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Author Topic: MM enemy classes V1a rerelase  (Read 59271 times)

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December 21, 2011, 01:30:23 AM
Reply #195

Offline Magnet Dood

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Re: MM enemy classes V1a rerelase
« Reply #195 on: December 21, 2011, 01:30:23 AM »
I would say your best bet for MM2 classes would include:

Robo-Rabbit: The purple rabit robot from Wood Man's stage that shoots carrots.
Lightning Lord: The yellow-orange robot from Air Man's stage that throws lightning.
Sniper Armor?: I don't know about this... Perhaps it's an item Joe can get after a while. Anyway- giant lilac machines with Joes piloting them that were most prominently featured on Flash Man's stage; big hops and a fast-ish buster, plenty of health.
Crazy Cannon: Wierd-ass cannon that is able to turn upwards and downwards to aim shots; does have legs. Featured on Crash Man's stage.
Hothead: Tackle-Fire thrower that appears in Quick Man's stage.
Kerog: Frog Robot that appears in Bubble Man's stage; fires Mini-Frogs.

The Monkings, or gorillas, didn't exactly do much. All they did was jump.

The frog could work, but the mini-frogs would need to be fairly interesting... Make them an item that slowly hops and homes in on nearby players? You could only get the item back if all three are destroyed.

Others would probably be your best bet for interesting and fun classes. Except I forgot Pierbot (the robot that rides the giant gear) but that would be a confusing class.

December 21, 2011, 01:33:50 AM
Reply #196

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Re: MM enemy classes V1a rerelase
« Reply #196 on: December 21, 2011, 01:33:50 AM »
Also, Pipi. Flies, and can drop eggs with tiny homing birds inside.

December 21, 2011, 01:39:28 AM
Reply #197

Offline MusashiAA

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Re: MM enemy classes V1a rerelase
« Reply #197 on: December 21, 2011, 01:39:28 AM »
Suggestion:

Make a Returning Sniper Joe class with a weaker and slower buster mainfire and no altfire. Make it spawn with a slow-moving Sniper Armor class that has a lot of health, a faster and stronger buster mainfire, and a high jump altfire. When its health goes down to zero, you're forced into the Returning Sniper Joe class.

EDIT: That Pipi idea sounds nice. How about an ammo bar that, when full, allows Pipi to hurl down a bomb that spreads into little homing shots that are destroyed after travelling a certain distance?

December 21, 2011, 02:50:23 AM
Reply #198

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #198 on: December 21, 2011, 02:50:23 AM »
The rabbit+
lightning lord+
Sniper armor = might make that either an entirely new class altogether or a upgrade (has no idea how to make morphing classes)
crazy cannon+
Hothead++ already made and approved
kerog+ if a hopping animation is possible
pipi= kind of half and half on this one

also might use bunbi heli and batton as beat replacements

December 21, 2011, 03:20:57 PM
Reply #199

Offline Magnet Dood

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Re: MM enemy classes V1a rerelase
« Reply #199 on: December 21, 2011, 03:20:57 PM »
Would you like me to make a skin for the Lightning Lord right now?

I could also try a Kerog skin, too.

I know Robo Rabbit, Sniper Armor, and I think Crazy Cannon have skins already, but their makers (Lakister, Kackebango, and Megaman, I believe) haven't been around for a while...

December 21, 2011, 03:53:36 PM
Reply #200

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #200 on: December 21, 2011, 03:53:36 PM »
actualy, lightning lord was also skinned by someone long ago

December 21, 2011, 04:16:20 PM
Reply #201

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Re: MM enemy classes V1a rerelase
« Reply #201 on: December 21, 2011, 04:16:20 PM »
Wierd, I've never seen it before...

EDIT: Yeah, I never found anything for it. Someone was GOING to make one, but I never found a completed version.

December 21, 2011, 04:37:02 PM
Reply #202

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #202 on: December 21, 2011, 04:37:02 PM »
odd, could of sworn it was on the weegee wiki. I still have it in my skins folder

December 21, 2011, 04:42:50 PM
Reply #203

Offline Magnet Dood

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Re: MM enemy classes V1a rerelase
« Reply #203 on: December 21, 2011, 04:42:50 PM »
Nope, didn't find anything.

Want me to make a new version anyway? I mean, the guy who made it has to be long gone by now.

December 21, 2011, 04:53:17 PM
Reply #204

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #204 on: December 21, 2011, 04:53:17 PM »
Quote from: "RainsLikeSnow"
Lightning Lord

Here
FIXED!!!
if you want

December 21, 2011, 05:12:44 PM
Reply #205

Offline Magnet Dood

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Re: MM enemy classes V1a rerelase
« Reply #205 on: December 21, 2011, 05:12:44 PM »
Huh.

Never mind then.

Guess I'll take the rotations out and start recoloring it to be like the NES games, then.

EDIT: OK, I'm sorry, but it looks like whoever made this put no work in it at all. His firing frames are just him opening his mouth, and I didn't even see a pain frame.

I'm just gonna use the rotations found in Air Man's stage and go off of that.

December 21, 2011, 07:04:18 PM
Reply #206

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Re: MM enemy classes V1a rerelase
« Reply #206 on: December 21, 2011, 07:04:18 PM »
Quote from: "Star Dood"
I'm just gonna use the rotations found in Air Man's stage and go off of that.
Yes please. The lightning lord skin is terrible.

December 21, 2011, 07:31:43 PM
Reply #207

Offline Magnet Dood

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Re: MM enemy classes V1a rerelase
« Reply #207 on: December 21, 2011, 07:31:43 PM »
Finished.



I couldn't sprite a front lightning bolt for the life of me.

Sorry about that, but otherwise, it's the new and improved version.

December 21, 2011, 08:33:09 PM
Reply #208

Offline ice

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Re: MM enemy classes V1a rerelase
« Reply #208 on: December 21, 2011, 08:33:09 PM »
make a blue and cyan version and it's approved (needs to recolor bigeye to make it more team game friendly)

December 21, 2011, 08:38:57 PM
Reply #209

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Re: MM enemy classes V1a rerelase
« Reply #209 on: December 21, 2011, 08:38:57 PM »
*facepalm*

I thought classes sprites weren't recolored.

Poop.