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

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December 14, 2011, 11:43:35 PM
Reply #180

Offline TheDoc

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Re: MM enemy classes V1a relased
« Reply #180 on: December 14, 2011, 11:43:35 PM »
I REALLY wish I could help, but I don't think I can do these things... These were pretty nice. I think the bigeye shouldn't be able to move/jump at all, so you're forced to rely on the jumping attacks, which is what bigeye is all about. I like how the enemy drops weapon/health capsules original Megaman style!

December 15, 2011, 12:02:19 AM
Reply #181

Offline ice

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Re: MM enemy classes V1a relased
« Reply #181 on: December 15, 2011, 12:02:19 AM »
the reason bigeye can move slowly is due to movement issues, if you're up againsed a wall and tried to climb it, you cant as the recoil happens at the start of the jump, causing you to jump strait up with no way up, though I guess I could remove the main jump though (I thought I removed his jump to begin with)

December 15, 2011, 01:14:07 AM
Reply #182

Offline Proto Man

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Re: MM enemy classes V1a relased
« Reply #182 on: December 15, 2011, 01:14:07 AM »
I really like this, nice job ice!!!  *thumbs up*

December 15, 2011, 01:45:37 AM
Reply #183

Offline MusashiAA

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Re: MM enemy classes V1a relased
« Reply #183 on: December 15, 2011, 01:45:37 AM »
There's a bug related to Mettaur, where if you die or spec, the shield hitbox doesn't fully dissapear and becomes invisible, thus other players can shoot at it and their shots get bounced off.

Also, I damn hope Watcher is weak as hell, because it seems kinda hard to get hit while playing as him. How about making his flying ability his altfire, with an ammo bar keeping it from being abused too much, and slowing down the class's top speed?

Decrease the RoF of Sniper Joe's main by half or 30% at the very least, because it feels more like a Machine Gun Joe that a Sniper Joe. How about replacing its current main with a chargeable shot that, when fully charged, travels a lot fast than regular shots but does no extra damage?

Also, please finish Picketman and move on to MM2 enemy classes. Unless you plan on adding bots for each class that correspond to their game counterpart's AI. Is this class mod supposed to take on all the enemies in the Classic series, or just the more popular ones?

December 15, 2011, 02:10:42 AM
Reply #184

Offline Laggy Blazko

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Re: MM enemy classes V1a relased
« Reply #184 on: December 15, 2011, 02:10:42 AM »
Nice work. I hope this project doesn't die because I want to help somehow.
But not now because I'm busy. =P

December 15, 2011, 03:09:40 AM
Reply #185

Offline ice

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Re: MM enemy classes V1a relased
« Reply #185 on: December 15, 2011, 03:09:40 AM »
Quote from: "Musashi-COM"
There's a bug related to Mettaur, where if you die or spec, the shield hitbox doesn't fully dissapear and becomes invisible, thus other players can shoot at it and their shots get bounced off.
I'll look into this, originaly, it was fixed where the met was completely invulnerable to everything making him broken, might make the helmet hide a altfire

Also, I damn hope Watcher is weak as hell, because it seems kinda hard to get hit while playing as him. How about making his flying ability his altfire, with an ammo bar keeping it from being abused too much, and slowing down the class's top speed?
Actually I was worried about it being UP with its weak armor and it's shots being being hard to hit at at times, lets just wait and see how it handles online before a final verdict is passed

Decrease the RoF of Sniper Joe's main by half or 30% at the very least, because it feels more like a Machine Gun Joe that a Sniper Joe. How about replacing its current main with a chargeable shot that, when fully charged, travels a lot fast than regular shots but does no extra damage?
It's pretty much a megabuster clone, same fire rate, same speed, same damage and everything, basicly you're just a weak megaman with just a megabuster and slow RoF napalm bombs, heck, megaman already has a massive advantage on joe already so nerfing him even farther will make him useless

Also, please finish Picketman and move on to MM2 enemy classes. Unless you plan on adding bots for each class that correspond to their game counterpart's AI. Is this class mod supposed to take on all the enemies in the Classic series, or just the more popular ones?
just the ones that would function in a FPS game (Beaks and screw crushers would be useless, suzy and bunbi heli just seems impractical, fleas.... no coment, and that 1 enemy in bombman and cutman's stages would just be a flying met with a massive spreadshot)

December 15, 2011, 04:32:33 PM
Reply #186

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #186 on: December 15, 2011, 04:32:33 PM »

December 16, 2011, 08:06:36 PM
Reply #187

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #187 on: December 16, 2011, 08:06:36 PM »
*GAH! tripple post*

So, anyone found any bugs or have any opinions or is it fine now?

December 17, 2011, 05:08:47 AM
Reply #188

Offline JaxOf7

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Re: MM enemy classes V1a rerelase
« Reply #188 on: December 17, 2011, 05:08:47 AM »
Noticed you replaced all the weapons with custominventory.
It's good to see that someone else has judged this a good solution too.

December 21, 2011, 12:52:21 AM
Reply #189

Offline Magnet Dood

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Re: MM enemy classes V1a rerelase
« Reply #189 on: December 21, 2011, 12:52:21 AM »
microbump

What exactly do you need for spriting? I'm good with skins, not so much weapons, and terrible with HUDS.

December 21, 2011, 12:56:06 AM
Reply #190

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #190 on: December 21, 2011, 12:56:06 AM »
well for the most part, MSpaint is a minimum requirement, paint.net (it's a program not a website) is perfect for transparencys, as for weapon HUDs, just use a small color eraser and use it for pixels

December 21, 2011, 01:01:15 AM
Reply #191

Offline Magnet Dood

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Re: MM enemy classes V1a rerelase
« Reply #191 on: December 21, 2011, 01:01:15 AM »
...

I meant what you needed for this expansion.

*facepalm*

December 21, 2011, 01:05:50 AM
Reply #192

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #192 on: December 21, 2011, 01:05:50 AM »
sorry, I was confused by the way you worded it

anyway, what I need are
crazy razy skin
picketman running sprites (already have HUD fireing [had a heck of a time making correct tossing rotations as the props has messed up ones] and standing sprites)

also while we're at it, any mm2 enemy suggestions? (hothead is already done by bladeroden)

December 21, 2011, 01:12:59 AM
Reply #193

Offline Ukiyama

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Re: MM enemy classes V1a rerelase
« Reply #193 on: December 21, 2011, 01:12:59 AM »
Telly perhaps :D The gorillas would be interesting. The frogs that shoot mini frogs. Just to name a few (don't know names of most of them lol)

December 21, 2011, 01:16:47 AM
Reply #194

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #194 on: December 21, 2011, 01:16:47 AM »
actually a telly class was made, it gibbed anyone it touch, has a very small hitbox, and died in 1 hit and obituary "x was telly'd to death, what a noob"