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Author Topic: Otaku Alex's Workshop (RPG Mod V1c)  (Read 38813 times)

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November 20, 2013, 04:05:44 AM
Reply #45

Offline Ceridran

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #45 on: November 20, 2013, 04:05:44 AM »
Quote from: "OtakuAlex"
-Sonic hale will be made, but may end up being a Cpt. Falcon clone with Super Sonic as rage.

..

Really, now? That's a bad idea.

November 20, 2013, 05:17:23 AM
Reply #46

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #46 on: November 20, 2013, 05:17:23 AM »
Quote from: "Ceridran"
Quote from: "OtakuAlex"
-Sonic hale will be made, but may end up being a Cpt. Falcon clone with Super Sonic as rage.

..

Really, now? That's a bad idea.
>clone

What if he's making Mewtwo as a Hale so that in Hyper Saxton's sequel it can get replaced by Lucario?

And then when we get Hyper Saxton Project M they'll add Mewtwo again?


Although, if his rage is different, then I wouldn't think he was a clone. I would have him spin dash instead of Falcon kick, though; it could have the same effect as long as it had different sprites.

November 20, 2013, 12:21:50 PM
Reply #47

Offline Stardust

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #47 on: November 20, 2013, 12:21:50 PM »
Okay so I just took enough time to test your current version of HSH (v2b), and as another coder who worked on the same codes as you, here are my tips and what I liked, or not, in a honest way.

Before-all, I would suggest you to develop your Saxton Hale description. You've just got a changelog, and that doesn't really help :/ remember that Saxton Hale is a game a loooot of people play, so the more infos you provide, the happier are these people. Especially if you make complex hales, where a how-to-use is definitely needed. I advise you to mimick SilverSin's Saxton Hale post. SilverSin created the original version of Saxton Hale.
And the way he wrote his post, especially the boss info spoiler, provides great informations on the hale and their skills are explained. In short, you should talk a bit more about your SH mod, because it's one of the most important mods you're creating lately, right ? :D  

Now to the game,
in a general way, the versions seems a bit glitched, and some things lack of care :I
Like there are reccurent errors message appearing on random maps : in Sword Man's stage.. in Clown Man's stage... in MM3DW1... in Drill Man's stage...
(click to show/hide)
And, for some reasons, on Clown Man's stage, the boss selection time lasted about 30 seconds, and even after that, I couldn't move at all. All of these clues mean you maybe started from a Saxton Hale version that wasn't the latest, because the errors say that some stuff don't exist ("they aren't coded") :/

The hales themselves are "unfinished" if I may say... I'll explain, each of them. Also glitchy.
For example I managed to get the Cave Story hale while there were 2 players in game... I become Quote, and Dive Man just stood here, like frozen, well obviously when such a bug appears, all the ACS code is destroyed XD so yeah, I had to restart.
(click to show/hide)
In some cases, my Mega Buster was even taken away and nothing happened ! Everyone had frozen ! D: I guess it's because I was selected for one of the two/three hales you made, but some weapon giving/taking derped around
(click to show/hide)
Cave Johnson's lemons are quite exited, aren't they ? SuperJustinBros gave me them too, they're indeed cooler, but you had problems with sprite, the lemon doesn't follow the correct frames :/ should be fixed please

Concerning you hales, neither of them has the boss rage/health bars, and they don't have super jump ._.
None of them has voice clips neither, and they need more dynamic sounds :I
Omega Zero : yeah, a lot of people waited for him to become a hale, so that's great you made it.
But he's pretty unbalanced. The fastest hale is Starman, his speed is 1.1 (Megaman's is 0.8), and even through he's a melee hale. Your hale's speed is 1.5, concidering he's a DISTANT hale ! It's like Cave Johnson with double speed, and with a OHKO missile ! Cave Johnson doesn't always OHKO with his lemons as the explosion's radius fades with distance... but that's not all, his health is wayyy too much high.
Let's take an example. Let's remember that Cave Johnson is a distant hale, but through he's slow and doesn't always OHKO with lemons. Cave Johnson's health formula is 500 + (number_of_players_in_the_game * 120) - 120.
(The "-120" was added because the hale isn't a player that fights the hale, so it's actually "players in game - 1").
 Omega Zero's is 1500 + (number_of_players_in_the_game * 150) - 150, so... yeaaaaaah... not sure you can beat an extremely fast and distant hale that has 1800 HP when only 2 players are playing against him.
 Even for a harder Saxton Hale, there's absolutely no way you can defeat that :P
Also, his HUD is glitchy for sure -- the recolorated Flame Sword is cooler for looking, but why doesn't Zero even finish his slash ? He does a half-slash, and it looks like he's slowly fending the air. And the saber fires the Z-Buster missile for some reasons :/ If you look at the outlines of the sprite file on the HUD, you could even see the end of your graphic at the bottom, when firing. And to finish this, the rage is pretty... calm. Not threatening neither. Actually, the normalfire is stronger. ZBuster's hitbox is "60 Radius, 25 Height", and it has a speed of 60. ZSaber -distant version-'s hitbox is about "6 radius / 6 height", speed of 40, and the only advantage is that it rips, like Falcon Punch. But that's all, it's not worth using =w= when you look at ZBuster. Also the rage's HUD displays Mega Buster, why ? D:
Finally, the appearing text when you get morphed into him say "normalfire for Z-Saber" while it's actually Z-Buster and vice versa for the rage text.

Hitler : I haven't played Wolfenstein 3D, but the skin looks cool~
He sounds better to me than Omega Zero. His mainfire through is confusing. It shoots random needle with a spread, right ? That's a bit hard to handle it, and the user can barely aim this. And also the HUD disappears and reappars later when Hitler finished firing. what ? :I
His rage is for sure better than any other attack this and omega ever has. The staying power of the smoke makes it look like to Scrooge's hales, which aren't fast, but can cover an area for some time, eventually dealing surprise attacks to players. You should change 'em sprites through because they look like gray Earths :I also they seem a bit "sleepy"... you should for instance, make them constantly change translucence, and maybe make them move a little on the Z-axis, you know so they seem to float, and that's nicer for the eye candy. Give it a "wooooosh" sound when firing the rage, and with maybe bigger smoke, you should have a great rage there.

Also, the last point I want to talk about is concerning music - ummm the Last Survivor theme, I think it's really unfittable. Using NON-8-bits musics is uuukay~, since even the official SH uses some for some hales (Cap Falcon, Morshu, Slender, Starman, Cave), but now the modern rock theme with vocal, that's way too much unfitting. It's still Megaman, a 8-bit game, and this one is completly unrelated to Megaman ._. it feels so weird listening to it in SH. Really, I think you should either take the old theme back or SuperJustinBros's, at least it's 8-bit :/
Furthermore, this last man standing theme is also too loud, pretty much like Omega Zero's theme. Both's volume need to be lowered. Like someone (I forgot his name) posted somewhere, "remember you're fighting someone while a music plays in the BG". It must be InGame > Music, and not the reverse :I
Also Hitler lacks of a theme.

So yeah, now you have my view on it.

November 20, 2013, 02:07:03 PM
Reply #48

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #48 on: November 20, 2013, 02:07:03 PM »
Hitler should have music from Wolfenstein 3D. I assumed his lack of theme was just due to him still being worked on, and I'm not criticizing you, this is just throwing it out there for when you get to it.

I actually haven't fought against Zero yet, but from the sound of it he has both a melee and a range attack? You want to make sure he doesn't have too many moves or you'll accidentally create another Neo DS.



The Cave Story thing is a common glitch, actually, where if you get a dual boss and there are only two players the game messes up. Or at least it was common, there might have been a way to prevent it from happening in later modes.

November 20, 2013, 02:19:24 PM
Reply #49

Offline Stardust

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #49 on: November 20, 2013, 02:19:24 PM »
Quote from: "Linnie"
I actually haven't fought against Zero yet, but from the sound of it he has both a melee and a range attack? You want to make sure he doesn't have too many moves or you'll accidentally create another Neo DS.

The Cave Story thing is a common glitch, actually, where if you get a dual boss and there are only two players the game messes up. Or at least it was common, there might have been a way to prevent it from happening in later modes.

Zero has only ranged attacks. All of his attacks can kill in one shot.
That's weird concerning the Cave Story one... From the latest version ever created by Balrog, a file called "balrogsh-overhaul(finalfix)", I looked at the code, and in english it says "If there are 2 people or less, choose between the 10 single hales. If there are 3 people or more, choose between the 12 hales, by including the duo ones" :3

November 20, 2013, 02:58:24 PM
Reply #50

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #50 on: November 20, 2013, 02:58:24 PM »
Huh, yeah, Zero might want to be nerfed on that regard, none of the range Hales should get guaranteed OHKOs.


If that part on it being added in a later version is true, then Otaku could probably just find that snipper of code and add it to his version, editing it so that his new Hales can also be added.

November 20, 2013, 06:54:55 PM
Reply #51

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #51 on: November 20, 2013, 06:54:55 PM »
Thanks for the feedback, guys.

Here's the thing about Omega Zero, he's bugged. Omega Zero was supposed to be a melee hale and the rage would give Z-Buster, but the game seems to commonly skip right to the Z-Buster, I'm going to try seeing what I did wrong when I develop the next version. I didn't take him out of the boss selection like I did with the Doom Guy hale I was working on since he's still at least playable. Also, I will nerf the speed.

As for the CS Duo glitch, that might have to do with the way I edited the boss selection, but it shouldn't be an issue when there's more than  2 players.

Hitler doesn't have a theme because I was having trouble finding the song that plays on E3M9 of Wolfenstein 3D, perhaps you could post a Youtube or Sound Cloud link for this to make this search shorter.

Now, about those errors Star Dust mentioned, I have no clue why those appear, that stuff should be in MM8BDM's core, right?

Anyways, that's all for now. I will try working on this later. Oh, and I actually haven't heard how the last survivor theme sounds since I released V2b as soon as I put that in. My sound settings are kinda low, so it probably won't be as loud for me as it was for you, Justin.

November 20, 2013, 07:15:54 PM
Reply #52

Offline Laggy Blazko

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #52 on: November 20, 2013, 07:15:54 PM »
Quote from: "OtakuAlex"
Hitler doesn't have a theme because I was having trouble finding the song that plays on E3M9 of Wolfenstein 3D, perhaps you could post a Youtube or Sound Cloud link for this to make this search shorter.
(click to show/hide)
EDIT: i'd suggest using an IMF audio file instead because they are lighter and Zandronum can play those, IIRC. Give me a minute...
EDIT 2: http://www.mediafire.com/download/2gb7d ... TIMATE.imf

November 20, 2013, 07:38:07 PM
Reply #53

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V2b)
« Reply #53 on: November 20, 2013, 07:38:07 PM »
Quote from: "OtakuAlex"
Thanks for the feedback, guys.

Here's the thing about Omega Zero, he's bugged. Omega Zero was supposed to be a melee hale and the rage would give Z-Buster, but the game seems to commonly skip right to the Z-Buster, I'm going to try seeing what I did wrong when I develop the next version. I didn't take him out of the boss selection like I did with the Doom Guy hale I was working on since he's still at least playable. Also, I will nerf the speed.

As for the CS Duo glitch, that might have to do with the way I edited the boss selection, but it shouldn't be an issue when there's more than  2 players.

Hitler doesn't have a theme because I was having trouble finding the song that plays on E3M9 of Wolfenstein 3D, perhaps you could post a Youtube or Sound Cloud link for this to make this search shorter.

Now, about those errors Star Dust mentioned, I have no clue why those appear, that stuff should be in MM8BDM's core, right?

Anyways, that's all for now. I will try working on this later. Oh, and I actually haven't heard how the last survivor theme sounds since I released V2b as soon as I put that in. My sound settings are kinda low, so it probably won't be as loud for me as it was for you, Justin.
[Link redacted because I wasn't paying attention and Laggy gave it to you 30 minutes ago]

As to the CS Duo, if it's just how you ordered the Hales in your file that caused it, you could probably just edit that snippet of code to fix it.


Knowing that's not how Zero is meant to be makes me feel much more confident for his quality as a Hale (once he's fixed, that is).

November 21, 2013, 10:05:20 PM
Reply #54

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #54 on: November 21, 2013, 10:05:20 PM »
OK, I just released V2c, here's the changelog.
(click to show/hide)
While I was doing the ACS for this version, my ACC thought one script was part of the one before it.
I couldn't fix this issue, so the ACS for this version is not complete, this was prior to making these changes and was just improving one anyways, so it's still good, just a bit buggy with the health hud message that shows in the corner of the screen. The max health will be off for some hales and this is what I was trying to fix before my ACC decided to act like a retard.

Also, I might take down the poll to put one up regarding runes, so the winner is chosen before development on the Sonic hale even starts.

Edit:  Here are the poll results;
Sonic Boom   24%    24%    [ 4 ]
   Open Your Heart   24%    [ 4 ]
   Live & Learn   12%    [ 2 ]
   Knight of the Wind   12%    [ 2 ]   x
   With Me   0%    [ 0 ]
   Green Hill Zone    29%    [ 5 ]

I shoulda known Green Hill Zone would win. The funny thing is that my favorite (Sonic) songs that I put on this poll only got 2 votes.

November 22, 2013, 12:54:07 AM
Reply #55

Offline Gummywormz

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #55 on: November 22, 2013, 12:54:07 AM »
Quote from: "OtakuAlex"
While I was doing the ACS for this version, my ACC thought one script was part of the one before it.
I couldn't fix this issue, so the ACS for this version is not complete, this was prior to making these changes and was just improving one anyways, so it's still good, just a bit buggy with the health hud message that shows in the corner of the screen. The max health will be off for some hales and this is what I was trying to fix before my ACC decided to act like a retard.

The compiler is never wrong. You probably missed a curly brace somewhere.

November 22, 2013, 01:10:53 AM
Reply #56

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #56 on: November 22, 2013, 01:10:53 AM »
IDK, Gummy, when I first tried scripting in ACS, my ACC was acting really weird and seemed to think multiple things in the script were wrong, then when I got this ACC from a different DL link and everything worked fine, so some some versions of ACC work differently than others. Even if my ACC is right, I can't figure out why it's confusing the two scripts, they are separated the same way the other scripts are.

November 22, 2013, 04:20:56 AM
Reply #57

Offline Dimpsy

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #57 on: November 22, 2013, 04:20:56 AM »
Otaku, I think you should try to give the Protoman and Bass class from your Otaku Classes some differences to make them, well, different from their Classes in the infamous Classes mod.

Here are some of my ideas.

For Protoman, I'd change him with the following...
- Give him a Shield Dash, the Slide he had made no sense
- Instead of Protoman's Proto Buster from MM9/10, which was a stupid thing they gave him, you should give him his ACTUAL buster, the Proto Strike (from the Mega Man Arcades). It would probably just be a sprite swap of the Proto Buster though.

For Bass...
- Give him the Jump Dash from the Arcade Mega Mans.

Just giving a few ideas since you use Otaku Classes along with the regular Classes in your Hyper Saxton Hale server.
Oh yea and I think I'll try helping you sprite a few of the other Classes' HUD sprites before I just hand over the remaining Pit sprites.
BTW, what does Dusk even look like? I'd like to know because I may make you a quick skin of him if he's not too hard. Also because I found Buster sprites for him that aren't even used in-game.

November 22, 2013, 04:42:08 AM
Reply #58

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #58 on: November 22, 2013, 04:42:08 AM »
Otaku, have you considered copypasting the pieces of code that overlap and posting them here so someone might be able to determine the error?

November 22, 2013, 07:45:17 AM
Reply #59

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #59 on: November 22, 2013, 07:45:17 AM »
OK, here's the scripts. Like I said, the issue is that the game thinks the one after the other is part of the same script, so I'm posting both of the scripts and they're both HUGE.
(click to show/hide)

If anyone finds the issue, please do tell me.

Also, about my classes, I'll tell you what I imagine Dusk as. I guess you could imagine a head like Break Man's,on a body with some type of small armor, all of which are coloured mostly black with some white.
Also, I don't plan to change much about Bass, while I'm still debating over weither or not I should keep Proto Man in since I can try changing Bass to play more like he does in the games, while I was fine with the YD Classes version of Proto Man.