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Author Topic: [Mod] Mission Mode: Strength in Numbers [v1e]  (Read 58844 times)

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June 11, 2013, 10:34:04 AM
Reply #75

Offline Oliver

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #75 on: June 11, 2013, 10:34:04 AM »
Then Duo has low health, he isn't tired. He dosen't stand on knee.

June 11, 2013, 04:21:38 PM
Reply #76

Offline TheDoc

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #76 on: June 11, 2013, 04:21:38 PM »
Just thought of this. Will there be a v2 of this? What will it add?

June 11, 2013, 04:43:49 PM
Reply #77

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #77 on: June 11, 2013, 04:43:49 PM »
Quote from: "Oliver"
Then Duo has low health, he isn't tired. He dosen't stand on knee.
Psh! Duo's too cool to have weakness frames! [Not really, I just lack all kinds of skills in the library of rotations.]

Quote from: "TheDoc"
Just thought of this. Will there be a v2 of this? What will it add?
If I were to make a v2, it would probably consist of any updates Mike builds into the official Mission Mode...I can't really do much else without chancing Mike giving up on it.
[see: Rage Roboenza]

Also, if no more fixable bugs are to be reported, I will go ahead and release v1d [and hope it sticks this time.]
Reason being, I need to work on chipping down my gigantic list of projects in hopes of releasing something worthwhile this summer.

July 14, 2013, 02:38:22 PM
Reply #78

Offline Superjustinbros

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #78 on: July 14, 2013, 02:38:22 PM »
I keep getting this error each time I try to load the .pk3 file with standard mission mode:

July 14, 2013, 02:49:27 PM
Reply #79

Offline Max

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #79 on: July 14, 2013, 02:49:27 PM »
Quote from: "Superjustinbros"
with standard mission mode

You only need to add MMSPSIN-v1c.pk3

July 18, 2013, 04:38:24 PM
Reply #80

Offline Superjustinbros

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #80 on: July 18, 2013, 04:38:24 PM »
Got it.

I really need to comment on the "missles" Protoman gets when he overcharges the Buster. I find them more annoying than Protoman's standard buster since they seem to have more of a delay and are slower when fired. Perhaps you can do the original formula but make the missiles you generate not fire unless you hit alt fire (releasing the normal fire button just shoots a Charged shot), and they go away from your inventory if you take too long to shoot them after generating them. Or make them a secondary weapon like Roll's Roll Buster and Heal Buster (the later still needs fixing, which I'm sure got mentioned many times before).

There's also some sort of bug. Often when switching between classes, the new class will have the moves and behavior of the class played before. When beating a Robot Master in such a case, the previous class is the one that gets the weapon.

You could also take a cue from the classes mod and allow Mega Man and Bass to perform slides/dashes with alt fire. With Fake Man, alt could make him reload, and Dark Man's current shield could be cancelled with alt fire as well (to prevent from draining special weapons when not desired to use one).

This next thing is my opinion, but I prefer the MM10 Bass with the MM10 Bass Buster (sounds included, same goes for Proto Buster since I don't see why it had to be made green) over the RM7FC Bass with the RM&Forte Bass Buster. I like mobile Roll over standard Roll, though.

July 18, 2013, 08:14:52 PM
Reply #81

Offline TheDoc

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #81 on: July 18, 2013, 08:14:52 PM »
Bumping this topic reminded me of a glitch. You know how shooting one of Proto's stored shot causes it to linger in mid-air, then go forwards? Well, if you do that while running forwards, when the shot flies forwards, it effectively gets blocked by Proto's shield. In other words, your shield is constantly getting in the way of the shot because the delay puts it behind the shield. On occasion, this has even happened when I'm strafing. I must sit perfectly still while shooting to not kill my shot.

July 18, 2013, 08:34:39 PM
Reply #82

Offline Superjustinbros

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #82 on: July 18, 2013, 08:34:39 PM »
My Co-Op server also seems to get quite the lag spike. Dunno if it's whenever or not it's because I'm not hosting in a BE server but when it happens everyone starts mentioning it and leaving due to the lag becoming so excessive with so many players to deal with.

On the game itself, often the weapon displays in Light's lab are not shown correctly compared to what the associated character has in supply. Such as Dark Man not having Toadman's weapon even if it's displayed on the giant monitors.

July 19, 2013, 02:51:11 PM
Reply #83

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #83 on: July 19, 2013, 02:51:11 PM »
Light's lab is...special. I know it may seem lazy on my part to not fix bugs like that, but I really can't think of a good/easy way to test it, so...um...I will leave it be for now and try to fix it later.
As for the bug Doc reported, that can't really be fixed easily without the use of THRUGHOST, which would allow the projectile to pass through the shield just fine but it would also pass through Sniper Joe shields, which is why I didn't leave it in, as this had been a contemplation of mine during initial development. The other obvious option is THRUSPECIES, which I want to avoid making use of, but would totally use just to upset a certain ghostly fellow.
Not biased at all, nope.

July 25, 2013, 12:37:55 AM
Reply #84

Offline gamerman

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #84 on: July 25, 2013, 12:37:55 AM »
Is there a way to make skins for these classes. I rather play as shadow in placement of fakeman XD.

July 25, 2013, 12:39:26 AM
Reply #85

Offline ZeStopper

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #85 on: July 25, 2013, 12:39:26 AM »
Quote from: "gamerman"
Is there a way to make skins for these classes. I rather play as shadow in placement of fakeman XD.
There's a way, but I will not reveal that most guarded secret.
I have mastered that technique and Lego can add them if he wants.

July 25, 2013, 03:28:56 AM
Reply #86

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #86 on: July 25, 2013, 03:28:56 AM »
>_>
<_<

Just make a skin with skininfo and change the class it's made for.
That's all.

July 25, 2013, 04:31:25 AM
Reply #87

Offline ZeStopper

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #87 on: July 25, 2013, 04:31:25 AM »
Quote from: "Lego"
>_>
<_<

Just make a skin with skininfo and change the class it's made for.
That's all.
Damnit! Now he knows! Now think of all the horrible things that could happen!
It also works with any other class based mods.
But you might wanna have weak frames for the skin, if it works.

July 25, 2013, 08:44:37 PM
Reply #88

Offline gamerman

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #88 on: July 25, 2013, 08:44:37 PM »
i tryed that. i still couldn't switch to it.
i found this in the mod's files
(click to show/hide)
so i added this to the skin info file
(click to show/hide)
but it still doesn't let me switch to it under player setup.
So i tried skin shadow in the consul, and it said it worked but nothing happened.
I think i even tryed removing the file from the skins folder to see if it worked.

EDIT: Here's the file, just for debug.  http://www.mediafire.com/?jjgwlicyp0ll7xq

July 25, 2013, 09:53:39 PM
Reply #89

Offline ZeStopper

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Re: [Mod] Mission Mode: Strength in Numbers [v1c]
« Reply #89 on: July 25, 2013, 09:53:39 PM »
Quote from: "gamerman"
i tryed that. i still couldn't switch to it.
i found this in the mod's files
(click to show/hide)
so i added this to the skin info file
(click to show/hide)
but it still doesn't let me switch to it under player setup.
So i tried skin shadow in the consul, and it said it worked but nothing happened.
I think i even tryed removing the file from the skins folder to see if it worked.

EDIT: Here's the file, just for debug.  http://www.mediafire.com/?jjgwlicyp0ll7xq
I'll see if I can help you, but rename class to FakemanSP or Fakeman just in case.