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Author Topic: MM enemy classes V1a rerelase  (Read 59277 times)

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November 09, 2011, 04:22:54 AM
Reply #165

Offline ice

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Re: MM enemy classes
« Reply #165 on: November 09, 2011, 04:22:54 AM »
phone DC'd and I refuse to type that bigass paragraph again so heres what I added

joe, met, bigeye, watcher, picketman,

working on crazy razy, gabyoal item, footholder item and fixed a ton a crap

November 26, 2011, 03:42:06 PM
Reply #166

Offline Proto Man

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Re: MM enemy classes
« Reply #166 on: November 26, 2011, 03:42:06 PM »
Good progress then!  Congrats ice.  You must be tiring yourself out.

December 03, 2011, 04:38:58 PM
Reply #167

Offline Magnet Dood

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Re: MM enemy classes
« Reply #167 on: December 03, 2011, 04:38:58 PM »
You people neglect MM4 too much. We need some MM4 classes soon.
And I know just which ones we should do.

100 Watton:

First Attack: Watton Bomb- Drops a bomb-like projectile that has a spread shot of five bullets.
Second Attack (this would be awesome): Lights Out- Insantly causes the screen to go down to 0 lighting for thirty seconds. Takes a long time to refill, unavailable right at respawn. (Think YD's Flash Man ammo regeneration)
Can fly for an infinite amount of time.

Umbrella Guard:

First Attack: Umbrella Shot- Fires an umbrella from its head. One time shot. If the umbrella is not fired, you are able to jump up rather high. (Perhaps the umbrella should be able to be picked up...)
Second Attack: Umbrella Swing- Swings the umbrella forward rapidly, much like Slash Claw, but weaker and nonripping.

Sasoreenu:

First Attack: Spin Attack- Spins forward rapidly and causes ripping damage. Weaker than Top Spin.
Second Attack: Pincer Jab- Brings tail down rapidly and impales whoever is hit. Close range.

December 03, 2011, 05:21:28 PM
Reply #168

Offline TheDoc

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Re: MM enemy classes
« Reply #168 on: December 03, 2011, 05:21:28 PM »
Your images aren't showing up on my screen, but I can figure out who the 100 Watton (Brightman's stage for those having the some problem as me) and the Umbrella Guard (Toadman's stage) are. Which stage is the Sasoreenu from? Also, for MM3 classes, we need the Penguinbomber.

December 03, 2011, 05:31:46 PM
Reply #169

Offline Magnet Dood

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Re: MM enemy classes
« Reply #169 on: December 03, 2011, 05:31:46 PM »
The scorpion robot from Pharaoh Man's stage.

December 03, 2011, 06:07:53 PM
Reply #170

Offline ice

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Re: MM enemy classes
« Reply #170 on: December 03, 2011, 06:07:53 PM »
Sorry I'm taking so long, atm I'm dropping my projects to finish stuff I promised long ago (dynamoman's skin for example)
as for ignoring mm4, well of corse it's ignored, It's still in mm1 atm, it's taking even longer scince I'm the only one working on this atm

only things holding this back is picketman's running animation, crazy razzy's skin, lack of community interest, and my personal life

December 13, 2011, 09:44:27 PM
Reply #171

Offline ice

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Re: MM enemy classes
« Reply #171 on: December 13, 2011, 09:44:27 PM »
I have a tad bit on my plate atm, so should I release what I have now(Joe, Met, Bigeye, watcher) or wait?

December 13, 2011, 10:16:58 PM
Reply #172

Offline Magnet Dood

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Re: MM enemy classes
« Reply #172 on: December 13, 2011, 10:16:58 PM »
I say wait.

December 13, 2011, 10:20:21 PM
Reply #173

Offline ice

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Re: MM enemy classes
« Reply #173 on: December 13, 2011, 10:20:21 PM »
I asked because, if I waited, it may never be released unless someone decides to help and this is something I really want to get off of my shoulders atm

December 13, 2011, 10:22:54 PM
Reply #174

Offline Magnet Dood

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Re: MM enemy classes
« Reply #174 on: December 13, 2011, 10:22:54 PM »
I'd help, but I only make skins.

Scratch that, I only make sprites. I have no idea how to implement them into Slade.

December 13, 2011, 10:24:50 PM
Reply #175

Offline ice

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Re: MM enemy classes
« Reply #175 on: December 13, 2011, 10:24:50 PM »
sprites are the 1 thing I really need actualy

December 14, 2011, 02:09:47 AM
Reply #176

Offline Hallan Parva

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Re: MM enemy classes
« Reply #176 on: December 14, 2011, 02:09:47 AM »
Quote from: "Mega Man Awesome Network"
I say release now so people are attracted to your mod. Who knows, it might get you a few new team members to help you finish the project!

December 14, 2011, 04:06:00 AM
Reply #177

Offline TheDoc

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Re: MM enemy classes
« Reply #177 on: December 14, 2011, 04:06:00 AM »
If you release a beta......well......how do I put this lightly.......

Quote from: "TheDoc"
I MUST BE TESTER MAKE ME TESTER PLEEEASE

I would help, but I don't know the first thing about program commands, command lines, etc. and finals....

December 14, 2011, 08:52:13 PM
Reply #178

Offline ice

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Re: MM enemy classes
« Reply #178 on: December 14, 2011, 08:52:13 PM »
Honestly at this point, testers aren't really needed since a whole community would be able to find bugs and stuff I overlooked

Anyway V1a
http://www.4shared.com/file/WTWwPfAl/En ... esV1a.html

December 14, 2011, 09:47:36 PM
Reply #179

Offline Ukiyama

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Re: MM enemy classes V1a relased
« Reply #179 on: December 14, 2011, 09:47:36 PM »
Big Eye can do a double jump by jumping then doing his attack for another jump... otherwise from what I seen from the 4 minutes of tinkering... YAY ENEMY CLASSES!