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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 It may be that the color translations are outdated, pre-3v, but that aside, I aim to fix that.This is more what I feel like would fit into the NES environment more smoothly:I also intend to do this for the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.
If you have some suggestions on which weapon colours need fixing sure but I don't see any problem with how they look atm.
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 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
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 quicklyThis 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 FlushSalt Water: Air Shooter and Water WaveElectrick Shock: Slash Claw and Astro CrushDeep Digger: Power StoneBreak Dash: Ballade Cracker
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.
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! - 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.
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?
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.