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Author Topic: Zards Teapartyclasses (Currently Restarting over)  (Read 114642 times)

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January 26, 2014, 11:52:59 PM
Reply #735

Offline xColdxFusionx

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #735 on: January 26, 2014, 11:52:59 PM »
I would sign up to help, but I currently have my hands a bit on the full side. I'll keep an eye on this and help with quality control ad code-fixing where I can, but don't count on me to be a regular full-time member of the team.

January 27, 2014, 12:26:29 AM
Reply #736

Offline fortegigasgospel

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #736 on: January 27, 2014, 12:26:29 AM »
I'd have to go digging through this again for the full ones of Forte Gigas and Okamitenshi ideas. For now I'm gonna just post I'm going to reapply them.

January 27, 2014, 02:11:23 AM
Reply #737

Offline Dimpsy

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #737 on: January 27, 2014, 02:11:23 AM »
Here is my Class that I would like to submit to this "reboot".

Name: Slot Man
Skin: Gravity Man (He currently does not have a skin available to use)
Main Fire: Slot Boomerang
This weapon can be shot and returned, much like the Ring Boomerang. However, each time an enemy is hit by the Boomerang, a gauge fills up. When this gauge is filled, Slot Man can start a Slot which will come with a number of outcomes.

The Jackpot - Coins fall from the sky around Slot Man himself.

Wily Nuke - Slot Man will cause the area around him to light up on fire. This will not insta-kill enemies, and does little damage. However, this can end with the enemy with very low health.

Yashichi - This gives Slot Man a little health back.

When Slot Man dies, he will give you his Slot Boomerang. Which works sort of the same as the Class Weapon, only a little downgraded. Obviously the part where you lose weapon energy when using it every time. You still have to fill a gauge up by hitting enemies to be able to use the "Slot Machine", and you still get one slot which will give you a few outcomes.

Item Giver? - This could give you one of the core MM8BDM items? I am really unsure about this one at the moment.

Bomb Drop - A bomb drops from the sky and explodes.

Yashichi - This gives the player a little health back.

I originally had a little more than this when I was working with Slot Man then, but I felt they wouldn't work within the world of MM8BDM. I feel they could potentially turn Slot Man into another Neo, and that's what I wanna try to avoid.

Here's the link to my old crap Bios on Slot Man, if you are interested:
http://ender-creep.deviantart.com/journ ... -385197133

If you feel I should re-add some of the stuff from the Bios, or change what I have here, let me know.
And yes, I will try my best to work on sprites for Slot Man, as well as some code if you want me to. Though I can't do all of this complex stuff, so I think I might just try to do the sprites.

January 27, 2014, 04:55:11 AM
Reply #738

Offline GameAndWatcher

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #738 on: January 27, 2014, 04:55:11 AM »
Quote from: "Game&Watcher"
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January 27, 2014, 06:07:53 AM
Reply #739

Offline fortegigasgospel

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #739 on: January 27, 2014, 06:07:53 AM »
Name: Forte Gigas
HP: 100
Armor: 1.2x
Speed: .7x
Role: Copy Weapon Class (uses weapon replacements for elements)
Main Fire: Gigas Buster + Copy Weapons
Alt Fire: Gigas Blades: Double Melee slash that does small damage, second hit knocks targets away. (can be removed)

Gigas Buster: Fires a long piercing laser that halts horizontal movement to fire while on ground, can not turn while firing.
Trinity Storm (replaces Wind weapons): A small vortex of wind, ice and electricity flys forward slowly, rips, low ammo.
Boulder Cracker (replaces Rock weapons): (see D.I.R.P.)
EMP Burst (replaces Electric weapons): Fires a small slow electric shot that explodes into a large radius blast when it hits. 4 shots and low RoF.
Heavy Mortar (replaces Explosive weapons): Fires a shot that travels along the ceiling while the button is held and drops down when the button is released, explodes on contact with ground/player.
Kitsune Fire (replaces Fire weapons): Summons 9 flames behind FG which block 1 attack each (from behind only), firing again shoots 1 forward (for either a single hit, or a quick burst fire)
Diamond Blade (replaces cutting weapons): Think charge kick (as an arm slash) but must be standing.
Avalanche Strike (replaces Ice weapons): Sends forward a player width sized snow attack that travels a short distance and pushes targets back.
Water Skipper (replaces Water weapons):  Shoots a weak quick fire water shot that bounces on the floor (much like Wild Coil), but not walls.
Block Builder (replaces some weapons that don't fit into other categories): A 32x32 block appears in the air and drops down, dealing damage to anyone it hits, if it does not hit a player before reaching the ground it stays for some time it and becomes able to be used as a platform.
Oblivion Buster (replaces AOEs): (see D.I.R.P.)
Mirror Reflector (replaces Shield weapons): Drops a mirror that sits in place and retaliates against attacks with a single straight forward attack (shots travel through the mirror) (If not able to be done (or not wanted due to fire being a shield, dump shield weapons into everything else)
Sand Burst (replaces everything Block Builder does not): (found in Dark Aura's weapon archive)

The weapons as they fit into the types to be replaced.
(click to show/hide)

Name: Okamitenshi.
HP: 100
Armor: .7x (as in lower defence so 1.3x doomwise)
Speed: 1.2x
Jump: 1.2x
Main: Kunai Throw: Readies kunai while button is held (up to 5 can be readied). Throws readied kunai when button is released. (Think Shiek's basic B button attack in super smash bros. Only can move.) 8 damage per kunai.
Alt: Shadow Seal: Throws a kunai a short distance that stuns a target it hits for 5 seconds. Deals 3 damage to target as well.
Passive: Slow Decent (falls as if in low grav) and Wall Cling (can stick to walls without falling for a short moment)
Colors: pink main, sky blue secondary.
Drops: Shadow Blade place holder for Okami Kunai which is a rapid fire weapon that starts with a low rof but rof increased while the fire button is held. Deals 2 damage per shot.
Skin: Virgo (placeholder)

January 27, 2014, 05:06:30 PM
Reply #740

Offline ice

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #740 on: January 27, 2014, 05:06:30 PM »
is there anyway this new version could be compatable with cscc?

January 27, 2014, 07:35:59 PM
Reply #741

Offline Zard1084

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #741 on: January 27, 2014, 07:35:59 PM »
Quote from: "ice"
is there anyway this new version could be compatable with cscc?
if cold fusion is ok with it then yes.

January 27, 2014, 08:11:36 PM
Reply #742

Offline Dimpsy

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #742 on: January 27, 2014, 08:11:36 PM »
Here are Slot Man's sprites.

I might add more, especially when I come up with a possible Altfire he can do.
And I could've done a little better with his HUD sprites, but I couldn't make them look more human-esque. So for now I just pretty much recolored it. I'll fix up his HUD sprites later. I also added in Mega Man's HUD for when he gets the weapon. There's also an icon for the weapon itself, and the Slot thing icon for when Slot Man starts his slot. The rest is pretty self-explanatory, but if you can't figure out what some of them are, I'll let you know if he was to get accepted.

January 27, 2014, 11:00:59 PM
Reply #743

Offline Gummywormz

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #743 on: January 27, 2014, 11:00:59 PM »
Slot Man: Needs some major reworking. Main fire is generic. There are too few effects, both things that do damage seem somewhat similar, and healing is a no-no. A suggestion was to make it so upon killing someone, get some coins / have coins act like YD Junk and that can be used to change your attack randomly.

FGG: Altfire is a no (please no buster + melee ever). Main fire may need to be reworked a bit. Otherwise, accepted.

Okami: Rejected. Seems far too bland. Make it more ninja-y maybe? Also, 5 second stunning is just no.

G&W: Rejected. He has the potential to broken sometimes, and useless other times. The oil absorb seems very situational. And if we're copying SSBB directly here, he basically has 2 melee attacks.

January 28, 2014, 12:08:51 AM
Reply #744

Offline Dimpsy

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #744 on: January 28, 2014, 12:08:51 AM »
Quote from: "Gummywormz"
Slot Man: Needs some major reworking. Main fire is generic. There are too few effects, both things that do damage seem somewhat similar, and healing is a no-no. A suggestion was to make it so upon killing someone, get some coins / have coins act like YD Junk and that can be used to change your attack randomly.
I was going solely on Zard's opinions, as he's the guy who's working on this mod.
The main fire being generic... ehh-no. It's not even close to being generic, it's just not as reliable.
I have since then been expanding upon Slot Man, and I suppose I will fix up some of the current outcomes.
Coins acting like YD Junk's junk? Hmmm... I could somewhat go this route, it's not likely right now. The reasoning being that he already has an attack that does the same sort of thing without the need of killing anybody. Just hurting does it.
I have also given him an altfire. That being a sort-of simple shield. I mean come on, you can't really make unique shields now that just about all the ideas were taken up already. This will make Slot Man more of a "gladiator class" as Chaos_Fantazy puts it.
I also had the idea of giving Slot Man a secondary weapon, the "Spread Coin Shot".
Pretty self-explanatory, fires 3 Coins, does less damage, is a bit faster, and can still fill up his Slot Gauge.
Though, the main Slot Boomerang weapon you have is the faster way in filling it up, as it deals more damage. It also has a ripper effect.
Later I will give him more abilities in the more offensive side, as opposed to just filling up a simple meter. Also these ideas are not final, I'm just not the best at ideas.

January 28, 2014, 01:21:51 AM
Reply #745

Offline ChaoticChao

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Re: Zards Teapartyclasses (Teapartyclasses-betav3 is release
« Reply #745 on: January 28, 2014, 01:21:51 AM »
Quote from: "ChaoticChao"
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Found my class idea, but I am thinking about a revision involving chao animal powers

January 28, 2014, 03:07:38 AM
Reply #746

Offline fortegigasgospel

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #746 on: January 28, 2014, 03:07:38 AM »
Quote from: "Gummywormz"
FGG: Altfire is a no (please no buster + melee ever). Main fire may need to be reworked a bit. Otherwise, accepted.

Okami: Rejected. Seems far too bland. Make it more ninja-y maybe? Also, 5 second stunning is just no.
FG didn't need his altfire anyway due to having a weapon selection. His mainfire can be adjusted sure.
As for Okami, the idea was to make her ninja ish without it just screaming "I'm a ninja" with stealth like every other Ninja class to ever exist ever and incorporating the angelic part as well with the wings. The 5 second thing was free for change for balance purposes anyway.

January 28, 2014, 03:19:22 AM
Reply #747

Offline Korby

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #747 on: January 28, 2014, 03:19:22 AM »
why is "slot man" human-esque with vegeta hair?
wouldn't it make more sense to make a slot man fit within the themes of a slot machine, whether or not you actually make him a slot machine?
the projectile doesn't really read as "slot machine related thing" and more as "orange rubber ball."

while personally I think gummy's being unreasonable about a boomerang being generic, what with his class using magma bazooka, I do think you could make it more interesting and keep within the theme of a casino bot. this is also just me, but I personally wouldn't put any randomness on a class, because then your character can vary very wildly in effectiveness. [see: chimera man]

then again, it fits within the theme, so w/e.



also I fully intend on submitting something to this, but I'll code it first because yeah.

January 28, 2014, 03:35:57 PM
Reply #748

Offline Gummywormz

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #748 on: January 28, 2014, 03:35:57 PM »
Chao: Zard himself hasn't been able to discuss your class, but there's way too much going on. Why do you need a double jump if you have flight? Why do you need a dodge roll / dash if you're fast? All of this combined with a healing item just screams "camptastic". Also the first weapon seems...odd. I don't really know what's putting me off about it but something is.

Slot: Again, Zard hasn't discussed the changes yet, but the 2nd weapon seems a good idea. Though the shield may make it be too much like Proto Man maybe?

January 28, 2014, 05:52:06 PM
Reply #749

Offline Dimpsy

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Re: Zards Teapartyclasses (Currently Restarting over)
« Reply #749 on: January 28, 2014, 05:52:06 PM »
Quote from: "Gummywormz"
Slot: Again, Zard hasn't discussed the changes yet, but the 2nd weapon seems a good idea. Though the shield may make it be too much like Proto Man maybe?
I don't get how the Shield would be anything like Protoman's.
If anything, it's a mix between the Junk and Leaf Shields. It hurts a little, and it blocks projectiles.
This would be his Altfire, and also takes away a little off his Slot Gauge to use.