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Messages - LlamaHombre

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151
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 12, 2015, 03:55:48 AM »
Lunar Suplex

152
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 10, 2015, 11:45:55 PM »
(click to show/hide)

Lunar Suplex

153
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: September 06, 2015, 06:08:34 PM »
Spitballing time
I'll try not to retread on previous maps I've talked about but I'll try to get into more specific detail here.
Not all of these may be the best idea in the world but I'm saying them to promote discussion and keep this thread moving at a steady pace

(click to show/hide)

For the record I dislike MM3TOP and MM5STA, but I'm not entirely sure what to do with those maps so I never mentioned them here.

154
Welcome to the forums.

While I'm not inherently opposed to an idea like this, I must advise that you make plans like this in The Ideas Thread. There you'd be more free to talk about things like specific weapons, maps, etc. rather than being limited to the restrictions of the Skins & Bots subforum.

I'll lock this thread for the meantime, but I hope you take my advise.

155
W.I.P Forum / Re: Saint Seiya (Knights Of The Zodiac) Classes W.I.P.
« on: August 30, 2015, 02:42:38 PM »
Quote from: "Project Subforum Rules"
New threads MUST have some form of work already placed into it. In other words, if you start a topic that's just an idea and has no work placed into it, your thread will be locked.

Feel free to take this into the Ideas section that's stickied at the top of the W.I.P. Forum. There you can more easily ask questions or gauge interest to see who would be interested in your mod.

Alternatively, if you have proof that progress for this has been made, just send me a PM with couple of screenshots with your mod active and I'll unlock this thread.

Thanks for your cooperation.

156
Forum Games / Re: Rate the avatar of the user above you
« on: August 26, 2015, 10:44:27 PM »
I was gonna give it like a 2% but then I realized it wasn't Jelly World anymore
So good on you for that I guess

78%
Nothing's inherently wrong with it (besides maybe Megaman looking out of place), I just don't feel too overly strongly towards it.

157
I'll also voice in favor of complete removal of the darkness gimmick on that map.

158
Sure whatever

First Choice:
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Second Choice:
(click to show/hide)

159
Closed / Re: Mouse cursor for menus
« on: August 23, 2015, 01:45:31 AM »
Quote from: "Sonicfam1102"
I think it'd be pretty funny to use the Cursor enemies from MM10's Sheep Man (can't remember their name).

Pointan

Honest to god I don't care (though I guess having it'd probably bother me more than the alternative) but if we must have one then yeah it should probably be this.

160
Forum Games Archive / can this thread die yet
« on: August 17, 2015, 08:13:41 PM »
A flamingo, poised and primed for cameras nearby.

161
Skins & Bots etc / Re: Raze And The KING OF FIGHTERS... Skins, duh.
« on: August 16, 2015, 09:25:44 PM »
N, it's fine staying here.

Skin looks fantastic! I'm not a sprite buffie or an anatomy wizard or anything like that but from what you've got so far it looks pretty stellar.
Remember that you need both blue and cyan to make the skin work with weapons, though. (and black for charge weapons, but that looks like the right shade so)

162
Anything Goes / Re: General Offtopic Discussion
« on: August 16, 2015, 06:40:27 PM »
Ask Smash I guess
He wanted to make it his 5000th post but that hasn't happened yet and it's been a week
(Maybe win10 stuff or something or another)

163
What if individual quick beam projectiles only did like 10 damage to the player instead of killing them outright?
With this in mind, pursuing people across rooms no longer becomes a trick of RNG manipulation - if necessary, you can take the hits and finish what you started instead of having to either full stop and hope the opponent's stayed around since the laser fired, or try to book it and often get killed in the process. Getting caught out in the intersections or the alleyways would still spell death, but moving from room to room wouldn't be much worse than, say, clipping through a fire trap.

The corners of the map also have room for improvement, but in general I feel the above may serve as a solution to a problem that's plagued the map since v1.

EDIT:
Quote from: "Korby"
i also think the weapon energies around the pillar could probably be shrunk as they're not nearly as contested and it could create interesting scenarios where you have to use a non-dominant weapon because of ammo limitations[though this is unlikely because someone would probably just end up monorunning something and pouring all the ammo into that. also because there's already a crapton of ammo on the map]

I never actually responded to all of this, whoops! (MM4COS)
Either way, I'd like to congratulate you for at least convincing me that all the health there is justified given the damage levels on that stage, and I feel downsizing the ammo things like you mentioned here would serve as a good compromise to my suggestion. If a killbox like that must exist based on item placement or map structure or whatever, I'd at least hope for some incentive to exist to leave said killbox.

As a potential experiment, how do you think the map would change if the door by Astro Crush was sealed off and the outdoor section were adjusted to combine with the Ring Boomerang spawn? (At least, I think that's what's up there. The elevation with the two ladders.)

164
I got fucked by my own role

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165
Events / Re: Anime Night with Cutstuff (less wengar) - Tune in tonigh
« on: August 14, 2015, 08:01:16 PM »
I'll try to catch up on Death Parade and Accel World by next weekend - can't tune in for this session but I loved the hell out of this last time so you bet yourself I'm game for a new chaingut set.
I'm just busy this weekend ;-;

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