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Author Topic: Re: megaman battle & chase project V2A Released  (Read 205930 times)

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August 11, 2012, 09:37:21 PM
Reply #765

Offline Bigruss91

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Re: megaman battle & chase project V2A Released
« Reply #765 on: August 11, 2012, 09:37:21 PM »
To be curios, Anyone uses line definitions for script executions?

August 11, 2012, 10:05:08 PM
Reply #766

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #766 on: August 11, 2012, 10:05:08 PM »
Well I did use it for the gravityman map in original stage mode, but atm, no, all of the tracks use "actor enters sector" decorate

August 11, 2012, 10:57:02 PM
Reply #767

Offline Bigruss91

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Re: megaman battle & chase project V2A Released
« Reply #767 on: August 11, 2012, 10:57:02 PM »
Well I added that on my track and it works. It runs the script just as good. and it works for those who Jumps a lot.

http://www.mediafire.com/?w8qcis7bw47qx7p

September 10, 2012, 03:54:52 AM
Reply #768

Offline ice

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C-C-C-Combo Breaker!
« Reply #768 on: September 10, 2012, 03:54:52 AM »
Welp, out of all of my projects, I have officially chosen this project to see all the way through to the end, I'm going to try to make all of the RMs and tracks, though any and all help is appreciated

Also I have an idea for Knightman's track

September 10, 2012, 10:16:11 AM
Reply #769

Offline Emmanuelf06

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Re: megaman battle & chase project V2A Released
« Reply #769 on: September 10, 2012, 10:16:11 AM »
Oh, i didnt notice the update!

Need a server for it?!  :mrgreen:

I will try to host tonight....if my computer don't explode  :p

September 21, 2012, 10:46:13 PM
Reply #770

Offline TheDoc

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Re: megaman battle & chase project V2A Released
« Reply #770 on: September 21, 2012, 10:46:13 PM »
There's been alot of complaints about Quickman being OP, and I have to say that I agree. Considering this mod is all about speed, however, I saw this coming ever since he came out for Battle and Chase. I think you should tweak Quickman's car, focusing on his boomerangs more than his speed. Even though he's all about speed (his name's Quickman for Pete's sake), all racers should have relatively same speed (weapons like Starman's Star Crash are fine, though, because he's trading speed for power).

Also, may I suggest giving a buff to Shadowman's smokescreen? The worst that happens is you drive through it for a second and continue racing. I would suggest that you make him spew less clouds, but if a racer is hit by one (and only one. they can't stack), the racer's vision goes grey for somewhat less than Flash Stopper's timelimit, then it goes away. You could also replace it with a flurry of tacks than slow down the racer.

EDIT: The front page needs some HEAVY updating.

September 22, 2012, 02:28:07 AM
Reply #771

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #771 on: September 22, 2012, 02:28:07 AM »
The thing about quickman was that he has no attack and a horrible top speed, though in B&C one of the other things quickman had against him was that if he dashed into a wall or another racer he spun out, I'll try to see if I add that, as for the smoke thing, they can be a huge problem in stages with pits (in the future if more stages with pits are added) Might see about adding more of a visual screw to it

As for the front page, Done

September 22, 2012, 02:49:33 AM
Reply #772

Offline Hallan Parva

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Re: megaman battle & chase project V2A Released
« Reply #772 on: September 22, 2012, 02:49:33 AM »
the smoke clouds should trigger a special pain state on racers

the racers don't spin out or slow down or anything noticeable really
but it makes the affected racers constantly spawn smoke clouds in front of theirselves for a couple seconds
so it's like the smoke got caught in the car's windshield or the driver's face or something


also it can't be overwritten like Flash Stopper :p

September 25, 2012, 05:06:23 AM
Reply #773

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #773 on: September 25, 2012, 05:06:23 AM »
Came up with some crazy names for cars

Rolling log (wood)
hot rod (heat)
Ring Thing (ring)
skull machine bone crusher (skull)
Scrap Heap (junk)
king poseiden (wave)
whirly bird (gyro)
Turboman *OLO*

and with the future addition of mm8
the popscicle (somehow frost)
laghing jester (clown)


Also can someone sprite an 8bit version of Auto's mm7 truck?

And something came up in my mind, how the heck do you impliment topman into a car?

September 25, 2012, 12:55:18 PM
Reply #774

Offline -FiniteZero-

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Re: megaman battle & chase project V2A Released
« Reply #774 on: September 25, 2012, 12:55:18 PM »
Quote from: "ice"
And something came up in my mind, how the heck do you impliment topman into a car?

Easy, he rides in a giant top. A bit like those teacup rides in Disneyland. Except with the driver's seat not spinning.

September 25, 2012, 01:56:28 PM
Reply #775

Offline Hilman170499

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Re: megaman battle & chase project V2A Released
« Reply #775 on: September 25, 2012, 01:56:28 PM »
I got a suggestion,

(click to show/hide)

September 25, 2012, 02:04:52 PM
Reply #776

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #776 on: September 25, 2012, 02:04:52 PM »
Quote from: "Hilman170499"
I got a suggestion,

(click to show/hide)
That's already been decided looooooooong ago

September 25, 2012, 08:20:41 PM
Reply #777

Offline TheDoc

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Re: megaman battle & chase project V2A Released
« Reply #777 on: September 25, 2012, 08:20:41 PM »
Quote from: "ice"
Ring Thing (ring)

If you have to add one, this one is YUS

September 25, 2012, 10:34:25 PM
Reply #778

Offline Hinatediz

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« Reply #778 on: September 25, 2012, 10:34:25 PM »
I might not support and help something...

but i can put Special Characters to someone turn them into Character Classes...

like Bowser...

September 25, 2012, 10:43:30 PM
Reply #779

Offline TheDoc

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Re: megaman battle & chase project V2A Released
« Reply #779 on: September 25, 2012, 10:43:30 PM »
Quote from: "The Title"
MEGAMAN Battle and Chase

Gonna have to disagree with you on that.