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Author Topic: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!  (Read 187466 times)

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September 03, 2012, 08:19:00 PM
Reply #60

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #60 on: September 03, 2012, 08:19:00 PM »
Quote from: "Super Bros Bros"

I think we should use the same music for I cant defeat airman secret boss
nice to see some good ideas unlike my idea or atleast thats what I think other people think



...That's the one I was talking about. I couldn't find it on Youtube, because I have no idea which version it is. I at first thought it was just a really good midi, but...

Quote from: "SilverSin"

I assume the speed is same as saxton hale. For the secondary attack, like I asked b4 about the wario rage, does it have any effects? Or will it instantly kill? And for the rage, will the people near the victim also get effected by the explosion? Or will they just be frozen for a little longer b4 they can move?

The speed should probably be the same, yes. The only effects for the secondary that I can think of without making it a direct recolor of Saxton's old Fireball, is to turn it into a ripping weapon.

And yes, Shun Goku Satsu would kill everyone in range. They're stunned just like the victim, and die right at the end.

September 03, 2012, 08:26:15 PM
Reply #61

Offline TheDoc

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #61 on: September 03, 2012, 08:26:15 PM »
Quote from: "SilverSin"
Survivors can't take damage

O yea. Well, in that case.
Quote from: "TheDoc"
Boss Name: Zero (Music is Zero's X3 Theme)

Colors: Red & Yellow (Super Adaptor & Thunder Beam colors)

Health: Below Average

Attack: Z-Saber - Quite the range for a 1HKO. A little more than Charge Kick. (Come on. I mean, it's a saber, right?)

Secondary Attack: Z-Buster - Fires a fairly fast shot (faster than Megabuster, slower than charged Protoshot) that stuns the enemy, but does no damage. Good for following up with the Saber. (you can change the damage output)

Secondary Cooldown: Meh, give it 15 seconds

Third Attack (if possible don't push yourself): Saber Throw - Like Ring Boomerang, except it's, you know, 1HKO

Third Cooldown: Hoo boy. At the very least a minute.

Super Jump: I never really pay attention to the height and am usually busy trying to survive, so I guess Saxton's?

Rage: Zero Virus - For 30 seconds to 1 minute (can be changed), turns invincible and speed increases.

I hope this isn't OP. If so, you could take out the secondary or third attack.

September 03, 2012, 08:55:32 PM
Reply #62

Offline Tengu

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #62 on: September 03, 2012, 08:55:32 PM »
I have an idea for a Boss:
BALROG (from Cave Story)

Colors: That red/gray/white that Christian Brutal Sniper uses

Skin: Kage's Balrog Skin

Health: Much more than hale

Movement Speed: About .7 (Slower than megaman)

Attack: Power jump
Like Stoneman's Stone stomp, with about a 5 second cooldown.

Super Jump: A bit less height than Sax

Rage: Balrog Flight
Think of balrog's actual flying attack from the game, there you go. Can (slowly) fly in the air by holding down MOUSE2 for awhile. Letting go will cause him to fall and kill anyone underneath.

SOUNDS:

Intro: 1) This sound clip: http://www.youtube.com/watch?v=UTzw-jBLPdY
2) This sound clip heuehue: http://www.youtube.com/watch?v=UHwegwXwwHs
Jump: Heihachi's laugh http://www.youtube.com/watch?v=crIrUSSOMYY
Rage: This Huehuehe http://www.youtube.com/watch?v=nhnygLQ4 ... ults_video
Lose: NOOOOOOOOOOOO  1) http://www.youtube.com/watch?v=YKss2uYpih8

Music: Cave Story Final Boss http://www.youtube.com/watch?v=IdAzVhCof_4

September 03, 2012, 10:58:17 PM
Reply #63

Offline DarkAura

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #63 on: September 03, 2012, 10:58:17 PM »
Name: Gilgamesh

Color: Red/Gray with Yellow outline
Code: [Select]
192:192=184:184, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme:
(click to show/hide)
Boss Health: 300 per person
Rage Limit: 250 hits
Speed: 0.65, 0.65 / 0.63, 0.63
Attack [Main] - Muramasa: Basic melee attack.
Attack [Rage] - Bitter End: Creates an orb of light and performs a large dash away from it. The orb explodes in a moderate-large radius after 5 seconds.
Jump - Jump (ironically called): A basic high jump into the air. When he lands, creates a short, slow shockwave in all directions.


And, for a possible 2-Hale match

Name: Enkidu
Color: Green/Gray with Yellow Outline
Code: [Select]
192:192=118:118, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme: Same as above
Boss Health: 150 per person
Rage Limit: 100 hits
Speed: 0.85, 0.85 / 0.83, 0.83
Attack [Main] - Crushing Fangs: Basic melee attack. I pre-made Projectile rotations to use for this attack.
Attack [Rage] - Growl: An AoE explosion that slows down nearby enemies. Does not OHKO.
Jump - High Jump: A basic high jump.

May need some help with the sound clips, if possible.

September 04, 2012, 10:01:14 AM
Reply #64

Offline Jc494

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #64 on: September 04, 2012, 10:01:14 AM »
Gilgamesh? I approve.

Quote from: "DarkAura"
May need some help with the sound clips, if possible.

For Gilgamesh, it could be possible to use certain sound clips used in 012 Dissidia, the same way Punk used a voice clip of Garland. I have no idea for Enkidu, Though.

September 04, 2012, 04:18:39 PM
Reply #65

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #65 on: September 04, 2012, 04:18:39 PM »
Quote from: "DarkAura"
Name: Gilgamesh

Color: Red/Gray with Yellow outline
Code: [Select]
192:192=184:184, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme:
(click to show/hide)
Boss Health: 300 per person
Rage Limit: 250 hits
Speed: 0.65, 0.65 / 0.63, 0.63
Attack [Main] - Muramasa: Basic melee attack.
Attack [Rage] - Bitter End: Creates an orb of light and performs a large dash away from it. The orb explodes in a moderate-large radius after 5 seconds.
Jump - Jump (ironically called): A basic high jump into the air. When he lands, creates a short, slow shockwave in all directions.


And, for a possible 2-Hale match

Name: Enkidu
Color: Green/Gray with Yellow Outline
Code: [Select]
192:192=118:118, 198:198=100:100, 0:2=162:162, 3:8=162:162, 243:247=162:162Theme: Same as above
Boss Health: 150 per person
Rage Limit: 100 hits
Speed: 0.85, 0.85 / 0.83, 0.83
Attack [Main] - Crushing Fangs: Basic melee attack. I pre-made Projectile rotations to use for this attack.
Attack [Rage] - Growl: An AoE explosion that slows down nearby enemies. Does not OHKO.
Jump - High Jump: A basic high jump.

May need some help with the sound clips, if possible.

Heh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy. For the shockwave on his jump, will it cause stun, or blow away? (I would assume stun though). scratch that, stunning is a no go until I find a way to... actually, just read the sentence below.
As for Enkidu, I still need a way to give survivors runes because they have NOPAIN on :(... A_GiveToTarget doesn't work because it gives the item to the person who shot the projectile...
Basicly, unless there is a way to give survivors runes without the need of pain states, im not sure if Enkidu's rage (or stunning survivors in general) is possible >_<

EDIT: I just read that health count. Thats 100 more than hale, holy crap 0_o

September 04, 2012, 11:09:15 PM
Reply #66

Offline Zard1084

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #66 on: September 04, 2012, 11:09:15 PM »
How about Chuck Norris for a hale?

September 04, 2012, 11:37:24 PM
Reply #67

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #67 on: September 04, 2012, 11:37:24 PM »
Quote from: "Zard1084"
How about Chuck Norris for a hale?
Nah, he'd be OP just for the name. XD

September 05, 2012, 12:19:12 AM
Reply #68

Offline Knux

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #68 on: September 05, 2012, 12:19:12 AM »
You would go around making contact with people, resulting in their demises... D:

Then rage Round House Kick. Oh dear. I can see it like Top Man's ground spin... except, you know...

September 05, 2012, 12:23:34 AM
Reply #69

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #69 on: September 05, 2012, 12:23:34 AM »
So, are you going to make a list of all the accepted Hales?

September 05, 2012, 12:49:41 AM
Reply #70

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #70 on: September 05, 2012, 12:49:41 AM »
Quote from: "Gizmo The Cat"
So, are you going to make a list of all the accepted Hales?
Probably, when the next version is done...which might be a while considering I start school tomorrow.

September 05, 2012, 12:56:36 AM
Reply #71

Offline xColdxFusionx

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #71 on: September 05, 2012, 12:56:36 AM »
Lee Sin, the Blind Monk

Theme:
(click to show/hide)

Health: Somewhat lower than Hale's

Attack: Resonating Strike - Lee Sin shoots a chi-ball forward that dissipates after a brief duration. Hitting someone with this will stun them incredibly briefly and send you flying foot-first into their face. This kick is the actual attack; connecting with it is a one-shot kill.

Super Jump: Flash - Screw super-jumps; how about a short-range teleport? Works like YD!CentaurMan's teleport, except incredibly fast, can go up and down elevations, and creates a bright yellow flash over the origin and destination. Much slower recharge than other super-jumps.

Rage: Tempest/Dragon's Rage - Lee Sin slams the ground, stunning anyone in a somewhat small radius of him. He gets enough time out of this stun to run up to and kick one or two players. Players kicked by this ability are shot into the wall, killing anyone in their path before dying themselves.

September 05, 2012, 04:45:15 AM
Reply #72

Offline Super Bros Bros

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #72 on: September 05, 2012, 04:45:15 AM »
IDEA DONE
]I have an idea but it still needs some work
Name: Infectinator
Primary: Infection [ he infects people like roboenza]
Speed:high
Health: Low
colors: Green and purple
rage:Infection flash [a flash that infects all who are hit]
instead of super jump why don't we give him triple jump and have his item be a dash foward
Secondary: To prevent from having problems with uncooperative infected we need to give him a power buster [buster that does 1/4 of megaman's health]

I have not found any music or sound clips good enough yet

Infected info

Health: 1/4 the average megaman
Speed: fast
Primary: Infected claw: A claw that takes off 1/2 of megaman's health
Superjump: Have his superjump be his alt just like roboenza
additional info: The infected work like roboenza with the time limit just slightly decrease it

September 05, 2012, 07:48:04 PM
Reply #73

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #73 on: September 05, 2012, 07:48:04 PM »
Quote from: "xColdxFusionx"
Lee Sin, the Blind Monk

Theme:
(click to show/hide)

Health: Somewhat lower than Hale's

Attack: Resonating Strike - Lee Sin shoots a chi-ball forward that dissipates after a brief duration. Hitting someone with this will stun them incredibly briefly and send you flying foot-first into their face. This kick is the actual attack; connecting with it is a one-shot kill.

Super Jump: Flash - Screw super-jumps; how about a short-range teleport? Works like YD!CentaurMan's teleport, except incredibly fast, can go up and down elevations, and creates a bright yellow flash over the origin and destination. Much slower recharge than other super-jumps.

Rage: Tempest/Dragon's Rage - Lee Sin slams the ground, stunning anyone in a somewhat small radius of him. He gets enough time out of this stun to run up to and kick one or two players. Players kicked by this ability are shot into the wall, killing anyone in their path before dying themselves.
That's new, teleportation... I like the idea of that. So the primary shoots a ball and then he kicks? I think I got that right...
For the rage, will he have to run up to the victims him self? Or will he run up to them automatically? is that even possible?  :?

Quote from: "Super Bros Bros"
I have an idea but it still needs some work
Name: Infectinator
Primary: Infection [ he infects people like roboenza but the infected attack you for 1/2 your health for ]
Speed:high
Health: Low
colors: Green and purple
infected colors: Roboenza colors
rage:Infection flash [a flash that infects all who are hit]
instead of super jump why don't we give him triple jump and have his item be a dash foward
Im still working on this so it's open to change He may need a secondary due to uncoprotive infected
So, it's kinda like a zombie boss...? Its an interesting concept, but I'm not sure if it would fit well in this mode.

September 06, 2012, 12:26:09 AM
Reply #74

Offline Zard1084

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #74 on: September 06, 2012, 12:26:09 AM »
This mod needs female Hales badly just saying