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Messages - SilverSin

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76
Quote from: "Game&Watcher"
For some reason Saxton isn't gaining "jump ammo" or "rage ammo" in the YD Class version.
(It's only Hale, the rest are fine.)
I just tested it. That's strange, considering that I didn't do anything to change hale (except for adding a slow pain state, but I did that for all bosses). I'll try to figure out why that's happening. Thanks for the bug report!  :)

77
i would like my name changed to SilverSin

78
Bump for updates.

79
Quote from: "Super Bros Bros"
I love it If you can try and make it compatible with chaos generator and a question did you make the ghost of starman up or did it come from something else?
The Ghost of Starman is an enemy from Mother/Earthbound. The original colors first used for this wad in V1A/1B looked like him, so I decided why not? Also, it's not compatible with chaos generator? I'll look into that.
EDIT: Ok, I think I see what you mean by "not compatible", but I honestly have no idea why that's happening...0_o

80
@Smash It is compatible with classes in general (no more must be one megaman at least stuff), as long as it goes after the mod. The bars for rage/jump for hale don't show. I will be fixing this soon, however.

81
Bump for updates god this was late

82
Projects & Creative / Re: [Game Mode] Saxton Hale (NOT LEGO'S)
« on: May 04, 2012, 07:31:07 PM »
@SmashBroPlusB Thanks, also tengu pretty much summed up what I've been doing.

@Lego I look forward to playing it  :)

@Messatsu I didn't consider that, but I will now. Thanks.

83
Beta Testers found! Thanks to everyone who volunteered!

Beta Testers List:
(click to show/hide)

If you are here thinking this is lego's, then im sorry, but this is mine, not his.I did not know lego was working on this until someone told me

Anyways, I have been working on a mode known as Saxton Hale and here's how it works:
One player is selected to be saxton hale a boss, and he/she must kill everyone else, while trying not be killed (he/she has a 1HKO weapon). The boss can super jump using item use, and rage blast with alt fire, which shoots a giant ball of doom Varies depending on the boss. Of course, to fill rage, the boss has to take damage. 250 base hp, plus 250 per player after 2 players join(3 including whom ever is sax). These numbers are bound to change. Also, this must be played on LMS, not TLMS. Last man standing gets a spread rune and an exit unit, dramatic music plays, all that other stuff. Simple enough, right?

Due to the long wait for the next version (and the fact that I was dead for quite a while), I decided to make this beta public.
Download the public beta HERE!(Download from Best. Ever.)
Also new to saxton hale, Saxton Hale-based classes!
No, there are no custom weapons.Okay, there is technically a custom weapon for supporter...I guess? To see more info, go to the classes section of this topic.
Download the beta for classes HERE!(Download also from Best. Ever.)
Bar Fixes Coming soon!

Hale suggestions have returned!
Go wild with your suggestions again, now that damage is available and such! Same rules apply:
-No AOF primary attacks (Centaur Flash, Flash Stopper, etc.). If your hale has one, provide a good reason why, and also if it makes it, it probably wont be very effective.
-Try to avoid making your hale's name YOUR name. We already have CSCC for that.
-Health must be at a reasonable level.
-Please try to provide ALL details of your boss. Skin, passive abilities, etc.

Mappers needed!
Are you good with mapping? Do you want to make a map for one of the bosses? Well now you can!
I am looking for mappers willing to make maps for bosses. If you want to make one, let me know in this topic or via PM!
Current maps:
(click to show/hide)

Older versions (ONLY COMPATIBLE WITH MM8BDM V2):
Older Bar Fixes:(Note: if you are using a bars fix, it must go after the classes in the additional wads, and must be used alone EDIT: Also, the Powered Up compatibility is not needed if you are using a bars fix.EDIT 2: I sure love me some strikes. Anyways, the base is now always required, no matter what bars fix you use. The bars fix must go after the mod, and the mod must go infront of the classes / powered up mod, and once again, powered up is NOT needed if you are using a classes addon.)
Example: Powered-up, Classes-v6e, SaxtonHaleV2B, SaxtonHaleYDClassesFix)
Example 2: KYClasses, SaxtonHaleV2B, SaxtonHaleKYClassesFix)


Updates:
(click to show/hide)
Weapon Info:
(click to show/hide)
Boss Info:
(click to show/hide)
Class Info:
(click to show/hide)
Some Screen Shots (OUT DATED):
(click to show/hide)
(click to show/hide)

84
DECORATE and ACS Modifications / Re: MM8BDM UN-official Enemy Template
« on: February 05, 2011, 09:02:22 PM »
Yay, now I can make monsters! and possibly an invasion mod
Thanks Ashley.  :D

85
Maps / Re: Nekos Stuff (1th Map Released)
« on: January 19, 2011, 08:39:36 PM »
Quote from: "Nekolord"
Done. After all i got a question: How can i turn on teh brightness so there isnt Darkness in my Map?

In doom builder, there is a button that is called "Sector Brightness" (the black square). Select all the sectors in your map, then click and hold with the right side of the mouse. Drag your mouse up untill a number appears on all the sectors saying "255". This is the max brightness which will get rid of the darkness.

86
W.I.P Forum / Re: ACHIEVEMENT CHALLENGE!
« on: January 18, 2011, 11:18:43 PM »
My first post. XD
anyways, it took me alot of attempts to get this.



Platinum plox!  :mrgreen:  Gawd this took me a while to get.
BTW my ingame name is A Falcon Punch

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