Advanced Search

Author Topic: Class based modification (v9fh)  (Read 1342746 times)

0 Members and 1 Guest are viewing this topic.

February 22, 2011, 02:23:10 PM
Reply #75

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #75 on: February 22, 2011, 02:23:10 PM »
Quote from: "Ashley"
A message from xColdxFusionx, for they do not have a cutstuff account:

"To whom it may concern;

The MM3 Class Pack has a few blatant errors in its coding which should not have been missed by the bug-testing team.
As I recall, the only "bug testing team" was YD.
-The new health-pack works fine for Hard Man, but not every class is Hard Man. You have made the things Health Bonuses that give 15-30 health. Way to go, geniuses.
It does?
-WHAT WERE YOU THINKING USING SCRIPT 2 FOR A SCRIPT!! ...Raging aside, Script 2 is used by many, many maps and should not be used by a game mode. Ever.
"[*]Script is a more... random number, you shouldn't be able to pick up other weapons and other scripts should be fine. (Mega and Break are the only ones able to pick up weapons)"
-...Shadowman's secondary weapons are a bit, for lack of a better term, half-assed. The smoke bomb is a bit forgivable since it actually looks pretty decent, but Muramasa, on the other hand, needs actual decent sprites. The freaking thing's a SWORD, for crying out loud! Why does it look like a bent and mangled throwing knife.
It COULD be a simple rename to fix. It's supposed to be a knife in this anyway.
I apologize if this offends anyone, but you shouldn't release a pack to the public with such major flaws. It makes you look incredibly dumb.
Yeah? Well people think it's fun, and that's good enough.
~xColdxFusionx"

February 22, 2011, 03:40:42 PM
Reply #76

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #76 on: February 22, 2011, 03:40:42 PM »
...On second thought, we should leave the gemeni clones shooting you alone because, well...

(click to show/hide)
and no, I never even touched the consol (except to fly and take this snapshot)

All you have to do
spawn a clone
kill yourself
repeat 5 times
spasm gemeni laser all day
???
profit


... then again, if the clones can kill you too, you can just do this on a stage with no suicide zone

only fix to this I can see is to make your shots and the clones shots hurt other clones (if posable cause my pokemon cant seem to harm others created by me)

February 22, 2011, 03:48:51 PM
Reply #77

Offline Mr. X

  • MM8BDM Contributor
  • ****
  • Date Registered: July 09, 2010, 07:05:48 PM

    • View Profile
    • http://mrxsrr.blogspot.com
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #77 on: February 22, 2011, 03:48:51 PM »
The script problem results likely from Yellow Devil simply testing every class on say, Cutman's level.  There's no scripts, so all of them appear to work.  Admittedly, I didn't go to any of those levels with problems, so I didn't know about it.  Also, bug fixes is what multiple releases are for.

I didn't notice any health problems when playing, but it was fast paced action.

So change the script number to say 30.  No big deal, very simple fix.

Shadow Man's secondary weapon is a kunai (throwing knife), not a sword.  Yellow Devil was likely confused as to which is which.

As for releasing a pack with flaws, that's pretty much the point of releasing it as v1a:  so people can find flaws you didn't find in testing.

As for the Gemini clones, you shoot it and it goes away.  In a real scenario, somebody could just shoot all of them.

February 22, 2011, 03:59:08 PM
Reply #78

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #78 on: February 22, 2011, 03:59:08 PM »
My favorite class is still Shadowman, but I dunno if SGC Needle Cannon will make me like Needleman more...

February 22, 2011, 04:05:58 PM
Reply #79

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #79 on: February 22, 2011, 04:05:58 PM »
Not sure how this would work but, any chance you could make eddie a class? Basicly he works like a medic in team games and his main weapon creates random items like health and ammo, and his altfire fires weak buster shots. (just an idea not sure if its a good idea) Class based CTF anyone?

Edit: I just noticed the flag vanishes with shadowman, We need a class based CTF server now

February 22, 2011, 05:44:43 PM
Reply #80

Offline chuggaafan1

  • Standard Member

  • not a fan, really
  • Date Registered: November 26, 2010, 06:14:05 PM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #80 on: February 22, 2011, 05:44:43 PM »
Quote from: "ice"
Edit: I just noticed the flag vanishes with shadowman, We need a class based CTF server now


Ill Do it!!

IP:173.48.74.202
I Think...

February 22, 2011, 06:26:14 PM
Reply #81

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #81 on: February 22, 2011, 06:26:14 PM »
I didn't know the scripts number, Arkman implemented it for me.

The point of Murumasa being a knife was so you could catch any class and not spend ages sneaking up on them just to be killed by a crazy Topman! I know it's a sword in the originals but you gotta think practically! The Smokebomb was implemented so I could make references to that Mega Man movie thing because it was pretty funny. Slide is practical though so I'm keeping it!

I don't understand the problem with the health pack, it's identical to the normal non-class one but heals all classes?

No, MM1 will not have Time or Oil.

Me and Ark tested the classes.

February 22, 2011, 06:28:48 PM
Reply #82

Offline Myroc

  • MM8BDM MM8 Contributor

  • Tyst! Jag ser på TV!
  • *****
  • Date Registered: October 13, 2010, 08:35:35 PM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #82 on: February 22, 2011, 06:28:48 PM »
Speaking of the Murumasa, being able to use it while at full health, even if it does little damage, would be useful.

February 22, 2011, 06:43:35 PM
Reply #83

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #83 on: February 22, 2011, 06:43:35 PM »
Yeah, sure.

Anyway, does anyone have an old SGC demo still lying around? To my misfortune I had deleted the old one, and all the blog pages seem to link to the "About mm8bdm" page so I can't redownload it.

February 22, 2011, 07:14:58 PM
Reply #84

Offline Asd967

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 01, 2010, 03:59:45 AM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #84 on: February 22, 2011, 07:14:58 PM »
I think I can get the demo.

Why'd you want it?

Edit: I have it, PM me if you want.

February 22, 2011, 07:16:06 PM
Reply #85

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #85 on: February 22, 2011, 07:16:06 PM »
how long do you estimate it will take to make all of the fixes?

February 22, 2011, 07:22:52 PM
Reply #86

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #86 on: February 22, 2011, 07:22:52 PM »
By tonight.

Ice has sent me his SGC, it's all good. Needed it for the Needle.

Needed...Needle.... bah.

February 22, 2011, 07:28:40 PM
Reply #87

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #87 on: February 22, 2011, 07:28:40 PM »
No word yet on my eddie class idea, good or bad?

February 22, 2011, 07:34:59 PM
Reply #88

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #88 on: February 22, 2011, 07:34:59 PM »
Is Eddie from MM3?

February 22, 2011, 07:37:18 PM
Reply #89

Offline brawlman9876

  • MM8BDM Extender
  • **
  • Date Registered: March 13, 2010, 03:21:20 AM

    • View Profile
Re: Class based modification (V1A - MM3 RELEASE)
« Reply #89 on: February 22, 2011, 07:37:18 PM »
nope, he first appeared in MM4