Advanced Search

Author Topic: MM enemy classes V1a rerelase  (Read 59272 times)

0 Members and 1 Guest are viewing this topic.

May 24, 2011, 12:58:46 AM
Reply #90

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: MM enemy classes
« Reply #90 on: May 24, 2011, 12:58:46 AM »
you know what, screw the whole 10 classes thing and rediculousness, I'm going to have all of the enemies from megaman 1 and add them into 1 pack, we'll have fun with it, see what classes needs to be removed due to inpracticality then release again, then release another pack for mm2 and so on, ALL ENEMIES are up for grabs except met and niper joe, if you want to make a class, make one and send it to me, YD you wanted you make big eye, go ahead, maby this will end up creating more downloadable skins too!

Also, testers are wanted max limit 10, ready..........BEGIN!

May 24, 2011, 01:14:09 AM
Reply #91

Offline CHAOS_FANTAZY

  • MM8BDM Extender

  • Still Around, But Only Kind Of
  • *
  • Date Registered: November 21, 2010, 08:21:24 PM

    • View Profile
Re: MM enemy classes
« Reply #91 on: May 24, 2011, 01:14:09 AM »
*Rereposts Beat so he doesn't get buried (Sorry if this is bothering you, but you said you likes the idea IIRC) *

Quote from: "CHAOS_FANTAZY"
I have an idea for a class.  It's not an enemy, but it's still something I think would be pretty cool.

I think a Beat class would be neat--if Wily's Alien isn't broken, then this wouldn't be, either.  Naturally, Beat would be entirely airborne, able to fly through the air like Gyroman and the Alien.
Beat's only real canonical attack is diving into people to hurt them--which is something that could be done.  It would have to be a one-time-hurt thing to work though, like Charge Kick, not a ripper like Star Crash.  By "firing" with Beat, one could simply make him move forward faster.
Another thing Beat's been able to do is pick up our robotic heroes, and save them from falling down bottomless pits.  A possible--yet broken--secondary attack would be the ability to pick up other players for a limited amount of time before dropping them, causing a bit of damage.  This is broken because it would allow Beat to drop other players into pits--hilariously, the exact opposite of its original function.

I wouldn't mind Beat being simple and only having the first weapon.  It's an idea I've had for a while, and it'd be really cool to have it implemented.

I recommend releasing Beat alongside MM5 enemies, as that was Beat's first appearance.

Also, I'd LOVELOVELOVE to be a tester.  I know I haven't done much to earn it, but aren't my reviews good...?

May 24, 2011, 01:33:21 AM
Reply #92

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: MM enemy classes
« Reply #92 on: May 24, 2011, 01:33:21 AM »
beat isnt really a enemy though, you can suggest him to YD for the extended classes, but if it's turned down, I'll add him, and also, sure you can be a tester

May 24, 2011, 03:07:50 AM
Reply #93

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: MM enemy classes
« Reply #93 on: May 24, 2011, 03:07:50 AM »
If people give me ideas I might make a class or 2.

EDIT: Already have an idea for killer bullet. Can fly forever. It's main attack allows you to ram into enemies for light damage. Alt fire kills you (or takes away a lot of your health) but creates a super powerful explosion.

May 24, 2011, 11:34:34 PM
Reply #94

Offline Blaze Yeager

  • MM8BDM Extender

  • Retired, but still kicking.
  • *******
  • Date Registered: March 14, 2010, 01:17:23 AM

    • View Profile
Re: MM enemy classes
« Reply #94 on: May 24, 2011, 11:34:34 PM »
I'll help test these...i'm a bit interested in what these classes do!

May 24, 2011, 11:45:42 PM
Reply #95

Offline Solar Equinox

  • Standard Member
  • Date Registered: January 20, 2011, 10:19:47 PM

    • View Profile
Re: MM enemy classes
« Reply #95 on: May 24, 2011, 11:45:42 PM »
May I test on one condition?
Tell me what to look for...please.

May 25, 2011, 12:04:26 AM
Reply #96

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: MM enemy classes
« Reply #96 on: May 25, 2011, 12:04:26 AM »
@Gummywormz: I like that idea, then again you could ditch the altfire and make it so it explodes on death too, your choice though ^^

Solarblast5: basicly the usual, check for bugs, then when its released, everyone plays and casts a vote on what classes are useless and/or impossable to use and wich are fun to use, when when thats done, I will create a new pack removing all of the useless/impossable classes and make all of the MM2 enemies, and to be fair to the people that spent alot of time on the classes, I will leave the original and add on all of the mm2 ones

May 25, 2011, 12:56:17 AM
Reply #97

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: MM enemy classes
« Reply #97 on: May 25, 2011, 12:56:17 AM »
I have an idea for the peng class too. Main fire works exactly like killer bullet. He can fly infinetly as well. He shoots his propeller on alt fire, which makes him unable to fly for a short period of time.

May 25, 2011, 01:12:19 AM
Reply #98

Offline TheBladeRoden

  • MM8BDM Extender
  • ***
  • Date Registered: October 14, 2010, 07:26:58 PM

    • View Profile
    • TheBladeRoden's Home Page
Re: MM enemy classes
« Reply #98 on: May 25, 2011, 01:12:19 AM »
Octopus Battery or Spine will certainly be a challenge to make fun to play

May 25, 2011, 01:21:28 AM
Reply #99

Offline Zytix

  • Standard Member
  • Date Registered: August 12, 2010, 08:52:00 PM

    • View Profile
Re: MM enemy classes
« Reply #99 on: May 25, 2011, 01:21:28 AM »
I'll help test if you still need more.

May 25, 2011, 01:29:34 AM
Reply #100

Offline arkman

  • Standard Member
  • Date Registered: January 17, 2011, 04:22:37 AM

    • View Profile
Re: MM enemy classes
« Reply #100 on: May 25, 2011, 01:29:34 AM »
I just made a Slap-dashed Suzy class.

It is playable, but needs sprites and some debug.
I also can't remember how to make a general damage reduction.

Pming it to you in case you care.

May 25, 2011, 01:38:42 AM
Reply #101

Offline Solar Equinox

  • Standard Member
  • Date Registered: January 20, 2011, 10:19:47 PM

    • View Profile
Re: MM enemy classes
« Reply #101 on: May 25, 2011, 01:38:42 AM »
Just asking sence Im testing where do I get the wad or pack to test.
Could you ether pm a link if it is possible?

May 25, 2011, 01:47:04 AM
Reply #102

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: MM enemy classes
« Reply #102 on: May 25, 2011, 01:47:04 AM »
I also have an idea for that one enemy that comes out of pits in bomb man. Regular fire fires the 4 mini bomb things he spits when hit. Altfire is a medium explosion which hurts the user too.

I'm probably going to make that class, peng, and killer bullet. Since I'm going to submit some classes I'm automatically a tester right?

May 25, 2011, 02:19:56 AM
Reply #103

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: MM enemy classes
« Reply #103 on: May 25, 2011, 02:19:56 AM »
I'll give test pk3's out when half of the classes are done

as for being a tester, I have a 10 tester limit (can't let too many people be testers or it wont be as fresh the day of the release

as for suzy/octagonapus battery I'll add the sprites (and credit to the spriter) I will also give it a new altfire

June 11, 2011, 04:22:26 PM
Reply #104

Offline Pandea

  • Standard Member
  • Date Registered: May 20, 2011, 08:05:34 PM

    • View Profile
Re: MM enemy classes
« Reply #104 on: June 11, 2011, 04:22:26 PM »
Can we know when probbaly it will be released? And Will it work with Yellow Devil's classes?