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Author Topic: Re: Mega Man X1 Classes  (Read 139846 times)

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September 01, 2012, 12:32:04 PM
Reply #180

Offline TheDoc

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #180 on: September 01, 2012, 12:32:04 PM »
I'm with Beed. KYClasses did something similar, except that you would sure into Wily (not the same as YD Wily, mind you) when you picked up the terminator.

Quote from: "KY Classes Thread"
Grab the terminator to turn into Wily Skull Suit! Main fire is a stream of energy blasts and alt fire is a shotgun that stuns. Wily is protected from AoE/Paralysis attacks.

September 01, 2012, 07:37:26 PM
Reply #181

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #181 on: September 01, 2012, 07:37:26 PM »
Ugh, I didn't go home this weekend, so I can't keep working on the map. I will resume work ASAP, though. Until then...

EDIT: OH HEY LOOK, PLOT TWIST.

September 02, 2012, 12:38:23 AM
Reply #182

Offline UltimateChimichanga

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #182 on: September 02, 2012, 12:38:23 AM »
For the Z-Saber, You just need to give the Slash Claws a longer range.

September 02, 2012, 09:43:55 AM
Reply #183

Offline TheBladeRoden

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #183 on: September 02, 2012, 09:43:55 AM »
Terminator needs either or !

Of course one being about 10x easier to sprite

September 02, 2012, 06:28:47 PM
Reply #184

Offline MasterXman

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #184 on: September 02, 2012, 06:28:47 PM »
Found a bug. If you kill X while he's still charging then the charging sound still plays.
Also is anyone doing a Zero Class atm because I already have one and I was wondering if you want it.

September 03, 2012, 06:49:36 AM
Reply #185

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #185 on: September 03, 2012, 06:49:36 AM »
The map is all ready! It's too bad that I could not include the gas tanks yet, but I probably will in the future. Here's a pic:
(click to show/hide)
It would be nice to have an 8-bit X1 boss music, but I searched for one and didn't find any, which is a real shame. I'm not using the one from the GB Xtreme game because it sounds terrible. MM6BOSS in the meantime...

Oh and, get the map HERE!

I had fun making this one. And a great change of pace too, since it's small compared to my other maps.

September 03, 2012, 08:09:40 AM
Reply #186

Offline Hallan Parva

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #186 on: September 03, 2012, 08:09:40 AM »
not a huge game-breaker but

well

if you look in the skybox there's a hall of mirrors waiting to devour your soul

so yeah just double-check for that stuff

besides that, very solid map, I personally enjoyed it

September 03, 2012, 08:44:00 AM
Reply #187

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #187 on: September 03, 2012, 08:44:00 AM »
Yeah, I'm aware of the hall of mirrors, but I have no idea how to fix it. It was there since the beginning...  :?

September 03, 2012, 09:48:59 AM
Reply #188

Offline Shade Guy

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #188 on: September 03, 2012, 09:48:59 AM »
Hall of mirrors in the skybox? There's a simple fix for that. Raise the Skybox Viewpoint by at least 6 units.

That's it, really.

September 03, 2012, 11:51:23 AM
Reply #189

Offline ice

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #189 on: September 03, 2012, 11:51:23 AM »
aaaaand make the side walls line horizons

Also, who's handling the copy weps? And can I make a suggestion of changing the x skin to the ultimate armor? He already have all the abilities of it and then some (dash, full power charge shot, 1 hit kill hadoken

Edit: I still think alot of the attacks need nerfs badly @_@

Armored armadillo
Headbeam/shield: A 4 hit kill mainfire is fine, but the alt, my god, 9/10 if someone hits that shield they end up getting a suicide
Rolling attack: Sorta powerful and launches opponents, but it's flat out useless in stages with pits since you can't cancel it

Bommer Kuwanger
Cutters: deals decent damage and a potential 5 hit kill
Dead lift/teleport: 3 hit kill attack that's awkward to use in a big open area, but deadly in areas with a low ceiling. Kindof a mixed bag on that one

Chill penguin
Shotgun ice/sled: Shotgun ice feels balanced, takes quite a few shots to get a frag, as for the sled, the attack only deals damage when it wants to, and alot of times it just outright breaks

Breath/wind: The breath attack deals massive damage, is spammable, and freezes the opponent, not to mention the penguin statues can kill X in 2 hits(the snow rain also seem to have a glitch where it will appear after someone uses it, even if noones using chill penguin log after that

Flamemammoth
Flame shot/oil shot: The flame shots themselves are a 6 hit kill, though kind of awkward to aim, but the oil shots on the other hand, just one is enough to 1 shot someone, and it doesn't help that they can be spammed everywhere

Flamethrower/stomp: The flamethrower is, well, a flamethrower, as for the stomp, it is underwhelmingly weak, it barely deals any damage

Launch Octagonapus
Homing shots/shoulder missiles: the missiles, again, still over powered, I'd say nerf the damage and loosen the homing ability slightly considering he fires 4 at once, as for the shoulder missles, kind of a mixed bag, up close they are a deadly 3 hit kill, but at a distance, they are unreliable, though that's what homing shots are for

Tornado: ....not sure what to say about this, I guess it's fine as is

Spark mandril:
Spark shot/dash punch: a 3 hit kill main and a 2 hit kill dash alt....good lord
lights out/dash punch: the lights out thing is a good touch, can be useful in team games, as for the alt, see spark shot

Sting chameleon
Chameleon sting: the attack is fine I guess, though with perfect aim it's a 2 hit kill, I guess it can be left
Tongue lash: well, the damage has been nerfed, and it's still pretty darn powerful and rapid, not sure what to think combined with his item

DUTY Storm eagle:
Storm tornado/wing wind: ....I know x's storm tornado in mmx was over powered but.... good lord, that thing is massive with a potential one hit kill, as for the flap, no idea

pipi egg/dive: Still feels a tad weird that he can fly with this weapon but not with the other, the pipi egg, on a a direct hit that thing is a 2 hit kill, it's a good thing the pipi's homing is awkward, as for the dive.... I have no idea how to aim that thing

X: Still kindof confused that he has all the ultamate armor's abilities plus the 1 hit kill hadoken. I'd say make him more like all the following games regular X, charge shot and dash, and maby add a wall jump

September 03, 2012, 12:28:45 PM
Reply #190

Offline UltimateChimichanga

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #190 on: September 03, 2012, 12:28:45 PM »
Quote from: "Knux"
It would be nice to have an 8-bit X1 boss music, but I searched for one and didn't find any.
*AHEM*
-Casually video-

It isn't bad, but to be honest, there could be a better remix.

September 03, 2012, 12:32:53 PM
Reply #191

Offline BiscuitSlash

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you only need the part after the '=' in the code thing
« Reply #191 on: September 03, 2012, 12:32:53 PM »
Quote from: "Super64ds"
Quote from: "Knux"
It would be nice to have an 8-bit X1 boss music, but I searched for one and didn't find any.
*AHEM*
-Casually video-

It isn't bad, but to be honest, there could be a better remix.
Fixed.

I prefer this version:

September 03, 2012, 01:25:25 PM
Reply #192

Offline LlamaHombre

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #192 on: September 03, 2012, 01:25:25 PM »
All of Iris's tracks are made in GXSCC, which is not the same form of 8bit every song in the game uses.

September 03, 2012, 06:38:36 PM
Reply #193

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #193 on: September 03, 2012, 06:38:36 PM »
Quote from: "ice"
aaaaand make the side walls line horizons
If only you opened the map in Doom Builder, you'd realize that they are action 9 already. Also, the problem with the oil barrels wasn't the mass, it was about asking Myroc whether or not I could use the code. I thought that was very clear. I'm pretty sure it wasn't your intention, but you're making me look like an idiot. :/

And yeah Michael, they're GXSCC. Not using those. Had stumbled upon them already, too.
Quote from: "Shade Guy"
Hall of mirrors in the skybox? There's a simple fix for that. Raise the Skybox Viewpoint by at least 6 units.

That's it, really.
Whoa... never knew. Thanks.

September 03, 2012, 06:59:04 PM
Reply #194

Offline ice

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #194 on: September 03, 2012, 06:59:04 PM »
Quote from: "Knux"
Quote from: "ice"
aaaaand make the side walls line horizons
If only you opened the map in Doom Builder, you'd realize that they are action 9 already. Also, the problem with the oil barrels wasn't the mass, it was about asking Myroc whether or not I could use the code. I thought that was very clear. I'm pretty sure it wasn't your intention, but you're making me look like an idiot. :/
:( well excuse me for trying to help... *sits in a corner and starts cutting my wrist*

and yes, I did open it in doom builder, that's why I made the post about line horizens to begin with >_<