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Author Topic: Justified Classes v4b Beta 14  (Read 335470 times)

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January 26, 2014, 10:42:05 PM
Reply #60

Offline Fyone

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Re: Justified Classes v1ah
« Reply #60 on: January 26, 2014, 10:42:05 PM »
Quote from: "Gumballtoid"
Quote from: "Fyone"
If you have some suggestions on which weapon colours need fixing sure but I don't see any problem with how they look atm.
I really gotta give you guys kudos on this mod's aesthetics. Drillman and Enker in particular caught my attention. It's all really smooth and pleasing to look at.

I can't say this for the MMV content, though. The transition from a Gameboy environment to an NES environment was less than smooth. Mega Man's weapons in particular are just plain ugly. It may be that the color translations are outdated, pre-3v, but that aside, I aim to fix that.

This is more what I feel like would fit into the NES environment more smoothly:



I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly.


And once again, as a primarily-Megaman user, there are a couple of replacement issues I have. As is, Item-2 replaces Duo Fist, Rush Jet Adapter replaces Bass Buster, Rush Power Adapter replaces Proto Buster, and Mega Arm replaces E-Tanks. This doesn't work very well. E-Tanks are a staple and they really ought not to be interfered with. I propose Duo Fist be aptly replaced with Mega Arm, and Item-2 scrapped altogether. Item-2 serves almost no purpose aside from, "Hey, look at me, I'm really fast!"

It's also worth noting that Megaman cannot slide when equipped with the Laser Buster or Arrow Buster.

Thanks for this, we'll update them as follows for v1b.

EDIT: @FiniteZero, Thanks!

January 26, 2014, 11:15:08 PM
Reply #61

Offline Beed28

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Re: Justified Classes v1ah
« Reply #61 on: January 26, 2014, 11:15:08 PM »
Something that annoys me; when running out of ammo, you must release the attack button before ammo begins to regenerate again, making you very vulnerable at times. The YD Classes mod eventually fixed this problem. Can this be done?

EDIT: So the Mega Man, Proto Man, Bass and the Mega Man 3 Robot Master bots are good to use then?

January 26, 2014, 11:23:24 PM
Reply #62

Offline Fyone

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Re: Justified Classes v1ah
« Reply #62 on: January 26, 2014, 11:23:24 PM »
@Gumballtoid:
Also I missed this last part; E-tanks are removed since only Megaman, Bass, and Protoman would be able to pick them up which make them an annoyance in fight we can't let other classes able to pick them up even though it's canon because most of them have high jump. Also we were thinking of revamping Item-2 since at the moment it basically works the same as it did in KY which I agree is pretty non-resourceful to say the least.

@Beed28:
We never made the ammo work like such so that we can add more diversity in the way classes work since really it just gives you a lower RoF when you are out of ammo. If it really becomes an issue we will add it in but at the moment I'll leave it as it is. We are also gonna give less ammo restrictions in the next version for some of the classes.

January 26, 2014, 11:35:16 PM
Reply #63

Offline MusashiAA

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Re: Justified Classes v1ah
« Reply #63 on: January 26, 2014, 11:35:16 PM »
Quote from: "Gumballtoid"
Quote from: "Fyone"
This is more what I feel like would fit into the NES environment more smoothly:



I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly

This must be integrated.

Although something's not right...correct me if I'm wrong, but I recall copy weapon projectiles needing to be only colored with Mega Man's color scheme while using that weapon. In that case, Electric Shock and Bubble Bomb don't have that. Also, some color choices make the schemes too similar to some weapons:

Grab Buster: Rain Flush
Salt Water: Air Shooter and Water Wave
Electrick Shock: Slash Claw and Astro Crush
Deep Digger: Power Stone
Break Dash: Ballade Cracker

January 27, 2014, 12:12:23 AM
Reply #64

Offline Fyone

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Re: Justified Classes v1ah
« Reply #64 on: January 27, 2014, 12:12:23 AM »
Quote from: "MusashiAA"
Quote from: "Gumballtoid"
Quote from: "Fyone"
This is more what I feel like would fit into the NES environment more smoothly:



I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly

This must be integrated.

Although something's not right...correct me if I'm wrong, but I recall copy weapon projectiles needing to be only colored with Mega Man's color scheme while using that weapon. In that case, Electric Shock and Bubble Bomb don't have that. Also, some color choices make the schemes too similar to some weapons:

Grab Buster: Rain Flush
Salt Water: Air Shooter and Water Wave
Electrick Shock: Slash Claw and Astro Crush
Deep Digger: Power Stone
Break Dash: Ballade Cracker

Weapons don't have to copy weapon colours such as Quick Boomerang where the projectile is white and Megaman's colour scheme is pink.

Not sure if the other thing you noted is a real issue since as you stated some of those weapons already have other weapon colours they are similar to.

January 27, 2014, 01:10:24 AM
Reply #65

Offline Davregis

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Re: Justified Classes v1ah
« Reply #65 on: January 27, 2014, 01:10:24 AM »
I predict GBT posting another round of sprites directly after this.

Don't ask me how, guys

I just know

January 27, 2014, 01:13:07 AM
Reply #66

Offline Gumballtoid

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Re: Justified Classes v1ah
« Reply #66 on: January 27, 2014, 01:13:07 AM »
If you insist on keeping Item-2, it might be better if Mega Arm were to replace Duo Fist regardless. I just feel it more appropriate.

Also I promised Stardroids and I intend to give you folks Stardroids.



Saturn is pretty much perfect aesthetically as is, so he didn't really need anything.

PLEASE NOTE the change in yellow on Pluto and Mars.

January 27, 2014, 01:45:33 AM
Reply #67

Offline Fyone

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Re: Justified Classes v1ah
« Reply #67 on: January 27, 2014, 01:45:33 AM »
Quote from: "Gumballtoid"
If you insist on keeping Item-2, it might be better if Mega Arm were to replace Duo Fist regardless. I just feel it more appropriate.

Also I promised Stardroids and I intend to give you folks Stardroids.



Saturn is pretty much perfect aesthetically as is, so he didn't really need anything.

PLEASE NOTE the change in yellow on Pluto and Mars.

Alright, and we'll add these colours in too thanks for these.

January 27, 2014, 01:47:06 AM
Reply #68

Offline -FiniteZero-

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Re: Justified Classes v1ah
« Reply #68 on: January 27, 2014, 01:47:06 AM »
Some of them feel like they have too much white in the sprites.

January 27, 2014, 02:34:28 AM
Reply #69

Offline Korby

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Re: Justified Classes v1ah
« Reply #69 on: January 27, 2014, 02:34:28 AM »
that's because the ones with a lot of white are just recolored gameboy sprites, which has all of three colors to use in their sprites, so they use way more highlights than NES sprites.

most notable on jupiter and kackebango's uranus, though i don't think that's the one used here.

January 27, 2014, 06:21:07 AM
Reply #70

Offline Shmeckie

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Re: Justified Classes v1ah
« Reply #70 on: January 27, 2014, 06:21:07 AM »
Played with some human opponents. A couple things...

- Air Man needs to have a less annoying mainfire sound. Oh my god. Please get rid of the wind blowing sound (not the air shooter sound, the other one). it's noisy and horrible in a firefight.

- Found a bug: Saturn can't absorb Skull Man's buster shots, or Venus' homing bubbles.

- Saturn's release attack needs to be buffed in some way. After all the work you have to do to get it, all it does is Flash Man's attack with a weak spray of bullets from his feet (shouldn't they fire from the center of his body instead of his feet)?

- After seeing every facet to Yamato Man, I gotta say excellent touch. A simple attack with a handful of different ways to damage opponents? Clever!

- Mars' mines should explode on contact. They're near useless as is.

January 27, 2014, 06:34:42 AM
Reply #71

Offline Emmanuelf06

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Re: Justified Classes v1ah
« Reply #71 on: January 27, 2014, 06:34:42 AM »
The quick dash reminds me the special boost of the quickman in Megamix/Gigamix.
A fast straight attack who can kill quickly.
Like: http://www.youtube.com/watch?v=A2Q9rZQOCHQ  :mrgreen:

This attack must be use on a corner (when the opponent can be stuck on) or in a corridor (specially if there is a lot of people), the damage can be huge but it needs some skill to do it !

And it's hard to use it to escape only, because the quick dash go straight ONLY! It's the point.

Maybe Mars's mines could explode without people after a moment....?

January 27, 2014, 08:59:45 AM
Reply #72

Offline Koal

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Re: Justified Classes v1ah
« Reply #72 on: January 27, 2014, 08:59:45 AM »
Uranus pillar break doesn't seem to work if the ceiling is uneven, which in a lot of stages it is going to be. Also, why does his altfire use ammo but his mainfire doesn't?

January 27, 2014, 09:43:05 AM
Reply #73

Offline Shmeckie

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Re: Justified Classes v1ah
« Reply #73 on: January 27, 2014, 09:43:05 AM »
Played a little more against bots since I found out the MM3 bots have their appropriate weapons. Are you guys trying to make the bots behave like their AI from the NES games? Because that's pretty damn awesome, a nice touch, and adds to the already high polish of this mod.

Don't really have a problem with Quick Man's straight dash. It's basically a high speed tackle, which he was basically doing in MM2. Plus you can cancel it, anyway. What I DO have a problem with is his mainfire. Takes too long to stop and star seeking someone out. It's just a way less useful version of vanilla classes Quickman's alt at this point. Doc Robot's version is better!

Napalm Man's mainfire should bounce at least once before exploding.

Does Mercury's Grab Buster do anything except damage (and that nice little easter egg of the victim losing an E-Can. Nice touch, by the way!)? Does it have some effect on copyweps I haven't seen yet?

Bubble Man's Bubble Lead might need a bigger hitbox. I saw the bubble touch several opponents and do nothing. Also it's useless underwater since it starts at his head, and the low gravity makes it sail above the opponent if they're too close. Making Bubble Man's signature move virtually useless underwater seems like the definition of counterintuitive.

Gyro Man needs a RoF buff. He can't hold his own in an up-close firefight, even enough to make a break for it. Also, several times I flat out couldn't throw a gyro, even after the last gyro had long since gone.

January 27, 2014, 03:46:09 PM
Reply #74

Offline Fyone

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Re: Justified Classes v1ah
« Reply #74 on: January 27, 2014, 03:46:09 PM »
Quote from: "Shmeckie"
Played with some human opponents. A couple things...

- Air Man needs to have a less annoying mainfire sound. Oh my god. Please get rid of the wind blowing sound (not the air shooter sound, the other one). it's noisy and horrible in a firefight.
Sure I guess.
- Found a bug: Saturn can't absorb Skull Man's buster shots, or Venus' homing bubbles.
Can't figure out the problem for this one since the shield isn't based on damagetypes.
- Saturn's release attack needs to be buffed in some way. After all the work you have to do to get it, all it does is Flash Man's attack with a weak spray of bullets from his feet (shouldn't they fire from the center of his body instead of his feet)?
At the moment the bullets each do 20 damage so you can theoretically kill the guy with one use since it creates 12 shots all around him though I'll make the spray of bullets fire from the center if you like.
- After seeing every facet to Yamato Man, I gotta say excellent touch. A simple attack with a handful of different ways to damage opponents? Clever!
:cool:
- Mars' mines should explode on contact. They're near useless as is.
They already explode on contact but I'll raise the hitbox I guess.
Quote from: "Koal"
Uranus pillar break doesn't seem to work if the ceiling is uneven, which in a lot of stages it is going to be. Also, why does his altfire use ammo but his mainfire doesn't?
I'm gonna code the pillar break to always fall from the same height in the next version and I'll make his altfire not use ammo.
Quote from: "Shmeckie"
Played a little more against bots since I found out the MM3 bots have their appropriate weapons. Are you guys trying to make the bots behave like their AI from the NES games? Because that's pretty damn awesome, a nice touch, and adds to the already high polish of this mod.
Yes, we plan to do that for all the bots and we'll more than likely bring back botrush after so.
Don't really have a problem with Quick Man's straight dash. It's basically a high speed tackle, which he was basically doing in MM2. Plus you can cancel it, anyway. What I DO have a problem with is his mainfire. Takes too long to stop and star seeking someone out. It's just a way less useful version of vanilla classes Quickman's alt at this point. Doc Robot's version is better!
Quickman's mainfire is better as a close range attack since you can hit people with all of the spread landing a clean 30 damage easier up close when they bounce off walls as well. We'll raise the homing capabilities in the next version.
Napalm Man's mainfire should bounce at least once before exploding.
I'm not sure about this. The mainfire is really supposed to be used as a more of a semi-close range attack so making them bounce would kind of kill that and once we remove the cooldown on the altfire he'll have a better long range alternative.
Does Mercury's Grab Buster do anything except damage (and that nice little easter egg of the victim losing an E-Can. Nice touch, by the way!)? Does it have some effect on copyweps I haven't seen yet?
The Grab Buster also drains health.
Bubble Man's Bubble Lead might need a bigger hitbox. I saw the bubble touch several opponents and do nothing. Also it's useless underwater since it starts at his head, and the low gravity makes it sail above the opponent if they're too close. Making Bubble Man's signature move virtually useless underwater seems like the definition of counterintuitive.
We can raise the hitbox slightly, and what would you suggest it do underwater then?
Gyro Man needs a RoF buff. He can't hold his own in an up-close firefight, even enough to make a break for it. Also, several times I flat out couldn't throw a gyro, even after the last gyro had long since gone.
This is fixed.