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Author Topic: Otaku Alex's Workshop (RPG Mod V1c)  (Read 38814 times)

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November 26, 2013, 05:11:23 PM
Reply #75

Offline Superjustinbros

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #75 on: November 26, 2013, 05:11:23 PM »
Alright, here's a new hale suggestion.

(click to show/hide)

Feel free to give your honest thoughts.

November 27, 2013, 12:21:37 AM
Reply #76

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #76 on: November 27, 2013, 12:21:37 AM »
OK, I just released V2d, here are the changes.

(click to show/hide)

I also attempted to make the colour glitch impossible by making the colour change to the right one every time you attack. Don't worry, you won't hear the beeping sound. I used script 991, not 998 for the end of the Ready weapon states.

I cleaned up my initial/main post a bit so it's more organized.

As it says in the change log, the files are separate so you don't have to redownload the music and images every time I update and will only have to redownload when I update the sounds and images.

Also, I forgot to mention in my change log that I added the classes that are hosted in the "Old Saxton Hale (Silver Sin's Version)" Server since they were so helpful in surviving.

Have fun!

November 27, 2013, 12:34:42 AM
Reply #77

Offline Ceridran

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #77 on: November 27, 2013, 12:34:42 AM »
I'm late.

Quote from: "OtakuAlex"
2. No memes. (Weegee, Sanic, etc.)

Thaaaaaaaaaaaaaaaaaaaaaank yoooooooooooooooooooouuuuuu

.. But doesn't that mean the core meme bosses should be taken out?

November 27, 2013, 12:44:06 AM
Reply #78

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2c)
« Reply #78 on: November 27, 2013, 12:44:06 AM »
Quote from: "Ceridran"
I'm late.

Quote from: "OtakuAlex"
2. No memes. (Weegee, Sanic, etc.)

Thaaaaaaaaaaaaaaaaaaaaaank yoooooooooooooooooooouuuuuu

.. But doesn't that mean the core meme bosses should be taken out?

No, core bosses that are based off memes will stay. However, I'm seriously thinking taking out some TF2 bosses, so if any are meme-related, please tell me. Also, I know Saxton Hale was originally a TF2 mod, but the MM8BDM version doesn't have to have everything the original did, this is entirely separate from the original TF2 mod. That's why I dare to consider taking out some TF2 related hales.

P.S. Apparently StarDust plans to merge our versions into one once we are done making them, so the one exception of meme bosses getting in is if they are ones StarDust adds into his version. Actually, I'll probably continue making this past when he finishes his, Saxton Hale is one of the most popular MM8BDM mods and should keep being updated as long as it has a fanbase to please.

Edit: I'm a bit late to say this since I already took the results and put the winning answer into my mod, but here are the poll results:

   Strength   9%    [ 1 ]
   Rage  9%    [ 1 ]
   Spread   55%    [ 6 ]
   Reflection   0%    [ 0 ]
   High Jump   9%    [ 1 ]
   Haste    18%    [ 2 ]

November 27, 2013, 01:36:26 AM
Reply #79

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #79 on: November 27, 2013, 01:36:26 AM »
All of the TF2 bosses are memes. So is Captain Falcon, Slenderman, Morshu, and Cave Johnson. Almost all the Hales are memes.


I think the rule should rather be no obvious, overused memes. None of the meme Hales in the game are annoyingly overused (except Slenderman, but he's usually taken out of games anyway), and I think if a meme is minor (like Kung-Fu Cutman, maybe? ;____; ) it shouldn't be a problem. I agree with things like Weegee and Sanic being banned, but if the Hale has potential and isn't obviously just a meme with no reason for being added besides being a meme, then I don't think it should be banned.

Your V2D changes sound mostly good, except one thing.

Not having melee Hales OHKO sounds like an awful idea.


Now, if it's something like how Ra Thor does ripping damage that can sometimes just clip an enemy and not kill, that's fine, but I really think the idea of some melee Hales not OHKO'ing on principle is a really, really bad idea that'll make all the ones that don't OHKO into Scrappies that will probably make the person picked as Hale spectate. It's the reason people didn't like the version of Gilgamesh that had the four different random weapons.


Although, Tails's version of Captain Falcon I did think had potential, but that was just because of the way he moved; he was a lot faster than before, and he had more than one way of attacking. So, I guess you can have exceptions, but if you aren't drastically changing the way the Hale plays (like what Tails did with Falcon), then I wouldn't try it.

November 27, 2013, 01:47:30 AM
Reply #80

Offline Superjustinbros

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #80 on: November 27, 2013, 01:47:30 AM »
Quote
Not having melee Hales OHKO sounds like an awful idea.
Like when Balorg (and Tails) thought making Gilgamesh attack with four different randomly-selected swords was the best thing ever since bread and butter?

Otaku, did you also fix the songs?

November 27, 2013, 01:59:43 AM
Reply #81

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #81 on: November 27, 2013, 01:59:43 AM »
Well, I don't consider  Cpt. Falcon, Cave Johnson, or Slender Man memes. In my mind Cpt. Falcon and Cave are just characters while Slender Man is a creepypasta. I mean, he's a horror story for cryin' out loud, everyone who uses him as a joke is freakin' stupid (just my opinion).

Also, the whole some bosses don't OHKO follows some logic.
A boss who moves or attacks fast will have to it their target multiple times, such as GoSM, Scrooge Mc'Duck, and Omega Zero.
A boss who is slow will have a OHKO as usual, such as Gilgamesh.
Also, keep in mind that I'm trying to balance out the fact that I've given some of these hales a lot of HP.

I could probably make it easier on the bosses by increasing their attack radius or whatever, if that makes it seem more fair.

Also, no, I did not fix the songs.......But I managed to find a direct rip of Cannonball from Mega Man Zero Collection with good looping.

November 27, 2013, 02:06:17 AM
Reply #82

Offline Superjustinbros

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #82 on: November 27, 2013, 02:06:17 AM »
Quote
A boss who moves or attacks fast will have to it their target multiple times, such as GoSM, Scrooge Mc'Duck, and Omega Zero.

But Scrooge doesn't run that fast… at least from what I've seen.

November 27, 2013, 03:26:31 AM
Reply #83

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #83 on: November 27, 2013, 03:26:31 AM »
He attacks fast though, which is why he has to land multiple hits.
Also, I will not be changing the last survivor theme, but you may replace it in the file you download so that it's the old last man theme if you want. It doesn't cause any errors in the game, after all.
Now, about the whole meme hale thing, there may be exceptions.

A hale may be accepted when meme related if it's either related to Mega Man or doesn't directly touch up on that meme.

Here are two examples:

Kung-Fu Cutman as one user has mentioned a few times, since he's Mega Man related.

Mudkip or Vegeta could be accepted if "I heard you liek mudkipz" or "IT'S OVER 9000!!!" aren't influencing the attacks, voice clips (OK, I guess Over 9000 can be a voice clip as his death sound, but this is all hypothetical, so it doesn't matter.), or any of the code at all.

Otherwise, no memes. This still means there shall be no Weegee or Sanic.

Anyways, please leave suggestions for hales/classes, ask questions about mods, ask if you could help with one, whatever. I shall now go get someone to host a server while you guys just say what you feel needs to be said.

Actually, lets give this post some extra meaning.

Here, I'll tell you exactly how you should correctly put the wads in order.

(click to show/hide)

That is all, have a nice day.

November 27, 2013, 04:20:35 AM
Reply #84

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #84 on: November 27, 2013, 04:20:35 AM »
That sounds like a reasonable policy for meme-ish characters.

I'll assume now that the bosses that got damage nerfs did get other buffs to compensate.

November 27, 2013, 04:32:38 AM
Reply #85

Offline coolcat7022

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Re: Otaku Alex's Workshop (Hyper Saxton V2d)
« Reply #85 on: November 27, 2013, 04:32:38 AM »
I actually suggested this for a new saxton hale mod in ideas, but i'll post here to up the likeliness of his inclusion in any saxton.
Pyramid Head Man: A partial invisible boss that's normal speed, has a 6-4 HKO knife attack, and has a rage that dims the room just enough so you can see your path, but Pyramid Head is near impossible to view, he has the lowest possible HP a hale could have, and that gets HALVED when activating the permanant effect rage.

November 27, 2013, 05:54:37 AM
Reply #86

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #86 on: November 27, 2013, 05:54:37 AM »
OK, I know I said I would let you guys have some time to leave suggestion, question, and such, but I just finished making Mega Man RPG V1a, and this is a really important mod for me and may give some players something new to enjoy since I know how so many forum members have grown tired of Saxton Hale.
Currently there are only 5 Lvls for you to reach, but this shouldn't be an issue since Death Match passes by so quick and there's really no point in trying to get to LVL 99 or something when my mod doesn't have Co-Op (it will if I can get some good mappers) or any really powerful NPC monsters.

Anyways, right now here's how it works

With each level you'll gain 50 HP, you will also receive an occasional attack or speed boost.
Sometimes you will also gain a new ability, like you gain the ability to dash once you are LVL4.
20 EXP is dropped from a player, you usually will need 100 to LVL up.

I am also accepting suggestions for this.

Also, it is technically compatible with any version of Saxton since there's no scripts that would overwrite it and no new damage types, this may be changed in the future though.

November 27, 2013, 05:57:55 AM
Reply #87

Offline coolcat7022

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #87 on: November 27, 2013, 05:57:55 AM »
Sounds interesting.. Wish i could play... But, you can't always get what you want. May i suggest screenshots of leveling up and npc monsters so we know what to expect?

November 27, 2013, 03:09:17 PM
Reply #88

Offline Linnie

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #88 on: November 27, 2013, 03:09:17 PM »
I tried out the RPG, and, there are two major issues:

1. After you level up, you can't switch weapons at all.

2. When you die, you lose all your levels, which means if you want to level up once you need to get a Domination (or just be a greedy bastard and steal everyone's kills), and if you want that slide, you need to get 15 kills without dying, a feat most people would call "impossible" in a Deathmatch server.

November 27, 2013, 04:19:15 PM
Reply #89

Offline Gummywormz

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #89 on: November 27, 2013, 04:19:15 PM »
First off, the experience sprites are horrible and are not scaled properly. Secondly, don't use player morphs. Just use powerups like powerdamage and powerspeed, and a flag for sliding.