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Author Topic: Class based modification (v9fh)  (Read 1342879 times)

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February 24, 2011, 08:05:37 PM
Reply #180

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #180 on: February 24, 2011, 08:05:37 PM »
That would mean balancing classes against those from other games and it would all get a bit confusing, however if the script is a failure we might just have to.

February 24, 2011, 08:11:55 PM
Reply #181

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #181 on: February 24, 2011, 08:11:55 PM »
There's a huge problem involving the Stone Man class...literally.  Replacing the player sprites with Stone Man's results in a "Sprite too large for class" error.

February 24, 2011, 08:13:05 PM
Reply #182

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #182 on: February 24, 2011, 08:13:05 PM »
Identical to Hard Man. His first sprite should be replaced with PLAY, this means that "summon stoneman"'s first sprite is megaman but no other real issues.

February 24, 2011, 08:15:44 PM
Reply #183

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #183 on: February 24, 2011, 08:15:44 PM »
Oh, thanks.  I probably should have guessed Hard Man would have the answer.

February 24, 2011, 08:24:19 PM
Reply #184

Offline Ivory

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #184 on: February 24, 2011, 08:24:19 PM »
That and even if it was scripted for specific maps, it loses compatibility with level sets.

February 24, 2011, 09:10:28 PM
Reply #185

Offline Chimera Man

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #185 on: February 24, 2011, 09:10:28 PM »
Hmm... I'm concerned about the MM1 classes. Most of them originally doesn't have an secondary attack/move, so I thought up these:

*Cut Man:
Status - Short HP but fast.
Main attack - Rolling Cutter
Cut Man flicks his head scissors. No tweaks needed, I guess. Infinite.
Alternate Attack - Chasing Cutter
Cut Man flicks a bigger cutter, as seen in Megaman: Powered Up. It have the same mechanics as Search Snake, but bigger. It's one-hit KO, but it needs a large time until be used again.

*Guts Man:
Status - High HP but slow.
Main attack - Super Arm
Guts Man uses his arm, lifting a boulder to chuck on the opponents. No tweaks needed, I guess. Infinite.
Alternate attack - Guts Stomp
Guts Man stomps the ground, stunning opponents near. Works as Hard Man's alternate attack, but no damage is dealt.

*Ice Man:
Status - Same as Megaman's.
Main attack - Ice Slasher
Ice Man jumps as he spits three Ice Slashers. No tweaks on the projectile. Work the same as Needle Man's alternate attack.
Alternate attack - Icicle Shield
Ice Man summons an icicle to defend. Acts as a shield, but it stays on the summoned place. Disappears after some time. Basically, a mix of Proto Shield and Item-1. No damage dealt.

*Bomb Man:
Status - Slightly more HP.
Main attack - Hyper Bomb
Bomb Man throws a bomb. Tweaking: the bomb blasts when touch the floor, as suggested.
Alternate attack - Giga Bomb
Bomb Man summons a giant bomb with a bigger explosion radius. It has the same mechanics as the in-game Hyper Bomb, as in it need a time to blast.
Fire rate: as slow as charging a Proto Buster.

*Fire Man:
Status - Same as Megaman's.
Main attack - Fire Trap
Fire Man shoots the "fire traps" like the original game. No tweaks on the projectile, I guess. Infinite.
Alternate attack - Fire Wave
Fire Man shoots a "fire" Water Wave, as seen in Megaman: Powered Up. First, he "reflects" projectiles with a Fire Storm for a split second, then shoot. The sprites are those from Flame Man's weapon, but acts as the Wave. Need a time to recharge.

*Elec Man:
Status - Short HP but fast.
Main attack - Thunder Beam
Elec Man shoots his trusty Thunder Beam. No tweaks needed, I guess. Infinite.
Alternate attack - Thunder Bolt
Elec Man summons a thunder pillar at short range, as seen in Megaman: Powered Up. Powerful damage but slow fire rate.

February 24, 2011, 09:14:05 PM
Reply #186

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #186 on: February 24, 2011, 09:14:05 PM »
Most of them we had already considered using MMPU as a basis, I think I'm going to give Cut and Guts melee attacks though, because their regular weapons are very... specific in their uses. Elec and Guts are the fastest/slowest with the highest/lowest hp, and Cut is inbetween Elec and Mega and Bomb should (when Ice is done) be between Guts and Mega, similar to what you suggested. I guess we just think alike, huh?

February 24, 2011, 09:18:37 PM
Reply #187

Offline Chimera Man

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #187 on: February 24, 2011, 09:18:37 PM »
Indeed, YD. I am honored to know that, sir.  :D

February 24, 2011, 11:21:27 PM
Reply #188

Offline Hallan Parva

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #188 on: February 24, 2011, 11:21:27 PM »
My responses are in blue.
Quote from: "Chimera Man"
Hmm... I'm concerned about the MM1 classes. Most of them originally doesn't have an secondary attack/move, so I thought up these:

*Cut Man:
Status - Short HP but fast.
Main attack - Rolling Cutter
Cut Man flicks his head scissors. No tweaks needed, I guess. Infinite.
Alternate Attack - Chasing Cutter
Cut Man flicks a bigger cutter, as seen in Megaman: Powered Up. It have the same mechanics as Search Snake, but bigger. It's one-hit KO, but it needs a large time until be used again.
I really like the Cut Man class ideas you have, especially the critical attack from MMPU. This is good.

*Guts Man:
Status - High HP but slow.
Main attack - Super Arm
Guts Man uses his arm, lifting a boulder to chuck on the opponents. No tweaks needed, I guess. Infinite.
Alternate attack - Guts Stomp
Guts Man stomps the ground, stunning opponents near. Works as Hard Man's alternate attack, but no damage is dealt.
No damage means Guts Man loses in corridors. Remember, Super Arm disappears on contact with a ceiling, so in stages with low roofs like Cut Man and Skull Man... he's screwed.

Maybe as Guts Man lands and stuns enemies, you could have bits of rock fall around Guts randomly, potentially damaging people.


*Ice Man:
Status - Same as Megaman's.
Main attack - Ice Slasher
Ice Man jumps as he spits three Ice Slashers. No tweaks on the projectile. Work the same as Needle Man's alternate attack.
Alternate attack - Icicle Shield
Ice Man summons an icicle to defend. Acts as a shield, but it stays on the summoned place. Disappears after some time. Basically, a mix of Proto Shield and Item-1. No damage dealt.
The Icicle Shield should fall from the sky like in MMPU to potentially spear someone unaware! Also, maybe a limit of 3 icicles on-stage at once?

*Bomb Man:
Status - Slightly more HP.
Main attack - Hyper Bomb
Bomb Man throws a bomb. Tweaking: the bomb blasts when touch the floor, as suggested.
Alternate attack - Giga Bomb
Bomb Man summons a giant bomb with a bigger explosion radius. It has the same mechanics as the in-game Hyper Bomb, as in it need a time to blast.
Fire rate: as slow as charging a Proto Buster.
If it charges like Proto Buster, expect some Giga Spam. Make the cooldown time a bit longer.

*Fire Man:
Status - Same as Megaman's.
Main attack - Fire Trap
Fire Man shoots the "fire traps" like the original game. No tweaks on the projectile, I guess. Infinite.
Alternate attack - Fire Wave
Fire Man shoots a "fire" Water Wave, as seen in Megaman: Powered Up. First, he "reflects" projectiles with a Fire Storm for a split second, then shoot. The sprites are those from Flame Man's weapon, but acts as the Wave. Need a time to recharge.
This is good, though I recommend using custom sprites for the Flame Wave!

*Elec Man:
Status - Short HP but fast.
Main attack - Thunder Beam
Elec Man shoots his trusty Thunder Beam. No tweaks needed, I guess. Infinite.
Alternate attack - Thunder Bolt
Elec Man summons a thunder pillar at short range, as seen in Megaman: Powered Up. Powerful damage but slow fire rate.
It should make thunder pillars where the target is standing like in MMPU. A strafer will dodge it no problemo but people camping or walking back and forth will run right into it!

Just my $0.02

February 24, 2011, 11:50:19 PM
Reply #189

Offline Crystal King

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #189 on: February 24, 2011, 11:50:19 PM »
If I may, I'd like to toss in my two cents for your class ideas, Chimera Man.
Responses in red.
(click to show/hide)
All in all, some pretty good ideas.

February 25, 2011, 12:57:21 AM
Reply #190

Offline Blaze Yeager

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #190 on: February 25, 2011, 12:57:21 AM »
Ideas i had for Some Classes

Heat Man:
Status - Same as Mega Man's.
Main attack - Heat Pillar
Fires a fireball that becomes a Fire Pillar
Alternate Attack - Heat Dash
Similar to what happens when Heat Man gets damaged in normal MM2,he Dashes around in Fire.

Wave Man:
Status - Higher Than Mega Man's.
Main attack - Wave Harpoon
Fires a fast moving projectile that can damage at a weak state
Alternate Attack - Water Wave
It's Water Wave...what can i say? :v

Spring Man:
Status - Slightly lower than Mega Man's.
Main attack - Spring Bounce
Spawns Four Springs that Travel in Four Ways
Alternate Attack - Arm Punch
Acts like Spring Man's Arm Punch attack

Wood Man:
Status - Higher than Mega Man's.
Main attack - Leaf Shield
It's Leaf Shield...What else is there to say?
Alternate Attack - Leaf Shot
(Note:This attack is from MM8 Wood Man)Creates a leaf that travels fast and hits the opposing player,can be spammed multiple times and is fairly weak.

Freeze Man:
Status - Same as Mega Man's.
Main attack - Freeze Cracker
Spawns a Freeze Cracker that blasts back Three to Six Directional mini Cracker Bits
Alternate Attack - Freeze Spike
Summons Six Freeze Spikes that will fall around you to damage Players

February 25, 2011, 01:33:46 AM
Reply #191

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #191 on: February 25, 2011, 01:33:46 AM »
Not to speak on Yellow Devil's behalf here, but I'm reasonably sure he already has ideas for most, if not all of the robot masters.  It's basically just taking attacks they have in the game and making them work in 8BDM, so suggestions are pretty much pointless.

February 25, 2011, 01:50:38 AM
Reply #192

Offline Chimera Man

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #192 on: February 25, 2011, 01:50:38 AM »
Sorry if we want to help him, then.  :geek:

February 25, 2011, 02:20:06 AM
Reply #193

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #193 on: February 25, 2011, 02:20:06 AM »
Well, I understand for the MM1 robot masters since they lack multiple attacks, but the ones after that, it's pretty dang obvious what attacks they're going to have.

February 25, 2011, 10:02:01 AM
Reply #194

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #194 on: February 25, 2011, 10:02:01 AM »
It's alright X, I quite like the ideas. Most of them aren't getting used (whilst most of Chimera's are, as stated in some replies Guts would lose in close quarters and Cut in far, so I gave them both melees instead), some are. Plus it doesn't really hurt to read them, even if they aren't being used.

Although Blaze's are pretty obvious  :ugeek: