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Author Topic: Justified Classes v4b Beta 14  (Read 335489 times)

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January 30, 2014, 03:48:40 PM
Reply #120

Offline !o! woohoo

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Re: Justified Classes v1b
« Reply #120 on: January 30, 2014, 03:48:40 PM »
Quote from: "FTX6004"
I have one question, wheres the neptune skin update! :mad:

Yeah, we really wanted to release this today, for balance issues like Plantman. Your skin will definitely be in the next release.

January 30, 2014, 05:36:52 PM
Reply #121

Offline Fyone

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Re: Justified Classes v1b
« Reply #121 on: January 30, 2014, 05:36:52 PM »
Quote from: "Shmeckie"
Played Terminator against some Mega Man bots, found some issues...

- If playing as a double-jump flying class, the Terminator class will retain the double jump flight.

- If the class has an item ability, the item will sometimes replace the Terminator class' item.

- The Mega Man Shadow Terminator class is a mess. His Shin Sakugarne completely blocks his vision when he uses it and is impossible to hit with. His obits are way off, and his alt is just a Gemini Laser with a different sound effect.

- This odd set of blocks appears around items:


 -A quick question, if you play as a Stardroid, are you guaranteed to get Sunstar as your Terminator? Felt like it...
These will probably be fixed next version hopefully; thanks for pointing these out.

January 30, 2014, 06:07:25 PM
Reply #122

Offline Clayton

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Re: Justified Classes v1b
« Reply #122 on: January 30, 2014, 06:07:25 PM »
So the Megaman 8 classes are 90% coded. However, the sprites are only 10% done. If anyone would like to help us make sprites that would be great.

January 30, 2014, 09:42:38 PM
Reply #123

Offline Gumballtoid

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Re: Justified Classes v1b
« Reply #123 on: January 30, 2014, 09:42:38 PM »
A couple of the Mega Man V sprites were still not modified. Off the top of my head, Pluto, Mars, and Mega Man's versions of their weapons are those in question. I'm perfectly willing to import them myself if it eases the workload (that is, put them in usable png files). I also wanted to do this for Mars and Pluto's skins to fix the yellow on them for team games, if that's okay.

If you post a list of the necessary Mega Man 8 sprites I might also stake claims in some of them.

January 30, 2014, 10:14:16 PM
Reply #124

Offline Clayton

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Re: Justified Classes v1b
« Reply #124 on: January 30, 2014, 10:14:16 PM »
Quote from: "Gumballtoid"
A couple of the Mega Man V sprites were still not modified. Off the top of my head, Pluto, Mars, and Mega Man's versions of their weapons are those in question. I'm perfectly willing to import them myself if it eases the workload (that is, put them in usable png files). I also wanted to do this for Mars and Pluto's skins to fix the yellow on them for team games, if that's okay.

If you post a list of the necessary Mega Man 8 sprites I might also stake claims in some of them.

The colors for Pluto and Mars weren't completely done due to the translations being wonky. If you can import them yourself that would be fantastic.

As for the Megaman 8 sprites, here's what we have done:

(click to show/hide)

These are things that we're missing:

(click to show/hide)

January 31, 2014, 02:30:57 AM
Reply #125

Offline Shmeckie

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Re: Justified Classes v1b
« Reply #125 on: January 31, 2014, 02:30:57 AM »
More things:

- Time Man's obit is off. If he kills with Time Slow, it still says he killed you with Time Arrows.

- Is there any way to incorporate the Wily Capsule into Terminator Wily? It'd both be more canon, and more fun! Plus it would add extra stuff to Wily, who seems to have the least amount of abilities of all the Terminators.

- Terminator mode is a blast with these boss classes!

- Is there any way to prevent the Dark Energy from getting stuck in a pit if the Terminator falls in?

- Since Roll has multiple skins, shouldn't Ballade have skins for both his modes?

January 31, 2014, 02:34:23 AM
Reply #126

Offline -FiniteZero-

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Re: Justified Classes v1b
« Reply #126 on: January 31, 2014, 02:34:23 AM »
I tested the bots once again (I know that you said it wouldn't be until the next version that the bots will work, but I figure any info could be useful). Once again, the bot is on the left and what weapon they have is on the right.

(click to show/hide)

January 31, 2014, 03:14:34 AM
Reply #127

Offline Shmeckie

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Re: Justified Classes v1b
« Reply #127 on: January 31, 2014, 03:14:34 AM »
One more thing I forgot; Sunstar's charge attack animation is borked (the one where he's supposed to turn into a ball and launch forward). When he launches, he's doing his firing animation, and THEN goes into the spinning animation while he's walking around.

January 31, 2014, 02:32:55 PM
Reply #128

Offline !o! woohoo

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Re: Justified Classes v1b
« Reply #128 on: January 31, 2014, 02:32:55 PM »
Quote from: "Shmeckie"
One more thing I forgot; Sunstar's charge attack animation is borked (the one where he's supposed to turn into a ball and launch forward). When he launches, he's doing his firing animation, and THEN goes into the spinning animation while he's walking around.

This might only be a chasecam glitch but I will start playing terminator and if enemies see this as well.

January 31, 2014, 05:06:26 PM
Reply #129

Offline FTX6004

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Re: Justified Classes v1b
« Reply #129 on: January 31, 2014, 05:06:26 PM »
So i found some things.

(click to show/hide)
(click to show/hide)

January 31, 2014, 05:49:04 PM
Reply #130

Offline Celebi

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Re: Justified Classes v1b
« Reply #130 on: January 31, 2014, 05:49:04 PM »
Roll's Beat is lost permanently if fired into a skybox or anything that eats a rolling cutter.
Roll sometimes can juggle two or more Beats somehow.
Roll's Beat grabs health from teammates in team games.
I suggest Roll's Beat shouldn't grab big health from people unless Beat kills the player.

January 31, 2014, 06:44:44 PM
Reply #131

Offline Fyone

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Re: Justified Classes v1b
« Reply #131 on: January 31, 2014, 06:44:44 PM »
Quote from: "Shmeckie"
More things:

- Time Man's obit is off. If he kills with Time Slow, it still says he killed you with Time Arrows.
Alright; fixed.
- Is there any way to incorporate the Wily Capsule into Terminator Wily? It'd both be more canon, and more fun! Plus it would add extra stuff to Wily, who seems to have the least amount of abilities of all the Terminators.
We'll see what we can do.
- Terminator mode is a blast with these boss classes!
Thanks!
- Is there any way to prevent the Dark Energy from getting stuck in a pit if the Terminator falls in?
Yeah, we'll probably fix that.
- Since Roll has multiple skins, shouldn't Ballade have skins for both his modes?
To get Ballade's other form you can pickup Super Adaptor it's kind of like Protoman and Breakman.

Quote from: "FTX6004"
So i found some things.

(click to show/hide)
(click to show/hide)
Thanks for pointing these out; they will be fixed.

Quote from: "Celebi"
Roll's Beat is lost permanently if fired into a skybox or anything that eats a rolling cutter.
Roll sometimes can juggle two or more Beats somehow.
Roll's Beat grabs health from teammates in team games.
I suggest Roll's Beat shouldn't grab big health from people unless Beat kills the player.
All of these are fixed except the second one (because I have no idea what causes this since it hasn't happened to me yet) and the fourth one (because I don't think this is necessary but I will keep looking into this one).

January 31, 2014, 09:43:14 PM
Reply #132

Offline !o! woohoo

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Re: Justified Classes v1b
« Reply #132 on: January 31, 2014, 09:43:14 PM »
Alright, a fix for glitches and bugs is out.

Download v1b-fix here

Rough changelog:
(click to show/hide)

February 01, 2014, 05:41:19 AM
Reply #133

Offline Shmeckie

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Re: Justified Classes v1b-fix
« Reply #133 on: February 01, 2014, 05:41:19 AM »
Damn, you guys are like machines! I wouldn't be surprised if we got the MM8 characters within next week or something! Just wondering, after the MM8 classes, what's next? Mega Man & Bass, or Mega Man 9? Also, any plans for the Wily Tower Masters?

One last nitpick; Skull Man should do his whole "summoning" animation when he activates his shield, whereas now he does the beginning of the animation when he activates it, and finishes it when he deactivates it. Pretty awesome that you guys added that in, though!

February 01, 2014, 06:43:15 AM
Reply #134

Offline MusashiAA

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Re: Justified Classes v1b-fix
« Reply #134 on: February 01, 2014, 06:43:15 AM »
Quote from: "Shmeckie"
Damn, you guys are like machines! I wouldn't be surprised if we got the MM8 characters within next week or something! Just wondering, after the MM8 classes, what's next? Mega Man & Bass, or Mega Man 9? Also, any plans for the Wily Tower Masters?

I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

On a different note, I've been noticing some few things this mod does. I am taking my time checking things, questioning choices, coming up with suggestions. Sooner or later, I'll start up putting out my suggestions and thoughts about this mod that one of you guys asked me for.