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fascinating interaction
The description of flashmans base weapon states its a cone effect like his area grab attack (Hated it so much but he couldnt just be a pushover XD)
however, it appears to just be casting the random thunder attack instead. (He still jumps forward.)
was there something else on my end im missing or or are things still WIP?
Unfortunately, implementing a stun effect visual the way that it's done in MMBN3 would require creating custom animation states and sprites for every single entity in the game, and while it's not actually hard to make each sprite, implementing the custom animation and getting it to recognize all of the custom sprites properly would probably end up quadrupling the filesize for the mod.
Honestly, it would work better if the stun status was implemented as it's own modpack, then it would be a simple case of just altering the code of this mod to make sure it properly references. the stun.
Anyway, after a lot more testing, I have to say that I like it a lot more now. He's still on the stronger end, but not so much that it makes the game trivial.
The only suggestions I have to make at this point are to add a channeling animation (he disappears when using a spell like Tractor Beam), and perhaps add a more eye-catching visual to the stun effect. For all I know this might be impractical or impossible. Either way the current implementation is pretty good, just not technically perfect.
Anyway, congratulations on creating an MMBN character that stays true to the original design but also feels properly ported. Looking forward to any future mods you might make.
i love this mod.
also plz lower the thunder damage he does for balance
I've replaced the base spell with a low-powered electric version of shotgun similar to Flashman's Cross Thunder from the original game, but I haven't worked out how to make the hitbox into a cross pattern yet. I'll see if I can make it work, then start putting together some new art assets and spritework for it.
changing how the base spell hits targets is luckily a really easy fix, so I can modify that no problem.
-Base weapon should probably deal 0 damage, and not affect every enemy. I'd recommend it affecting only one enemy, and not be a full screen attack. I'd recommend it hitting 4 tiles away, you could perhaps use a similar animation to lightning strike then.
-Transformer needs to have some sort of limit. Triggering on every enemy is just too much, you can easily get 80+ spellpower in a run. Even every room is probably too much. Would there be a way to make it happen every 5 stun kills? I think somewhere around 4-6 would probably be a good starting point.
-Probably should lower his starting HP by a few hundred.
Like I said, I don't know if you really care about balance or not. If you don't, then feel free to ignore this feedback. Otherwise, I hope this feedback helped.
That being said, the mod is really well done as is. The animations are much better looking than the other Megaman mods out there, and the art for the artifact is well done and fits the game (I'm not really a fan of just slapping chip art onto stuff, even if I love BN)