Mega Man X

Mega Man X v1.2.6

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Is the reason why zero getting no buster moves is because of like how busted it would make him be? as for zero's new move I hope its

Rekkoha Seriously imagine that in sm64 I Cant wait to see how X is next update because of as right now I see no real reason to use him other then playing arena or just using him And one thing feel free to respond to or not Would zero get skins kinda like how x has them? nightmare zero the zero games zero or black zero or anything else?​

I'm most likely adding Tenshouha for Zero. I won't give him a buster because that would make projectile characters completely redundant by that point. Black Zero or Nightmare can be added, but they would just be skins with changed dash trail and saber colors.
 
Would Zero from the zero games be a skin or like not even useable and another question what moves are you planning to give x? I think X kinda sucks Especially with how weird it is to aim at times i miss most of my shots I'm interested to see what you will give him
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Oh one more question! is axel planned in any way? or will he just be a skin of x Like aila is?
 
Would Zero from the zero games be a skin or like not even useable and another question what moves are you planning to give x? I think X kinda sucks Especially with how weird it is to aim at times i miss most of my shots I'm interested to see what you will give him
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Oh one more question! is axel planned in any way? or will he just be a skin of x Like aila is?
Not sure what to give X, probably one new move. Aiming could be improved but I am not planning much. Next update will be the last.

Axl is planned and he won't be just a skin.
 
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If you're making the next update the last go out all out for x give him more moves like zero cause in my opinion they should be equal move wise at least! Giving him one move is frankly just a bad idea as someone whos making a mod for another game srb2 I usally compare what customs characters have and dont have or use an idea from something else I think giving X At least His special weapons from the x games maybe 9 weapons to choose from or 8 would Make him more fun and make other people use x instead of vile or Zero X needs more then just buster shot and like 1 move and the dash imo But you do you I do think in order to make the shots better he gets a homing special weapon and in order to like balance X out his weapons have energy like vile that recharge over time
 
If you're making the next update the last go out all out for x give him more moves like zero cause in my opinion they should be equal move wise at least! Giving him one move is frankly just a bad idea as someone whos making a mod for another game srb2 I usally compare what customs characters have and dont have or use an idea from something else I think giving X At least His special weapons from the x games maybe 9 weapons to choose from or 8 would Make him more fun and make other people use x instead of vile or Zero X needs more then just buster shot and like 1 move and the dash imo But you do you I do think in order to make the shots better he gets a homing special weapon and in order to like balance X out his weapons have energy like vile that recharge over time
Alright I will see what I can do. But you should know that programming weapons takes time so up to 9 weapons is a stretch, it will be 2 weapons at most.
 
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Alright I will see what I can do. But you should know that programming weapons takes time so up to 9 weapons is a stretch, it will be 2 weapons at most.
You're telling this to someone whos main mod isnt even out yet lmao literally my srb2 mod is like 50% done and its second moveset isnt even done making mods is a pain also Will Zero have his appearance from the zero games as a skin? with an omega zero skin?
 
You're telling this to someone whos main mod isnt even out yet lmao literally my srb2 mod is like 50% done and its second moveset isnt even done making mods is a pain also Will Zero have his appearance from the zero games as a skin? with an omega zero skin?
MMZ Zero/Omega might get added but I am not too sure. I had him planned but I already scrapped several characters, namely Sigma, Dynamo, and Iris. But I will see. Again this is all due to lack of time and the need to have a conclusion for this mod. I am still hoping the leap from 1.2 to 1.3 would be bigger than the leap from 1.1 to 1.2.
 
MMZ Zero/Omega might get added but I am not too sure. I had him planned but I already scrapped several characters, namely Sigma, Dynamo, and Iris. But I will see. Again this is all due to lack of time and the need to have a conclusion for this mod. I am still hoping the leap from 1.2 to 1.3 would be bigger than the leap from 1.1 to 1.2.
Lets go we might be back Zero series fans praying for omega to be a model skin Also Why was iris scrapped and sigma? Couldnt you just make Iris a model reskin of X like aila? I can see why sigma could have been scrapped since it would be hard to make his attacks into a moveset, and what are your hopes/plans for 1.3? since you want it to be bigger then the previous versions
 
Lets go we might be back Zero series fans praying for omega to be a model skin Also Why was iris scrapped and sigma? Couldnt you just make Iris a model reskin of X like aila? I can see why sigma could have been scrapped since it would be hard to make his attacks into a moveset, and what are your hopes/plans for 1.3? since you want it to be bigger then the previous versions
Can't say much but the main additions are Axl and Third Armor.
 
i'm using the default character select that comes with Co-op DX and the latest update of this mod(1.2.6). after loading Star Road, regardless of if it's a new save or an old one, a message appears claiming that the mod has script errors if i shoot enemies that cause the player to launch into the air spinning, namely the flower things and the fly guys. these don't cause crashes and don't appear after the first time shooting them, but they do seem to reappear if the save is closed and reopened.
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Alright I will see what I can do. But you should know that programming weapons takes time so up to 9 weapons is a stretch, it will be 2 weapons at most.
PLEASE give Second armor X the Flame Burner dash weapon thing. could be set to released charge shot while airborn.
 
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i'm using the default character select that comes with Co-op DX and the latest update of this mod(1.2.6). after loading Star Road, regardless of if it's a new save or an old one, a message appears claiming that the mod has script errors if i shoot enemies that cause the player to launch into the air spinning, namely the flower things and the fly guys. these don't cause crashes and don't appear after the first time shooting them, but they do seem to reappear if the save is closed and reopened.
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PLEASE give Second armor X the Flame Burner dash weapon thing. could be set to released charge shot while airborn.
You could just map it to a different button for simplicity's sake. For example, the X button while dashing. Whether ironically or not, X doesn't have any actions mapped to the X button by default.
 
i'm using the default character select that comes with Co-op DX and the latest update of this mod(1.2.6). after loading Star Road, regardless of if it's a new save or an old one, a message appears claiming that the mod has script errors if i shoot enemies that cause the player to launch into the air spinning, namely the flower things and the fly guys. these don't cause crashes and don't appear after the first time shooting them, but they do seem to reappear if the save is closed and reopened.
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PLEASE give Second armor X the Flame Burner dash weapon thing. could be set to released charge shot while airborn.
I am planning on giving Second Armor the Speed Burner.

You can simply ignore the script errors if they show with Star Road. I have also noticed they sometimes show when interacting with certain items, but it's just the game trying to network sync something when it does not need to be synced. I will try to fix for next release.
 
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I am planning on giving Second Armor the Speed Burner.

You can simply ignore the script errors if they show with Star Road. I have also noticed they sometimes show when interacting with certain items, but it's just the game trying to network sync something when it does not need to be synced. I will try to fix for next release.
Something I noticed is how Alia copies whatever Charge Shot X has equipped at the time you switch characters. Is it possible to give her a custom Charge Shot that differentiates her from X, such as the Plasma Charge Shot or the Cross Charge Shot? If not, can she be given a shorter charge time in exchange for increased damage or some other penalty?
 
Something I noticed is how Alia copies whatever Charge Shot X has equipped at the time you switch characters. Is it possible to give her a custom Charge Shot that differentiates her from X, such as the Plasma Charge Shot or the Cross Charge Shot? If not, can she be given a shorter charge time in exchange for increased damage or some other penalty?
That's actually a bug. Alia is not supposed to do that. This trick only works if the mod is used without Character Select.
I only intend to fix this in 1.3 so this may take a while.
Also she will be unique to any other variant of X in 1.3.

Charge time will be shortened overall (possibly x1.2 to x1.5 faster).

The current planned unique gimmicks for each variant of X (and Alia) are the following:
  • Default X: Default Buster and Lightning Web as a secondary weapon, this will make him be able to shoot a single Lightning Web that lets him Wallkick off of it in the air. It will not cause wallkicks to be refreshed even if facing opposite walls though. Not chargeable
  • First Armor X: Buster with Spiral Shot and Shotgun Ice as a secondary weapon. The charged version of Shotgun Ice will create a sled that can be used with First Armor to extend his movement range.
  • Second Armor X: Buster with Double Shot and Speed Burner as a secondary weapon. The charged version of Speed Burner will let him basically have an extra airdash.
  • Third Armor X: Buster with Cross Charge Shot, secondary weapon not decided yet but it won't have any movement options, because he can use the vertical dash instead. He will also be able to use the Hyper Armor for a set amount of time after collecting 100 coins, which grants him double dashes and faster buster charge time.
  • Alia: Default Buster and Green Spinner as a secondary weapon. No movement capabilities from the secondary weapon but she will be able to double jump like Zero.
 

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