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Forum Games Archive / Re: What can fit through a green glass door?
« on: June 17, 2013, 05:35:26 AM »
I shoot a rocket at the door.
I mean, at this point, why not?
I mean, at this point, why not?
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Here's a 10-minute sprite of him that I made for fun, but i don't have much motivation to make a whole sheet of him(YET!).


Armor: 1.7x (Weakness: Ice. FREEZE!)
Speed: 1.1 (0.9 when flying)
I think you're setting yourself up to be too fragile. Nothing wrong with being a scout-type, but you're over-weakening yourself if you ask me. Boost your speed or your armor.
Jump: 6 (or whatever is somewhat higher/lighter than the normal Jump)
I don't remember how jump height works numerically, so I'll just pretend I didn't see that.
Damagetype: Grass (primary), Wind (item).
Role: Idk. Scout I guess, maybe? ._.
Weapon Dropped: None
No weapon drop? Why? You know, CSCC classes are allowed to drop copywep versions of their own weapons.
Primary Weapon: Seed Flare (Its a seed that when it comes in contact with the ground, it explodes into tinier seeds that then eventually explode afterwards)
Sounds kinda unwieldy. I would choose a more direct method of attack or at least have another one alongside it, but that may just be my playstyle.
I also notice you have no altfire. Okay.
Item: Fly (Allows for him to have the ability to fly for a limited time, which is intill his ammo gauge is empty, cannot be used again unless the ammo gauge is full again, flying will also decrease his speed slightly, ramming into people while flying will cause 5 damage to the said person per each hit on contact.)
An approximation of how long you can fly consecutively would probably help with balance. Assuming that the 5 damage is ripper, seems a lot of people would barely even bother with your weapon and just fly into people. Maybe a damage nerf or something.
Weapon Obituaries:
[Player's Name] was Erased from nature by [Player's Name]'s Seed Flare!
[Player's Name] flew away with [Player's Name]!
Skin: Shaymin by CHAOS_FANTAZY
Please don't use that skin. It was lazily made and it's one of my worse skins. All I did was take sprites from PMD! Doesn't even have proper Pokemon sound effects. Looking upon it makes me sad, and I regret making it...but I suppose I can't stop you.
Damage Information: Little. but to the point to where it can deadly (Seed Flare would do significantly more than flash bomb)[/spoiler]
Your coin total has a very minimal effect on your vehicle, from my experiences. It's there, but it's nearly unnoticeable and rarely affects the outcome of the race when you get hit. Coins being used to unlock parts offers an incentive to gather them, rather than just "complete x Grand Prix with y ranking."Then explain why receiving multiple hits in a row is suddenly throwing off my game so much. I would vouch to call myself adept at Mario Kart, and I fondly recall a race in Mario Kart Wii where I was slammed with four Blue Shells and still claimed first place as one of my finest hours. Suddenly, Mario Kart 7 happens, coins appear, and suddenly I can't handle getting hit more than once in a row before losing most of my standing in the race? Moreover, what was wrong with that incentive in the first place?
Not at all. If anything, they improved defensive techniques with the addition of the Super Leaf and the removal of the Fake Item Box. The Super Leaf can knock away any Red Shells that happen to be coming your way, and clearing a minefield of Bananas is a breeze. The Super Leaf aside, when in 1st place, I often find myself with Triple Bananas and immune to everything short of a blue Spiny Shell.Okay, let's ignore the fact that I love the Fake Item Box for a second and focus on the real issues.
The Super Leaf is fantastic for keeping slipstreamers and Shells at bay, and it's also great for increasing your air time when you happen to have it while gliding. Even when you don't mash the button, the tail is insurance from a single Shell, and upon its destruction, will clear your inventory. Those items aside, a melee item in Mario Kart is nothing new, given we've had both the Star and the Mushroom since the SNES title, as well as Triple Shells acting as sort of a barrier that can be used as a hugging attack or a defensive shield.
Coins should return, but add a Sonic Riders style shop that allows you to purchase karts (parts?) of your choice using those coins.What is wrong with just unlocking things the way we always have? The shop was always one of the things I disliked the most about Sonic Riders, as there comes a point when you've accomplished everything else in the game but you still have like 25,000 Rings to go before you've bought all the Extreme Gear. So suddenly playing the game becomes something you have to do in order to 100% the game, and that's when playing a game stops being fun. Moreover, unlockables double as a way of proving yourself to the game and then having something to show off (Now that I think about it, that's another thing I didn't like about MK7, how unlocking was either farming or stupidly easy). I suppose I wouldn't mind a hearty blend of both, but for a shop to replace unlocking things would be criminal.
As I watch it, I notice nothing that's a big deal. What was such a big deal?