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Messages - CHAOS_FANTAZY

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46
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 2
« on: February 24, 2014, 11:45:21 AM »
What a perfectly good excuse to recycle some of the roles from my Team Fortress 2 Mafia game I never made.

> Sign up.  Let's do this!

47
Quote from: "Zard1084"
I'm flattered that you got inspired from my vids! also the Rockman 4 Minus Infinity expansion is already underway and so is the Rokko-chan expansion as well
No it isn't; we've been dead in the water for months.  We finished most of the skins and bots, Lightning-Man's level (Which half the team didn't seem to be fond of anyway); but no weapons were ever completed, the majority of the maps were never started, and...yeah, we're very, very dead.

On topic:  Odyssey isn't even finished yet, and I believe Innocent and Skype are not as well.  4MI is already in production, and I don't care enough about the rest of them to have any clear-cut opinion.

48
General Gaming Discussion / Re: Super Smash Bros. Series Discussion
« on: January 18, 2014, 08:07:37 PM »
Ashley was actually one of my most wanted characters; it just often slipped my mind that I wanted to play as her.

It wasn't even the fact that I wanted more WarioWare representation or more female representation.  I just thought Ashley would be fun to play as.  Zelda may have already had a magic niche, but Ashley could have shared it with her by being more cartoonish in nature, and playing off of Red's ability to transform into various objects.

Though I do think she'd be better off playable, I am happy with how she is.  I mean, at least she got in at all.
...Unless they promote Kat/Ana to playable.  Then I'll raise hell about it.

Mega Man's playable; Ashley's an Assist.  All I need now is Ghirahim, then I'm set.

49
Anything Goes / Re: General Offtopic Discussion
« on: January 17, 2014, 04:09:52 AM »
Quote from: "Korby"
Probably not many, as a lot wouldn't fit the thematic directions of many expansions, and they certainly don't take into account gimmicks from those stages.

Quote from: "Shade Guy"
Hell, if anything, I'd rather dismantle my fan-expansion maps and re-purpose them for SHARP.

Quote from: "Knux"
Tweaking already existing maps for expansions sounds like a terrible idea, by the way. When an expansion is released, I expect new content, not rehashed tripe.

Eh.  Was just a thought.  A thought I knew nobody would like, but a thought nonetheless.

It just makes me sad to think that our two largest map packs alone (IX and CSCM (Not counting Remix Stages)) contain 67 maps, which would be enough to finish 7 Expansion Packs (Assuming they all get 9 stages each and that they all transfer seamlessly, which is an unreasonably optimistic assumption, but the point stands okay).  I was just wondering why Expansion Packs can't get that level of devotion or attention.
Especially when their finished product adds more to the game...

Expansion Packs are a very strange paradox, I find.  Everyone wants them, and there are people amongst us who can make them.

But nobody wants to make them.

50
Anything Goes / Re: General Offtopic Discussion
« on: January 16, 2014, 01:12:11 AM »
This is just me thinking out loud here, and I know every person who's ever made a map pack is going to hate me for saying this (Not that I have much of a reputation to lose anyway), but...

I wonder how many Expansion Packs could be finished right now if we dismantled Map Packs and repurposed their maps for Expansion Packs.

51
Anything Goes / Re: Character Catalog
« on: January 12, 2014, 01:36:38 AM »
Hey, um, can you, like, pretend FANTAZY and FINALITY don't exist?  I totally hate those characters now, to the point where I've thrown them into the scrapyard and resolved to never use them for anything ever again.
I have ~20 other original characters I could share in their stead, but to be quite frank, I don't see the point.

52
I remember when I thought this mod could be something cool.  That was 68 pages and uncountable instances of incompetence ago.

So, so glad I left the group when I did.  I still have a couple class ideas laying around (None of them representing myself), but it's not worth reentering to deal with the leaders of this mod.  Zard was never around, and neither was Smash; Neo, the one guy keeping the whole system alive and using that as an excuse to make his class stupid, proved to have no sense of balance time and again.  Sometime before the public Beta, I wrote a document detailing Neo's class and the problems I had with it.  Here, I'll even link it.  Nine simple grievances, that would bring him on his way to having a (More) balanced class.  I do not believe a single one of them was effectively and appropriately addressed.

They did remove Chaos Lord Roll, right, guys?  After the rave review from Gummy, I asked for her removal (My idea was presented to the public (Albeit not perfectly as I imagined it), and they said "scrap it," so I wanted it scrapped), and they kept telling me they were going to include her anyway.  Which was right around when I got fed up with the mountains of bullshit and left.

53
Mega Man Discussion / Re: Toughest Robot Master in Each Game?
« on: December 31, 2013, 01:03:35 AM »
Oh.  Hey.  This topic is alive again.  Guess I should update.

MM1:  I've learned to handle Ice a while ago; the only guy who still gives me trouble sometimes is Fire-Man.  Weaknesses or no, he is in general a pain to fight.
MM2:  Unchanged from Crash-Man.  Quick-Man probably deserves the spot more, but he's never given me as much trouble as good old Crash did.
MM3:  Unchanged from Shadow-Man.  It's been a long time since I've actually played MM3, and even though I've learned some of his tricks, he seems like more of a pain than the other RMs.
MM4:  I was probably overly frustrated at Dive-Man at the time of writing this because he killed me so much.  Ring-Man is probably the real pain here; I remembered beating him using his weakness and a small stack of E-Tanks the first time.
MM5:  Probably Wave-Man or Crystal-Man.  Everyone else's pattern in the game, I have down to a science, but Wave-Man can throw a wrench into that with his random Water Wave, and Crystal-Man has a large number of projectiles going for him.
MM6:  I really can't remember a lot about my MM6 experience, but I vaguely recall having trouble with Blizzard-Man.  Might have been his stage, though.
7FC:  Turbo-Man.  It was honestly a lot of stupid deaths, but this guy killed me more than any other 7FC RM.  The timing on his motor-car attack was really the only big thorn in my side.
8FC:  Search-Man.  Homing missiles in excess along with a hide-in-the-bushes gimmick was more than enough to make me dislike this guy, but then they threw in the scopes.  Dodging this guy has been one of my greatest challenges as a Mega Man gamer.
MM9:  I don't even know why I said Concrete-Man the first time.  Even with his weakness and a small stack of E-Tanks, I had trouble beating Plug-Man.  That guy is just a pain.
MM10:  No discredit to Chill-Man—I still remember all those kills you got on me in the boss room, bud—but after some reviewing, Solar-Man seems more difficult.  Similar amounts of damage, similar amounts of trickiness, but in Solar-Man, the boss room is also against you—the varied elevation makes for much more annoyance than ice physics.

RNC:  Clash-Man.  Wow, what a shocker.  He was basically a souped-up version of the Crash-Man I knew, with his new explosive detonating the entire floor instead of just one spot.  Failing to time my jump properly quite often, I met many an end against this foe.
4MI:  Shadow-Man Dust-Man was probably the trickiest RM here.  His randomized Recycle Inhaler made dodging a pain, and there were more than a couple embarrassing deaths where I was just sucked into him, turned into a -Tank, and kicked into a furnace.  I didn't get as mad at Dust-Man MI as I did at other tricky RMs, though—the mark of a really good boss, if you ask me.

Rokko Chan:  Fransiska & Lancea Rolling-Man.  Rolling is a lot like Crash in the sense that I seem to be the only person on the planet who has trouble with him.  I dunno.  I guess it's the projectile spam that gets me.  At least I can kill basically every other RM in the game with little to no trouble.
Christmas Carol:  Future.  Anyone who's ever tried to Dragon him will know exactly why Future.
Christmas Carol 2:  If we speak of Normal Mode, it's Want.  Want was the only one who really gave me any trouble on my first playthrough—Scrooge had some windup to all of his attacks, and Ignorance and Tim were basically "gimmick" RMs where once you learned how to hurt them, killing them was a breeze.  On Hard Mode, though, Scrooge gave me a lot more trouble because he kept healing himself, making him the hardest.
MMU:  Glue-Man.  Just...Glue-Man.  I could probably go start an entire topic about Glue-Man's bullshit.  To those of you who are content with that knowledge, advance.  To those of you that wish to know why, enter the spoiler below.
(click to show/hide)

MMRevo:  I didn't find any MMRevo RMs particularly difficult—except for Storm-Man.  He stays out of range enough and his homing Storm Chaser does enough damage to make his peskiness notable.  Beat and some other weapons help ease the pain, though.
MMRF:  I think Photon-Man was the only Robot Master who ever actually killed me.  So I guess he wins by default.
Mega Pony:  Loyal Mare.  Mega Pony had its fair share of tricky boss fights (Though Magic Mare was unexpectedly simple and easy), but Loyal's struck me as blatantly unfair the first time I tried it.  Darting around her boss room and jumping randomly, she goes into her Sonic Rainboom charge attack whenever she nears, and...well, she just does a fair amount of damage.  She was basically Quick-Man, only exchanging projectiles for more damage.  She was very pesky, and it took me a long time to decipher a pattern for her.
Rockmen R:  Power-Man.  Rockmen R quickly sets up a precedent that hitting bosses with charged shots knocks them back in a manner similar to the way you do any time you get hit.  Then this guy marches into the room and smashes that precedent into a million pieces.  Being the largest RM in the game, jumping over his charging attack is difficult (Especially with RMR's wonky physics), and it does ludicrous amounts of damage on contacts.  If you're not a fan of that attack, his other one involves him pounding the ground and sending off a bunch of randomly arcing rocks, which are equally annoying to dodge but do less damage.  His weakness is the most clunky weapon ever, too—imagine Hyper Bomb with a much longer fuse and an explosion radius that's not even taller than Roll.  His only saving grace is that said weakness kills him in a sweet two hits.

54
Five years in development, and little more to show for it than an MM8BDM music pack.   :|   I mean, maybe I don't get it or something, but I don't see what there is to be proud of here.  In brutal honesty, this has less to show for itself than MMU.  I know you're about to snap at me, so let me say—I know that the OST presented is exceedingly good, I know that what is presented was a labor of love, and I know you're insulted at being compared to the worst fangame ever.  But what are you?  Not even a fangame.  Facts haven't changed:  you set out to make a fangame, disappointingly failed to do so, and yet I find that you still carry yourself with pride like you accomplished everything you set out to do.

I'm beginning to think that the promised land of Mega Man fangames doesn't actually exist, now that MMU and MMTT have both so let me down, and meanwhile the games I expected to be subpar at best (Or hadn't even heard of) are bringing me the best experiences.

55
Mega Man Discussion / Re: Mega Man Classic Weapon Fusions
« on: December 08, 2013, 07:34:30 PM »
Yeah well that's fine and dandy and all but what do those weapons do
Anyone can slam two weapons together and say "they're called this now."  It's another thing entirely to assign them a unique ability that makes them truly noteworthy—and I think the latter is the part that's actually fun.

Star Crash + Astro Crush:  Cosmic Crash.  The wielder summons a shield of asteroids around them.  Each asteroid can be individually destroyed, somewhat like Water Shield, but each asteroid around the wielder increases the frequency of meteorites falling around them.

56
Mega Man Discussion / Re: Megaman Unlimited
« on: November 28, 2013, 01:59:02 AM »
Quote from: "id Man"
At least most of the criticisms here are leveled more at its hardness than about its concept. I still found it weird when I read the review of one player who said that Unlimited's major flaw was its story execution. Considering that the Mega Man games were never known for having a deep and well-developed story, it seems like an odd complaint to me.
I never meant to say it was the one flaw or the one that singlehandedly killed my gaming experience.  However, the way I approach game design says that each aspect of the game is important to some extent, and if one aspect is bad, it can drag the entire thing down.  I might have been able to enjoy MMU a bit more if its storyline was better; because it was not, I did not.
I also figured it would be better to address the story because everyone else was already complaining their heads off about the gameplay.

57
Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: November 26, 2013, 01:37:08 AM »

58
Mega Man Discussion / Re: New Album from RUSHJET1 !
« on: November 15, 2013, 02:23:46 AM »
I liked this one, actually.  A lot more than I liked the MM3 one.  I walked in all negative-like thinking he was going to fail my favorite songs again (And apparently I caused enough of a ruckus in the comments for him to notice, because he sent me a direct cover of MM3DW3 in YouTube's PM box (I know it's simple but I liked it so leave me alone ;-;)), but as time went on, I really grew to like it.  I don't understand every design choice he made (Why is Ice-Man fast???), but the songs I was afraid of him messing up are the ones he did an excellent job on.  And that Final Boss Battle is excellent~
Needless to say, when this one gets an MM8BDM Music Pack, I'll actually pick it up.

59
Projects & Creative / Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
« on: November 13, 2013, 02:51:52 AM »
I come bearing ideas!  Hopefully I remember all the details...why do I have to think of all my best ideas in the shower?

Quiz Show of Doom
It's your standard athleticism-smarts-mix game show, with one catch—poison gas.  Players are asked trivia questions of the true/false or multiple-choice variety (On what subject remains to be seen, but I think, being the community that we are, we could all agree to Mega Man trivia), and they have to shoot a certain number of targets before they are authorized to answer on terminals.  The room is filled with poison gas, and therefore players slowly lose health over time, and must answer questions correctly in order to stay alive—as correct answers are awarded with health, and incorrect ones punished with a damage penalty.  Potential speed-ups to the game include increasing the number of targets required, increasing the potency of the poison gas, and perhaps even allowing the targets to fire upon the players.
(click to show/hide)

Oh, No!  My Only Weakness!
A quick-thinking game in which the players are placed randomly in small rooms where a Robot Master stands idle before them, and the players have ten seconds to find their weakness in a cache of weapons before them and fire it at them to defeat them.  If the player fails to defeat their Robot Master, the Robot Master fires upon them and they take damage before proceeding.  Weaknesses could be the weapon they were weak to in the original game, similar to said original weakness, or just be a weapon that logically would defeat them.  Bubble-Man, for an example, is traditionally weak to the Metal Blade, but in this game he may also have weapons such as Rolling Cutter and Shadow Blade as potential weaknesses.  Potential speed-ups to the game include decreasing the reaction time players receive and increasing the number of weapons from which they must find the Robot Master's weakness.

60
Quote from: "id Man"
What say you, Robot Masters?
I'm not trying to be an evil wraith guy that feeds off of your crushed hopes and dreams...but I don't really like the sound of this.  Defend yourself.

Quote from: "id Man"
Choice of robot enemies: mainly insects, dogs, spiders, bats, and aquatic critters. Mundane critters without any anime style to them.

Kindly explain what makes this ever-iconic mainstream MM enemy over-the-top and anime-like.

Quote from: "id Man"
Original though slow moving robot master designs: At least in the first Mega Man DOS. I know that 3 ripped designs off the NES games, and all fought the same way.
Why would those sluggish moves ever be considered a good thing?  Those bosses were so easy to mow down, it was laughable.

Quote from: "id Man"
Since I do have a fondness for the old title and for Apogee/id DOS platformers, and since there was only a DOS 1 and 3, why not a Mega Man DOS 2? It would be perfect, because I could parody the style, look, and gameplay of Mega Man DOS, but at least make it more fun to play than the originals. I would try to make MM DOS 2 be to the MM DOS games what Mega Man 2 was to the Mega Man games.
So, combining MM2's objective overratedness and mediocre music with MMDOS's clunky physics, ugly look, and relative lack of difficulty?  No, thanks.

Quote from: "id Man"
The Robot Masters he faces are deliberately meant to be mundane and dull
Tell me you didn't just say "let's be boring on purpose..."

Quote from: "id Man"
Robot Masters:
Globe Man:   Spinning Globe Projectiles
Daimyo Man:    Vibrating Katana Slash
Oven Man:    Environmental Broil
TV Man:    Static Interference Wave
Kraken Man:  Feeding Tentacle Grapple
Vitamin Man:   Pill Bomb
Computer Man:   Error Screen Attack
Motorcycle Man:  Gas Blower
Pool Man:   Chlorine Grenade
Radioactive Man:   Mini-Atom Bomb Blaster
Lawnmower Man:    Mower Blade Projectile and Grass Thrower
Bookworm Man:    Re-educator Annelids
...and with concepts like this?  I've never heard of half the ideas in here being done by anyone, really.  These Robot Masters deserve better than the DOS treatment; they deserve less generic looks, more engaging boss battles, weapons that are actually interesting!  The DOS style has proven to have none of those, and making a game to be "like DOS" simply won't hold up.

Quote from: "id Man"
At one moment in the game, Mega Man is kidnapped, and Roll must rescue him by becoming MEGA WOMAN, for at least two levels and then she's back to being Roll.
Why even bother?  If "Mega Woman" doesn't have any unique gameplay attributes, then there's no point—aside from removing weapons from the player for a few rounds, which could be handled in other ways (See also:  Shadow Rockman, Rockman 4 MI).  If she does, then you're limiting the player's ability to have fun playing as her.  What if I'd rather keep being Mega Woman?

In conclusion:
Basically, "ew, Mega Man DOS style."  It has often been said that Mega Man should find a way forward in its fangames and stop banking on the same art style every time (Though admittedly I'm too lazy to learn a new style), but DOS sounds like two steps back.  The existing DOS games have proven to be visually unappealing in all aspects; to have physics that are awkward clunky and certainly not what we're used to; and to simply be not as engaging or as fun as the real deal.  They were hastily built to bank on the real Mega Man's popularity, and it shows.  I cannot realistically see myself wanting to play a game like it.

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