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Author Topic: Megaman 6: Class Expansion.  (Read 21230 times)

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March 03, 2011, 02:24:00 AM
Reply #30

Offline Gummywormz

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Re: Megaman 6: Class Expansion.
« Reply #30 on: March 03, 2011, 02:24:00 AM »
Quote from: "Chimera Man"
Quote from: "Gummywormz"
I meant the gyros wind man actually fires. He fires two of them, one above the other, and they go in a wave pattern.

Hmm... if you can pull it off, I'd like to see it. Horizontally.

I am no decorate coder!  :ugeek:  It was a suggestion, but maybe I can figure something out.

March 03, 2011, 04:04:51 AM
Reply #31

Offline Chimera Man

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Re: Megaman 6: Class Expansion.
« Reply #31 on: March 03, 2011, 04:04:51 AM »
Okay... Centaur Man is done.  :geek:

Next RM: Yamato Man.

March 03, 2011, 04:35:50 AM
Reply #32

Offline Korby

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Re: Megaman 6: Class Expansion.
« Reply #32 on: March 03, 2011, 04:35:50 AM »
How balanced is he?

March 03, 2011, 11:47:44 AM
Reply #33

Offline Hallan Parva

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Re: Megaman 6: Class Expansion.
« Reply #33 on: March 03, 2011, 11:47:44 AM »
Plant Man should have a medic role for teamgames!

His Plant Barrier should sloooowly heal himself as well as other FRIENDLY players that are standing nearby. However, it should use up ammo, and his ammo bar should recharge a bit slowly so he can't heal abuse.

March 03, 2011, 12:44:02 PM
Reply #34

Offline Chimera Man

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Re: Megaman 6: Class Expansion.
« Reply #34 on: March 03, 2011, 12:44:02 PM »
@Korby: He plays almost exactly as his MM6 counterpart.

@SmashBroPlusB: Plant Man plays similarly as his MM6 counterpart as well.

March 03, 2011, 04:08:20 PM
Reply #35

Offline ice

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Re: Megaman 6: Class Expansion.
« Reply #35 on: March 03, 2011, 04:08:20 PM »
Quote from: "SmashBroPlusB"
Plant Man should have a medic role for teamgames!

His Plant Barrier should sloooowly heal himself as well as other FRIENDLY players that are standing nearby. However, it should use up ammo, and his ammo bar should recharge a bit slowly so he can't heal abuse.
Actually I suggested a eddie class for that, mainfire is a weak buster and alt fire creates either big or small energy, big or small health, or even tanks

March 03, 2011, 06:27:37 PM
Reply #36

Offline Hallan Parva

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Re: Megaman 6: Class Expansion.
« Reply #36 on: March 03, 2011, 06:27:37 PM »
Quote from: "Chimera Man"
@Korby: He plays almost exactly as his MM6 counterpart.

@SmashBroPlusB: Plant Man plays similarly as his MM6 counterpart as well.

If you have classes that play EXACTLY like in the games... expect a lot of boring classes.

Shadow Man's shurikens don't stop and return, and he gets the Muramasa! Plus he's invisible! Cut Man can jump high and has a melee! Elec Man gets a giant thunder strike!

The point is, if you have classes the same as in the game, then all Plant Man will do is run, jump, and throw shields. It's as bad as Wood Man... no wait. It's worse than Wood Man. At least Wood Man made leaves fall down from the ceiling. With Plant Man, it's just a freakin' shield.

I'm saying that you should think of classes as more than just "representations of their game counterparts".

March 03, 2011, 06:35:44 PM
Reply #37

Offline FCx

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Re: Megaman 6: Class Expansion.
« Reply #37 on: March 03, 2011, 06:35:44 PM »
Is possible to program Centaur walking sound?

March 03, 2011, 06:44:52 PM
Reply #38

Offline Max

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Re: Megaman 6: Class Expansion.
« Reply #38 on: March 03, 2011, 06:44:52 PM »
Quote from: "FCx"
Is possible to program Centaur walking sound?

Yup. Use his sound on "see" states, if possible, Chimera. Would be cool, and would also help you to notice Centy from a distance.

March 03, 2011, 07:02:29 PM
Reply #39

Offline Chimera Man

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Re: Megaman 6: Class Expansion.
« Reply #39 on: March 03, 2011, 07:02:29 PM »
Quote from: "Yellow Devil"
Quote from: "FCx"
Is possible to program Centaur walking sound?

Yup. Use his sound on "see" states, if possible, Chimera. Would be cool, and would also help you to notice Centy from a distance.

The sound is already included on the MM8BDM?

March 03, 2011, 07:03:32 PM
Reply #40

Offline FCx

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Re: Megaman 6: Class Expansion.
« Reply #40 on: March 03, 2011, 07:03:32 PM »
Quote from: "Chimera Man"
Quote from: "Yellow Devil"
Quote from: "FCx"
Is possible to program Centaur walking sound?

Yup. Use his sound on "see" states, if possible, Chimera. Would be cool, and would also help you to notice Centy from a distance.

The sound is already included on the MM8BDM?
No, Try google it!



This sound is about 1:48. Capture it

March 03, 2011, 10:59:09 PM
Reply #41

Offline Chimera Man

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Re: Megaman 6: Class Expansion.
« Reply #41 on: March 03, 2011, 10:59:09 PM »
I gave permission to King Yamato and he made Yamato Man.

Also, Centaur Man and Plant Man are tweaked now.  ;)


EDIT: Arkman finished Knight Man as well. It's half of them already done!  :mrgreen:

March 04, 2011, 01:28:26 AM
Reply #42

Offline Korby

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Re: Megaman 6: Class Expansion.
« Reply #42 on: March 04, 2011, 01:28:26 AM »
Would you mind if I tested them?

March 04, 2011, 01:46:20 AM
Reply #43

Offline Chimera Man

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Re: Megaman 6: Class Expansion.
« Reply #43 on: March 04, 2011, 01:46:20 AM »
I guess it's not a problem...

I'll PM you.

March 04, 2011, 03:32:08 AM
Reply #44

Offline Korby

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Re: Megaman 6: Class Expansion.
« Reply #44 on: March 04, 2011, 03:32:08 AM »
Knightman seems fine, however, when I died and a Crusher was still out, it continued to come back to me when I respawned. Also, he should have the crusher on his buster in his HUD.

Plantman is rather buggy. Running over a weapon whilst firing gets rid of his weapon. His HUD should be something different, and be shiny. He gets a leaf-shield clone for his altfire? Lame.

Centaurman could use an all around buff. His Centaur Flash is pretty much useless, and his buster has low damage, even if it shotguns.

Yamatoman is my favorite, though his primary fire far trumps his chainsaw in terms of damage. Perhaps reverse the damage but make the chainsaw use ammo instead of Yamato Spear? Also, you might wanna remove that icon.