I found how could Junk Shield work

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Napalm Crusher
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I found how could Junk Shield work

Post by Napalm Crusher » Sat Jun 15, 2019 6:25 am

As a quick note, I want you to know that I'm not that good in programming... so sorry if there are mistakes in the code... Thanks

This is what I got so far

JkS= Junk Shield
T= Damage
U= Projectiles (Based on the numbers of V)
V= Junk Shield state (3=Full Shield/2=Damaged Shield/1=Worn Shield/0=No shield)
W= Hits (How many hits until shield is fully destroyed)

If (shoot button) is pressed

Shield Attack
While JkS=true
If enemy hp <=4

Shield state Animation
If W>=3

If W>=1

If W=0
I'm only a guy who wants to see Junk Shield in Mega Man Maker... that's it.

South Text

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Re: I found how could Junk Shield work

Post by DestroyerOfDestruction » Sat Jun 15, 2019 9:10 pm

I thought that the Junk Shield should be more complex; each part of the shield should have its own code.

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Re: I found how could Junk Shield work

Post by D-Man » Sun Jun 16, 2019 12:53 am

iirc, the Junk Shield would stay on the player character even when going through a screen transition, which is something no other shield currently does. How do you suppose a feature like that could be implemented?
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Bean man
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Re: I found how could Junk Shield work

Post by Bean man » Sun Jun 16, 2019 4:16 am

If we're going off actual changes we'd like, then make it slower. The way the splitting effect works is that there's 3 large pieces that orbit you followed by smaller pieces, and when you fire wherever those pieces are facing go in that direction. Problem is- the thing goes way too fast to determine where the pieces are to get an accurate shot in. Slowing its orbiting speed is really the only change it needs.

Okay yes alright okay

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