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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 145534 times)

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July 24, 2013, 06:16:01 PM
Reply #90

Offline Balrog

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #90 on: July 24, 2013, 06:16:01 PM »
Except that "True Terminator" isn't a good name at all. It's easy to confuse with the Terminator game mode, and SH is really nothing like Terminator since in that mode the sphere isn't trying to kill everyone.

Saxton Hale is fine.

July 24, 2013, 06:21:12 PM
Reply #91

Offline Korby

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #91 on: July 24, 2013, 06:21:12 PM »
Terminator mode: Someone picks up an orb to become super powerful and tries to kill everyone, tries not to die. Other people can pick up the orb.

Saxton Hale: Someone is randomly picked to be super powerful and tries to kill everyone, tries not to die. Small chance of a second person being picked.

Yes, as you can see, it's nothing like Terminator.

July 24, 2013, 06:38:35 PM
Reply #92

Offline MrL1193

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #92 on: July 24, 2013, 06:38:35 PM »
Quote from: "Balrog"
Quote from: "Linnie"
Question: Will this mod have that code that disallows classes, or will that be removed so everyone can have fun with it?
If I have any influence at all in this mod, it will. In Classes Saxton, the only people having fun are the stallers.
I won't get into the merits of Class SH in its current form again here, but I must say that I don't see what you're so afraid of. The two mods don't really work together without a hotfix anyway because of team attacks, so the only people who would host them together as-is would be those who just want to mess around or RP (meaning they don't care in the slightest about game balance anyway). And if someone does want to make a fix for the two mods, I doubt that the anti-classes code is going to stop them.

July 24, 2013, 07:02:40 PM
Reply #93

Offline Balrog

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #93 on: July 24, 2013, 07:02:40 PM »
Quote from: "MrL1193"
I won't get into the merits of Class SH in its current form again here, but I must say that I don't see what you're so afraid of. The two mods don't really work together without a hotfix anyway because of team attacks, so the only people who would host them together as-is would be those who just want to mess around or RP (meaning they don't care in the slightest about game balance anyway). And if someone does want to make a fix for the two mods, I doubt that the anti-classes code is going to stop them.
That's the whole point of the anti-classes code. It's there to prevent derpers from herping and hosting the two together unaware of how awfully they go together. Hotfixes can do whatever the hell they want.

Quote from: "Korby"
Terminator mode: Someone picks up an orb to become super powerful and tries to kill everyone, tries not to die. Other people can pick up the orb.

Saxton Hale: Someone is randomly picked to be super powerful and tries to kill everyone, tries not to die. Small chance of a second person being picked.

Yes, as you can see, it's nothing like Terminator.
Well, when you put it like that  :mad:

My point about name confusion still stands, though.

July 24, 2013, 07:27:43 PM
Reply #94

Offline ZeStopper

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #94 on: July 24, 2013, 07:27:43 PM »
Uh, we could call it Boss Battles?

July 24, 2013, 08:50:44 PM
Reply #95

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #95 on: July 24, 2013, 08:50:44 PM »
@Nacho, uh...thanks for the idea, but I honestly think I would sound too prideful in my "work" if I did something like that. Word of mouth that I helped put the project together is enough for me.

As nice as "True Terminator" sounds, I see a big difference between this and Terminator. In Terminator mode, instant kill Magnet Missiles. No thanks. I would rather not compare Terminator with this. Plus really I could even say that the only difference between Deathmatch and Terminator is that Terminator has an orb that makes someone super powerful, otherwise it's just plain old DM. Saxton Hale is NOT just plain old LMS with a boss, unless you add incompatible weapons like Uki's weapons to the mix, then yeah, it becomes LMS with a Hale. In SH, you can't hurt anyone else except for the boss, with the RARE exception of someone grabbing hold of Junk Shield, since JS's projectiles can TK.

For Balrog, I still will work on my build from SilverSin's version, but I am fine with another option in case this one doesn't work out.

I will also take this time to mention that someone has taken up coding Captain Falcon's new movement set, so hopefully that works out well. Morshu is still up for grabs, though.

July 24, 2013, 10:16:20 PM
Reply #96

Offline Balrog

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #96 on: July 24, 2013, 10:16:20 PM »
Morshu is easy. Just give him a slowing Duo Fist as his mainfire, a DoT-ing Oil Slider that you can't slide on as his altfire, and shorten the fuse on his giant bomb. Done and done.

EDIT: Maybe something like this

(click to show/hide)

July 24, 2013, 11:43:50 PM
Reply #97

Offline Rozark

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #97 on: July 24, 2013, 11:43:50 PM »
Completely bypassing the list of suggested starter changes that besides including lamp oil/rope, hasn't been at all even considered.
Tails, at LEAST look at the log I'll send soon before you do anything Balrog just said.

July 25, 2013, 12:03:23 AM
Reply #98

Offline Balrog

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #98 on: July 25, 2013, 12:03:23 AM »
Quote
Rozark:
Alright, based on feedback that I got, here's the changes that I'd like to try.

-Half both bomb cooldowns
-Nerf the explosion radius on the regular bomb, not the rage bomb. For example, if the radius is 100, make it 75. Decrease it by 1/4 that it is currently.
-Change Super Jump to Wire. In short, whatever way Morshu is looking (not just the ceiling), the wire will come out and latch onto that segment. Morshu will then be propelled towards that location.
-The regular hale attack becomes a bronzish/goldish oil attack which deals about 15 damage, dealing burn damage of up to 5 over time. It's fire rate would be that of the regular megabuster speed, and the oil would fall downwards, similar to how oil slider is fired. However, you cannot ride on it. The current hale attack will either be his secondary attack that he can switch to, or removed completely if a secondary attack is simply too much.
-This might already be done: Make the regular bomb a 2hko instead of whatever it is.
-If you're implementing weaknesses, make him weak to fire. Makes sense.
Actually, what I made is exactly what you suggested, minus Wire Adaptor jumps (which would be horribly inconsistent) and making bombs available alongside lamp oil and rope (which would require a second item besides the super jump or hacky toggles, both of which would be messy in the heat of battle).

EDIT: urp, the rope attack is really Silver's idea. He also suggested that all three attacks use a recharging ammo bar.

July 25, 2013, 02:54:17 AM
Reply #99

Offline Ceridran

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #99 on: July 25, 2013, 02:54:17 AM »
I know M.Bison isn't really being worried about at the moment, but I wanted to suggest giving him boosted jump height, even though he will have Captain Falcon's old "flying kick" style Psycho Crusher. (Uh, you were going to do that, right?)

While this solves most if not all of his mobility problem in the case of rushcoil, the main reason I wish for this is to put in the Head Press. If he's in midair for long enough, (Like Shademan's wing flapping trigger, for midair duration.) he should be able to pull that one off.

There are two ways it could play out, I think.

Option 1
(click to show/hide)

Option 2
(click to show/hide)

July 25, 2013, 02:56:15 AM
Reply #100

Offline Hallan Parva

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #100 on: July 25, 2013, 02:56:15 AM »
Option 1 in particular reminds me of a Bison Super from Street Fighter IV. Mess loves using it.


I un-affectionately refer to it as "the Bison Crotch". :ugeek:

July 25, 2013, 08:34:44 PM
Reply #101

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #101 on: July 25, 2013, 08:34:44 PM »
I ended up not doing any work yesterday since Gummy asked me to help beta test LMSGames. I am at the point, however, where I can start updating the bosses themselves, since right now they are still in their outdated forms from SilverSin's mod. Before I do so, however, should there be any more changes to any of the bosses? Except for Captain Falcon and Morshu, I was just going to use the forms of the bosses in my Overhaul. I'd like to know about this before I start the detailed work of putting the bosses together.

July 25, 2013, 09:09:20 PM
Reply #102

Offline Hallan Parva

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #102 on: July 25, 2013, 09:09:20 PM »
Can you make Quote's uncharged not deal 40 damage? :ugeek:

July 25, 2013, 09:12:46 PM
Reply #103

Offline tsukiyomaru0

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #103 on: July 25, 2013, 09:12:46 PM »
Quote from: "SmashBroPlusB"
Can you make Quote's uncharged not deal 40 damage? :ugeek:
Good point. Although I find it funny that people playing Quote often charges his attack.

July 26, 2013, 08:48:21 PM
Reply #104

Offline Balrog

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #104 on: July 26, 2013, 08:48:21 PM »
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.