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Messages - CHAOS_FANTAZY

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166
Anything Goes / Re: Spamthread V.1
« on: May 29, 2013, 06:59:20 PM »
So I was digging through the depths of MMKB out of boredom or something the other day.
I stumbled upon this.
(click to show/hide)
Everything we thought we knew about the Metool's back view was a lie.
Fix the skin, fix the enemy props, fix everything
EDIT:  Oh, yeah, and another friend shot me this.
(click to show/hide)
If anyone was planning on skinning Shantae sometime, that might prove a helpful starting point.

167
Cutstuff Discussion and Feedback / Re: Recent Downtime
« on: May 29, 2013, 06:19:27 PM »
For a second there I thought Airman James had nuked our servers.  An absurd thought, I know, but the thought occurred to me nonetheless.
Glad to know everything is under control.

168
Anything Goes / Re: Spamthread V.1
« on: May 26, 2013, 05:22:38 PM »
So, did AirmanJames get slammed with a ban, or are we going to keep him around for a while?

Personally, I found the whole ordeal hilarious.  You might be getting a hale sketch based off of old James soon enough :ugeek:

169
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 25, 2013, 02:40:29 PM »
Alright, looks like I have some 'splainin' to do.
Meet Varogon, Varogon Razorwing.  Without getting horribly off-topic, we're real-life friends that met in second grade and we probably kept each other from degenerating into serial killers.  He's known about MM8BDM since I had the opportunity to tell him about it, and he has played a little (Though he really ought to play more).  I recommended he didn't get a CutStuff account unless he could count on contributing, but now he has, so...um, here he is, I suppose.

Anyways, I helped him write this out (And will more likely than not be fixing up the design myself, as I help polish many of his ideas), so I guess I'll be speaking for him now:
Quote
> The sheer number of times you used the word blood makes my head spin a little. If we could perhaps apply a bit of thesaurus to these descriptions that would be a huge help to my brain.
Apologies; they never taught me any synonyms for "blood."  I'll be sure to investigate a thesaurus before the rework.
Quote
> Why can't we just use the word vampire? We already establish that he's pretty much a vampire the instant his race is brought up.
I think the important distinction is the whole "stronger when almost dead" thing.
Quote
> ...OK, that passive is way too complex. Perhaps we could change it to "taking and dealing damage fuels the Blood Bar, which slowly drains to regenerate his HP over time."
To First Blood, it's an aspect of his character that he has to use his blood specifically for his Blood Arts.  And having the Blood Bar restore health would honestly completely defeat its purpose.
Quote
> What is with everyone and their super-fancy enchanted weapons? A magic halberd probably would have sufficed.
This one I'm not sure about, but previously in his design it randomly shot off "bursts" of magic/technology.  I removed this effect, thinking coating the weapon in his blood was enough.
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> I know you probably have never worked with Zandronum before, but five tiers of attack plus a skill mod that applies an on-hit effect is a bit complex. What if we just changed it to three tiers: 1x, 1.5x, and 2x + Heartstop Effect?
I'm sure he'd yield, but...There's a Heartstop effect?  Unless you're referring to his halberd randomly affecting their bloodstream.
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> While Bloody Marionette seems cool, it's redundant (Snare + damage when pushing movement keys? What's the point of pushing keys if you're snared anyway?) and would require a ton of trickery to get the movement damage to work right.
Bloody Marionette is more accurately a possession attack (But that's a big no-no here, so we got creative).  In an RPing scenario, it would be more along the lines of "the target is under Valoures's control, and resisting his control results in pain as if you're being torn apart from the inside out."  I honestly don't have a better idea than forcing the target to not be able to move, but I'd be delighted to hear additional suggestions.
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> Soul Shatter seems really tacked on; I quite literally just accepted a champion with a very similar effect. Not to mention, how would you determine which wave the Pawn would be added to? The Minions work because each wave has a matching wave going the other way, so you can just do a one-to-one conversion. Just the last effect would probably be fine, though I'd probably switch that with Dormant Despair because removing the primary counter-play aspect to your ultimate. Damn.
I think what happened is he scanned the topic real quick, didn't see anything about summoning minions, and assumed that earning them in combat was the only way to get them.  I also handed him Shalein as an example (Given that he's very familiar with that character), so I could see how he might think a thing like that mandatory.  Darn it, I told him to compare the draft to other accepted characters first!
As for Dormant Despair, it was previously just random whether or not you'd break free from Bloody Marionette early...the effect could probably use a rework entirely.

170
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 24, 2013, 02:50:10 PM »
Okay, did some work with Other CF and I think we have a draft of Shalein that he finds acceptable.  Posting for evaluation.

(click to show/hide)

171
Anything Goes / Re: Spamthread V.1
« on: May 23, 2013, 07:20:54 PM »
I just realized I have a whole lot of unfinished, unreleased junk from the doomed Mega Man Rocks! Expansion Pack.
...Wonder what I should do with 'em.

172
The very first thing I noticed is that Rising Sun uses Metal Blade's ammo bar.

In addition, several weapons' colors on the buster HUD do not exactly match those of their ammo bar.

As usual, the fix failed to fix everything.

173
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 23, 2013, 01:21:16 AM »
Quote from: "xColdxFusionx"
...I'm going to be really blunt here, but this guy looks like something out of a terrible fanfiction.
...And these sentences don't help.
Yes, I get it.  In truth, Shalein did originate from my times playing AdventureQuest Worlds (If the profile picture didn't make that horribly obvious)...in which, Chaos, a third independent force separated from Good and Evil, has reared its ugly head on the world and is attempting to throw the world into anarchy.  Good and Evil are in an alliance, no matter how small, in order to defeat this greater foe—and that's where Shalein comes in.  He's always had the "Why can't we just get along" attitude, but in a situation like this, he has a chance to make a point for once.  To counteract Chaos, neither Good nor Evil, he became a man of Order, both Good and Evil—and, well, you know the rest.

In truth, it probably would be better if I put forth one of my completely original characters instead of leaning on some of my favorite inspired ones like a twisted, gnarled crutch, but every time I look at my OC list, I think that they're either too boring, or they wouldn't translate well into this sort of sheet (Either too few powers to fill out the whole list or too many).  Jack, the Reaper of Tears, is boring and lacks originality; Zion Takure, the Last Wielder, has too many powers of the normal variety and not many aspects about him to upgrade; Soire and Jenzi, Gemini Unit Five wouldn't be able to even function without crazy coding; The Dean, Master of Role-Play, is by definition ridiculously overpowered; I could be here all day (And by all day I mean until I run out of characters).
Also, I noticed a lack of medic-type Champions and the only good matches were Heart-Man or Shalein.  Standard-issue Robot Master, or innovative man of legend?  Not a hard choice to me.

Quote from: "xColdxFusionx"
I thought I already told you this wasn't a thing.
It's not only because stealing enemy units is broken; it's also because it would be incredibly obnoxious to have to code.
My mistake; I thought that referred to seizing control of enemy Champions in specific.  Scrap that bit.

174
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 23, 2013, 12:31:43 AM »
Well, I'm back again.  Tried to stick more to a general theme this time and fudge fewer things.
Here's what I got.

(click to show/hide)

Also, still looking for a general response on Gated Fortress...didn't hear any "yeahs" or "nopes" tossed around.

175
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 21, 2013, 07:43:48 PM »
Well, I had a bit of an idea for a stage.  I figured I'd go ahead and pitch it now, even though I'm not done with my new character design (Haven't even started, in fact).

(click to show/hide)

176
Projects & Creative / Re: Mega Man X Singleplayer Classes
« on: May 18, 2013, 09:43:18 PM »
I'm not even an X fan by any stretch, but from what I've heard about him the Copy Shot was both instrumental to and the most fun part of Axl's moveset.  I'm a little disappointed (And I know some other dudes who will be as well) to see that it won't be included.

I do like the idea of the little shooting range, though.  I've wanted to get a rough scale of "how much [x weapon] hurts" without entering a level before, and it looks like it would serve quite nicely for such purposes.

177
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 18, 2013, 08:07:24 PM »
Quote from: "xColdxFusionx"
I highly advise you all look at the "UPDATE" section of the Guidelines tab...Especially CHAOS_FANTAZY. You look like you're trying to do a bit too much at once with Dr. Coda.
Well, yes; I have been struggling to fill out all the requirements for a character and I probably did fudge a few things...
Quote from: "xColdxFusionx"
Also stealing control is right out.
...Well, there goes that.  Hacking is one of Coda's primary themes as a character and if it can't be represented in his moveset, there's not that much point in including him.

Might be back later with a different character, but for now forget I said anything.

178
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 18, 2013, 07:30:22 PM »
Alright, thanks for the information.
So let me try to step up to the plate and see if I have a bloody clue what I'm doing?

(click to show/hide)

179
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers
« on: May 18, 2013, 04:17:09 PM »
So I finally got around to trying out this mod more seriously.  I sat down and played through as Fake-Man (Alone on Hard, of course) today.

Atomic Chain is stupidly overpowered.  It is capable of OHKO'ing Big Eyes and even Giant Mets.  And we get how many shots of this God weapon?  24?  I'd recommend scrapping the idea altogether and coming up with a new weapon, but if you're dead-set on keeping it, I'd give it an ammo nerf the likes of which this community has never seen.
Also, why'd you change the "Secret Revealed" whistle?  I can quite easily say I prefer Proto's to Dark's by miles.

180
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: May 18, 2013, 03:15:16 AM »
I've begun working on a design for a character submission, but there are a couple things I don't quite get:

> What's up with the bullet points under the skills for some weapons?  Are these examples of Consumables said character has unique to him/her?  Are they the Skill Upgrades mentioned under "Leveling Up?"  You lost me.
> Matter of fact, I'm confused about Items in general.  Are all Consumables and Beacons shared between all characters, or do they each have unique ones?
> I notice the mention of "killing enemies."  I recall hearing this game mode was inspired by LoL, where I know it's a 5v5 team match, so would "killing an enemy" consist of destroying an enemy player, or are there AI goons too/instead?  If it is the former, what repercussions if any are there for dying?  If it is the latter, why is there no mention of bringing in other units?

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