0 Members and 1 Guest are viewing this topic.
Quote from: "TailsMK4" (click to show/hide)Hi Light's Lab SIN.I wouldn't recommend including that select screen unless it uses static screenshots...it tends to lag for most players [I never experienced this problem myself, but eh.]Oh, and back up that camera bit.
(click to show/hide)
But, how will the different games be done? In a chapter system similar to core MM8BDM? With different sets of RMs all over the place? Or just with a unique mechanic?
Oh, and back up that camera bit.
So first off, like some of the sweetest things in life, this is gonna take a ton of work to achieve. I wish you luck!Secondly, could I try coding Sparkman? I got nowhere with my map (the reason being I got so frustrated coding one of the enemies the way I wanted that I just quit. Surprisingly enough, he's finished now, but I had lost all the drive I had by the time I finished him that it just died.), but coding one boss is a lot less work than finishing a whole stage, and since you have awhile before you reach Sparkman, I decided to try.
Okay, but could I do some weapon idea work? Specifically, coming up with weapons for some classes.
Quote from: "Lego"Oh, and back up that camera bit.The reason that they couldn't back it up before was because the camera was up against the wall.Still, I have to agree with this. It was tolerable in MMSPSIN, but with the new bosses/"prev/next" features being added, I think you should capture the whole Select & Preview screen, especially since you're revamping the map anyways.EDIT: Quick question: when players go to different chapters (as in MM1, MM2 not Cut Man, Guts Man), how will the weapon be handled? I see three options:1.) Take away all of the weapons not yet unlocked in the chapter.2.) LET 'EM KEEP ALL THE FRIGGIN WEAPONS WHY NOT?3.) Something along the lines of a customizable loadout of 2-4 weapons regardless of chapter.You theoretically could combine Options 1 & 3, but that's not very canon is it?The biggest issue (more like inconvenience) I see with options 2-3 is putting in all those damage factors. Depending on how big this gets, you'd have to put 4 DFs for every boss, and that's not including the potential extra classes. Personally, I think option 3 would encourage strategy in picking weaponry, especially if there was a server variable that lets the host change the # of weapons a player can have.Anyways, I'm just gonna leave the DFs up to you for Sparkman because I don't know if you have a preference for them.
Bomb StickerFires a small round black projectile with an arch, if it hits something, rather than damage/explode, it sticks to whatever it landed on, a second press will detonate at no ammo cost, similar to Remote Mine in how you explode it.
Hmm.. I guess "Bomb Sticker" Could be renamed "Crash/Clash Clinger"