Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TailsMK4

Pages: 1 ... 9 10 [11] 12 13 ... 45
151
Just thought I'd mention that activity for Rebirth is emerging again. Unsure exactly what will happen out of this, but perhaps the break is over to resume this. Not ruling out possibly getting other hales to appear in Rebirth, but since the coding for Rebirth makes it easier to add new features than mods closer to that of Balrog's, we'll be resuming Rebirth instead of doing work on Hyper or ++. I won't go into any other details at this time, since we literally have been discussing since the past hour or so at the time of this post.

152
Events / Re: Saturday Wildcard #3 - One-Flag CTF
« on: January 12, 2014, 01:03:21 AM »
I will say that this was refreshing to play, so thank you for the server. I wish people would play regular CTF as well. I miss the vanilla team modes.

153
So you're back, huh? I want in on this too. :P

154
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v4)
« on: December 26, 2013, 11:05:52 PM »
Logged in just to talk to MrL directly, but do not expect much activity from me on here.

Quote from: "MrL1193"
I've already refrained from attempting to make Rebirth compatible with classes for that very reason. When I first mentioned to Tails that I was trying to revive Class Saxton Hale using his Overhaul version, he said he wouldn't stop me from doing it. But when he released Rebirth, he specifically asked that I not add classes compatibility. That's why I didn't try to use any of the new boss changes from that version (even though I really would have liked to add Star Man's meteor main fire).


Nothing personal MrL, it's just I predicted something like this would have happened if Saxton and Classes got combined together. It's actually the reason I've officially left the game (only here now because of the new Saxton mods), because my attempts to get people to do other things besides that combo failed.


Quote from: "MrL1193"
I should point out that since SKZ/Jolt is already allowing me to use his weapons, the only things I really wanted Tails's permission to use were the pre-colored boss sprites, solely to eliminate the boss colors glitch. It has nothing to do with stealing Rebirth's "revamped gameplay" at all. (As far as that is concerned, I've already explained why I don't like the rage system used there, and the other main change, the boss speed scaling, apparently was Jax's work.) Tails withheld permission, but since I haven't talked to him directly about it, I can't be certain he understood that I only wanted those sprites. For several reasons, I hope his refusal was only because of misunderstanding...


And I'm not sure where this view that I wasn't going to allow you to use the skins to fix your color issue came from. I thought I heard you say some time ago when I was thinking of doing the idea that you were also going to try it, so I thought you already made them. I'm just going to say this to end any further doubt of this: the recolored skins are free to be used in any Saxton Hale mod to resolve the color issues. They are really just edits of the original skins. I would like to ask that you give Smash/Gizmo credit for the recolored skins since he did the majority of the work, and apparently also revised a few of the skins. Also as far as Jolt's weapons go, although I did not directly tell him, my response to him sharing his work kind of implied that I was ok with this.

I really just want other mods to be played more often than just this combo, but I gave up on that a long time ago. I tried Mafia, Rage Roboenza, Bot Apoc...nothing worked. It's not really your fault for this whole mess, Mr.L, but rather I think the community does not want anything else. I'm just saying that I have my reasons to be stone cold set on a certain side of the issue. I hope you understand that. This is nothing against you at all. If this had been a personal project of yours that did not involve classes at all, I would have backed you 100% in giving out the coding for Rebirth.

155
MM8BDM Discussion / Re: TMK4's MM8BDM Server Thread
« on: October 23, 2013, 04:38:33 AM »
In an attempt to create some interest for the lesser-played Vanilla modes and custom mods, I have restarted my weekly game hosting. Please check the first post to see the current options for Sunday, and be sure to check the post again every time new servers are hosted to vote for two new servers for the week after!

156
MM8BDM Discussion / Re: State of the Servers
« on: October 23, 2013, 02:37:49 AM »
I did not say I didn't like it, it is just I am tired of Saxton Hale for now, because for the past few months or so my activity was almost all SH. I have, however, been tired of YD's Classes since it went beyond v1a. Quite a few people now have implied that I am a hypocrite, which is FAR from the truth. I knew that if Classes Saxton were to happen, people would not stop playing it. At least I predicted THAT correctly. Now, how to get people to stop playing it? No clue. I just want a break from SH because I had been doing all kinds of coding work with it. I'm just burnt out right now, but I will get back into it eventually. I'd rather do things like Bot Apoc or Rage Roboenza...but other people seem to want to stick to the popular mods. LMSGames has been doing a decent job at getting people away from Classes Saxton (and Classes in general), but it's not enough.

157
MM8BDM Discussion / Re: State of the Servers
« on: October 21, 2013, 12:06:10 AM »
I decided I would host some vanilla modes. Right now I've got LMS, Team LMS, and CTF up. I can take requests, as long as it isn't Classes related. Maybe I should bump my old server thread to serve this purpose...

158
MM8BDM Discussion / Re: State of the Servers
« on: October 20, 2013, 09:58:18 PM »
My interest in the game continues to decline. Every single day I encounter someone talking about Classes Saxton Hale. It just makes me sick every time to hear that. I personally want a break from SH myself, but people are no longer interested in mods like Rage Roboenza, Mafia, Bot Apoc, some of those others...I am considering at this point just being inactive in the community, unless Classes Saxton overnight just dies out completely, which will not happen, of course.

159
MM8BDM Discussion / Re: BE VIGILANT: Wallhack discovered
« on: October 20, 2013, 08:31:26 PM »
Well, I'll be sure to keep an eye out for them, but If this happens on any of my servers, I can always provide the log file or else simply mention the IP address of the person in question. On a different note, occasionally Watakid is spectating matches on MM8BDM. For those that do not have access to IRC, you could try getting his attention.

160
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 15, 2013, 12:18:36 AM »
Quote from: "SmashTheEchidna"
I recognized that space station almost immediately. Sudden nostalgia rush.

Yeah...too bad the main game wasn't multiplayer. I prefer playing as number 2 in...that series of games.

161
I actually do mean, not requiring skill. I've seen the classes, and really, the only skill that comes into play is when using classes that are not that effective compared to others. Metalman and Crashman are not very good classes, while Quick Man and Skull Man are easy to use and are powerful.

162
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 14, 2013, 10:12:09 PM »
I'm more confused with "Gizmo" and "Eddie Factory" in one sentence myself. Lobs and I did something in CTF called Eddie Wars, but I guess Gizmo's idea was prior to that. We used to do it on Underwater Base X, but since the Eddies are gone...

163
Quote from: "Superjustinbros"
2. Why did you add a delay before the Sniper fires his arrows?

3. Have you seen my lemon sprites? The ones I sent you because the current ones looked like radioactive jello more than lemons.

1. I think this was already discussed ingame, but I feel the delay actually helps the Sniper land hits with his arrows since it gives players time to readjust their aim. Besides, doesn't it take a second or two to load an arrow into the bow anyway?

3. I have seen the sprites, but I am still debating whether to change them or not. I've gotten two sets of lemon sprites so far, so yeah, I need to think about it some more.


Quote from: "Balrog"
Bug 1: You made this, thereby dooming the masterserver to be overrun by Saxton Hale forevermore.
Bug 2: You removed my classes breaker, thereby dooming the masterserver to be overrun by Classes Saxton forevermore.
Bug 3: You gave Morshu Wire Adaptor instead of making a Thunder Claw clone. That's going to be useless in about half of the maps available for MM8BDM, specifically the ones with low ceilings and/or an abundance of skybox.

Overall, though, you seem to have done okay with this. Though "rewriting from scratch" is rather an exaggeration, considering that a quick look in SLADE shows that you iterated on BalrogSH.


1. Wasn't my problem in the first place. Doesn't mean I'm not trying to help the situation out. I've got some ideas to revive some inactive mods...

2. It was decided not to include it so we can DISCUSS the possibility of Classes compatibility. MrL, who I guess technically "made" Classes Saxton possible, is being very supportive of this mod. He actually does prefer that the discussion of Classes Saxton just...not come up for now.

3. Most hales do not need to use Super Jump anyway in low ceilings. Morshu could actually make use of those ceilings.

4. Wasn't your mod BASED on Silversin's version?  :p  But in all seriousness, though, the gameplay of the mod has changed enough to make it stand out from other Saxton Hale games, and after version 1 is out (don't ask when), hale requests will return, which will mean we can start getting more Mega Man-themed bosses and such.


Quote from: "idiot9.0"
The only other optional thing I'd want to see worked on are custom skins for the hales. I asked about this already in-game though so I won't go into detail.

No one has volunteered to do another custom skin for quite some time. I could always ask FTX or Gizmo to help out again, but I don't want to force them to do another project. The hales have recolored skins so their color is MOSTLY consistent (there is that occasional moment with Saxton where his regular colors show even though he's still raged), which was a problem in the Overhaul.


Quote from: "Linnie"
I do have to say it is annoying when someone wants you to be unable to play what you like to play. I imagine the inverse of that, all the full servers being a mode you don't like to play, is equally annoying.

That's actually how I felt when people did mostly Classes in general. I've never really enjoyed the mode, and I got noticed by some people when all I wanted to do was to play as my favorite robot master (Geminiman). Classes don't involve skill in the same way vanilla games do, so I tend not to support Classes.


Quote from: "tsukiyomaru0"
I noticed a small problem with Gilgamesh's POV: there's nothing to signal that he can attack again, which may leave one to wonder the interval between attacks. Maybe have him bring his hands back up after an attack and while ready for the next attack?

While I do see what you are getting at, I label the issue as minor, since really you can attack again once the previous attack animation has finished.


I may as well bring this discussion up: while we are nowhere near ready to actually attempt any of these ideas, I am looking for people who could help with one or more of these things:

1. Hale class/weapon coding (to handle hale requests)
2. Class decorate (I am thinking about designing Classes for this mod to use, so people won't be so interested in combining YD's Classes with this again)
3. Beta Testers (We did not have NEARLY enough help last time. We were unable to test how these bosses were in even medium-sized groups)
4. Provide ideas for how to make this "not just another Saxton Hale mod". (The Saxton Hale protest thing going on was not my fault, but I want to avoid getting blamed for this recent...occurrence.) [The only thing that I will not take away are any of the bosses, since hours were put into them already]

Although I have some of my own ideas for 4, I will wait to see what you guys think.

164
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: October 13, 2013, 04:11:42 AM »
I may as well just say this: I think too many of the maps are really just plain. There's quite a lot of maps that don't really have any gimmicks to them. I personally wouldn't mind seeing more maps where the gimmick is there, but it doesn't have to involve the main action, like MM1ELE's Electricity and MM5WAV's Bubbles. On maps like MM2HEA and MM7BUR, though, the gimmicks are there, but they are...just there. They really only come into play in Deathmatch and no other mode. Other maps like MM1CUT and MM2WOO don't really have any gimmicks in the first place in the actual games, so those are fine. It just feels like a majority of the maps are basically Deathmatch-focused maps with little or no features in the stage that set the stage apart from the others.

Yes, I do know the fact the gimmicks themselves are not the main focus for designing a map, but just something a bit different on each map rather than just a different layout with stairs and ladders would make the maps more enjoyable in the long run, imo. No, I'm not suggesting to add spike pits and such to MM1CUT, and I also know that not every map can be set up with a gimmick; that's not what I'm asking either. I rather just want...a bit more to happen in the maps in general. The way the new MM6WIN will work now, for example, is something I hope to see more of in the future for some of the other maps.

165
I do actually have plans to possibly form a team to try to adapt TF2's classes into the mod, especially since SilverSin's Classes came back into existence. I know it's not something I can do on my own, though, so if you know anyone that can either design classes or is familiar with the classes in TF2, it would be great if that person at least would consider helping out. That will not be a focus for version 1, though.

As for Falcon, the beta testing we had with small groups showed that Falcon was quite formidable. However, it seems he folds fairly quickly against a large group of people. We will take another look at Falcon's movement, cause he really is pretty special compared with the rest of the hales. We couldn't test this bit out since the most we ever had for a private beta test was 5 people. Just five.

Pages: 1 ... 9 10 [11] 12 13 ... 45