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Messages - SickSadWorld

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106
MM8BDM Discussion / Re: Beware of Doppelgangers - Flanny
« on: May 16, 2011, 01:21:46 PM »
There are doppelgangers?

I'm not sure I believe it.

Myroc really likes roboenza. To the point of explicit satisfaction, it seems. I think trying to blame it on doppelgangers is just retroactive guilt setting in. It's okay Myroc, we all like roboenza a bit too much sometimes...

107
MM8BDM Discussion / Re: MM8BDM V2 public opinion poll! - SLOPES!
« on: May 16, 2011, 05:38:23 AM »
Voted no.

In many game modes where two players of equal skill are traveling at equal speed often the only opportunity to get the jump on your opponent is through their botched climbing of stairs.

It is possible to climb stairs quickly, it's just most people fail at doing this.

Rather than adding slopes I'll suggest making certain steps equal to or less than 24 height from an adjacent sector so you don't have to jump.

Slopes also can wreck certain items like gemini laser and knight crush by making them get stuck.

Just keep the 32 height steps. It is something unique and refreshing about MM8BDM that makes it different from typical Doom Skulltag.

108
MM8BDM Discussion / Re: Advertising
« on: May 16, 2011, 12:55:47 AM »
Advertise more.

Open people's minds to new possibilities. Even if it's just a special way to configure the core game.

109
W.I.P Forum / Re: ACHIEVEMENT CHALLENGE!
« on: May 16, 2011, 12:48:23 AM »
Can someone move this to projects?

It seems this isn't really just maps

110
Quote from: "SoniaNature"
I don't get what you mean when you say you don't want to turn them off, yet you want them gone. They're both the exact same thing. Either way, you don't hear them, just another way anyone who wants to spam that on their own can. It's not you're being forced to hear them. I honestly can't find a single thing wrong with them at all.

Then I'll spell it out for you.

It doesn't fit the art style. Megaman 8-bit deathmatch? More like Megaman animated series tauntmatch. There's nothing of value added to the gameplay with the addition of taunts.

Another important side effect is that the addition of a lot of uncompressed audio adds significantly to the package file size.

111
Quote from: "sonicfan966"
Quote from: "SickSadWorld"
Take out the taunts.
Alternately, they need to be a lot shorter and contain less rambling.

Problem solved, but I do agree that some are a bit too long (obviously Fire's).

I understand how to disable taunts. That's not the point.

If you are interacting with people online you should be receiving all the communication directed at you. Disabling taunts is like burying your head in the sand WAAAH WAAAH THE MEAN INTERNET GUYS ARE BEING MEAN I WILL IGNORE THEM

A better solution is to make taunts more like they should be ie. like a short chuckle (or even better) remove them all together. The lack of taunts was one thing that made the gameplay experience "more mature" than typical Skulltag. Now that's out the window, but hey features. Maybe next someone will add cacodemon or imp sprites or something.

112
Take out the taunts.

(I haven't played this yet but I know from Skulltag this won't end up well)

Alternately, they need to be a lot shorter and contain less rambling.

113
Don't give Megaman the Adaptors but instead it might be appropriate to give him a BeatCall, Item1, Rush Coil, or similar things.

You should also think of a way to make Megaman more viable in LMS. I suggest using a system like the Skulltag mod All Out War 2: The Omega Project where you use the altfire or some special alias/ bind as a toggle between firing modes so that you can select between charged and regular style buster. This way it would prevent having to keep clicking or use a special bind in order to fire normally as in MM8BDM-v1d.

Hopefully you can implement behavior that allows Megaman to slide while charging and also slide regardless of what weapon is currently selected. I'm aware the latter is potentially a lot of work, but this is what Megaman was able to do in his actual games, so why not here?

114
Congratulations on a new release!

Sad that my MegamanC bot fix didn't make it in though...

(This is it btw, diff with existing MegamanC.txt to see what's different)
http://pastebin.com/zY89M62t

I may just end up releasing a PWAD with a fixed BOTINFO lump and custom coding for bot altfires (unique for each class)

115
MM8BDM Discussion / Re: The ping: an important factor?
« on: May 12, 2011, 03:31:51 PM »
I think there's a bit to discuss here.

First off, no one has yet mentioned what ping is actually measuring. It may be obvious to some, but to most of the teenagers in this community it could use an explanation.

The number you refer to as ping is measured in milliseconds. Contemporary psychoacoustic theory dictates that two events occurring <= 24 ms apart are perceived as the same event. I submit that there is a substantial difference between server hosts and the average player connecting to the same server in terms of their gameplay experience.

For this reason I do not think that participants should be hosting in tournament matches where they are also playing because the advantage is simply too large. In MM8BDM hitting is worth more than damage.

Some additional resources for those of you who think there's nothing to discuss.

http://jslhr.asha.org/cgi/content/abstract/45/6/1285
http://www.jneurosci.org/content/21/18/7404.abstract

116
Hey ice,

5 finger version looks great! Way to make it consistent with the Capcom universe.

On the other hand, 4 finger version looks strange and alien. It doesn't fit well with MM8BDM at all. Look at Top Spin or Charge Kick. These will have 5 fingers but now suddenly opening the hand removes 1 finger? Using this art direction seems strange and inconsistent.

Nice work, ice. Hope to see this hand in official versions of classes and many mods.

117
The open hand art should be reconsidered. It should look like the classic "Megaman Finger Phenomenon".

You got the idea correct that it should look like 4 fingers, but actually a very important artistic distinction with Megaman is "this finger phenomenon".

You should make the 3rd and 4th finger group thicker to reflect this. What you have there looks alien and odd.

More like this:
http://www.themmnetwork.com/2010/03/18/ ... henomenon/

(click to show/hide)

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118
MM8BDM Discussion / Re: Penalizing Tournament Killers
« on: May 10, 2011, 12:45:37 PM »
There shouldn't be a punishment, but you should really think about some kind of contingency plan to move the tournament forward in case people do have to back out for whatever reason.

119
Hey Batton & Tsuki, thanks for your support!

I think your idea is a really good one. So let's talk about it. I liked everything you mentioned except 2 things. I think I might make the booby trap ?-boxes be the blue type. The reason being that if it's a unique color people might just avoid them. The other thing was the quickbeam, not sure I like that.

How about this (without %)

Napalm explode
Hyper bomb explode
Crash bomb expode
Crystal eye (different color than normal)
Wind storm explode
Metool?
Rare item (what should this be?)

(click to show/hide)

120
W.I.P Forum / Re: Roboenza Map Pack RELEASED!
« on: May 09, 2011, 11:56:12 PM »
Looks good, but am I the only one here seeing a map pack in the projects forum? Why not in the mapping forum?

Is there some unrevealed unique aspect such as new weapons or ACS rules for a game mode to this that makes it distinct from just map pack?

Could a moderator move this appropriately if this is indeed just a map pack?

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