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Author Topic: MM enemy classes V1a rerelase  (Read 59281 times)

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November 03, 2011, 06:01:24 PM
Reply #150

Offline ice

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Re: MM enemy classes
« Reply #150 on: November 03, 2011, 06:01:24 PM »
Bump because everyone thinks this is dead. I wasn't lying in the above post.

November 03, 2011, 10:09:33 PM
Reply #151

Offline TheDoc

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Re: MM enemy classes
« Reply #151 on: November 03, 2011, 10:09:33 PM »
Will there be gabyoalls? If there is, I suggest that it can go VERY fast, but can't jump. It does damage on contact. The no-jumping may not work, though...

November 04, 2011, 07:41:04 AM
Reply #152

Offline ice

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Re: MM enemy classes
« Reply #152 on: November 04, 2011, 07:41:04 AM »
ya know, I havent really thought about them, not really sure if they'd work or not

so far the ones I have so far are met, joe, picketman, suzy (rethinking that one) and bigeye, I also have a idea fo crazy razy but I have yet to skin it. all we need is watchers, fleas, killer bullets, bunbi heli, and whatever is not a stationary enemy

November 04, 2011, 05:53:12 PM
Reply #153

Offline Magnet Dood

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Re: MM enemy classes
« Reply #153 on: November 04, 2011, 05:53:12 PM »
Question: Is Picket Man skinned yet?

November 04, 2011, 08:34:51 PM
Reply #154

Offline TheDoc

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Re: MM enemy classes
« Reply #154 on: November 04, 2011, 08:34:51 PM »
Adhering suzy sounds very interesting, but hard to do.

November 04, 2011, 09:05:27 PM
Reply #155

Offline ice

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Re: MM enemy classes
« Reply #155 on: November 04, 2011, 09:05:27 PM »
Quote from: "Star Dood"
Question: Is Picket Man skinned yet?
yep

November 04, 2011, 09:07:25 PM
Reply #156

Offline BiscuitSlash

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Re: MM enemy classes
« Reply #156 on: November 04, 2011, 09:07:25 PM »
Are you basing the Sniper Joe on the MM1 joes like the rest of the enemy classes? (Squidgy made the skin for it).

November 04, 2011, 09:13:06 PM
Reply #157

Offline ice

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Re: MM enemy classes
« Reply #157 on: November 04, 2011, 09:13:06 PM »
since joes and mets were throughout the series they'll have traits from other games (met being able to run and joe tossing grenades and a wavebike weapon) but they will pretty much use the mm1 projectiles and sounds

November 08, 2011, 01:25:58 AM
Reply #158

Offline ice

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Re: MM enemy classes
« Reply #158 on: November 08, 2011, 01:25:58 AM »
I'm making this a standalone now, I'll make this compatible with the other class mods in the future, but for now, I fixed it so only megaman can pickup weapons, everyone else just passes through as if it isnt there, and with my method bass and protoman can have there own weapons now and I'm making a MM megaman class that gets magnet beam from item 1 and has MM sounds, might even make my own RM classes in a add on that function like there NES counterparts (guts quake, 3 hit thunderbeam, fire droping fireman) and with my weapon system, no more RMs picking up droped weapons

November 08, 2011, 01:39:00 AM
Reply #159

Offline TheDoc

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Re: MM enemy classes
« Reply #159 on: November 08, 2011, 01:39:00 AM »
Sounds awesome.

Man, I wish I could do things like this, but weapons seem very complicated...

November 08, 2011, 01:49:24 AM
Reply #160

Offline ice

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Re: MM enemy classes
« Reply #160 on: November 08, 2011, 01:49:24 AM »
nonsense, weapons are very easy to make, mike made a easy to follow weapon template that will help (also if you're using slumped you might need to download a compiler plugin... thats what I had to do)


Edit: Should I limit myself to ranged enemies sans bigeye? I asked case when you think about it, a flea or suzy would be a tad useless due to having no way to defend themselves in a ranged fight. A bigeye can easily take a hit so melee is perfect for it.

November 08, 2011, 01:19:18 PM
Reply #161

Offline Russel

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Re: MM enemy classes
« Reply #161 on: November 08, 2011, 01:19:18 PM »
Quick thing, did you make it to where your classes could not pickup the weapons or just not use them?

November 08, 2011, 03:00:40 PM
Reply #162

Offline ice

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Re: MM enemy classes
« Reply #162 on: November 08, 2011, 03:00:40 PM »
They can't pick them up. No pickup sound or anything

November 08, 2011, 04:43:39 PM
Reply #163

Offline Proto Man

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Re: MM enemy classes
« Reply #163 on: November 08, 2011, 04:43:39 PM »
It all sounds awesome, can't wait to test it!

November 09, 2011, 01:57:17 AM
Reply #164

Offline TheDoc

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Re: MM enemy classes
« Reply #164 on: November 09, 2011, 01:57:17 AM »
I MUST BE TESTER MAKE ME TESTER PLEEEASE