One Step From Eden

One Step From Eden

Flashman.exe
20 Comments
Mannerek 8 Nov, 2021 @ 11:15am 
Never mind! When using the battle network custom zone mod, the thunder ball overrides flashman's weapon making it become the thunder ball instead of the cone!

fascinating interaction
Mannerek 8 Nov, 2021 @ 9:53am 
Question!

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?
Dboy501110 30 Jun, 2021 @ 1:40pm 
True dat dude
ledbullet1 30 Jun, 2021 @ 11:49am 
i agree id love to see more navi masters
Michelin Mayn  [author] 30 Jun, 2021 @ 8:42am 
I don't have anything planned right now, but someone suggested alpha to me on the serenade mod and that gave me a few ideas.
Dboy501110 29 Jun, 2021 @ 7:02pm 
Could you make heatman or do you already have another netnavi in the works?
ledbullet1 5 Jan, 2021 @ 12:16am 
his lightning strike is pretty good and dispite serenade's weapon being tricky to use im happy to see people making navis on here in fact you should make more if you can because Mega Man Battle Network’s 20th Anniversary is coming up
Michelin Mayn  [author] 15 May, 2020 @ 9:30pm 
The channelling animation does actually exist, I just think that there's an error with the AnimInfo file that I have which causes the frames not to be parsed correctly.

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.
deemo 13 May, 2020 @ 7:21pm 
I mean, a mod doesn't have to be perfectly balanced. But at the same time, I don't want to literally fall asleep while playing because it's so easy.

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.
TB Ninja 11 May, 2020 @ 9:47pm 
Balance? Balllannncee? Screw that. Have you seen how powerful these guys get later on? Could use all the power you can get lol
Nugear 3 May, 2020 @ 3:32pm 
this should have more stars.... why is this still at zero stars.
i love this mod.
also plz lower the thunder damage he does for balance
Nera 3 May, 2020 @ 11:04am 
Dang, you're doing gods work with these mods.
Totenkreuz 2 May, 2020 @ 5:56pm 
I love seeing this MMBN takes on the game
Michelin Mayn  [author] 2 May, 2020 @ 6:46am 
UPDATE: I decided to get rid of the stun on the base spell and make it a random effect triggered by the artifact. Currently it's not working the way it should, but I'm in the process of figuring it out.

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.
Michelin Mayn  [author] 2 May, 2020 @ 4:06am 
All good feedback, thanks for your thoughts. The original build was even more stupidly broken, I figured that I could limit it by adding a mana cost and making it deal damage so that if you used it at a bad time you wouldn't get the spell power benefit. The transformer artifact was a bit of an experiment and it'll be hard to change the way that it triggers to count the number of enemies prior to giving out spell power, but I can ask around and see if it would even be plausible to implement a tally system. If not, then I'll just replace the effect with something else. I've got no real idea for what would synergise well, though. I could have it copy Baz's whip but apply a different effect than dropping a lightning bolt randomly when one of your attacks hits,

changing how the base spell hits targets is luckily a really easy fix, so I can modify that no problem.
deemo 2 May, 2020 @ 1:15am 
After a few more runs, I have some suggestions to bring him in line with about the strength of the other characters.

-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.
deemo 1 May, 2020 @ 11:56pm 
Agreed with the other guy, this mod is way too easy to win with. I don't know if you're incredibly worried about balance, but I would nerf his base weapon, as well as nerf Transformer as it's incredibly easy to snowball a run with.

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)
johnnykol 1 May, 2020 @ 9:24pm 
I just beat it three more times in a row, adding the next difficulty mod I unlocked each time. Either I became alpha as hell overnight at this game after losing every run, or this is broke.
johnnykol 1 May, 2020 @ 7:34pm 
Great art and idea, but it is stupid broken. Just got my first true genocide run with ease by maxing out mana regen and spamming stun attack. The stun stops boss attacks and glitchy effects like removing Gunners mines. Make stun a beam or remove damage, perhaps? Hope this helps.:winter2019happydog:
Michelin Mayn  [author] 1 May, 2020 @ 9:32am 
feel free to add any feedback in this comments section