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Author Topic: Class based modification (v9fh)  (Read 1342866 times)

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February 23, 2011, 04:20:13 PM
Reply #150

Offline Myroc

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #150 on: February 23, 2011, 04:20:13 PM »
Maybe Rush Coil. Maybe. Definitely not Rush Jet.

February 23, 2011, 04:25:10 PM
Reply #151

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #151 on: February 23, 2011, 04:25:10 PM »
What about Eddie or Tango? My main concern is that Mega is inferior to Break except for taking out Break.

February 23, 2011, 04:34:57 PM
Reply #152

Offline ice

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #152 on: February 23, 2011, 04:34:57 PM »
Quote from: "Yellow Devil"
What about Eddie or Tango? My main concern is that Mega is inferior to Break except for taking out Break.
Megaman's pro is that he can use every weapon, although maby starting out with beat would work. and keep in mind megaman can easily switch to protobuster at any time

Update: Bombman and gutsman's 1st person sprites are done (well duh, theyre simple recolors) I'm working on iceman's 3rd frame of his firing animation and working on fireman's buster

February 23, 2011, 06:57:04 PM
Reply #153

Offline Korby

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #153 on: February 23, 2011, 06:57:04 PM »
Actually, Gutsman has a giant arm band on his...arm. You should probably put that on there.

February 23, 2011, 07:33:38 PM
Reply #154

Offline ice

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #154 on: February 23, 2011, 07:33:38 PM »
Well I finished bombman and I made him a custom bomb weapon, he pulls out a bomb and holds it over his head (like superarm) and then tosses on the second click, he's very over powered with the superarm rock physics (you could toss it a mile away) so I had to change it to the hyperbomb physics. its VERY powerfull and can instagib, but it has very low range (except under water oddy enough) and they explode on impact with walls and the ground. also heres some screenies

(click to show/hide)

on a side note, iceman's hud is done

February 23, 2011, 07:35:19 PM
Reply #155

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #155 on: February 23, 2011, 07:35:19 PM »
Maybe you should tone down the damage on the hyper bomb and re-add the super arm physics.

February 23, 2011, 07:44:26 PM
Reply #156

Offline tsukiyomaru0

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #156 on: February 23, 2011, 07:44:26 PM »
Quote from: "Yellow Devil"
Maybe you should tone down the damage on the hyper bomb and re-add the super arm physics.
I know a way to add absolute radius damage without having distance falloff... Maybe that could help.

February 23, 2011, 07:45:15 PM
Reply #157

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #157 on: February 23, 2011, 07:45:15 PM »
A_Explode is causing the damage dropoff, truthfully that's a good thing.

February 23, 2011, 07:51:11 PM
Reply #158

Offline tsukiyomaru0

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #158 on: February 23, 2011, 07:51:11 PM »
Quote from: "Yellow Devil"
A_Explode is causing the damage dropoff, truthfully that's a good thing.
Good AND bad.

Good: If you are not close enough, the harm done will be reduced
Bad: Timed tossing, spaming and a pint of luck can award easy kills.

February 23, 2011, 10:36:23 PM
Reply #159

Offline Ivory

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #159 on: February 23, 2011, 10:36:23 PM »
Just a word of warning about MM6 classes. Centaurman and Knightman are actually names of monsters in hexen and heretic respectively(other doom based games that skulltag supports). So their classnames would have be something like MMCentaur/KnightMan or Centaur/KnightMan2.

February 23, 2011, 10:53:29 PM
Reply #160

Offline ice

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #160 on: February 23, 2011, 10:53:29 PM »
Quote from: "Ivory"
Just a word of warning about MM6 classes. Centaurman and Knightman are actually names of monsters in hexen and heretic respectively(other doom based games that skulltag supports). So their classnames would have be something like MMCentaur/KnightMan or Centaur/KnightMan2.

Actually the monsters are just called centaur and knight, and plus, my centaurman and knightman monsters worked perfectly and they were just called centaurman and knightman

February 23, 2011, 11:09:16 PM
Reply #161

Offline Ivory

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #161 on: February 23, 2011, 11:09:16 PM »
Hmm. Right. I'm thinking of something else involving them. disregard.

February 23, 2011, 11:10:16 PM
Reply #162

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #162 on: February 23, 2011, 11:10:16 PM »
That is if we ever get to MM6 :x

Anyway I really need somebody who is good with ACS to write me a code!

February 23, 2011, 11:40:23 PM
Reply #163

Offline arkman

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #163 on: February 23, 2011, 11:40:23 PM »
With all the support we are getting right now, it is very likely we will make it to megaman 11 before capcom does.

You want this code to only allow certain classes on certain maps, right?

I can try, but no promises yet.

February 24, 2011, 02:44:11 AM
Reply #164

Offline MagnetMan497

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #164 on: February 24, 2011, 02:44:11 AM »
I can code if you can sprite.