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August 03, 2012, 01:16:20 PM
Reply #750

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #750 on: August 03, 2012, 01:16:20 PM »
The cars now all have universal ammo, and the tracks all run on a universal script, and the textures are all in the main pk3 now

Modding should be over 9000x easier

August 03, 2012, 05:09:36 PM
Reply #751

Offline SmashBroPlusB

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Re: megaman battle & chase project (extra coders needed)
« Reply #751 on: August 03, 2012, 05:09:36 PM »
PUSH OUT A DEVELOPER'S PACK RIGHT NOW

so we can see all the pretty changes and stuff :)

August 04, 2012, 02:25:57 AM
Reply #752

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #752 on: August 04, 2012, 02:25:57 AM »
not until I finish ______man's track

p.s. It will have a possibly annoying gimick

August 04, 2012, 01:37:33 PM
Reply #753

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #753 on: August 04, 2012, 01:37:33 PM »
Sorry for the double posts but, what do you guys think about the current track's layouts (not talking about gimicks or designes, I souly talking about layout), any of them need to be improved, do some need to be outright scraped are they just fine? what do you guys think?

For me, here are my opinions

Iceman: Plenty of straight ways to shoot down, nothing to get in your way so if you're stopped or fall into a pit, you normally still have a clear shot at the one in front, the turns are also rather smooth and easy to determine, also a rather decent length

Bombman: This track feels kinda meh, way too many turns, almost no straight ways, turns are kinda jerky, and the height variation makes it a tad weird to navigate

Elecman: same problem with bombman, one short straight way at the begining but that's it, and the tracks is also very short

Fireman: This track has a pretty decent length, but far too many ramps making any kind of attack difficult to use, this track  also tends to make you speed along straight ways making them feel rather short

Protoman: decent length, 2 long straight ways, easy to distinguish turns

Airman: Straight ways are rather short except for the long beginning one, the track's easy to navigate, but kinda short

Gyroman: very long straight ways, good length, ans easy to navigate

Bass: WAY too many sharp turns, little to no flat straightways, and the whole track is outright difficult to navigate


ColdFusion's track: good long straight ways, smooth turns, decent length

mario's curcuit: Decent length, the off road gaps give you a clear shot ahead, easy to see road

August 07, 2012, 03:52:30 PM
Reply #754

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #754 on: August 07, 2012, 03:52:30 PM »
Get it while it's hot

http://www.mediafire.com/?964q56i3zj7ix9a

Changlog
(click to show/hide)

August 07, 2012, 04:14:12 PM
Reply #755

Offline Tengu

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Re: megaman battle & chase project V2A Released
« Reply #755 on: August 07, 2012, 04:14:12 PM »
I thought this died. Huh. I might host this later.

August 10, 2012, 11:55:35 AM
Reply #756

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #756 on: August 10, 2012, 11:55:35 AM »
Welp, it's been... *looks at date* 3 days, any bugs so far? Reviews? Anything that needs improvement?

August 10, 2012, 12:48:42 PM
Reply #757

Offline Gumballtoid

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Re: megaman battle & chase project V2A Released
« Reply #757 on: August 10, 2012, 12:48:42 PM »
I've been telefragged on Iceman after falling in a pit. No idea how, but I guess you ought to know.

August 10, 2012, 01:14:05 PM
Reply #758

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #758 on: August 10, 2012, 01:14:05 PM »
knew I forgot something @_@ though that's also due to the fact that the bots are always right up on you meaning you fall into a pit, they are not far behind you

August 10, 2012, 02:06:56 PM
Reply #759

Offline TheDoc

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Re: megaman battle & chase project V2A Released
« Reply #759 on: August 10, 2012, 02:06:56 PM »
Starman's full ammo primary is Star Crash, right? Should there be a timelimit to how long you can keep it up, because as far as I know, you can keep it up the entire race.

August 10, 2012, 02:44:23 PM
Reply #760

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #760 on: August 10, 2012, 02:44:23 PM »
Nope no time limit, the star crash lets you destroy large enemies and hit others on contact, but the down side is, it doesn't protect you from shots and it DRASTICALLY slows down acceleration meaning if something hits you while it's up, you will loose a lot of speed

Also the new penguin obstacles will slow you down when you hit them

August 10, 2012, 04:51:31 PM
Reply #761

Offline SmashBroPlusB

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Re: megaman battle & chase project V2A Released
« Reply #761 on: August 10, 2012, 04:51:31 PM »
Is there a way to change how many screws it takes for a certain racer to get an item? For example, could I make a racer that could get items from, say, only eight screws?

Also, is it possible (with the new screw item check system) to make a racer that can hold two items at one time?

August 10, 2012, 08:00:26 PM
Reply #762

Offline Gumballtoid

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Re: megaman battle & chase project V2A Released
« Reply #762 on: August 10, 2012, 08:00:26 PM »
Very lowest priorities, but racers' taunts should be horns and stuff. Also switching Alt-fire to Item might be a little less misleading.

August 11, 2012, 06:56:52 PM
Reply #763

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #763 on: August 11, 2012, 06:56:52 PM »
Quote from: "SmashBroPlusB"
Is there a way to change how many screws it takes for a certain racer to get an item? For example, could I make a racer that could get items from, say, only eight screws?

I was thinking about that actually, napalmman had the ability to gain items with only 5 screws, might try to see about adding that

Also, is it possible (with the new screw item check system) to make a racer that can hold two items at one time?
...That would get quickly overpowered fast (2 yashichi's in a row)

Quote from: "Gumballtoid"
Very lowest priorities, but racers' taunts should be horns and stuff. Also switching Alt-fire to Item might be a little less misleading.

this isnt classes (YD/KY/CCSC) there will be no taunts.... for now anyway
As for the altfire, I made it that way since it's slightly faster that way, the items are really altfires that change depending on the item, and plus items are kinda iffy at times, I will however do like CSCC and Classes and make a base weapon so the added weapons wont be so cluttered with all the item states

AND NO THERE WILL BE NO ATTACK ALT FIRES SO STOP PESTERING ME WITH IT!


August 11, 2012, 08:38:16 PM
Reply #764

Offline Alucard

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Re: megaman battle & chase project V2A Released
« Reply #764 on: August 11, 2012, 08:38:16 PM »
For some weird reason it doesn't register my laps sometimes on ColdFusion's stage. It's probably just for Roll, since I was jumping a lot to get over those mines that spin you out upon contact. Also because jumping is fun.


 

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