Quote from: "Rozark Kyouko"
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There exists a Little Mac skin from what little research I did, but the skin is too large. This is automatically rejected until a suitable skin is made.


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You can do better than this. Just freezing time for a bit for a rage? For the amount of rage that you need in this mod, the rage is WAY underpowered. I think there's someone that could do this boss more justice.


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Now this one looks a little more polished than the previous two, but not by much. The rage, however, is practically useless. It looks to me, though, that you haven't even played Rebirth. Perhaps you would have known what is expected of a rage if you did. There needs to be something much more to the rage, like maybe increased attack/armor for the returning joes or something. The only thing to me that looked good was the extra item.


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I have no idea what I just read, really. Not much for me to talk about here. Next one...


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...Yeah, I think I'll just read up on the version of M. Bison that Balrog was attempting to make. Maybe I should actually talk to Balrog and see what came of him.


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No comment.


All right, that's enough of the joke bosses hopefully. Next is...oh, some rage ideas for Scrooge. Since right now he's in as a MM8BDM meme, hopefully we can get something good for him.

Quote from: "xColdxFusionx"
A few proposals for its replacement:

Rage Idea 1: Mrs. Beakley
"Mrs. Beakley?! What are you doing here?!" Mrs. Beakley teleports in, then throws out three items, randomly selected from the list below. Each one can be picked up by either the big duck himself or by a player, and the effects vary.
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The first rage honestly seems to favor the players more than Scrooge. Maybe one of the other rages you listed might be better...


Rage Idea 2: M-Coin
Scrooge picks up an M-Coin, causing him to be enveloped in energy. Scrooge is invulnerable while this is active, and moves slightly faster than normal. In addition, his cane swings and pogo lose their "error margin," becoming instant kills regardless of whether or not the duck scores a direct hit.


This kind of sounds like an improved version of one of Saxton Hale's old rages (there was a time his rage made him unable to take damage). The only thing really creative about this is the name of the rage. Next one...


Rage Idea 3: The Five Treasures
Scrooge reveals the Five Treasures, summoning the great Count Dracula Duck to aid him. Drake has health equal to about half his master's current amount, and a duration of about 30 seconds before he vanishes in a flash of bats. The Count summons bats that move erratically towards players, teleports around the arena, and swoops down on players who dare venture too close.


Now we're talking. This sounds pretty good for a rage, though probably a bit tricky to program. If this rage ends up getting accepted, I'll probably ask for some help on this rage, since my knowledge of Decorate and behaviors is limited. At least unlike a majority of the rages requested for bosses that I have reviewed already, this actually sounds useful. What about the last one?


Rage Idea 4: Gizmoduck
Scrooge summons Fenton and his glorious Gizmoduck suit! After putting on the suit in a blur of energy, Gizmoduck unloads fast-moving missile payloads upon any man foolish enough to wander into his line of sight. These missiles have great target tracking and explode on impact, dealing enough damage to level a player if they make contact. ...There's also a very small chance that the suit will drop a slow-moving, non-homing nuke or a pair of boxers that float down harmlessly instead of the normal missile, but don't count on either happening with any frequency. Gizmoduck has about 25% of his employer's health at time of summoning and will automatically beam away after 30 seconds of service.


Not quite as useful as the third rage, but I think if this gets accepted, this might be a good enough rage to improve a bit and put it among the greatest of rages (as in equal to Gilgamesh's and Dio Flash's rages).


Scrooge desperately needs a different rage, so I welcome Cold_Fusion's attempt at changing his rage. I'll definitely consider the last two rages. Let's see, anything else?


Quote from: "Linnie"
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Well, it's an attempt at least. Honestly the idea is not very creative, as it just sounds more like you want Cutman from MMSP to be in Saxton Hale. Let's leave those bosses to MMSP itself, shall we?


Quote from: "Ceridran"
Second, there already exists a superior suggestion for M. Bison. Not because I made it, of course, but because everybody else seems to have been in favor of it.

Here it is.

Quote
Name: M. Bison

Skin: M.Bison (Llamahombre)
Color: Dark Red (Primary) Red (Secondary)

Attack:

EDITED IN: thanks smashbro:
Punch (slows target) --> Kick (short forward dash to catch target) --> Scissor (where all the damage is hiding)

If held down, Bison starts charging his right hand with Psycho Power, and then surrounds himself in Psycho Energy while flying spinning towards his opponents, similar to a torpedo. (Psycho Crusher) The damage is up to you, but it's a ripper. EDITED IN: thanks again smashbro: Bison is also not limited by gravity when using this, to help the lack of a super jump.

Item: Bison Warp

Bison warps forward the distance of 2 and a half players, facing torwards his previous location.

Rage: Final Psycho Crusher

Behaves essentially identically to the normal Psycho Crusher, but the hitbox is somewhat larger, the travel distance is longer, and the travel speed is faster. It is an OHKO, if not near OHKO. Oh, and you don't have to charge it, of course. EDITED IN: When this ends, Bison has his movement speed increased temporarily.

Bison is invincible for the duration of the rage.

Obituaries:

"[victim] was sent to the grave by M.Bison ([boss])"
"M.Bison's ([boss]) Psycho Power fed off of [victim]"

Health:

I can't balance this to save my life.

Music:

(click to show/hide)


I honestly had hoped the submission to be a little more polished. Maybe Balrog knew some things you guys didn't when he started developing M. Bison. First, I do not see any indication that he is able to gain a lot of vertical distance, which means he fails the Crash Man test, and that's an automatic rejection. For his main attack, how long does it take to charge, and is he able to look around while charging, or does he stay the same direction he faces when he's charging? For his item, how much of a cool down should it have? I imagine if it is a fairly low cool down that the item actually can be quite useful. The rage looks good to me.


Let's see...finally, Rebirth Falcon was too ineffective at fighting multiple players, hence he was removed. Smash/Gizmo actually had asked for him to be removed anyway. Gizmo is free to resubmit his version of Falcon later if he chooses to do so.

Wow, that was a lot to go through, but at last it's done. At least I got a few possible recommendations to mention to the other staff...keep the requests coming!

133
Quote from: "Rozark Kyouko"
But then again, for any of these, I'm not trying to convince you I'm trying to convince Tails; I'd very much so appreciate a pm or something from him concerning these submissions.

I wanted to relax for a few days since it's Spring Break for me, and soon I'll have to buckle down and get some work done with both homework assignments and studying for a midterm, and also having to fix up some issues with Rebirth. I'm just looking over each submission and giving my personal opinions about them, but this in NO WAY means they will be accepted or considered if I favor a few of the submissions. I was waiting a bit longer for some more submissions, but I guess I must do this early.

If I don't get any posts after this, I'll just edit this post when I finish my analysis. Just to give you an idea of how far along I am: I finished Chaos_Fantazy's bosses, and it's time for dinner. Don't expect this to finish for a little while.

134
Quote from: "MrL1193"
Quote from: "TailsMK4"
Been encountering some crashing problems, though I don't have much info to use to try to resolve the problem. I will look into this while v1b gets developed later, but if you guys have any information that might help, it would be great if you mentioned your theories. The server was just getting big and then it crashes. Not a good first impression, to say the least.
Did these crashes happen repeatedly or just once in a blue moon? If it's the latter, I suspect that Zandronum itself may be to blame. My Classes TLMS servers tend to crash every now and then as well, and I've heard that such crashes can occur even in vanilla servers. It's not enough to ruin the fun, but it is a nuisance and there are usually at least a couple players who just take the opportunity to quit instead of rejoining.

I've had the crashing happen a total of 4 times now since the release. I think I have an idea of what might be causing it, but I really want to just take a break from working. I suppose I'll just put up a hotfix and see if it works...


Quote from: "OtakuAlex"
So, when will we get to know what ideas are accepted in? I'm pretty curious about which ones do. (hopefully I get mine accepted, but I'm not so sure =/ )

Not quite for some time. I'm taking a break from working since I had worked on v1a straight for the past week or so.

135
Been encountering some crashing problems, though I don't have much info to use to try to resolve the problem. I will look into this while v1b gets developed later, but if you guys have any information that might help, it would be great if you mentioned your theories. The server was just getting big and then it crashes. Not a good first impression, to say the least.

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