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Author Topic: [HOTFIX] - King Yamato's Classes Overhaul  (Read 178314 times)

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May 03, 2012, 08:12:13 PM
Reply #840

Offline MusashiAA

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #840 on: May 03, 2012, 08:12:13 PM »
Actually, compared to the amount of SFX reused from MM8BDM, I didn't rerip much. In fact, I may have done more original SFX based on the official SFX/found new SFX from other games than rerips. I could check, though.

If anything, all of 8BDM sound effects should be reripped and redone.

May 08, 2012, 06:26:51 AM
Reply #841

Offline Tesseractal

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Ah, I hoped you would like Item-2. Oh well.
« Reply #841 on: May 08, 2012, 06:26:51 AM »
If that's the case... Why did you replace the sounds, then? I'm confused as to why the existing sounds would need replacements, be it original sounds or other games. I'm not sure what's being considered.

As for E-tanks, I could replace them with a slow, non-instant refilling tank. The standard E-tank is a bit of a huge advantage for the copy ability classes if left alone. (Savior's ideas are perhaps even more advantageous.)

Not sure what do with Charge at this point, although I'm aware he needs something.

May 08, 2012, 08:50:21 AM
Reply #842

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #842 on: May 08, 2012, 08:50:21 AM »
I say leave the E-Tanks. As it stands, the Copyweps weren't exactly dominating. Plus, y'know, canon and all.

As for sounds, YD Classes changed them seemingly to have each attack have a unique SFX (not every single attack having a completely unique SFX, mind you. More like no character having the same sound effect for each of their unique attacks). Though some of them, like Charge Man's attack and Blizzard Man's Blizzard Bowl are more game-accurate and KY Classes should follow suit in that area.

As for Charge Man, YD v6c has it right in terms of Charge Man's mainfire (KY Coal Shot is still better, though). Strong, but not ridiculously so, with a good hitbox.

Also, please tell me you're replacing Dark Man's buster shot sound...

May 08, 2012, 01:23:39 PM
Reply #843

Offline Magnet Dood

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Re: Ah, I hoped you would like Item-2. Oh well.
« Reply #843 on: May 08, 2012, 01:23:39 PM »
Quote from: "Ice-IX"
If that's the case... Why did you replace the sounds, then? I'm confused as to why the existing sounds would need replacements, be it original sounds or other games. I'm not sure what's being considered.

As for E-tanks, I could replace them with a slow, non-instant refilling tank. The standard E-tank is a bit of a huge advantage for the copy ability classes if left alone. (Savior's ideas are perhaps even more advantageous.)

Not sure what do with Charge at this point, although I'm aware he needs something.

Hey, uh, Ice, want me to do the chugging sprites with his arms?

Canon and all that jazz

May 08, 2012, 01:48:12 PM
Reply #844

Offline MusashiAA

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Re: Ah, I hoped you would like Item-2. Oh well.
« Reply #844 on: May 08, 2012, 01:48:12 PM »
Quote from: "Ice-IX"
If that's the case... Why did you replace the sounds, then? I'm confused as to why the existing sounds would need replacements, be it original sounds or other games. I'm not sure what's being considered.

Some of the sound effects used for certain abilities were reused from entirely different stuff. I wanted each robot master to have its attacks use the corresponding sound effect from their boss counterpart in their games. Some sound effects required replacing (like Blizzard's altfire using Hyper Bomb explosion SFX, being replaced with the proper SFX used in MM6) for individuality's sake, some others (like Gravity's item ability SFX) were replaced with higher quality versions, some were entirely concocted by me based on the original sound effects (Air's altfire sound, Needle's mainfire sound), some were taken from different games with slight modifications (Elec's altfire sound, Needle's altfire sound, Star's altfire sound). The driving reason for all of this was mostly of my own desire for generally improving the sound department with accurate and appropiate SFX for each of the robot master's abilities.

May 12, 2012, 04:27:42 AM
Reply #845

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #845 on: May 12, 2012, 04:27:42 AM »
I thought of something that might help something that was annoying quite a bit of people; Dust Man's vacuum alt. Making him immobile during it might help. Not in the way he already is, but also unable to turn around, as well. This would prevent hiding behind the move, and force players to be more strategic with it by using it to suck up an attack, then quickly dropping it.

May 27, 2012, 04:01:33 PM
Reply #846

Offline Davregis

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #846 on: May 27, 2012, 04:01:33 PM »
...Is Darkman incredibly OP or is there some conspiracy?

May 28, 2012, 12:29:04 AM
Reply #847

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #847 on: May 28, 2012, 12:29:04 AM »
It's just you. He actually seems much better overall in YD Classes. KY Dark Man has some problems (i.e. blocking his own shots. Also that godawful buster sound WHY DID YOU USE SPARK SHOCK SFX WHY WHY WHYYYYYYYYY). Still good, though, but YD takes it.

May 28, 2012, 02:10:21 AM
Reply #848

Offline fortegigasgospel

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #848 on: May 28, 2012, 02:10:21 AM »
Quote from: "Daveris"
...Is Darkman incredibly OP or is there some conspiracy?
His shield hug kills you faster then Star Man's star crash, and his buster is fast firing and killing.

May 28, 2012, 05:53:55 AM
Reply #849

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #849 on: May 28, 2012, 05:53:55 AM »
Quote from: "fortegigasgospel"
Quote from: "Daveris"
...Is Darkman incredibly OP or is there some conspiracy?
His shield hug kills you faster then Star Man's star crash, and his buster is fast firing and killing.

Try shooting Star Crash. KY Star Man is not YD Star Man.

Also, I had an idea for updating Gemini Man. Instead of making his clone a bot, this would make this more canon, AND more fun; make his clone shadow his movement, and stop dead when Gemini stops moving (so if Gemini stops, and the clone is jumping/falling, the clone stops dead mid-air). Much like the shadow clones in Ninja Gaiden 2 (NES), and, well, Gemini Man in Mega Man 3. Also, while the clone is out, mainfire makes Gemini Man and his clone fire a buster shot, altfire dismisses the clone. OR, maybe, mainfire makes Gemini shoot his buster, altfire makes the clone shoot, and the clone stays out until it runs out of "ammo," which would slowly deplete after the clone is deployed, regenerates at moderate speed when it's gone, and can't be deployed until the ammo meter is full.

June 03, 2012, 12:03:00 AM
Reply #850

Offline Davregis

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #850 on: June 03, 2012, 12:03:00 AM »
Idea for Shadow Man

+Make his kick silent on activation, but have it make noise on contact.
What this would allow him to do is sneak up on people MUCH easier.

For this to be possible, it would turn into a short range hitscan with extraneous graphics, yes?

June 05, 2012, 12:49:54 AM
Reply #851

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #851 on: June 05, 2012, 12:49:54 AM »
Once again, this is KY Classes, not YD Classes.

Shadow Man is not the stealth class he is in YD. In fact, he was never particularly stealthy in any of the games.

Also, I think this mod kinda needs a shot in the arm. The lack of any updates and progress is likely to hurt this mod's userbase, if it hasn't already. Are there any changes being made to existing classes? Have any of the MM7 classes been made?

June 05, 2012, 01:02:50 AM
Reply #852

Offline Korby

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #852 on: June 05, 2012, 01:02:50 AM »
Quote from: "Shmeckie"
In fact, he was never particularly stealthy in any of the games.
That depends on how stealthy you think turning into a log is.

June 05, 2012, 01:04:41 AM
Reply #853

Offline Gumballtoid

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #853 on: June 05, 2012, 01:04:41 AM »
Or perhaps riding a giant frog robot?

I actually prefer KY Shadow Man over the YD one because he's just... fun to use. He's not a stealth-type; he's very mobile.

June 05, 2012, 01:33:35 AM
Reply #854

Offline fortegigasgospel

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #854 on: June 05, 2012, 01:33:35 AM »
KY classes are NES accurate, both the Log (which was his block) and Frog (in both B&C and PF) were added to his list of abilities in Power and Fighters.