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Messages - LlamaHombre

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166
Forum Games Archive / can this thread die yet
« on: August 17, 2015, 08:13:41 PM »
A flamingo, poised and primed for cameras nearby.

167
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)

168
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)

169
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.)

170
I got fucked by my own role

(click to show/hide)

171
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 ;-;

172
Projects & Creative / Re: Class based modification (v8b)
« on: August 13, 2015, 07:23:32 PM »
Page 724.
Quote from: "MusashiAA"
Magic Man has two weapons: one is for his set of Magic Cards, and the other is for his Magic Ball trick. Each weapon has a mainfire and an altfire attack that look similar, but are not: one is real (mainfire), and the other is fake (altfire). Mainfire cards will consume ammo, and will steal the enemy's life if they hit; the altfire cards are fake cards that don't deal any damage at all. The mainfire Magic Ball will teleport you to where you aim your ball at, while also leaving birds behind that home into enemies; the altfire Magic Ball will not teleport you to where you aim your ball at, but it also fires homing birds.

Not mentioned is that both sets of cards will deal hitstun, so use the alt after a main to keep the target in range and either slow or stop their retreat while your main is on cooldown.

173
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 3 {Day 8}
« on: August 13, 2015, 05:59:35 AM »
Aight then
##Vote: Korby

174
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 3 {Day 7}
« on: August 12, 2015, 02:07:32 PM »
Well then, I guess I can't ask for anything more than your trust. I understand your reasoning, and it's damning, sure, but I won't be going down without a fight.

##Vote: Korby

175
Forum Games / Re: Rate the avatar of the user above you
« on: August 08, 2015, 02:52:14 PM »
50%
I don't particularly have a positive response for this, sorry

176
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 3 {Day 3}
« on: August 06, 2015, 11:29:38 PM »
I can't think of any reason as to vote for oneself other than to trigger some kind of ability that is activated upon death.
While it's possible that Ceri had the only role like this, I'd rather be safe than sorry. Besides, this individual's motives and voting schemes have been iffy at best and dangerous at worst.
Consider this a neutralizer vote, but also consider it a vote in encouragement of thinking through things before voting.

##Vote: zero1000

177
Anything Goes / Re: What is your avatar from/of?
« on: July 28, 2015, 06:27:36 PM »
Osu! Tatakae! Ouendan turns 10 years old today.

Ryuta Ippongi from that game and its sequel.

178
Events / Re: YD Classes V8A Team Hoyp Tournament - See latest post
« on: July 28, 2015, 01:47:51 AM »
Yeah uh whoops didn't think about that sorry man - also kinda miscommunication on my part I suppose since I didn't know he submitted one.

Just use his. Sorry to bother you.

179
Events / Re: YD Classes V8A Team Hoyp Tournament - See latest post
« on: July 27, 2015, 11:49:50 PM »
Team "Fuck, I don't know" is perfectly fine with v8b.

Willing to remove classes at my team's request, but for now we'll vote in favor of banning of the following:
MWS, Pirate, Crystal, Toad, Magic

TEAM THEME

180
I figure just having some compatible versions packaged into the .zip file that contains the game, zandronum, etc. might be beneficial in the long run as far as player dedication goes.

I'd imagine that it would provide for players to more easily learn as to how to run .wad files in relation to MM8BDM without having to directly dig through Cutstuff boards (or get them through Doomseeker, though I'd assume many people take the Cutstuff step first).
Perhaps it would allow for people for gather more interest in the forums beyond "oh got the game installed let's play (the single player)". It'd be a good way to advertise what kind of stuff the community is capable of.

I disagree that they'd need to be a direct priority for the dev team, and I figure the only real steps needed would need to be ensuring they can physically work with new weapons, and checking some flags for weapons that may break them.
Mod updates could potentially be made as harmless as possible with this in mind. Stickied threads in the projects section could be used for discussions over said included mods, and could eventually house updates for the game modes.
The launcher would be modified slightly to signify said updates.

(very crude example below)



Could just be a visionary talking but I feel there is potential with an idea like this and I think it's wasted potential to dust it aside.

Quote from: "fortegigasgospel"
Also mods like this tend to all use the same game mod to work.

You've got that wrong.
March of the Metools uses CTF.
Roboenza uses LMS.
Screw Scramble uses TDM (and CTF apparently).

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