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Messages - Asd967

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46
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 09, 2011, 01:22:07 AM »
Korby, when is the deadline for the weapons?

47
Did you think about making a custom pain state?

48
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 08, 2011, 08:34:57 PM »
Ice wall is surely possible.
I made an early version of it but got bored in the middle of coding.
But yeah, it works if you add the right flags/properties.

49
Quote from: "Yellow Devil"
Quote from: "Myroc"
As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode.
I told you on Skype, this won't work!

How the hell that won't work?

50
MM8BDM Discussion / Re: Adopt a Noob Program!
« on: June 08, 2011, 05:41:52 PM »
My report?
I see Roc's learning well, focusing on some tips I gave him... and he was already a great player!  :)

Godot, I could take you, but I'm a little busy lately on RL issues... but I'll probably be on the servers. My biggest worry is time zone issues.

51
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 08, 2011, 01:20:10 AM »
Quote from: "tsukiyomaru0"
I still need a lil' help with the spawning effect for the copy vision...
What effect?

52
Lol, that was a joke on my part. (Though you can pull out a "pro" e tank camp there, hehehehe.)

53
MM8BDM Discussion / Re: What the heck did I do again...?
« on: June 05, 2011, 08:19:14 PM »
I think you should ask the server host (Which is probably messatsu as it was on Roboenza server it seems) to disable Votekick/Ban them for X time.

This is almost the same as when Tsuki was rambling on Vote kicking.

54
Bump with updated weapons and rotation coding.

55
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 05, 2011, 05:58:55 AM »
To make a projectile grab items, you'll need to inherit from loreshot, replace all current MM8BDM items with counterpats with +SHOOTABLE, which means they'll get hit by some shots and cause unwanted behavior such as footstooling or messing around with bouncing weapons.

56
Then don't go around calling people lazy if you don't know how to do it.

By the way, Jaxof7 made a neat surprise for the next version I'm sure you'll like.

57
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 05, 2011, 04:32:14 AM »
Quote from: "Korby"
Ice Wall: Ripping ground-bound projectile that bounces off walls, is effected by gravity, and you can ride on it. Pushing it begins its movement, but it will still deal damage via ripping to opponents. Try not to have one spawn in you
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.

I already have coding similar as how these three weapons work. No sprites, but the coding.

Quote from: "Korby"
Spread Drill: Should act similar to in game but horizontally. The large drill is effected by gravity. No aiming?
Wave Burner: Same as in game.
Tengu Blade: Same. In. Game.
Copy Vision: Same as in game, but it might home in on enemies. It should just summon Mega Man.

These are easy to do.
If you want, I could make them.

Send me a PM if you're interested.

58
MM8BDM Discussion / Re: Adopt a Noob Program!
« on: June 04, 2011, 09:19:13 PM »
I suppose I could teach you some things, even if it seems you already know anything.
So, I'll take you.

59
Quote from: "Ice-IX"
Now let's talk about Fire Man X. The lower floor is still insanely death heavy. To the point where: jumping haphazardly is simply not safe. It was a problem in Metal Man X, in Bomb Man and Dive Man X(all have been vastly improved), and it's a problem here. I'm sure it has been fixed but it still requires attention. Say the lava flow in MMCTF09 (Wood Man) was fatal. Sure, you could easily evade it with jumping skill. Not everyone is a skilled jumper; I do not think platforming should be the central feature of a map - it's why you don't like Shadow Man X, after all. I still believe the amount of death crevices in Fire Man X are unnecessary in the lower floor. Because jumping shouldn't be your main concern; it should be killing others. I'm almost certain that map's creator isn't a fan of roboenza.

CSCM12 - People haven't figured out that the long jump by the shrine is in fact, a death pit. Just add spikes to it. You could allow people to jump to their deaths and blame it on them, make a stand against incompetence, but you could also add a simple visual cue to curb some of it. Your choice.

Well. I do take feedback seriously, yet, I try to think a bit on the changes they propose.
For FiremanX, you'll only take risks at the lower floor if you want the better weapons up on those pillars. Necessary platforming was taken care of. Complaining about lava there would be like complaining about any map with death pits around, like Air Man stage. if you are saying MetalmanX was improved, FiremanX got the same treatment. (By the way, what is this lava thing from Woodman's Revenge? Is it the part that has drills, the center of the map?) And there aren't necessary or tricky jumps anywhere on the map anymore, only a hop to the stairs to the "main" floor. What has roboenza to do with this?
If you fall on the lava, it is pretty much because you got flung off, or strafed right into it. Even if you pay attention to fights, falling on death hazards isn't an issue as long as you remember you're on a fire themed stage with lots of lava. Not paying attention to what might kill you would apply anywhere, and Wind Storm was removed from the map's layout.

CSCM12 - I WAS guessing a pretty high drop down was screaming fatal. Then I added a different texture to show it's different from normal water, aka. it kills. Nor I see people jumping off those cliffs. There's already a visual cue there, the floor and height.

60
Maps / Re: What makes a good ctf map?
« on: June 03, 2011, 05:55:08 PM »
Yeah, Nu, that's right.
...
...
Then everyone joined Wily side because it had a little more better weapons and camp spots.

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