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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 145544 times)

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July 26, 2013, 09:15:29 PM
Reply #105

Offline tsukiyomaru0

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #105 on: July 26, 2013, 09:15:29 PM »
Quote from: "Balrog"
Do what Tsuki said and tweak Cave's lemons so that they have a kill radius equivalent to their current effective kill radius when considering the DoT while removing their current DoT.
Another idea I thought of is to do the "Ammo Rage" system for certain hales, like Sniper and Quote, allowing their rage to last based on shots rather than time (and remain with rage full until they used up all the ammo, as to prevent rage stacking similar to old Roll)

July 29, 2013, 03:46:47 PM
Reply #106

Offline The Killer Nacho

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #106 on: July 29, 2013, 03:46:47 PM »
This feels like a noob suggestion for some reason, but maybe allow Ra Thor to aim his attack?

July 29, 2013, 03:48:23 PM
Reply #107

Offline Ceridran

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #107 on: July 29, 2013, 03:48:23 PM »
Uh, what do you mean by that? Do you mean you want him to be a ranged hale, or..

Does it just not angle?

July 29, 2013, 05:08:59 PM
Reply #108

Offline The Killer Nacho

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #108 on: July 29, 2013, 05:08:59 PM »
I mean even if you aim all the way down or up, it still just blasts the Black Hole parallel to the ground.

July 29, 2013, 08:16:20 PM
Reply #109

Offline tsukiyomaru0

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #109 on: July 29, 2013, 08:16:20 PM »
I say: Force Ra Thor to stop moving completely or slow down while using the black hole. This prevents him from having extended reach and fire rate abuse.

July 29, 2013, 09:04:28 PM
Reply #110

Offline Rozark

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #110 on: July 29, 2013, 09:04:28 PM »
Quote from: "tsukiyomaru0"
I say: Force Ra Thor to stop moving completely or slow down while using the black hole. This prevents him from having extended reach and fire rate abuse.

Because a rage that makes you stand still.. what?

July 29, 2013, 09:19:13 PM
Reply #111

Offline tsukiyomaru0

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #111 on: July 29, 2013, 09:19:13 PM »
Quote from: "Rozark"
Quote from: "tsukiyomaru0"
I say: Force Ra Thor to stop moving completely or slow down while using the black hole. This prevents him from having extended reach and fire rate abuse.

Because a rage that makes you stand still.. what?

Black Hole (main attack) != Dark Dash or something (rage)

July 29, 2013, 09:35:00 PM
Reply #112

Offline Rozark

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #112 on: July 29, 2013, 09:35:00 PM »
Right, I'm not all knowing on this Saxton Hale. I know the hales/don't know all the names of the attacks. In fact, I've dubbed EVERY VERSION OF SAXTON HALE "50 Shades of Saxton Hale". What with all the people trying to fix it, I can't help but just find this whole mess silly.

July 29, 2013, 09:39:56 PM
Reply #113

Offline ZeStopper

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #113 on: July 29, 2013, 09:39:56 PM »
Meh, I guess it's funny that so many people want to make it their own. But, no one cares about that, they just like playing it.

August 06, 2013, 08:44:22 PM
Reply #114

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #114 on: August 06, 2013, 08:44:22 PM »
All right, so I know the business about Saxton Hale has been fairly quiet lately save for the return of the Classes + SH Combo. I kind of had to take a break and look again at how best to tackle the start of this. I realize now that Balrog actually had a fairly stable version of SH. I looked at Silversin's coding for the mod...let me just say that Balrog deserves credit to actually make that code readable. I have decided that I will build Saxton Hale Rebirth off the Overhaul. I will be doing some much-needed bug fixes for the Overhaul, but here is a list of changes that I can remember attempting to do in the near future:

-Ghost of Starman and Captain Falcon will have their new skins.
-If it is finished before the time of the release, Captain Falcon's new movement will be put in. He will be more combo-based and will have an extra move or two that the player controlling him can do. This will also go for Morshu or Bison if they are also ready, though I have not heard of any progress on those two.
-I will be considering nerfing Quote a little bit, though Jolteon informed me he had already nerfed him a bit in the Overhaul. If that's the case I will not do any more to him.
-The Seemen will have their skins changed back to Burstman and Napalmman as in R4-R5.
-Perhaps finally an end to the color transitions bug.
-Fix a bug so last survivors will get spread rune and the last song will play if only the second hale in a duo battle is still alive.
-Make a fix so players cannot receive weapons from Eddie that can sometimes break the game a bit, namely Wood Shield (can block some, but not all, hale attacks) and Junk Shield (it can TK).
-Finally give Curly the correct item graphic for her rage (she had been using Quote's Booster item icon when she actually had an unused icon for her clones).
-Some various text fixes, like fixing CBS's name in his introduction.

Still am not accepting new hales, but that will probably change after the official first release of Rebirth. In the meantime, I still am open to suggestions/comments/bug reports/etc. I also have a question for you guys: Should we keep the stages that SilverSin made for the wad, or remove them? SAXMAP1-SAXMAP3 were in SilverSin's mod, and I have been hearing lately that the maps are not really that liked among the players. The decision is fine either way for me, but it would save us some memory if we chose to remove the maps, but only if people would rather see them gone.

Also, I shall arrange soon a Skype chat for Saxton Hale development. If you would like to be a part of it, PM me your Skype name. Ultimately, though, if you want credit for the mod, you will have to submit something. We can talk about that later.

August 06, 2013, 08:47:31 PM
Reply #115

Offline FTX6004

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #115 on: August 06, 2013, 08:47:31 PM »
Quote from: "TailsMK4"
-The Seemen will have their skins changed back to Burstman and Napalmman as in R4-R5.

Oh yes! I really wanted the skins back to Seemen, i really can't understand who is seelidier and seeman with those Geminiman skins.

August 06, 2013, 09:05:49 PM
Reply #116

Offline ZeStopper

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #116 on: August 06, 2013, 09:05:49 PM »
I am more happy about the change in Cap. Falcon so he can have combos.

August 06, 2013, 10:39:33 PM
Reply #117

Offline Hallan Parva

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #117 on: August 06, 2013, 10:39:33 PM »
how about you just take those hugeass maps out already and we have fun like normal people

August 06, 2013, 11:05:24 PM
Reply #118

Offline TheDoc

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #118 on: August 06, 2013, 11:05:24 PM »
Quote from: "SmashBroPlusB"
how about you just take those hugeass maps out already and we have fun like normal people

^

August 07, 2013, 02:27:54 AM
Reply #119

Offline SmashTheEchidna

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #119 on: August 07, 2013, 02:27:54 AM »
I'm glad to see things are starting to pick up. I would love to participate in the skype chat, and I'm fairly certain that we have each other in contacts.
As for the maps, 1 is ridiculously huge and promotes stall matches full of camping, the other is also really big and just doesn't really sit well with me. And then there's a CTF map rip in there. All three of those can go if you ask me.

If we're going to have any sort of Saxton Hale based maps, I think we should make new ones. The concept they held was fair enough, in that the hale starts away from the others in his own separate room/space, but the maps themselves were not executed very well.
At the same time, I propose that the maps should be made separate from the main mod. The maps should be an extra addon.