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Messages - tsukiyomaru0

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61
W.I.P Forum / Re: The Idea(s) Topic
« on: March 02, 2015, 05:32:27 AM »
I've seen the Team Sneaking and.. Was very disappointed. Here's my take on the idea for team sneaking.

General:
- CTF mode, CTF maps.
- There should be two distinct classes: Soldier and Spy. DON'T THINK TEAM FORTRESS!!!
- Goal is to reach the opposing team's flag and, upon touching it, their team gains a point and the player that "captured" the flag gets sent back to their team's spawn point.
- Everytime the flag is captured, the alarm sounds and they must wait for the alert to be cleared. 99 seconds for alarm and 99 for evasion. Why the difference? You'll see...
- During the first 10 seconds they are allowed to choose their loadout. You can't change the loadout once the CTF Game is in progress, attempting to join a game in progress will give you the base loadout of the class.
- Any weapon can be reloaded if you have spare ammo for them. Secondary weapons have infinite reserves but MUST be reloaded anyways. Explosives and grenades however can only be used five times.
- No hitscan.
- Everyone makes footstep sounds, unless they are crouch-walking. Walking or crouch-running however is quieter than running.

Soldier:
- Primary Weapon: Plasma Revolver (6 shots, bounces off walls/floor/ceiling once, medium-long reach), Pulse Rifle (3-shot bursts, 15 shots, medium reach), Lightning Rifle (4 shots, long range, sniper rifle. Hold altfire to take aim through scope).
- Secondary Weapons: Needler (15 shots, medium reach), Stun Buster (3 shots, stupidly weak, stuns target for 5 seconds, won't reveal hidden enemies, medium-short reach.)
- Explosives/Grenade: Mine, Flash Bang, C-4 (plant somewhere, activate at will), EMP (Cancels every spy's optical cloak for 5 seconds).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Medkit (can only be used once, recovers 50 points of health)
- They are slower than spy, but always have body armor (absorb 50% damage up to 100 points of damage)
- During Alert and evasion they are as fast as spies.

Spy:
- Primary Weapon: Silenced Blaster (15 shots, medium reach, make minimal noise when used and camo index -10%), Sleeping Beauty Shooter (10 shots, medium reach, camo index -5%, puts target to sleep, darkening their screen and stopping them from moving completely), Pulse Rifle (3-shot bursts, 15 shots, medium reach, camo index 0%)
- Secondary Weapons: CQC (Sequence of right punch, left punch and kick if timed right, camo index -10% per successful hit), Shock Saber (slashes in a wide arc, weak, stuns target and disallows weapon use for 3 seconds, camo index -30%)
- Explosives/Grenade: Mine, Flash Bang, Smoke Bomb (camo index 100% while the user is within the smoke), Grenade, Sound Blaster (Small device, bounces a lot, makes the sound of foodsteps, does no harm).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Ration (can only be used once, recovers 25 points of health), Cardboard Box (when used you drop a single cardboard box in place, team-neutral. Staying around it keeps your Camo Index 100% even during Alerts and Evasions, but they can be destroyed in one shot. Be sure to "cancel" it if you feel it is gonna get shot so you don't lose it)
- Obviously, faster than soliders.
- They have Camo Index (invisibility) that defaults at 95% while standing still or crouched. When they run, the Camo Index drops to 50%, walking drops to 85%, crouch running drops to 60% and crouch walking drops it to 75%. Firing certain weapons or using certain items may affect your Camo Index (as describe in the weapons themselves). Tossing grenades, using explosives and using items won't drop your Camo Index.
- If the enemy goes into Alert phase, your whole team's Camo Index will drop to 0% INSTANTLY. Using Cardboard Box allows you to stay invisible if you use it right. The Evasion Phase restores everyone's Camo Index to normal as long as they stay crouched.

62
Projects & Creative / Re: [Game Mode] TEAM Sneaking
« on: March 01, 2015, 09:05:33 PM »
There's a LOT of issues with it so far. It reminds of something done in the past and still FAR from fixed. I'd post my take on team sneaking idea, but I'll leave that in the ideas topic.

63
MM8BDM Discussion / Re: Zandronum 2.0 nearing release
« on: January 27, 2015, 06:51:51 PM »
Quote from: "Beed28"
http://zandronum.com/forum/showthread.php?tid=5635

Quote from: "Torr Samaho"
If no serious problems with this build are found, we can move ahead with the stable release of 2.0. So this is your chance to make sure that 2.0 will suit your needs. Be sure to use it and test this build thoroughly.

Pretty much what this reads. Once Zandronum 2.0 is released, everyone will be moving to it. If something breaks with MM8BDM, it could be disastrous. Anyone want to test MM8BDM with this?

Can you feel it? Can you feel the moment many of our prayers will be answered? I can feel it now...

64
MM8BDM Discussion / Re: MM8BDM Funnies
« on: January 26, 2015, 05:40:37 AM »
Quote from: "Dark_Chaos"
so I was in unholy, up to the usual shenanigans, when I see Rudolph go in a teleporter, I go in for the telefrag, only for the following to happen
Happened to me twice in more normal game modes (Saxton and Roboenza). Hilarity ensued because I took them with me in BOTH TIMES.

65
Cutstuff Discussion and Feedback / Re: Linked pictures?!
« on: January 21, 2015, 07:35:07 AM »
For


You use the following code:
Code: [Select]
[url=http://www.cutstuff.net/forum/index.php][img]http://www.cutstuff.net/forum/styles/subsilver2/imageset/site_logo.png[/img][/url]
Explanation of the code above:
Code: [Select]
[url=][img][/img][/url]

66
W.I.P Forum / Re: The Idea(s) Topic
« on: January 11, 2015, 04:15:38 PM »
So, Doomero has started a thing...


does this remind anyone of an idea I toyed around with long ago?

67
MM8BDM Discussion / Re: MM8BDM RAM Space
« on: December 26, 2014, 07:08:45 PM »
I think it also depends on the Graphics Card. Someone gotta get it up and running to see how much RAM it takes after playing for, say, One Hour. I think it's about 1GB or 1.2GB (Because Zandronum)

68
Mega Man Discussion / Re: Mega Man 7 help
« on: December 20, 2014, 05:02:35 PM »
Quote from: "finisher"
Seems like using a password is the only way to get out of this problem. But it doesn't explain why/how it happened in the first place. In all the many times I played it before, I would always start at the first stage of the Wily castle. Now, it keeps starting me at the 4th/last one.
It could also be due to not waiting until the secret password appears after the credits?

69
Mega Man Discussion / Re: Mega Man 7 help
« on: December 20, 2014, 02:11:22 PM »
My guess is to go "New Game" instead of continue, I think. There might be a password for all items + Wily Stage 1 somewhere... That is: if you can use password.

70
Closed / Re: [Suggestion] Remove Thunder Beam OHKOs
« on: December 19, 2014, 10:59:01 PM »
Another solution I can think of is so the victim gains PowerProtection to Thunder Beam for 2~3 tics as soon as they get hit by it. One experiment I did with that once resulted in the test dummy taking only one hit rather than many and it was a test involving multiple projectiles hitting it at once.

71
Closed / Re: [Suggestion] Remove Thunder Beam OHKOs
« on: December 19, 2014, 08:45:26 PM »
I don't recall how big is the hitbox, so my best guess to make it less likely to hit all three at point blank would be by reducing the hitbox size.

72
Mega Man Discussion / Re: Megaman Eternal: Trailer!
« on: December 18, 2014, 01:23:59 PM »
Not sure if annyone noticed, but Megaman enters in the first frame of "start walking" whenever his X speed gets modified by floor (threadmill) and he has some hitbox dissonance (for example, it's way too easy to fall off ledges that you normally wouldn't fall from)

73
Mega Man Discussion / Re: Random annoying things in all mega man games.
« on: December 14, 2014, 11:52:26 PM »
for me they are:

Classic series:
1: Yoku Blocks, Big Eyes and the fact you skid to a stop while moving. Oh, and never forget Wily's stages and Bladders as stated.
PU: The pixel-precise jumps. Doesn't translate well into a 3D game.
2: Airman. All there is to it. Oh, and the fact that some weapons are nearly useless and REQUIRED to beat certain bosses.
3: In the mobile version, you have to press DOWN (or 8) to interrupt your jump. Else, it is always FULL HEIGHT. Cue death by precise jumps with spiky ceiling.
4: The large mooks in general. Miniboss-tier
5: Wave Man's jetski area and anything that messes with gravity.
6: Nothing.
7: The WHOLE game.
8: The snowboard stages. Or the jetboard in the Wily Fortress.
& Bass: King Mech with King himself on top of it. Good luck beating him with MEGAMAN.
9 and 10: NO STEAM RELEASE. ... yet. Who knows if they will or not in a nearby future?

X:
1: Sigma.
Maverick Hunter X: Vile mode. Go play it and try to not rage.
2: X Hunters. And a capsule or item in Crystal Snail stage that required pixel perfect Mech Dash and Air Dash.
Xtreme: Nothing except some weapons.
3: Bit, Byte, Sigma, lack of Shotokan moves.
Xtreme 2: Nothing except some weapons.
4: Jet Stingray stage.
5: The "Time for Collision".
6: Rescuing Reploids.
7: The whole game (see a pattern?) because of the camera.
8: The whole game because of the camera. Again.
Command Mission: Nothing, I think. Never played it long enough.

Zero:
1: Weapon Expertise. But it was mildly annoying, actually.
2: Weapon Expertise is even less annoying now. However the Rank for EX Skill thing ruined it for me.
3: Rank for EX Skill again irritates me.
4: Since Ranks doesn't affect getting Ex Skills anymore, what could go wro- Oh a Craft Parts thing. Damnit.

ZX:
1: The bosses weak spots that you need to AVOID HITTING for a perfect recovery of Biometal.
Advent (2?): The English Dub. The Japanese one was so much better... HIHI- HIHAHAHAHA!

GB: The fact they never got their Advance release because Capcom lost their source code...

Battle Network: The way ALL of them are played (sans the platformer ones).

Starforce: Same thing as Battle Network. Up to eleven because of encounter rates.

XOver: The fact that we'll never see a NA or EUR release because the fans gave it such a negative reception despite the fact it was a huge success in Japan.

Fangames:
Rock Force: Too easy
Revolution: Not complete yet :< .
Unlimited: Overhyped, Overrated and too damn hard. It is harder than Rosenkreuz!
Rokko-Chan: I WANNA DOWNLOAD!!!
Rokko-Chan 3D: More Broken than Sonic 06 + Sonic Boom. Justified, still early beta.
Rosenkreuz: Really HARD. But justified.
Mega Mari: Really HARD. But then again... What do you expect of a TOUHOU GAME?!

74
Quote from: "SmashTheEchidna"
Remember that this isn't player vs player. Super Arm could work like it did in MM1 and still be fairly decent. Of course, it would kind of suck if that were your only weapon at the time, but it would still be great for unveiling secrets and alternate paths.
Well, it could have been given the mobile or arcade function paired with the original use. As in:
if facing a block you can pick up, you will pick it up. If not facing any of those, you'll fire a small chunk of rock.

75
Quote from: "Knux"
Music changing actors are extremely overdone though, so if we were to incorporate easter eggs of some sort, it would probably not be something of that nature.
How about some sort of light switch that, triggered times enough, would activate a secret event?

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