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Author Topic: Justified Classes v4b Beta 14  (Read 335484 times)

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January 27, 2014, 04:34:55 PM
Reply #75

Offline -FiniteZero-

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Re: Justified Classes v1ah
« Reply #75 on: January 27, 2014, 04:34:55 PM »
Hm. A few requests, to make it more "canon" (though these were likely thrown out due to balancing issues, but whatev).

-Snakeman should have his snakes immediately drop down. Perhaps this should be his main, and his current main should be his alt. Have the "drop down" snakes do more damage than the other one, but make sure that the "drop down" ones fire two at a time. This way, people would be encouraged to use this new main, but would still have the alt for areal enemies.
-Needleman should fire two shots at a time, not four.
-Create some sort of alt attack animation for Tomahawkman, please. (You know, the "I whip my headdress back and forth" attack.)

January 27, 2014, 06:14:07 PM
Reply #76

Offline Fyone

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Re: Justified Classes v1ah
« Reply #76 on: January 27, 2014, 06:14:07 PM »
Quote from: "-FiniteZero-"
Hm. A few requests, to make it more "canon" (though these were likely thrown out due to balancing issues, but whatev).

-Snakeman should have his snakes immediately drop down. Perhaps this should be his main, and his current main should be his alt. Have the "drop down" snakes do more damage than the other one, but make sure that the "drop down" ones fire two at a time. This way, people would be encouraged to use this new main, but would still have the alt for areal enemies.
I'll see how useful this plays out and choose whether or not to add it.
-Needleman should fire two shots at a time, not four.
OK.
-Create some sort of alt attack animation for Tomahawkman, please. (You know, the "I whip my headdress back and forth" attack.)
Not worth the effort I think since making the MM8 sprites are gonna keep us pretty busy.

January 27, 2014, 07:53:10 PM
Reply #77

Offline Ceridran

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Re: Justified Classes v1ah
« Reply #77 on: January 27, 2014, 07:53:10 PM »
Blizzardman's hitboxes are unexistant on his mainfire.

Part of Slashman's HUD is transparent, (why is it different, anyway?) and Timeman's HUD has a flat (one shade only) purple hand. Oilman has spring arms.

January 27, 2014, 08:10:50 PM
Reply #78

Offline Gummywormz

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Re: Justified Classes v1ah
« Reply #78 on: January 27, 2014, 08:10:50 PM »
Hope you're at least aware of the fact that Junk Man is completely invincible with his shield up. Also I broke Uranus' HUD once. I think it was by alting when I had a block up, but I can't seem to replicate it.

January 27, 2014, 08:25:54 PM
Reply #79

Offline Russel

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Re: Justified Classes v1ah
« Reply #79 on: January 27, 2014, 08:25:54 PM »
Quote from: "Fyone"
Quote from: "Shmeckie"
- 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.

I know why; Skullman's shots penetrate shields [see: +THRUGHOST on the projectile, +GHOST on the absorption shield Saturn uses] and homing projectiles, as per core standard, use a native actor that kind of completely screws up hitboxes of non-player shootable actors, often negating collision completely and/or killing the actor. Summon a Megaman and fire a magnet missile at it.
Honestly not sure how this can be fixed without making your projectile home by making a complex ACS script to do so. [See: Jax's old homing sniper]

January 27, 2014, 08:30:20 PM
Reply #80

Offline !o! woohoo

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Re: Justified Classes v1ah
« Reply #80 on: January 27, 2014, 08:30:20 PM »
Quote from: "Ceridran"
Blizzardman's hitboxes are unexistant on his mainfire.

I'm not sure about this, I hit fine with him. I will see the vanilla blizzard attack and copy the radius if they aren't the same.

Part of Slashman's HUD is transparent, (why is it different, anyway?) and Timeman's HUD has a flat (one shade only) purple hand. Oilman has spring arms.

Where exactly in slashman's HUD transparent? Timeman's HUD may be fixed next version but isn't priority. Oilman is supposed to have spring arms.
EDIT: We didn't want to copy yd's HUD if that was what you meant by "different".
[/color]

January 27, 2014, 08:35:14 PM
Reply #81

Offline Russel

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Re: Justified Classes v1ah
« Reply #81 on: January 27, 2014, 08:35:14 PM »
Quote from: "!o! woohoo"
Oilman is supposed to have spring arms.


Erm...no?
That's a pipe.
If you need proof, go look at the model in Megaman Powered Up. Oilman's arm isn't a freaking spring.

January 27, 2014, 08:37:51 PM
Reply #82

Offline !o! woohoo

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Re: Justified Classes v1ah
« Reply #82 on: January 27, 2014, 08:37:51 PM »
Quote from: "Lego"
Quote from: "!o! woohoo"
Oilman is supposed to have spring arms.


Erm...no?
That's a pipe.
If you need proof, go look at the model in Megaman Powered Up. Oilman's arm isn't a freaking spring.

Alright, we will take away the holes to make it more canon to the game. I have also realized that I have hit 10 posts!  :mrgreen:

January 27, 2014, 08:44:13 PM
Reply #83

Offline Shmeckie

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Re: Justified Classes v1ah
« Reply #83 on: January 27, 2014, 08:44:13 PM »
I want to reiterate my earlier point about Punk. Played some online matches with him, and that high ammo consumption really does hurt him. He can't handle himself in a firefight with any Robot Master with infinite ammo, he's always at a disadvantage. If not completely in half, at least having him use 1/3 less ammo should help him out. Love that cannonball bounce, though. Adds new options for his signature attack!

Also just wanted to say I love this Cloud Man. Way better than vanilla classes!

As for Bubble Lead, what I think might help would be to have it fire slightly downward, so he doesn't end up lobbing bubbles over people's heads.

January 27, 2014, 08:51:48 PM
Reply #84

Offline Magnet Dood

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Re: Justified Classes v1ah
« Reply #84 on: January 27, 2014, 08:51:48 PM »
This is a somewhat stupid suggestion, but can you make an item for Magnet Man to attach to the ceiling for a bit? Besides the "it's canon" argument, I think it could be useful in helping Magnet Man gain more leverage to aim at people farther away from him better. It would give him a little more difference to Dive Man, who can hold his own when he's in close range with his Dive Charge and better homing missiles.

You could have it use the same ammo that uses the Magnet Pull to avoid both being used at once, since Magnet Man never used it in conjunction with the pull.

(Also you should probably make it last for a really short time since I could imagine it getting annoying with high ceilings)

EDIT: There's no such thing as vanilla classes what are you talking about  :|

Oh, yeah, right, Cloud Man. Could you slightly slow down his Thunder Bolt? It's not that it does ridiculous damage or anything, it's just a little difficult to dodge.

January 27, 2014, 09:04:11 PM
Reply #85

Offline !o! woohoo

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Re: Justified Classes v1ah
« Reply #85 on: January 27, 2014, 09:04:11 PM »
Quote from: "Shmeckie"
I want to reiterate my earlier point about Punk. Played some online matches with him, and that high ammo consumption really does hurt him. He can't handle himself in a firefight with any Robot Master with infinite ammo, he's always at a disadvantage. If not completely in half, at least having him use 1/3 less ammo should help him out. Love that cannonball bounce, though. Adds new options for his signature attack!

punk shouldn't have a problem next version due to the ammo buff.

Also just wanted to say I love this Cloud Man. Way better than vanilla classes!

Thanks

As for Bubble Lead, what I think might help would be to have it fire slightly downward, so he doesn't end up lobbing bubbles over people's heads.

Maybe we can make it so that if bubbleman shoots his bubble lead in the water, he shoots a bouncing bubble; if he is on land, he shoots a rolling bubble (like megaman's bubble lead).

Quote from: "Magnet Dood"
This is a somewhat stupid suggestion, but can you make an item for Magnet Man to attach to the ceiling for a bit? Besides the "it's canon" argument, I think it could be useful in helping Magnet Man gain more leverage to aim at people farther away from him better. It would give him a little more difference to Dive Man, who can hold his own when he's in close range with his Dive Charge and better homing missiles.

We were thinking about this and we might think about it harder.

You could have it use the same ammo that uses the Magnet Pull to avoid both being used at once, since Magnet Man never used it in conjunction with the pull.

(Also you should probably make it last for a really short time since I could imagine it getting annoying with high ceilings)

EDIT: There's no such thing as vanilla classes what are you talking about  :|

Oh, yeah, right, Cloud Man. Could you slightly slow down his Thunder Bolt? It's not that it does ridiculous damage or anything, it's just a little difficult to dodge.

I actually wasn't thinking a bit and gave cloud man a sniping role. He did shoot fast in the game and projectiles usually become faster when they make a transition to mm8bdm. This may be changed, for he feels a little cheap sometimes.

January 27, 2014, 10:12:49 PM
Reply #86

Offline Gumballtoid

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Re: Justified Classes v1ah
« Reply #86 on: January 27, 2014, 10:12:49 PM »
Yamato Man could use a little buff. I think either his spears should be unaffected by gravity or receive a slight damage buff. Or both.

January 27, 2014, 10:43:56 PM
Reply #87

Offline Fyone

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Re: Justified Classes v1ah
« Reply #87 on: January 27, 2014, 10:43:56 PM »
Quote from: "Gummywormz"
Hope you're at least aware of the fact that Junk Man is completely invincible with his shield up. Also I broke Uranus' HUD once. I think it was by alting when I had a block up, but I can't seem to replicate it.

Junkman's shield was changed and Uranus' HUD I have no idea what the problem is.

Quote from: "Gumballtoid"
Yamato Man could use a little buff. I think either his spears should be unaffected by gravity or receive a slight damage buff. Or both.
Sure no gravity no damage buff though.

EDIT:
Quote from: "Lego"
I know why; Skullman's shots penetrate shields [see: +THRUGHOST on the projectile, +GHOST on the absorption shield Saturn uses] and homing projectiles, as per core standard, use a native actor that kind of completely screws up hitboxes of non-player shootable actors, often negating collision completely and/or killing the actor. Summon a Megaman and fire a magnet missile at it.
Honestly not sure how this can be fixed without making your projectile home by making a complex ACS script to do so. [See: Jax's old homing sniper]
Alright thanks for this.

January 28, 2014, 01:55:45 AM
Reply #88

Offline MusashiAA

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Re: Justified Classes v1ah
« Reply #88 on: January 28, 2014, 01:55:45 AM »
Dudes, I wasn't going to say anything until I could back up my previous opinion...

...but you need better sound effects. You can go ahead and use my sound effects from YDClasses if you want. Any of them, no regrets.

January 28, 2014, 04:12:02 AM
Reply #89

Offline Shmeckie

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Re: Justified Classes v1ah
« Reply #89 on: January 28, 2014, 04:12:02 AM »
That's a damn cool gesture Musashi! Also happy to hear Punk's getting the ammo buff he needs!

Quick question; will you have some of the Robot Masters healed/powered-up by copywep versions of weapons, like the games? Like Heat Man being healed by Crash Bomb, Freeze Man being healed by Freeze Cracker (and possibly posing), Turbo Man getting juiced by Thunder Bolt, etc.?