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Author Topic: Zards Teapartyclasses (Currently Restarting over)  (Read 114652 times)

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January 29, 2013, 06:32:53 PM
Reply #105

Offline Zard1084

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #105 on: January 29, 2013, 06:32:53 PM »
Quote from: "Game&Watcher"
So my class didn't make it in yet? What should I do to make it better?
Ah yes your class is in. i forgot to list you...

January 29, 2013, 06:35:17 PM
Reply #106

Offline FTX6004

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #106 on: January 29, 2013, 06:35:17 PM »
Quote from: "Zard1084"
Quote from: "Game&Watcher"
So my class didn't make it in yet? What should I do to make it better?
Ah yes your class is in. i forgot to list you...

FTX
Armor: 1.1x (for slightly less armor)
Speed: 1.1x (for slightly more speed)
Jump: 1x
Damage Type: FTX
Main Weapon: Sonic Blade (12 damage): Sword slash that shoots out a horizontal sword wave that travels forward. Sword wave is slightly wider then a player but not tall (looks like Wide Wave from BN games) but does not rip.
Alt Weapon: Sonic Arc (12 damage): Upward slashes the sword to create a vertical sword wave that travels in a small arc upward. Is slightly taller then player but not wide.
Sonic Blade and Sonic Arc deal extra damage to a player directly in front of the user. He has a low rof but can combo the slashes into each other faster, meaning he can't fire two Blades as fast as he can Blade followed up by Arc. He can combo as long as he has ammo to do so.
Skin: FTX skin

This idea was by fortegigagospel.

January 29, 2013, 06:35:42 PM
Reply #107

Offline Zard1084

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #107 on: January 29, 2013, 06:35:42 PM »
Quote from: "FTX"
so Zard was my class accepted (ideas by fortegigagospel not smashbro).
I like that idea by Forte i can make that work Ftx

January 29, 2013, 06:37:26 PM
Reply #108

Offline FTX6004

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #108 on: January 29, 2013, 06:37:26 PM »
Ok but if forte don't want to make the weapon you can make them but before you make i will give you all things i made for my class before i give you them i just need to make the HUD sprites.

January 29, 2013, 06:40:10 PM
Reply #109

Offline Zard1084

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #109 on: January 29, 2013, 06:40:10 PM »
alright then Ftx as long as you send the Sprites and stuff to me i can code it

January 29, 2013, 06:41:19 PM
Reply #110

Offline FTX6004

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #110 on: January 29, 2013, 06:41:19 PM »
And i can't still how to make no pickup with weapon and the colors will be the same colors i have on my avatar.

January 29, 2013, 06:42:18 PM
Reply #111

Offline Zard1084

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #111 on: January 29, 2013, 06:42:18 PM »
I code it where you can't use any other weapon and ok.

January 29, 2013, 06:51:57 PM
Reply #112

Offline FTX6004

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #112 on: January 29, 2013, 06:51:57 PM »
Oh yeah can you put bots like in cscc.
:EDIT: When you are done with my class please give me it so i can give it to coldfusion.

January 29, 2013, 07:05:35 PM
Reply #113

Offline GameAndWatcher

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #113 on: January 29, 2013, 07:05:35 PM »
Quote from: "Zard1084"
Quote from: "Game&Watcher"
So my class didn't make it in yet? What should I do to make it better?
Ah yes your class is in. i forgot to list you...
Oh, that's good, it is using those sounds I gave you isn't it?
Quote from: "FTX"
Oh yeah can you put bots like in cscc.
:EDIT: When you are done with my class please give me it so i can give it to coldfusion.
That's not a bad Idea, I might submit one if this gets in.

January 29, 2013, 07:09:09 PM
Reply #114

Offline Zard1084

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #114 on: January 29, 2013, 07:09:09 PM »
I may add bots soon.... and go ahead and send in your class to cscc after it gets a good play testing in teapartyclassesv1

January 29, 2013, 08:57:11 PM
Reply #115

Offline Accel

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #115 on: January 29, 2013, 08:57:11 PM »
Would it be fine if I posted just a rough sketch of what I have so far? Not the finished product that I actually plan on getting in. I just want to gauge opinions and stuff before actually putting in enough effort to try fixing it.

January 29, 2013, 09:00:14 PM
Reply #116

Offline Zard1084

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #116 on: January 29, 2013, 09:00:14 PM »
Quote from: "Accel"
Would it be fine if I posted just a rough sketch of what I have so far? Not the finished product that I actually plan on getting in. I just want to gauge opinions and stuff before actually putting in enough effort to try fixing it.
Sure go ahead and post it. i would like to hear about it.

January 29, 2013, 09:00:36 PM
Reply #117

Offline SmashTheEchidna

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #117 on: January 29, 2013, 09:00:36 PM »
Go ahead, I say.

EDIT: Ninja'd.

January 29, 2013, 09:17:17 PM
Reply #118

Offline Night Strider

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #118 on: January 29, 2013, 09:17:17 PM »
Quote from: "Night Strider"
Quote from: "Night Strider"
Alright, here is Commander "Keen" Quint as a Class.

It's essentially Yellow Devil's Quint Class with a modified buster. The Buster Modifications would be a Three-Round Burst, like with a Turbo Fire controller, with each single round twice as powerful as Quint's standard buster, and it would be fired in a straight line, with perfect accuracy. There is also an Alternate Fire, that fires three shots at once in a rather tight "Triangle Pattern", for close-ranged attacks. The Sakugarne is the same as Yellow Devil's Quint. The Taunt is the same as well.

So, yeah. Template is as follows:

Name: Commander "Keen" Quint; or just Commander Quint.
Speed: Normal.
Jump: Normal.
Defense: Normal.

First Weapon: Modified Quint Buster; Three-Round Burst or Tri-Shot.
Alternate Weapon: Sakugarne; Yellow Devil Configuration.

Skin: Quint.

Alright. How about I ask for the Sakugarne to be modified? Instead of the alternate fire for the Sakugarne being the usual nailing to the ground, how about it works like an actual jackhammer, and it glides across the ground, while either sounding like the Zipline from Gutsman's Stage, or a Boss Door opening. Please, do tell me what you think.

How about this. Instead of the Sakugarne, I get, well, a Halberd. Because Swords are OBVIOUSLY Overused. Dead Serious.
The Halberd I have in mind can either Slice or Stab. It's slower than most swords you see, but it's about twice to twice and a half as strong as Slash Man's slash attack. It also, of course, has longer range. The Stab, however, is about 3 times as strong. Since the Sakugarne is gone, the height scaling ability could perhaps stem from using his Halberd to vault up above, ala the Super Jump of most Hales. He is also lighter on armor, which would give him less HP, but more Speed, to boot. Ergo:

Speed: Semi-Fast.
Jump: Normal, able to be magnified by his Halberd.
Defense: Semi-Low.

First Weapon: Modified Quint Buster; 3-Round Burst + Tri Shot as an Alt-fire.
Second Weapon: Halberd; Swipe for Primary, Stab for Secondary.
Use-Item: Pole Vault; Same as Super Jump; can only be used with Halberd equipped.

January 29, 2013, 09:44:40 PM
Reply #119

Offline Accel

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #119 on: January 29, 2013, 09:44:40 PM »
Name: Aetria Overclocked
Armor: Very Weak
Speed: Above Average (Around Napalmman's speed in YD Classes.)
Jump Height: Average
Main Fire: Accelerated Blast
The concept is that of a chargeable explosive, with a the ability to charge being both a blessing and a curse. This attack would have three charge levels, and each level takes off a variable amount of ammo, no charge obviously takes the least, while max charge can take half the bar, to the entire bar.
For this attack, the player begins to charge up energy, and can unleash it at any moment. While the attack does indeed get stronger the longer it's charged, and the explosive aftermath lasts for longer, it sacrifices quite a bit of speed when charged.
Charge Level 1 - No Charge - A basic explosive. Little to no stun, and fairly low damage. Fast firing speed.
Charge Level 2 - Moderate Charge - A moderate explosive. Has some stun, and does moderate damage. The explosive will continue to explode for a short period of time, much like Flash Grenade. Slower speed (I'll try to find a weapon that fires at a similar speed for you to use as a reference when going over this.)
Charge Level 3 - Maximum Charge - An extremely powerful explosive. Same stun as moderate, but does very heavy damage. The explosive will continue to explode for a short time longer than Charge Level 2. Extremely slow projectile, perhaps even slower than a fully charged Atomic Fire, meaning it's best used as a trap or a surprise attack.
Alt Fire: Energy Overflow
When activated, this weapon generates four energy spheres around the player. The sphere orbit around the player on a horizontal axis (think a hula hoop) at high speeds. While this shield does not actually block attacks unless they're a direct hit on the shield, it can be used as a "hugger" weapon. If a player runs into the shield, they'll get injured by the explosives on contact. Of course, these being explosives, they will exhaust upon explosion. If you fire while the weapon is active, it'll shoot the four energy spheres off in whatever direction they're currently facing. Due to the fact that the shield moves at a fast speed, it's actually rather difficult to aim this attack properly. Another idea is that they spiral off, similar to Power Stone.
The shield takes a while to refill ammo, perhaps about 30 seconds, and it doesn't refill while it's active, nor while you're firing. It has to refill at the beginning of the round as well, so you cannot immediately turn it on.
As for the damage, I haven't quite decided. It shouldn't be THAT powerful, otherwise you would be able to just turn it on and kamikaze. It's designed mostly to discourage close-ranged attackers.
Weakness: I'm currently working on this. I have a few things in mind, such as Flash Stopper.
Skin: Working on this as well. I have a design in mind, and if I can figure out how to skin from scratch, I might just make it. I was thinking of white and red for the palette.

For armor, I pretty much thought of it like this.
Very Weak, Weak, Average, Tough, Very Tough.

As for the ammo bars, they would be auto-refilling. I've already gone into detail on the shield, but for the mainfire, I was thinking that each level would take a different chunk of ammo, depending on the Charge Level. This would also probably make players learn to play more strategically, as there's plenty of room to be completely out of ammo on both weapons if you're not smart with how you use them.
Again, this is a VERY, VERY rough draft. I'm willing to fix things up, make them weaker, and whatnot.