Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on July 29, 2016, 01:49:17 PM

Title: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: CutmanMike on July 29, 2016, 01:49:17 PM
(http://i.imgur.com/PTuORoA.png)

It's been 2 years since the last update, but MM8BDM continues on! Mega Man 9 was a fantastic little treat from Capcom (and Inti Creates) that even became the favourite Mega Man game in many people's hearts. I have always loved 9 as I do the other Mega Man games, and ever since it's release I've always wanted to do it justice in MM8BDM. We've had to make some interesting choices here and there but I think the end product is something MM9 fans will enjoy, and we have plenty of surprises for Mega Man fans as well so scroll down and grab the download link below!

Trailer



New Features


Change Log

Here is a more detailed change log.
== Light's Lab
+The construction work on Light Labs is finally complete. Explore and check out the new basement!
+Dr. Light's missing Robot Masters will appear once you have defeated them in the campaign!
+A new machine has been added in the basement which will allow you to re-fight hidden bosses you have defeated (but is locked until a certain Robot Master has visited the lab). Note that you will have to defeat them again in v5 to unlock them here.
+Weapon Training and Stage select can now be exited by pressing jump.
+Pressing forward and backward in stage select will go through selections quicker.

== Launcher:
+Removed update banner.
+Extra Command Line Parameters are now saved upon exit and loaded automatically.
+Added a Configuration tab with the following:
* Set Video Renderer
* Open MM8BDM Directory
* Visit Official Website

== Skins
+New skins based on all the Mega Man 9 robot masters!
+New skin for Mega Man 7-styled Sniper Joe.
+New skin for Time Man.
+New base skin.
+MegaMan now has his own skin.
+Alien now plays sounds when landing.
+SearchMan shoulders now colored cyan instead of blue.
+King has more readable firing frames.

== Health and Weapon Energy pickups
+Weapon Energy pickups no longer change values with sv_doubleammo.
+Weapon Energy pickups now restore 30% and 72% of maximum ammo values rather than hard-set values.
+A longer sound effect plays when you pick up a large capsule.


== Item 2
+Now spawns underneath you when you're in the air.


== Weapons
+All weapons now inherit from a single source: BaseMM8BDMWep.

== Laser and Arrow Buster
+Laser and Arrow Buster mid charge shot now use the damagetype "ChargeBuster".

== Duo Fist
+Charge HUD animations lowered and made semi-transparent.
+Uncharged shot no longer faces you when returning.

== Proto Buster
+Uncharged shot colors changed slightly.
+Charge Sound changed to match Mega Man 9's.
+Can no longer hold shield out when charging a shot.

== Super Adaptor
+Full Charge animation changed slightly.
+Colors changed to better reflect Rush's NES palettes.
+Fist can now only home in on people in the user's vision.

== Fire Storm
+Shield damage now originates from the center of the player's body.
+Shield damage now full radius.

== Oil Slider
+You now keep your previous momentum when turning.

== Super Arm
+Can no longer be autoaimed.

== Thunder Beam
+Can no longer one-hit kill.

== Time Slow
+Slow duration reduced: 5 -> 3 seconds
+Weapon switch cooldown reduced slightly: 4 -> 2 tics [1 tic = 1/35th of a second]
+Range indicator added.

== Air Shooter
+Damage Reduced: 25 -> 20

== Atomic Fire
+Full charge ammo cost increased: 10 -> 15
+Full charge projectile speed: 24 flat -> 8-32 windup

== Bubble Lead
+Now climbs slopes

== Leaf Shield
+Complete rework.
+Put up a temporary shield that blocks one oncoming hit*
+Lasts a short period
+If the shield is hit, release a flurry of leaves in the target direction.
* damage may still be sustained from the hit, depending on the source.

== Gemini Laser
+Fixed a bug where shots would bounce off shootable actors.

== Hard Knuckle
+Damage reduced: 70 -> 65

== Magnet Missile
+Shots can now only home in on people in the user's vision.

== Search Snake
+Ground speed increased: 18 -> 23
+Can now be aimed.

== Dust Crusher
+Bits pass through players for the first few tics.

== Pharaoh Shot
+Explosion damage reduced: 65 -> 60
+Full explosion damage radius increased: 0 -> 16
+Maxmimum explosion radius reduced: 128 -> 96
+Explosion animation added.

== Skull Barrier
+Complete rework.
+Now fully blocks the damage from one hit.
+Has a cooldown of two seconds after breaking.
+During these two seconds, you are immune to stage hazards that would typically kill you instantaneously.*
* Presses of any kind not included.

== Crystal Eye
+Fixed a bug where bits would bounce off shootable actors.

== Gravity Hold
+Added a range indicator.

== Power Stone
+Code was made easier to modify.

== Star Crash
+Damage radius now starts at your center rather than at your feet.

== Centaur Flash
+Complete rework.
+When used, now renders you invisible for a short period.
+Do not use near birds.

== Plant Barrier
+While active, you take 30% increase damage from all sources.

== Silver Tomahawk
+Reduced speed: 65 -> 50

== Danger Wrap
+New sprites.

== Freeze Cracker
+Bits pass through players for the first few tics.
+Visual effect moved from the weapon to the projectile.

== Noise Crush
+Fixed a bug where uncharged shots would get stuck on Mirror Buster.
+Charge shot ammo cost increased: 2 -> 4

== Thunder Bolt
+No longer spawns two graphic effects when fired.

== Wild Coil
+New sprites.
+New sounds [stolen from Classes].
+Uncharged speed increased: 18 -> 25

== Astro Crush
+Fixed a bug in Zandronum 3.0 where you would not hang in the air when using it.

== Flame Sword
+Can no longer be autoaimed.

== Homing Sniper
+Shots can now only home in on people in the user's vision.
+You didn't need that pistol ammo anyway.

== Mega Ball
+Default slot changed from 4 [Close] to 2 [Ranged]

== Copy Vision
+Default slot changed from 6 [AoE & Special] to 2 [Ranged]
+Shot damage buffed: 8 -> 10
+No longer reorients itself to match your aim automatically.
+Now reorients when you fire while Copy Vision is selected.

== Ice Wall
+Now climbs slopes.

== Lightning Bolt
+Fixed a bug in Zandronum 3.0 where you would not hang in the air when using it.

== Remote Mine
+Base speed increased: 20 -> 25
+Redirect speed increased: 8 -> 11

== Tengu Blade
+Remove the fade effects on the dash.
+Changed the actor name "TenguMelee" to "TenguDash" to be more precise.

== Ballade Cracker
+Obituary properly set in LANGUAGE.

== Mirror Buster
+Fixed a bug where climbing weapons [ex. Search Snake] would repeatedly trigger the counter.
+Actor names changed for clarity.
+Damage windows for shot values changed:
*  Mid shot: 11 -> 12 damage.
*  Strong shot: 25 -> 40 damage.
+Large shot damage increased: 40 -> 45.

== Sakugarne
+Default slot changed from 6 [AoE & Special] to 4 [Close]

== Screw Crusher
+Fixed a bug where shots would bounce off shootable actors.


== MAP CHANGES

== MM1CUT
+Weapon layout changes
+Minor structural changes

== MM1ELE
+Weapon layout changes
+Elec Traps now deal "Disintegrate" damage

== MM1TIM
+Arrows now show direction of conveyor belt movement

== MM1OIL
+Oil Canisters now deal more consistent damage
+Oil Canider damage reduced slightly

== MM2BUB
+Full map overhaul

== MM2HEA
+Various structures tweaked and simplified

== MM2QUI
+Northern area reworked

== MM2DW1
+Teleporter bunkers closed off.

== MM2DW2
+Various structures adjusted.

== MM3TOP
+Skull Barrier now easier to acquire.

== MM4DIV
+Complete layout and texture overhaul

== MM4BRI
+Updated darkness textures
+100 Watton now drops a large health on death*
* does not apply to LMS game modes.

== MM4DC1
+Large health pickups near pillar swapped with small ones
+Four small health pickups added outside

== MM5GRA
+New room added
+Moved central staircase to provide better cover in the lower hallway
+Stairwell leading up towards the south replaced with a ladder

== MM7STR
+New map based on Mega Man 7's intro stage!

== MM7FRE
+Complete layout overhaul

== MM7BUR
+Various structures adjusted
+Underwater filters removed

== MM7CLO
+Complete layout overhaul

== MM7SLA
+New room added connecting the river chokepoints
+Various jumps made easier

== MM7SHA
+Cliffside adjusted
+Teleporter moved to the bottom of the cliff
+Various visual changes

== MM7JUN
+Weapon layout changes
+Background elements added

== MM7TUR
+Complete layout overhaul

== MM7DW1
+Various visual changes

== MM7DW2
+Weapon layout changes
+Pit teleporters now both face the same direction.

== MM7DW3
+Weapon layout changes
+Minor visual adjustments

== MMBMUS
+Complete layout overhaul

== MMBPIR
+Complete texture overhaul
+Layout of back cave area changed

== MMBBUR
+Various flow adjustments


== Misc
+All previously existing damaging stage hazards now have damage types.
+All music given more accurate loops.
+New team colors!

Download

Download from MEGA (https://mega.nz/#!GJpjEayL!WzIjmhHw84utHY4DroaFYE4zYc3YkXGGz9Hrnz1YbQU)
Download from Cutstuff (http://cutstuff.net/files/MM8BDM-v5a.zip)

Notes

Shouts must go out to the current MM8BDM team who made this possible. V5 had a rough start with the departure of Ivory who set an very high standard of quality and was very proactive towards getting the project done. Mega Man 9 may have had the content ready for us to implement but there is still a lot you have to think about and tinker with once you start adding it to the core game. It is also a very beloved game so there were lots of conflicting opinions on how things should look, behave or even sound. It could not have been done without such a relentless team of people who took time out of their lives to contribute, for nothing but what working on the game means to them. Thank you for your continued support (your medals are in the Cutstuff post!)

Also thank you to those still sticking with us and playing MM8BDM. I know a ton of players don't even read the forum, but seeing players still enjoy and get hyped for MM8BDM is what keeps me going back to have long battles with ACS and DECORATE and push Zandronum to it's limits.

I think at this point promising that a MM10 expansion should come a lot faster than this one would be shooting myself in the foot so I'll just close with "Stay tuned".
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 01:49:24 PM
Please provide working mirrors if you can, I know a lot of you don't like MEGA for downloading.

Oh yes, and for the sake of people just coming in:

Try to avoid posting spoilers... at least until page 2 of this topic.
Title: this is pretty much a meme now every time mm8bdm releases
Post by: Beed28 on July 29, 2016, 01:51:51 PM
(http://www.legends-station.com/mml1/screens/firstmission/003.jpg)

FIRST :D

Wait, you mean it's finally out?






(http://nooooooooooooooo.com/vader.jpg)
...WAY!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on July 29, 2016, 01:53:23 PM
Can't say I wasn't expecting Beed to be first.

I'll provide a Painkiller link if anybody doesn't before me.

http://allfearthesentinel.net/download?file=mm8bdm-v5a.pk3

wasnt me
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Yoshiatom on July 29, 2016, 01:56:43 PM
Finally, the world's F5 keys can be put at rest! :P

Thanks for the hard work on this great mod, can't wait to play it and struggle against the bosses!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TheRealRoyale on July 29, 2016, 01:57:14 PM
YES





GOTTA DOWNLOAD 'EM ALL!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Turbodude on July 29, 2016, 01:58:00 PM
The expansion I've been awaiting the most since MM7, it's finally here!

Stupendous job to all those involved. I am so psyched to play this!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on July 29, 2016, 01:58:14 PM
IT'S OUT?!



I'll have to get this when I get home!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ThatOneEnder on July 29, 2016, 02:02:50 PM
OH YES!
I've been so excited for this!
I'll post my thoughts of it once I finish it, but till then, whooo, exciting!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on July 29, 2016, 02:06:03 PM
Awesome!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 02:40:30 PM
This is top-notch. GG guys.
Glad to see Quint getting some love. Looks like I need to play through the entire campaign again.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rui on July 29, 2016, 02:49:02 PM
Quote from: "CutmanMike"
Please provide working mirrors if you can, I know a lot of you don't like MEGA for downloading.

Dropbox (https://dl.dropboxusercontent.com/u/155972041/MM8BDM-v5a.zip)
Google Drive (https://drive.google.com/open?id=0B7-AmyiO8JuqOFp5ZXhoZnhocU0)


Beautiful work! Congratulations to everyone on the dev team! (http://i.imgur.com/4TjYSJV.gif)

Only one more expansion til we receive Sheep Man ;v;
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Superjustinbros on July 29, 2016, 02:57:24 PM
YESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYES
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: SmashBroPlusB on July 29, 2016, 03:38:12 PM
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Quote from: "CutmanMike"
== Proto Buster
+Can no longer hold shield out when charging a shot.
I'm ready for Proto Buster in Duel :ugeek:

Quote from: "CutmanMike"
== Leaf Shield
+Complete rework.
+Put up a temporary shield that blocks one oncoming hit*
+Lasts a short period
+If the shield is hit, release a flurry of leaves in the target direction.
* damage may still be sustained from the hit, depending on the source.
So it's more like a "quick counter" version of Skull Barrier? Interesting. I'm gonna like playing with this.

Quote from: "CutmanMike"
== Mega Ball
+Default slot changed from 4 [Close] to 2 [Ranged]

== Copy Vision
+Default slot changed from 6 [AoE & Special] to 2 [Ranged]

== Sakugarne
+Default slot changed from 6 [AoE & Special] to 4 [Close]
(http://i.imgur.com/DlOEgIR.png)



I haven't looked at any stage changes, gonna keep those a surprise for myself.
Great work guys, can't wait to really dig my fingers into this.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on July 29, 2016, 03:48:26 PM
I just started V5, so one of the first things I did was to check on one of Guts Man's lines. Sure enough:

(https://s32.postimg.org/mq7euagxh/mm8bdm_v5a_bossendurance.png)

This line was relevant from v3a to v4c, but now it needs to be updated, since the boss endurance chamber is back now. Just have Guts Man say it used to be where the patio is.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: The_Broker on July 29, 2016, 03:50:38 PM
Hope everybody is enjoying it! I can't wait to try it out myself.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ukiyama on July 29, 2016, 03:52:40 PM
Wow this was a pretty surprising release for me, congrats you guys! Can't wait to try it outside of singleplayer later!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: arkore on July 29, 2016, 03:53:07 PM
Congratulations on the release of MM8BDM v5.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 03:55:10 PM
Quote from: "SmashBroPlusB"
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Your velocity stops when you summon it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Watzup7856 on July 29, 2016, 04:30:30 PM
HOT DAMN I'M STILL AT WORK AND THIS IS OUT.

I seriously can't fucking wait until I get home today to play this.

2 more hours...
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 04:55:59 PM
So... I'm kinda dumb, but i can't find a way of having my progress from V4 here, what do?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 05:10:52 PM
If you have a save game from V4 you will need to make sure your v4 .ini file makes it's way into the same folder as V5. You can either copy V5's content to overwrite your V4 files OR just copy your zandronum-xxx.ini from your V4 folder into the V5 one.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 05:17:54 PM
Thanks!
love ya, Mike.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 05:23:31 PM
(http://i.imgur.com/SIV7HOk.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RedThePyro on July 29, 2016, 05:24:02 PM
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MetalMasher on July 29, 2016, 05:39:19 PM
yesssssss!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Mendez on July 29, 2016, 06:28:18 PM
The map quality is really solid throughout, I'm glad that FGG was given a shot to prove himself as a mapper because MM9GAL is really one of my favorites right now, if only for the fact I feel so comfortable jumping and moving around the map. I feel like some maps are a tiny bit bigger than they need to be (like MM9DW3) but overall you guys have really polished and refined these maps very well. I don't even mind that Concrete shot has cannibalized Item-1, it just feels so much more intuitive to use, and I'm glad mappers were able to find some good uses for that weapon. Here's hoping MM10 can raise the bar even higher.
By the way, the Read-me text file isn't updated to credit the people who made the maps for this expansion. I'd really like to know who made what so I can give proper credit.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on July 29, 2016, 06:38:09 PM
I agree, map-wise there's very very little to complain about, it looks pretty damn solid overall in that regard.
Title: GOD DAMN.
Post by: Bikdark on July 29, 2016, 06:46:28 PM
i fucking hate whoever designed this bass boss. I MEAN IT'S GOOD BUT OH MY GOD IM GOING TO FUCKING SPEND HOURS ON THIS

edit: kd just informed me of someTHING VERY INFURIATING THAT you can do in this fight LIKE WHAT THE FUCK

edit^2: here's an accurate representation of how i feel rn
(http://i.imgur.com/PU1oEYI.png)
Title: also the megaman amiibo was totally my fault, haha
Post by: Geno on July 29, 2016, 06:58:25 PM
I hopped into a server a while ago and I'm glad to see everyone's enjoying the sprites I did!
I saw a Concrete Man or two, many many Splash Women, and even a Time Man!

Not to mention, museum visitors pointed out all the Dimensions! I hope they thought Green Devil looked cool too!
Anyone try out Pharaoh Shot in v5? I thought the explosion I made looked super cool!

Hope you guys enjoy the new singleplayer things too! I made quite a few things that would probably get me yelled at if I mentioned them now, hehe
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 07:36:07 PM
Quote
and even a Time Man!
That's because Time Man doesn't look like he's straight out of hell this time around.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on July 29, 2016, 07:58:59 PM
To whoever thinks the Bass boss is hard
you're about at 5% of your real suffering when you'll see what's in MM9.

Fantastic job to whoever did the boss battles btw. Very very rage-inducing how I like them. Would replay again and again now and in a few months and years for nostalgia in the future
Title: Re: also the megaman amiibo was totally my fault, haha
Post by: Promestein on July 29, 2016, 08:01:17 PM
Quote from: "Geno"
Not to mention, museum visitors pointed out all the Dimensions! I hope they thought Green Devil looked cool too!
Anyone try out Pharaoh Shot in v5? I thought the explosion I made looked super cool!
Yes, yes, and yes. I wasn't expecting Pharaoh Shot to have that, since I didn't bother looking at the changelog. Nice.

Were you involved with the Mega Mech Shark boss or the Fake Men chase? I thought those were both neat.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 08:12:06 PM
so what bosses was i actually meant to fight because i feel like i missed about 8
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 08:18:36 PM
Quote from: "Stardust"
Fantastic job to whoever did the boss battles btw. Very very rage-inducing how I like them. Would replay again and again now and in a few months and years for nostalgia in the future

Messatsu and Lego did the Bass fights, I made the rest. It was a team effort though since I needed sprites, testing and ideas (we had no idea what to do for megaman 9's final boss for so long).
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on July 29, 2016, 08:28:08 PM
Quote from: "Mendez"
The map quality is really solid throughout, I'm glad that FGG was given a shot to prove himself as a mapper because MM9GAL is really one of my favorites right now, if only for the fact I feel so comfortable jumping and moving around the map. I feel like some maps are a tiny bit bigger than they need to be (like MM9DW3) but overall you guys have really polished and refined these maps very well. I don't even mind that Concrete shot has cannibalized Item-1, it just feels so much more intuitive to use, and I'm glad mappers were able to find some good uses for that weapon. Here's hoping MM10 can raise the bar even higher.
By the way, the Read-me text file isn't updated to credit the people who made the maps for this expansion. I'd really like to know who made what so I can give proper credit.
Why thank ya, but I wanna make sure credit is given where it is due. Galaxy while the general layout remained the same throughout it's development underwent the most changes during so. The room BHB resides wasn't even designed by me and a lot of the details added to it weren't my doing either. Lego was the one who made that room and added to make the map look pretty. The rest of the devs also giving suggestions in improving the map every step of the way got it to be a good design as well. Though I was stuborn on some things that were complained about (looking at you glass floors) they eventually let me keep them when they worked out and I explained their reasoning. Hope you guys have lots of fun using those for aiming your BHBs and to wrap this up, have fun finding that Yashichi.  :ugeek:
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 08:28:47 PM
I WANTED TO CONTRIBUTE TO THIS PROJECT

I WANTED TO GET A FANCY MEDAL LIKE THE REST OF YOU.

BUT NOOOO, THE CONTRIBUTION TEAM ARE SO PICKY ABOUT WHO CAN SPRITE GOOD SO I NEVER GOT A CHANCE!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 08:32:24 PM
Quote from: "Max"
so what bosses was i actually meant to fight because i feel like i missed about 8
Gamma, Evil Robot, King, and the Genesis Unit all carried over. Bass replaced the Wily Capsule fight for chapter 7. MM9 seems to end with a fight with Proto Man, then Mega Mech Shark, Fake Man, or Quint, but I have no idea how to trigger the Quint fight and indeed it might have nothing to do with that area of the game.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 29, 2016, 08:37:01 PM
Quote from: "Promestein"
...but I have no idea how to trigger the Quint fight and indeed it might have nothing to do with that area of the game.
That's a point. Where do we fight Quint? The only thing I got that might be related to him was Galaxy Man mentioning an anomaly and the weird glitched up thing in the memory selector. I looked all over Dr. Light's lab for said anomaly (yes, even in the training arena) but came up with nothing.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 08:39:11 PM
You're on the right track.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 08:46:59 PM
So when can I sign up for MegaMan 10 expansion because I didn't get the MM9 :P
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 29, 2016, 08:56:45 PM
Ha, found him.

Holy bejeezus, that fight was insane. :shock:
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Atticus on July 29, 2016, 08:56:50 PM
Glad to see the MM7 music was changed from the Rockman 7 FC versions. I do think the actual volume of the music on Wily 1 and 2 is too loud and could be turned down a bit.

This expansion is out a day before my birthday. Thanks for the early present.  :D
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 08:57:20 PM
(http://i.imgur.com/XTqNnGS.png)
weird particles going in the rock here
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 09:06:39 PM
I noticed that there are 2 extra pedestals in the trophy room, although there's one chapter left, i think Mike's onto something...
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 09:08:41 PM
You can obtain all the trophies in this version.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: KOManiacJim on July 29, 2016, 09:09:16 PM
Greetings once again. If it's possible, can you post the Areas for the Secret Boss Battles involving getting under a "Par Time?" Don't reveal who, just post the areas with said time to beat to trigger the Secret Boss Battles.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 09:09:53 PM
nice to see quint ripping off everyone's favourite game

SONIC BOOM RISE OF LYRIC

no srsly thanks for the MMX representation that's my favourite series
add some checkpoints to him pls
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 09:13:01 PM
So, is TengumusV really gone despite protest?

I'm not going to find out.

I'm not downloading the game until I get my medal!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 09:20:03 PM
How I didn't figure that out on my own with Magma Man's hint, I don't know.

Quote from: "ABlasterCat"
I noticed that there are 2 extra pedestals in the trophy room, although there's one chapter left, i think Mike's onto something...
There are at least two chapters left, though. MM10 and MMV.

Quote from: "bass44"
So, is TengumusV really gone despite protest?
Yes, thank god.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TailsMK4 on July 29, 2016, 09:20:40 PM
V5 was pretty fun, but man the bosses were tough.

How do you dodge Proto Man's sweeper attack after he does a regular attack three times? That one I seem to constantly get hit by, the rest is just trying to react with the very short amount of time I have to figure out what attack he is using next. This boss I'm stuck on. I beat Bass, btw.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 09:24:10 PM
Stay away from him and you can time your jump over the line of shots. Some people to like to run under him during that but I don't think it's very reliable.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 09:41:15 PM
I would like to apologize on the behalf of the things I said earlier.

I'm just enraged to the fact that I wasn't able to contribute to this project because nobody thinks I'm good enough.  :?

If anybody felt like they were targeted because they got the medal, then I'm sorry.

I should probably just leave because I don't feel like I'm welcome here.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 09:42:52 PM
I found a glitch, during Boss Attack you can add bots, and it seems like they drop your performance a lot.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 09:49:58 PM
here's every trophy

(http://i.imgur.com/cLaal5l.png)
i havent beaten a single v4 or v5 boss without using 'give health' they're too hard for their own good

major props to the people doing the music btw
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TailsMK4 on July 29, 2016, 09:58:49 PM
EDIT: Can't delete this message, move on...
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: KOManiacJim on July 29, 2016, 10:05:09 PM
I would like to thank the devteam for all their hard work. I think that this game will age like a fine cheese, or heck, a fine wine even.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 29, 2016, 10:14:33 PM
Quote from: "Max"
i havent beaten a single v4 or v5 boss without using 'give health' they're too hard for their own good

Yeah, the bosses are completely insane and nigh impossible compared to what you would find in your average ZDoom mod. The only normal ZDoom bosses I could think at the moment that matches the extreme speed and brutal difficulty of the MM8BDM v4 and v5 bosses was the final boss in the first DUMP episode (http://forum.zdoom.org/viewtopic.php?f=19&t=51004) and maybe some of the boss monsters in AEons Of Death (although I haven't played the latter in a long time, so who knows).

EDIT: Oh yeah, I forgot about the cramped fighting arenas with no cover as well, which the aforementioned final boss of DUMP's first episode was also fought in.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 10:21:19 PM
I just gotta say i love how you made the Fake Man battle as accurate to the original game as possible
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: easyaspi on July 29, 2016, 10:23:45 PM
Jeez, so much more content. Anyway, time for rant under the cut.
WHAT THE HELL. THESE BOSSES ARE AS UNFORGIVING AS POSSIBLE AND THE FACT THAT THERE'S A BOSS ATTACK WHERE YOU HAVE TO GO THROUGH ALL OF THEM WITHOUT DYING IS UTTERLY HORRIFYING.

If anything, Quint & Mega Mecha Sharka Supremo Ultimate Deluxe DLC Edition really need respawn checkpoints after every phase. I don't even know where the checkpoints are for Quint because I just God Moded through the entire thing. (Also, are you supposed to be able to jump up to the Anomaly? I just flew.

Just for reference, the hit detection for the Changkey Dragon is terrible, but that's probably just a problem with Zandronum itself not being physically able to understand how moving objects work.

How do you even get into the door that opens after beating the Shark Submarine? I assume that's where you fight the Fake Man at the end of Boss Attack (Which I also God Moded through because screw that.)

Everything's so well designed, but the sheer tankiness of every single boss makes me want to die.

Boss Attack really needs checkpoints, or at least something to make it doable. It's like asking someone to get through the Master Rush after Episode 6 without getting hit.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Messatsu on July 29, 2016, 10:29:11 PM
Quote from: "Beed28"
Yeah, the bosses are completely insane and nigh impossible compared to what you would find in your average ZDoom mod.

Mike likes his bosses hard as hell.  I guess I'm not one to talk though since the boss I worked on seems to be making folks tear their hair out too.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 10:33:28 PM
Quote from: "easyaspi"
How do you even get into the door that opens after beating the Shark Submarine? I assume that's where you fight the Fake Man at the end of Boss Attack (Which I also God Moded through because screw that.)

Gah, I knew I should have added more clarity to this.

Once you go in that door, you have to beat Proto Man again. This triggers the alternative final boss fight.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 10:35:11 PM
Quote
(Also, are you supposed to be able to jump up to the Anomaly? I just flew.

Just go to the training room, defeat sniper joe with the concrete shot and escalate, that's what i did at least.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CopShowGuy on July 29, 2016, 10:45:10 PM
Oh I'm all over this mess!  These release days are the best!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 10:52:47 PM
Quote from: "easyaspi"
Also, are you supposed to be able to jump up to the Anomaly? I just flew.
You can keep weapons after using the practice room. I actually didn't try just jumping up there because I figured Magma Man was explicitly hinting that I was supposed to do otherwise, but you could use Tornado Hold, Tornado Blow, Concrete Shot, Sakugarne, Ice Wall, Super Adapter, Treble Boost, etc to get up there.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TailsMK4 on July 29, 2016, 11:05:17 PM
EDIT: Ignore, can't delete this message
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on July 29, 2016, 11:09:06 PM
Quote from: "Max"
here's every trophy

(http://i.imgur.com/cLaal5l.png)
i havent beaten a single v4 or v5 boss without using 'give health' they're too hard for their own good

major props to the people doing the music btw

Thanks! Probably a good time to drop who made what songs in case anyone was wondering.

Protoman and the Fake Man chase were made by OrangeMario and the Quint power hour was all me.
fun fun

For the MM7 covers, most were done by OrangeMario or I but the 7 Credits theme was Musashi and the second phase of the Bass boss fight was an unused song from MM7 covered by LlamaHombre.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: chuggaafan1 on July 29, 2016, 11:17:01 PM
the quint fight was fucking hilarious. protip: he's (alongside all of the new bosses actually) not a bot, so doom saving works.

that said, bass1 and especially protoman are way too spongy. protoman's supposed to be hella frail, isn't he?

the spacewhale was really impressive but also not really fun.

i'm missing a fight in the simulator. is there a bass fight in mm8 i missed?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on July 29, 2016, 11:30:28 PM
Yeah, I've fought Bass a few times and the memory still isn't showing up. What gives?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 11:32:19 PM
Plug Man has the key to this riddle.

Buster only Bass. Good luck, it's extremely difficult (currently).
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DarkClawXD on July 30, 2016, 01:48:55 AM
Hey, I don't wanna sound like I'm a noob or anything, but like where is this Quint annonoly people have been talking about? I've tried searching in the training room with Tornado Hold and tried looking through the vents, both screens, and the light in the middle, and my results are fruitless...

Though I must admit, to CutmanMike and all the other developers, all this work and effort put in to this project should never be overlooked one bit. Even though I'm not really a fan of FPS, I like Megaman (despite never actually playing any of the games), and considering Capcan't has obviously done (bleep) all with the franchise over the years, it's nice to see some sort of revival is being made with this project to keep the franchise from literally being left for dead. Like when did it begin? 2009? Like from 2009 all the way up to 2016 and counting... 8 inclusive years of dedication. I can't thank you all enough.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 30, 2016, 01:57:26 AM
It's not inside the lab. Check the pond outside.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Superjustinbros on July 30, 2016, 02:00:09 AM
And bring something you can use to scale heights
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on July 30, 2016, 02:11:37 AM
So I was looking at all the stages to see what changed, went to Elec Man's stage, and saw this:

(http://i.imgur.com/V3PTePD.png)

Voodoo Doll Glitch.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gamester522 on July 30, 2016, 02:35:41 AM
Just finished the campaign chapter now I need a shower.
Amazing guys, I loved it. Look forward to my crappy video X)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on July 30, 2016, 02:42:37 AM
PlugMan: "I'll have you know that I haven't cried on prom night once!"
             "Though, robots don't really HAVE a prom night..."

I have to admit that this jab was hilarious when I found out it was a thing.
Cold Man's cameo was also pretty funny.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: SmashBroPlusB on July 30, 2016, 02:50:41 AM
Quote from: "CutmanMike"
Quote from: "SmashBroPlusB"
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Your velocity stops when you summon it.
Disregard me, I was an idiot and confused Item 1 for Item 2. I forgot both of them were in the game. :ugeek:
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Atticus on July 30, 2016, 02:58:26 AM
I wanna give a shout out to whoever made the new Turbo Man stage, because you inadvertently created one of the best maps to play Possession on in the vanilla game lol.

This update reminded me of a lot of things. It reminded me that Mega Man 9 is a sick ass game that I should play again. But it also reminded me why I love this game, and why I've stuck with this community for close to 6 years now. There are so few games out there right now that get by entirely on hard work from truly hardcore fans, and most that try fizzle out before long. Seriously, we're 6 years into this and we're still getting insanely high-quality updates that add truckloads of content and changes. I'm so proud of what the team has accomplished, and the fact that there's still a community here to appreciate it is astonishing. Here's to many more years and updates for MM8BDM.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Bikdark on July 30, 2016, 03:13:56 AM
Overall, maps are excellent. MM9TOR is HELLA, as is MM9MAG, probably my favorite maps from the last like 3 years.

My only real complaint is MM9FAK. You're given item 1, item 2, AND Tornado Blow, but can't access the rooftops? Little bit silly and limiting I'd say, as I was REALLY excited as soon as I spawned. The closest we have in vanilla to a rooftop crawler is MM6MRX, which doesn't even fully expand upon the idea.

This is my favorite expansion thus far. Long live the plug ball.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ivory on July 30, 2016, 03:39:27 AM
Hey there all you Mega Man fans!

Just popping by to say that I absolutely loved what I have experienced. The story mode escalation that has been underway since v3 hasn't ceased to amaze me, even if it does make V1 bosses and story pretty bland now in comparison. We have gone from fighting giant peace keeping robots of mass destruction to an evil robot in space to having a three on one with the Genesis Unit to a shmup battle or road chase? Along with the ever scaling difficulty  :ugeek:  :ugeek:  :ugeek:

The new maps are top notch and I am delighted to see that MM7FRE and MM9MAG are relatively the way I left them. Some of the plot elements I came up with did see use, in ways I wouldn't even have planned to use them. I just plain love it.

I can just feel how much fun the dev team had making this content through playing it alone and I can't wait to see just how much things are going to escalate again in v6.


Props to everyone on the dev team for their hard work in bringing this expansion to life, and to the community who never stopped believing in them or criticizing them, or whatever else motivates people to get stuff done for this game.

And personally from me to them, props to the dev team for picking up on all the half-done stuff I left behind when I abruptly upped and left. I feel like I failed them for not being able to see my commitments through, but I also feel a lot better now that I had time to get away and clear my head for a few months. Seriously, you guys are amazing and Light's Lab is a lot better than what I had planned for it.
Title: Re: also the megaman amiibo was totally my fault, haha
Post by: Geno on July 30, 2016, 04:00:55 AM
Quote from: "Promestein"
Were you involved with the Mega Mech Shark boss or the Fake Men chase? I thought those were both neat.
I did most of the graphics for the Fake Man chase, and also the mugshot for ol' sharko
And I did the MMX car guys for the Quint battle

the trophies you get for the Genesis Unit and the Boss Rush are also done by me, hehe

and the mugshot for the Bass fight I did too

I did one other thing, which is a secret mugshot, you need to get pretty close to the Stage Select Screen to see, but it's a special guest from "the real Mega Man 3"

Oh yeah, the other three (non-spoiler) things I did for v5 are the birds from Concrete Man stage, and the texture for Pirate Man's gold piles
Try shooting the birds in Concrete Man stage!
The third non-spoiler thing I did was take most of the screenshots for the new and updated stages! Additionally, I re-took a bunch of old ones from v3 because some of them did not reflect current stage designs, and were all fuzzy and ugly
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rui on July 30, 2016, 05:04:38 AM
spoilers

aaaaaaaaaa holy cow that Quint fight gave me goosebumps

then the X stage happened AAAAAAAAAAAAAAA

the quint fight music is the best thank you all so much for the BEST SINGLE PLAYER 8BDM EXPERIENCE ;-;
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on July 30, 2016, 05:33:07 AM
I'm tired and my thoughts may not be completely coherent, but my thoughts are here all the same.

Starting from v4's content, the bosses in this game really start to become needlessly prolonged. The difficulty is in a good place, I think, because there's a large emphasis on not getting hit, but it is artificially padded out by the insane amount of health the bosses are packing. Couple this with the how quickly and erratically some of these bosses move around or how much shit they throw at you in such little time, and what once was about avoiding enemy fire while dishing out your own becomes an arduous battle of endurance. Some of the bigger offenders are the Genesis Unit, Bass, the Mega Mech Shark and accompanying Changkey Dragon, and at the very top of the list, Quint.

Quint is a pretty fun fight for the first phase and the first phase alone. His other four phases are grueling and overstay their welcome by a long shot. Yes, I get that he's a superboss, and the spectacle is very impressive (the nods to MM10 and MMX1 had me geeking and its likeness to Shadow's boss fight from Sonic Boom: Rise of Lyric is especially cheeky), but 80% of that fight is simply not fun. While dodging his attacks is part of the thrill, to consistently and flawlessly keep that up for five long phases takes its toll on one's psyche. I honestly believe that the boss would be significantly better if he had a fraction of the health he currently has.

This rationality applies to most of the newer bosses. I'm not saying they should be a walk in the park, but ye gods, I think some of this stuff should be re-examined.
Barring that issue, this expansion is a great success. The maps are top notch, the weapons all feel good but still feel relatively tame, the spritework is gorgeous, and the new music is lovely. Major kudos to the dev team.

I'm also grateful for the opportunity to work on a map for this expansion: Freeman and I are responsible for bringing you all the new and improved MM4DIV and I'm super happy with how it came out and how well it's been received. It has definitely been a good learning experience for me.

Dr. Wily making breakfast and Auto's police chase had me laughing harder than I think I've ever laughed at this game. Consider it a success.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Copy Robot on July 30, 2016, 05:36:41 AM
Fuck your basses and fake policemen and what have you. This is the real most important part of the update.
(http://i.imgur.com/Gkv2smU.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RedThePyro on July 30, 2016, 05:54:35 AM
Spoiler Version
So, after playing a good majority of mm8bdm from start to the end of MM8, I gotta say, I LOVE the Bass Boss battle.  You guys really outdid yourselves with v5.  Though, I have been encountering a sort of bug with the bots.  Whenever I would play on any map during the singleplayer campaign, the bots would get stuck walking on one corner or by a wall and will only stop until you shoot them/frag them.
Non-spoiler Version:
Now, what would be a good youtube video that would describe how I feel about this update.. I KNOW!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Megaman94 on July 30, 2016, 06:41:10 AM
After you battle Proto Man and you are using Open-GL, you will fight the Shark Ship instead of the police chase. How did you manage to do this? Is there a command that checks if you are using Open-GL?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on July 30, 2016, 08:59:30 AM
How do you defeat the head part of the shark ship thing? I usually waste my concrete/magma ammo on the dragon, and then the head part is very hard to dodge, takes no damage and has no weakness

also here's the real real real real secret of v5 everyone missed

(http://i63.tinypic.com/ayvwvm.png)

Shoot this texture 100 times under 30 seconds then get behind Bass like that

(http://i65.tinypic.com/2e2021k.png)

and press "use"

you'll notice the area around will start shattering


repeat the manoeuver until the area is very dark and destroyed and Ra Moon x Ripot from Battle & Chase will challenge you to a final battle on the moon (MM?MOON is the map name) you can go there from the lab also spoiler : Quint will unite with Punk Enker and Ballade and at this point of the game you'll face the real real final very boss.


EDIT : here are a few personnal tips for anyone trying to Mega Buster only the Treble Bass boss (not a spoiler I think at this point everyone knows Bass is the MM7 Chapter boss). It took me about ~1 hour to defeat his Treble form with buster only and it's definitely harder than with the adaptor (dunno if it's comparable to the MM9 final boss). I don't know if they're god tiers tips but that's what I applied and I did it without cheats so um try again sweetie

> try to keep the most distance between you and him most of the time. For two reasons :
 1) he's very fast and agile, if you stay away you'll be able to always or almost keep him in your field of vision (which you should do absolutely.
 If you don't know where is, well you don't know where he is, and also you can't see which attacks he's about to use) so yeah stay away to keep him in sight most of the time, and
 2) because simply the further you are the more chance you have to dodge his attacks

> try to stay on the two top platforms. There are essentially two floors and then there's the pit. You have a joker (beat call) so you're allowed to fall 1 time in the pit. Even though try to stick on the top platforms as you're less likely to fall in the pit from there and you have more control in the fight IMO. Following the previous tips, if Bass gets too close to you, jump to the opposite top platform.
If you fall in the pit with beat call, get to the top platforms back (eventually by grabbing the HP pellet if you have to.) Don't stay in the bottom portion

> strafe-run to dodge his buster attacks (the pellets, or the big dark charged shots, both apply. Note : if he surrounds himself with dark energy, he's going to use the big dark shots (or another special attack).
If he doesn't, he'll use the standard buster). Jumping can also help. If you do both you'll probably dodge the shots most of the time with enough practice.
If you ever cross the arena near him by jumping and he charges dark energy to shoot a full spread charged shot in your face, you'll probably take like 60 damage and just want to just type KILL in console.
You want to restart the fight also if you waste your jokers (HP capsule/Beat call) when he's still at like >80% HP. No point in continuing

> Hold firing button 100% of the time. It's kind of psychological but when you stop firing with an infinite ammo weapon, you'll kind of feel more fragile and lose control on the fight

> He has two attacks which make him stop moving for some time. The "dark super adaptor" and that special attacks that makes energy bolts fall from the ceiling.
You should try taking a decent chunk of HP at this time, especially with the ceiling bolts attack because he's literally not moving for 5 seconds during it, and about 3-4 seconds for the dark adaptor.
Just take some security rules (for the dark adaptor, stay far away from bass so the fist can't reach, or hide behind one of the pillars. If you're really good you can straferun-dodge the fist at close range...) for the ceiling energy bolts, look up and stay between 2 bolts, and do a high jump as the first barrage is about to explode on the floor and you should be ok
BTW the dark adaptor does a "mega buster charging" sound so it's easy to spot it.

> He has a kind of luck-based attack (IMO), that upward diving with a flurry of dark holes. Sometimes you won't get a dark hole in your face sometimes you will. I'd usually hide behind a pillar to make sure they won't touch me.

> The battle is kind of a bit luck-based anyway because the attacks he chooses to use are randomized.

> You can collect the Super Adaptor, just don't use it

> Practice, practice a lot, and don't tilt. I personally didn't find a cheap strategy / IA bug abuse or something in it.

> You fight another boss after defeating Bass buster only. But don't worry it's not a third form or whatever, it's actually like much much much easier than the bass fight. Should have been the warmup before the Treble Bass fight tbh...



TL;DR :  Keep the most range with Bass as possible and try to keep him in sight all the time. Stay on the upper portion (the 2 top platforms), avoid falling into the bottom portion. Dodge his buster-type attacks with your sick side-straferunning skills and jumping. Burst him down hard when he uses the Dark Adaptor or the "ceiling falling bolts" attacks.
Don't rage, keep practicing
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 10:06:00 AM
Quote from: "Ivory"
Seriously, you guys are amazing and Light's Lab is a lot better than what I had planned for it.

Thank you for the idea, really. Light Labs would have probably been left the same bland hub since v1 (2?) until I saw footage of people just walking around it enjoying the little details. Once I saw that I was convinced and knew dr. light had to step up his game!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MarioHead on July 30, 2016, 12:12:25 PM
I only have a question (Yeah, i'm back, i only waiting for the release)
Does this have something important? (http://i.imgur.com/MDWjMkd.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 12:15:44 PM
Scare him, then go beat Proto Man again
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on July 30, 2016, 12:53:37 PM
I scared the police guy and fought Protoman but nothing happened.

The cutscene is the same and the chase scene starts.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on July 30, 2016, 01:08:20 PM
The v5 boss changes depending on whether you run Software or OpenGL. That little door trick exists so OpenGL users can fight the Software boss (Fake Man police chase), but the OpenGL boss (Mega Mech Shark) allegedly does not work at all in Software.

From the sound of things, you're running in Software. If you want to fight the other boss, you'll need to use OpenGL and ignore the door.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on July 30, 2016, 01:39:21 PM
Damn, that stupid shark kicked my ass.

This new bosses are TOO HARD. You need to make them easier. They have too much health and they dish out too much damage from your health bar.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MarioHead on July 30, 2016, 01:51:04 PM
Heh, now only remains.. uh.. that new data of bass on the boss selector..hum
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on July 30, 2016, 04:01:58 PM
Quote from: "MarioHead"
Heh, now only remains.. uh.. that new data of bass on the boss selector..hum

You have to buster-only Bass to unlock it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DarkClawXD on July 30, 2016, 04:14:20 PM
Also, here's my thoughts on the new weapons....

Plug Ball: I like how it can bounce around for a while on the floor before dissipating. While it doesn't crawl up walls like Ice Wave or Search Snake, it's pretty easy to cover the floor with lots of balls, and this makes levels where pit fights break out more dangerous if this weapon is around. (Surprised nobody's made a joke about this weapon yet. Specifically this or the next one...)

Black Hole Bomb: Words can't express how much I love this weapon. It needs to suck, otherwise it would suck NOT sucking. Only real sucky part is that it doesn't suck up enemy projectiles, but it's outright fun watching the A.I getting raped with this weapon. If it doesn't flat out one-shot someone, it's atleast over half their health.  :D

Tornado Blow: I really don't understand this weapon. Like I use it, but it seems like it's 50/50...Half the time, I feel like it doesn't do anything, and other times, it feels delayed.

Laser Trident: I don't understand this one either, and it may be me, but it feels awkward using it. Even at point blank range, it just seems to go out of its way to not want to hit somebody, like it slants off. I don't know if the tridents don't necessarily shoot straight ahead, but to me, it feels like they slightly veer off, even at point-blank range.  :?

Hornet Chaser: Haven't really used this much yet. Typical homing projectile. Didn't someone mention you could attack or confuse the hornets?

Magma Bazooka: Seems more effective at point-blank range, much like Air Shooter.

Concrete Shot: Haven't experimented with platforming with it yet. I like how if one gets hit with it, they can't run or jump. Perhaps Chill Spike might give some sort of debuff like so when in v6?

Jewel Satellite: Suprisingly, I haven't used this much yet either. Like I see 2 bars when it's used. Can someone explain how it works and like how it's different from Junk Shield?

Black Hole Bomb and Plug Ball are my favorite weapons from v5.

Though I believe someone mentioned how the A.I feels different. From what I could tell from running through the story and basic matches, it seems the computers now are a lot more hop-happy, if that makes any sense, and someone mention they seems to get stuck on the walls or ceilings until somebody kills or hits them. I believe the A.I works based on proximity of other opponents, but perhaps the Indef zones they have might be causing them to get stuck ?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PotatoStrike on July 30, 2016, 05:38:06 PM
I noticed a lot of things with the color pukes. There are the color pukes of the MM10 and MMV games. Was it intentional to leave them in-game? Also, I and a friend discovered a weird color puke (218 to 221): it is a light grey and white puke that has a charge animation. Assuming that it can't be from RMF2 because it's not an official game and that there were all of the MMV color pukes before, may I suppose that this will be the Mega Arm's color puke?
I'll leave these screenshots: http://imgur.com/a/6PROM (http://imgur.com/a/6PROM)
First is Strike Man's weapon.
Second is Chill Man's.
Third is what I assume to be Saturn or Uranus's weapon (weird color when I think about it.)
Fourth is Terra's weapon.
The last 4 does concern the Mega Arm (or what I suppose to be the Mega Arm).
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: King Dumb on July 30, 2016, 05:41:48 PM
@DarkClawXD

Tornado Blow is more of a mobility weapon than an offensive one. Use it while you're falling to slow yourself, or while you're jumping to give yourself a lot more height.

Laser Trident starts off slow, then speeds up, going in a straight line the whole time. After it speeds up, it's one of the fastest projectiles in the game. Once you learn to time your shots with that delay at the beginning, it'll be really effective for hitting at range. It's also a 5HKO.

Jewel Satellite offers the user an array of useful buffs. While you have a shield up, enemy projectiles will still damage you, but you'll also reflect them back out at a 45 degree angle, and can potentially hit enemies with these (frags scored by these will count towards you!). As a result of this effect, Jewel Satellite makes ripping projectiles (like Metal Blade, Rolling Cutter, etc.) much less effective, as they'll only deal damage once rather than rip through you. Jewel Satellite also prevents homing projectiles from homing in on you. Offensively, the weapon is pretty strong, as each Jewel you fire deals 28 damage, a 4HKO (that means one shield can potentially take someone from full health to zero).

Bot pathing and behavior have a lot of oddities which unfortunately are difficult to work around (this has more to due with Zandronum/Skulltag and less with MM8BDM). Things like the bot super jump are among the few tools we have to make bots smarter, but this is why newer bosses are monsters instead of bots.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rui on July 30, 2016, 06:20:21 PM
Quote from: "King Dumb"
Laser Trident starts off slow, then speeds up, going in a straight line the whole time. After it speeds up, it's one of the fastest projectiles in the game. Once you learn to time your shots with that delay at the beginning, it'll be really effective for hitting at range. It's also a 5HKO.

Oh, this explains a lot. I thought it had some kind of weird homing effect at first and I was wondering why I've been missing every shot.

Also..

I absolutely love how the plot of the Classic games are written together into this in a logical fashion. Like, I haven't ever played single player campaign beyond the first 3 chapters until v5 came out, and my expectations were totally blown away! I never even -knew- Zandronum was capable of doing all of those cinematic stuff! It's funny how before I would be like "HAH oh yeah i tooootally play 8BDM/Mega Man for the plot" but now it's like

"T E L L   M E   W H A T   H A P P E N S   N E X T

I NEED MOOOOREEEEE"
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MarioHead on July 30, 2016, 07:36:11 PM
(http://i.imgur.com/SgfVo6e.png)
Coldman? What happen to you  :|
Also, MM9DRW2 And MM9DW3 are used in the Story Mode?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on July 30, 2016, 07:51:46 PM
Quote from: "PotatoStrike"
I noticed a lot of things with the color pukes. There are the color pukes of the MM10 and MMV games. Was it intentional to leave them in-game? Also, I and a friend discovered a weird color puke (218 to 221): it is a light grey and white puke that has a charge animation. Assuming that it can't be from RMF2 because it's not an official game and that there were all of the MMV color pukes before, may I suppose that this will be the Mega Arm's color puke?
I'll leave these screenshots: http://imgur.com/a/6PROM (http://imgur.com/a/6PROM)
First is Strike Man's weapon.
Second is Chill Man's.
Third is what I assume to be Saturn or Uranus's weapon (weird color when I think about it.)
Fourth is Terra's weapon.
The last 4 does concern the Mega Arm (or what I suppose to be the Mega Arm).
These are likely placeholders tbh. I'm not entirely sure.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: It's Magic on July 30, 2016, 09:03:56 PM
After sitting down and playing the campaign through and through, this was a really fun experience! I liked the addition of the MM9 masters to the lab as you finished the game, neat touch. Found and fought Quint, and that was very difficult. It took me a minute to realize he was taking me to the future with MM10 and MMX stages, and the double Quint finale was pretty interesting. If there is anything I'd like to see, perhaps the Fake Man battle (after the chase) should be added to the memory scanner. Though I'll agree with points brought up by others, some of these bosses had some bad damage you deal to damage they deal ratios, and Quint's lack of checkpoints was just a tad infuriating. But, very well done none the less; the new weapons are outrageously fun to play with (Plug Ball is my favorite, it's like a faster Search Snake).

Final rating: 9/10. Perhaps the difficulty could be turned down for some bosses in v5B? At least give some checkpoints here and there.
Very fun nonetheless!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 09:12:28 PM
Looking back I probably should have added FULL checkpoints to the final boss battle (not the secret one though, I wanted that one to be kinda brutal). We can hit things with the nerf bat later, kinda like I did with the Genesis Unit. My problem was the (true) final boss has lots of stationary targets to shoot at, and good players could dominate him easily without much of a challenge so I beefed him up a bit.

Ah yes, probably should have added (that guy) to the memory machine. That fight was the very last one I made so I guess it just slipped my mind at the end.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Laggy Blazko on July 30, 2016, 09:19:48 PM
First of all, congrats on releasing a new version, people. Most things are pretty good. And I love the new base skin.
I had problems in maps like Freezeman and Magmaman, yesterday. They always lagged me out of the server but I don't know if it's a connection problem or a map problem or what. But it was always in those maps. I'll try to investigate more so maybe you can fix something.... But since I haven't seen a lot of other people with the same problem maybe you won't want to fix anything, heheh.

On another subject...
Quote from: "Gumballtoid"
The v5 boss changes depending on whether you run Software or OpenGL. That little door trick exists so OpenGL users can fight the Software boss (Fake Man police chase), but the OpenGL boss (Mega Mech Shark) allegedly does not work at all in Software.

From the sound of things, you're running in Software. If you want to fight the other boss, you'll need to use OpenGL and ignore the door.

Who the fuck thought it was a good idea to have different bosses because of something like the user's rendering preference? Does the Shark not work on software because of technical reasons such as sloped 3d floors? If so, you could have used portal tricks to avoid them.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 30, 2016, 09:27:03 PM
Quote from: "Laggy Blazko"
Does the Shark not work on software because of technical reasons such as sloped 3d floors? If so, you could have used portal tricks to avoid them.
I haven't looked in a map editor yet, but I do believe the Shark does use sector portals. But even sector portals can be problematic in certain cases in software.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Sonicfam1102 on July 30, 2016, 09:31:06 PM
Mike posted this image on Discord and I think it sums the situation up well. (This image does have a spoiler by the way, so open with caution.)
(http://i.imgur.com/zhbVTqX.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 09:34:51 PM
Quote from: "Laggy Blazko"
If so, you could have used portal tricks to avoid them.

I tried everything. Plus when the idea came up for the other boss fight I HAD to make it. It was just too fun not to do.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Laggy Blazko on July 30, 2016, 09:45:02 PM
That makes sense.
Then you could have just removed the entire shark fight since it sucks :^)

Just kidding. But let's hope someone eventually can make a software compatible Shark.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Badz on July 30, 2016, 10:45:06 PM
I know I already dropped a similar wall of text on Discord, but I really want to share my thoughts on the shark boss.
It's actually pretty reasonable for the most part, but the first two phases have a big problem in that they're too easy to cheese through.

Phase 1 can be gotten through easily just by staying somewhere at a low altitude in the center to avoid joe fire, and the missiles aren't very threatening at all if you focus on shooting them down. You can get the two weapons simply by occasionally moving out of your safespot and shooting down the Joes while they're not firing. The excessive amount of HP doesn't compensate for those flaws, and instead makes it really boring.

Phase 2 meanwhile doesn't force you to move at all except for grabbing Concrete Shot and the E-Tank, so the ideal strategy is "sit in a corner and shoot at things until they die".

The other two phases are pretty good, except for the cyan attack on phase 4; that should be replaced by something else, as it's guaranteed to destroy a player who isn't expecting it and just isn't fun to dodge compared to the other two attacks.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JaxOf7 on July 30, 2016, 11:58:34 PM
Jax's v5 boss review
preface: what i've actually beaten without cheats (in clear order)
Bass 1st phase
Bass 2nd phase using super adaptor
Protoman
Fake Chase
Fake Man
Mech Shark

Bass 1st phase - very impressive movement. Just gotta keep moving, fairly interesting attacks. Good fight and doesn't drag on.

Bass 2nd phase (using super adaptor) - just gotta keep moving and pay special attention to his huge attacks which are well choreographed. Constantly moving around in a low gravity place with super adaptor is just fun and fist's homing makes fighting a flying opponent fun as well. Charging the fist also lets you focus on just dodging and movement while being productive to killing him.

Bass 2nd phase (not using super adaptor) - yeah no. I'm not self-imposing a challenge that takes away the thing that actually made the 2nd phase fun.

Protoman - fuck the shield bash; it's not choreographed and you can't strafe around it. You're supposed to jump over it, but since it's not choreographed, you gotta stay away from Proto at all times, taking away much of the fight's freedom. Otherwise, his jump shots are fun to learn and dance around, as is his shield bounce charge shot. (charge shot especially fun for getting in hits) (shield bash is also a little fun in that he's open afterward) (jump shot does have some fun knocked off since it's the attack you're gonna get the least shots off of)

Mech Shark - The boundaries are not visible like the fight with Evil Robot. I also kept getting pushed back really fast for some reason, think it's the floor. Wat.
This fight is pretty much a puzzle fight. The 1st phase, You figure out that you can hide from the cannon joe from behind the fin while dealing with the missiles. The 2nd phase is just kinda easy. The 3rd phase against the dragon is really quick if you rapid magma bazooka his body and then concrete shot his face, but it's fun. 3rd phase also requires luck since you're never quite sure when the inactive parts are going to block your shots. 4th phase - his blue attack is really bad since the shots are so quick and require you to move so fast combined with a small mouth hitbox. The small hitbox is a bit more manageable to deal with on the red and yellow attacks, but seriously, why is it so small, I legit thought it wasn't the weak point at first since my attacks weren't doing anything. Come to think of it, 1st phase's side ports were also a difficult to grasp hitbox.

Fake Chase - "wait, is this Megaman Legends?" The chase is fantastic as soon as you learn to just use ballade cracker to one shot the cycles and helis. I don't see why I can't use ice wave to get the car-firers. Fight is fun and hilarious, emphasizing small-space dodge skill, target priority, aim, and weapon management.

Fake Man - his bullets are so fast that you have to focus on straferunning to avoid his attacks. Then he just stops and waits for you to hit him. This fight is just you two taking turns wailing on each other with the main variety being just what you hit him with. Boring.

Quint - his quick slam attack is disproportionately harder to deal with than his other attacks. His leading-buster-shots alongside saku attack is really fun to deal with and I'm kinda surprised it's so weak. His super rock ring is also fun in that it presents the choice of staying away to dodge better, or getting closer to deal more damage to Quint, though the length of time the screen shakes is kind of annoying. Anyway, FIVE PHASES WITH A TON OF HP EACH TIME, GODDAMN. 2nd phase introduces an instant death pit, not too bad. 3rd phase introduces a surrounding death pit and conveyors you can't instantly judge the direction of. 4th phase gives cars. 5th phase gives 2 Quints. Anyway, this guy is clearly the nigh-unbeatable superboss, so I can't really criticize him the same way as the other guys.

other thing: couldn't immediately tell whether the alternate final boss was accessed by leaving that door open or closed (also I thought that was going to be the Quint intervention at first, like a virus just fcked the world, you'd think he would be trying to stop that...)
other other thing: plug man's comment about Bass and "overconfidence." That refers to beating him without the adaptor, but that doesn't seem obvious to grasp from that. Also no.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Geno on July 31, 2016, 01:53:10 AM
Quote from: "PotatoStrike"
I noticed a lot of things with the color pukes. There are the color pukes of the MM10 and MMV games. Was it intentional to leave them in-game? Also, I and a friend discovered a weird color puke (218 to 221): it is a light grey and white puke that has a charge animation. Assuming that it can't be from RMF2 because it's not an official game and that there were all of the MMV color pukes before, may I suppose that this will be the Mega Arm's color puke?
I'll leave these screenshots: http://imgur.com/a/6PROM (http://imgur.com/a/6PROM)
First is Strike Man's weapon.
Second is Chill Man's.
Third is what I assume to be Saturn or Uranus's weapon (weird color when I think about it.)
Fourth is Terra's weapon.
The last 4 does concern the Mega Arm (or what I suppose to be the Mega Arm).
The one you thought was Saturn's or Uranus's is actually Mars's Photon Missile weapon
And while Terra's weapon is canonically the same as Mega Buster, we made that other one to differentiate it

I believe these future palettes were added so that custom weapons won't need to be updated any more
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ivory on July 31, 2016, 02:02:20 AM
I think for quint, rather than lessening his health, perhaps pull a kirby boss with Quint and have him change arenas after losing a set amount of hp, like 1/4 but he stops taking damage at 1 bar.

Then regain 1/4 - 1/2 of his hp when the second quint shows up.



That's my two cents anyways.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Zero1000 on July 31, 2016, 02:09:50 AM
Quote from: "Ivory"
I think for quint, rather than lessening his health, perhaps pull a kirby boss with Quint and have him change arenas after losing a set amount of hp, like 1/4 but he stops taking damage at 1 bar.

Then regain 1/4 - 1/2 of his hp when the second quint shows up.



That's my two cents anyways.
Sounds like a good idea. Bass has it too.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on July 31, 2016, 04:30:05 AM
After finishing this, I have to say this update was a beast. 2 Final bosses, updated levels and previous bosses, more secret encounters. At first I was afraid I did something wrong because I didn't fight Quint on the main game and I though I fucked up at some point and I had to start again to fight him, glad I found out where to fight him.

The final boss was brutal, unfortunately it wasn't as fun as previous bosses, the hitboxes for the first part were too small and the ammount of health of the turret robots was ridiculous. Quint was harder, but at least had upbeating music to fight with, I was starting to hate those alarm sounds from the final boss song.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PotatoStrike on July 31, 2016, 07:50:46 AM
Quote from: "Geno"
The one you thought was Saturn's or Uranus's is actually Mars's Photon Missile weapon
And while Terra's weapon is canonically the same as Mega Buster, we made that other one to differentiate it

I believe these future palettes were added so that custom weapons won't need to be updated any more

Terra's weapon? I understand that it has these colors (to match Terra's actual colors). But what about the last pukes (218 to 221)? Can you confirm that it is Mega Arm or not?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on July 31, 2016, 08:33:12 AM
I looked into the game's ASC files via SLumpED, and I can confirm that 218-221 are meant to be Mega Arm palettes.
Also, while I was looking through SLumpED, I discovered a removed cutscene! Here's how to access it:


(https://s32.postimg.org/6ju3yszdh/mm8bdm_unused1.png)
(https://s32.postimg.org/fdl0fwmc5/mm8bdm_unused2.png)
(https://s32.postimg.org/528nn8umt/mm8bdm_unused3.png)
(https://s32.postimg.org/wbk11qvpx/mm8bdm_unused4.png)
(https://s32.postimg.org/m07o9340l/mm8bdm_unused5.png)
(https://s32.postimg.org/lyt51xct1/mm8bdm_unused6.png)
(https://s32.postimg.org/mztdr1tsl/mm8bdm_unused7.png)
(https://s32.postimg.org/70aq7hxqt/mm8bdm_unused8.png)

So, you were originally meant to face and defeat Wily Capsule as normal, then later on, after you've progressed a bit into the Wily Tower stages, you would have to revisit the MM7 boss stage to fight Bass.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Jafar on July 31, 2016, 08:49:29 AM
That cutscene plays if you've already beaten the old MM7 chapter on your save file, I believe.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Geno on July 31, 2016, 12:14:35 PM
Yeah, that cutscene there only plays for people who had already beaten MM7 before v5 was released

also
Quote from: "PotatoStrike"
Terra's weapon? I understand that it has these colors (to match Terra's actual colors). But what about the last pukes (218 to 221)? Can you confirm that it is Mega Arm or not?
the GB colour ones are supposed to be Mega Arm
while that one is canonically supposed to be Mega Buster colours, it was made GB colours to differentiate it from Laser Buster and Arrow Buster. Also, the GB colours are kinda neat
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on July 31, 2016, 02:20:47 PM
Spoiler of a spoiler : in the Quint battle you can use Drill Bomb to destroy the rocks (from his circular rock pattern attack, the one you can't jump over), I figured that out after 150+ tries
EDIT : wait actually tomahawks destroy them too

Also I am the only one who's getting really sweaty hands when fighting Quint
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: HeelNavi on July 31, 2016, 03:14:59 PM
nice work on v5, it feels like a whole new direction has been taken for mm8bdm

i beat both final bosses without any problems, but i can't beat quint. the problems with him are the 3rd phase's conveyor belts, that makes the shockwave slam almost impossible to dodge, then there is the lack of real health pickups in phase 4, then finally quint has a tendancy to use his 5th phase's desperate rock smash in certain spots that make the rocks impossible to dodge...

also i managed to get to the fake car chase without software :0

i'm done ranting so i'll just say v5 is good and was worth the wait good job everyone
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on July 31, 2016, 04:51:40 PM
v5 has two final confrontations depending if you use software or OpenGL rendering. Mega Mech Shark is the OpenGL final boss, since software can't properly render the 3D model: for software users this meant a different boss has to be there for them, which is what the Fakemen chase and Fakeman fight are; for OpenGL users this meant they were missing on a big chunk of the campaign too, so the blue door trigger is there for them to also fight the software bosses after they beat the campaign. Regardless of your rendering settings, you always fight Protoman before either of these two bosses in the campaign.

Bass effectively replaced Wily Capsule 7 as the final boss of the MM7 campaign. If you already beat the campaigns after MM7's, Bass will show up at Light Labs to challenge you and the campaign select machine will unlock the fight for you.

Quint is an entirely optional and intentionally unfair superboss with no impact on the story arc whatsoever, I assume.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Messatsu on July 31, 2016, 05:36:51 PM
Actually, there's a common misconception about the shark.  It's not a model, it's an extremely clever use of slopes and 3d floors.  Mike is pretty friggin good like that.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DarkClawXD on August 01, 2016, 01:51:17 PM
Uh oh, running into some problems...
When I try loading up v5 (and this happened also when I initially downloaded it back Friday), my antivirus mistakes the game for being a virus when it clearly isn't, and it deletes it out of the unzipped folder. (I do have a backup copy of the unzipped v5 folder on a junk drive), though I fear it may conflict with saved data. I have v4 and v5 (v4 specifically to copy the Zandronium.xx file over to v5 to carry over saved progress, and I also have v4 just to use stuff like Chaos Generator--whenever stuff like that is updated to be compatible with v5).

Does anyone know how to remedy this issue of it being mistaken for a virus?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ceridran on August 01, 2016, 01:53:49 PM
You could make an exception in your antivirus settings.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: tsukiyomaru0 on August 01, 2016, 05:59:34 PM
Some antiviruses likes to run a scan for what they believe is a Potentially Unwanted Program, or they have some sort of hardened mode that has a huge chance of mistaking some applications for viruses due to the kind of access they require.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Geno on August 01, 2016, 07:39:51 PM
While the launcher was updated to remove the banner that antiviruses were thinking was a virus, it could be falsely triggering it either because it was released less than a week ago, or because the antivirus is assuming that this new MM8BDM.exe is the same as the old one that had the banner, so it's treating it the same as well

In any case, yeah, try to set up some sort of an exception for it
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PressStart on August 01, 2016, 10:14:48 PM
So, I'm a little fuzzy on who all was responsible for what boss fights/graphics, but... to everyone who worked on this, awesome job!

I am terrible, awful at this game, so for literally every fight I cheated to heck and back, but I never would've seen all the cool stuff/funny setups you put in without em.

I hope someone makes a good video showcase of all this stuff, because I know a lot of fans would love to see all these great scenarios you made.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 01, 2016, 10:44:18 PM
This guy (https://www.youtube.com/channel/UCkIgXp84N7vbL_F7rfkMHsg) has all the bosses up, except for the super secret one.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Zero1000 on August 02, 2016, 04:00:03 AM
I did like the new bosses. Mega Mech Shark and Fakeman Police Chase are worth mentioning too. I do wish the latter was on the memory machine, though Protoman is also quite fun to fight.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Megaman94 on August 02, 2016, 04:23:59 AM
I got to admit, choosing what boss you fight depending if you are using software or Open GL is pretty cool. I wonder how CutmanMike got that to work.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ice on August 02, 2016, 06:53:25 AM
Sooo... Who's found all the yashichis yet?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dittoman on August 02, 2016, 05:04:50 PM
I looked through all of the MM9 stages and I only found 7. I'll admit it, I was a scrub and used a combo of fly and noclip, but for some of them it's a requirement.

Concrete Man
Concrete Man's yashichi can't be found without using noclip.(http://i.imgur.com/ZOFM1Fg.png)

I couldn't find Tornado Man's. I did find a jumbled mass of broken tiles out of bounds, so... ok?

Splash Woman
Fairly simple. Can be found without cheats.(http://i.imgur.com/PlvwjMi.png)

Couldn't find Plug Man's either. Again, there's a bunch of random boxes out of bounds.

Jewel Man
Fairly tricky, but doable without cheats. Can only be seen with good timing and use of Item 1. It took me several tries to get a good pic. (http://i.imgur.com/dD4QrgX.png)

Hornet Man
Again, I couldn't find a Yashichi anywhere, but I did find these OoB boxes. I'm noticing a pattern here. (http://i.imgur.com/osMldrm.png)

Magma Man
Humorously enough, this was the first MM9 Yashichi I found. I first found it while spectating a match; it can't be found without fly. (http://i.imgur.com/9CPYf5i.png)

Galaxy Man
That's no moon! An easy one; just needs a bit of timing - it rises and sets periodically. (http://i.imgur.com/AfldXYS.png)

Wily Castle 1 - More random OoB boxes.

Wily Castle 2
Another noclip one. (http://i.imgur.com/rIbTkjz.png)

Wily Castle 3 - Yet more random OoB boxes. It's absurd.

Fake Man
...Yeah there's no way you're going to see this without cheats. (http://i.imgur.com/Nfef6je.png)

Seriously though, what's with the out-of-bounds boxes?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 02, 2016, 05:08:12 PM
They are sectors that control any 3d floors (floor over floor sectors) in the maps. Also all these should be able to be spotted without any cheats at all. Be sure to check the map for movement utilities and weapons!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Myroc on August 02, 2016, 05:11:15 PM
This expansion has some of the most evil yaschishis this game has ever seen. Several of them require you to think outside of the box. I know the one in Plug Man nearly drove me insane, even after I was explicitly told by Lego how to find it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Yoshiatom on August 02, 2016, 05:20:49 PM
The "random" out of bounds boxes are dummy sectors, which are used to define the hight and textures of 3d floors. (For example, there's a lot of them in MM7DW4, since the map mostly is 3d floors)

Also, MM9CON and MM9DW2's yashichis are possible to see without noclip:
(https://www.anony.ws/i/2016/08/02/Screenshot_Doom_20160802_181548.png)
(https://www.anony.ws/i/2016/08/02/Screenshot_Doom_20160802_181721.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TheRealRoyale on August 02, 2016, 07:03:45 PM
Quote from: "Ivory"
v6.
hmm.... i want to contribute with some bots(even weapon archive, there's a skin somewhere)
can i?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on August 02, 2016, 08:03:12 PM
Quote from: "TheRealRoyale"
Quote from: "Ivory"
v6.
hmm.... i want to contribute with some bots(even weapon archive, there's a skin somewhere)
can i?
The_Broker already supplied botchats for all future expansions. Unless your's happens to better than his, I doubt they'll use your's.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on August 02, 2016, 08:47:36 PM
Hoo boy, the Yashichi in MM9DW1 is probably one of the most evillest in the entire game:
(http://i.imgur.com/rFtoKpBl.png) (http://i.imgur.com/rFtoKpB.png)
You use Black Hole Bomb on the Changkey Dragon. No, I am not even joking. To add on to this, the weapon isn't even on the map (or I couldn't find it at least), and there's no Eddie Call either. Also, the fence is solid to weapons fire so you have to noclip your way out. Also also the Yashichi only shows up in the dragon occasionally when he flies by, not every time.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on August 02, 2016, 08:50:28 PM
i mean that's not how you find it normally. you can see it without cheating
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on August 02, 2016, 11:04:02 PM
Secret boss spoiler question:
So I heard there is a hidden Grand Dad on Quint phase 2, but I can't find him. How and where does it appear?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on August 02, 2016, 11:13:54 PM
It doesn't. Molly modded that in herself.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Bikdark on August 03, 2016, 01:26:43 AM
I've fucking done it. All bosses down. Thoughts ahead:

Bass phase 1: Excellent start to the madness. I originally underestimated him, so I took quite a while to learn to use the pillars to my advantage. Looks fuckin NICE, especially on the kick. He acts like a complete asshole in terms of gameplay, which I appreciate. Total time taken: 30 minutes.

Bass phase 2, Super Adapter: Huge fuckin step up from phase 1. Some attacks are pretty unavoidable, so chip damage is your worst enemy. You REALLY need to take your time with this one, and it's a good precursor to the 2nd fight, allowing you to learn all his STUPID BULLSHIT COMBO ATTACKS before it really matters. Total time taken: 1 hour.

Bass phase 2, Megabuster: FUCK THIS STUPID SHIT OH MY GOD HE HITS YOU FROM EVERYWHERE AND YOU FALL EASY AS SHIT, WHAT ASSHOLE CAME UP WITH THIS. Realistically tho it's a neat idea. Make even more crazy restrictions next patch. I appreciate how he isn't the same thing OVER AND OVER AND OVER like some of the early bosses, and actually makes you position well rather than find a sweetspot or blindly make distance. Also, the fact that he's most vulnerable during his power attacks fits his character; he gets cocky and thinks he's cool or some shit when he's actually about to take a few dozen shots to the dick. Total time taken: 2.5 hours (probably)

Protoman: That slide kick could be a bit better communicated, as could the charge shot/shield bullshit. Slide change isn't COMPLETELY necessary since if you always assume it's going to happen, you dodge it easily, but a tell for the charge shot is pretty necessary. Just have him turn toward what he's going to shoot at during the last couple moments. I low key want him to be easier to read mainly because I don't think Protoman ever WANTED to win in the first place. He always loses to Megaman, and will always lose to you -- but he accepts this fact and only wants to test you. Nerf this boss a little, but put Breakman in somewhere and make him want to straight up MURDER you. I'm talkin faster kicks, more shots during jump 'n shoot, more Protostrikes during shield toss (or hell multiple shields maybe), and a super attack. Total time taken: 30 minutes

Shark tail: It's not really a... boss. It's more like a "don't lose, then you win" scenario, where you only need to survive. If you only pay attention to the missiles and bullets flying at you, and disregard the shutters, you actually end up having an EASIER fight. Total time taken: 20 minutes

Shark body: Sort of the same as above. It poses a bit more of a challenge due to having to manage the spike ceiling, shit flying at you, AND shooting the shutters, but it's not that bad tbh. Only takes 3 attempts maximum.

Slifer the BULLSHIT Dragon: WHY WOULD YOU FUCKING DO THIS? HOLY SHIT HE'S SO FUCKING INCONSISTENT, HIS ATTACKS AREN'T INTERACTIVE, AND YOU HAVE TO FIGHT HIM AGAIIIIN IF YOU FUCK UP THE STUPID HEAD FIGHT? COME ON MAN. TOTAL TIME TAKEN: 30 MINUTES FOR FIRST ATTEMPT

Shark head: Stupid attacks. Unavoidable walls. Unavoidable laser attacks. Fuck. Took me like 30 minutes

Shark Overall: Make Changkey his own boss, remove checkpoints, shift craziness from head fight to tail and body fight.

Fake Chase: CHRIST IT TAKES SO FUCKIN LONG UUUUGH. Despite my consistent bitching during this entire thing, it's a great fucking concept. Resource management + Enemy management are always fun, and the chase was a cool twist on 9's Wily 1 boss. It feels SO fucking drawn out though, and the first time you get to the halfway point takes incredibly longer longer than midpoint > ending. Space out that GOD DAMN hp, and add one more, possibly "urgency-inducing" unit toward the end maybe???? Total time taken: like a fuckin hour holy shit

Fakeman: fuck this stupid fight this is nothing like the anime where light and L are in the helicopter watching the evil guy tRY AND KILL EVERYONE BUT WATARI'S IN THE OTHER HELICOPTER READY TO SNIPE HIS HEAD OFF AND STOP HIM FROM WRITING EVERYONE'S NAME IN THE DEATH NOTE but instead we get the same pattern over and over again and a boss with 100 shots' worth of hp. Bump his damage WAY up but cut his hp in like, half. We don't have a glass cannon boss in this game, and Fakeman could totes fit that ticket. Total time taken: felt like 30 years but was more like 45 minutes

Quint: fuck this stupid shit. im not even commenting oh my god i never want to see this scrawny green little fuckboy gremlin ever again. go suck the green giant's dick you instagibbing timewaster literal fucking asshole jabroni. took me about 8 FUCKING HOURS.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: KOManiacJim on August 03, 2016, 03:45:06 AM
First day fighting against Punk, several hours later I am thinking to myself "That's it. (You're done.) I tried. (It's over.) But you don't see the light."
GIVE IGMETALBLADEWEP
"I am done. Turn. In. Your. Entry." Fires Instagib Metal Blade. "I am exiting out so I don't get the weapon afterwards."
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Superjustinbros on August 03, 2016, 04:26:52 AM
/wonders how he could partake in V6 development
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: SmashBroPlusB on August 03, 2016, 04:37:33 AM
be a nice and cool person who can make productive things to help development
a lot of the dev team is asked to join, not the other way around

also the team tends to shift around a lot so don't worry if you're new or relatively unknown
I mean look at IamaMedalHunter, that guy's a total boss who pretty much came outta nowhere

you just gotta believe, man
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 03, 2016, 08:29:07 AM
So I haven't touched the campaign in a long time. Since before the MM7 update, in fact. Mostly a combination of the classes mods capturing my interest, and then my progress being erased and not wanting to go through the frustrating experiences I had in single player again. On a lark, I decided to start the campaign over again since it had been a long time, and some bosses were nerfed. Thankfully the awful issue with the Gamma fight where you didn't get all the weapons back on respawn was gone (had to use the giveall cheat to be able to win). Good lord was I happy about that...

So I breezed through Mega Man 1-6, go through 7, get to the boss. First fight is all right. Good stuff, challenging, but there's a pattern, you figure it out, you beat him, it's all good.

...


Then that godforsaken second phase starts.

That was, hands down, the worst experience I've ever had playing this game. And I'm including against other human beings. I pined for the days of KY Classes where some jagoff would exploit the Gemini Man glitch and fill a map with ronin gemini clones. I yearned for rooms full of instagib YD Ring Men. Let me just run through everything that's so very wrong with this fight...

- The platform layout is atrocious. It's a series of tiny pieces of floor (most of them thin, leaving little room for movement) in a random pattern at random levels. Except you have to focus on this little purple bastard flying around randomly (more on that later), so you can't focus on the goofy, multi-tired layout of the arena. It was way, way too easy to fall off in the middle of a fight. In fact, the vast majority of my deaths were from falling off the god damn arena. I can only remember a couple times where I died because of Bass, and not the floor. Making matters worse, there's too many spots in the middle of the damn arena where you can fall through.

- If you DO fall through and Beat saves you, getting back up before he goes away is like swimming out of frozen water after you've fallen in through a hole in the ice. A lot of your face in the floor going "where's the damn gaps," or "where's the damn edge".

- Bass' flying pattern is too erratic. Far too often he'd fly right in my face and immediately launch a series of big purple balls in my face wasting most of my health bar with little I can do about it. Made worse by the fact that he's flying around free as a bird, while you're limited to the forced angle of the Super Adapter's double jump. It's too easy to either lose him, or have him just fly in your face and blast you, or fly behind you and prepare an attack so by the time you turn around, he's raining anime power balls down like a casino fountain. This also makes hitting him needlessly frustrating because it just means half the time your charged fist attack will miss him.

- Your mobility is terrible. The Super Adapter's double jump forces this forward movement as well as the rise up, so you're constantly fighting against it if you want to keep yourself stable while fighting him. So not only do I have to mind what Bass is doing, I have to fight against the momentum of this thing which is made worse by the lowered gravity. And you constantly have to worry about your position because of the awful floor layout, which makes struggling with this thing even more of a pain.

That whole fight felt like everyone responsible for it cared more about aesthetics than actually playing it. Who cares if it's an utter chore to play as long as it looks epic. It needs to have the feel of having a Super Adapter duel against Bass on falling debris! Which is a great idea, except that falling debris makes for a terrible arena, controlling the Super Adapter in flight while following Bass and keeping yourself above actual ground is like trying to ride a spooked horse, Bass can move quickly, freely, and blast anime all over your face and nuke your lifebar, all while you try to aim a pea shooter as this nimble evil man-fairy or shoot him with a homing fist that only seems to hit him about 50% of the time and doesn't even do much damage when it does hit.

And hell, I like a good challenge (I play SNK fighters religiously for pete's sake, I know hard. I've been on the business end of Nightmare Geese), but that fight was not fun. And I really do mean that. I feel like a sucker; I'm playing this game to enjoy myself (and up until that fight, I had been. Quite a bit, in fact), and I just sat there and played that even though I didn't have to, and didn't enjoy the experience. Looking back I should have just turned God Mode on and been done with it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on August 03, 2016, 09:06:48 AM
IMO sweating for an hour with over 100+ tries in front of a boss is a experience you'll remember, even if the fight might seems unfair that's good it teaches you about how hard real life is just like some games used to be hardcorely hard.
In a masochistic way a boss "seeming impossible" to defeat >IMO< is a good experience. And it's not anyway a Player vs Player fight so you can't be salty about it like if it was some kind of competitive thing. Bosses battles aren't meant to be some relaxing walk in the park like you'd farm bots in DM, they're here to test you harshly (especially the Final / Secret ones)

I defeated the [secret final boss] of v5 after 3-4 days (1 hour a day trying to get further in the fight) and I eventually did it (without cheats ofc) and I kind of feel good for it. You should try to deal with it and fight it and you'll be rewarded, instead of complaining and asking for nerfs. That's good if they have lunatic difficulty.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 03, 2016, 09:31:40 AM
There's a difference between struggling against something because it's challenging and struggling because it's bullshit. It's the difference between, say, Gimmick! and IWTBTG. To bring it back to SNK, even when they put you through some hardcore challenges the challenge never comes from poor design or random chances to get insta-nuked. Even when they make you fight a marathon of stat-boosted boss characters on one health bar with no healing between fights, you can still overcome that challenge through skill, pattern recognition, etc. A lot different than creating a situation where the player needs to keep looking up and then making them fight on tiny chunks of uneven floor where you can easily fall into a pit while struggling just to stay in place. That's not challenge. That's crap.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: -Daiki-TheOni on August 03, 2016, 09:40:38 AM
CutmanMike i'll put this on spoilers

Rock&roll!!!  :cool:



THIS EXPANSION MAKES F***** JUSTICE!!
sorry for that but, you and the dev team have sucesfully created such a game with his own story, the bosses are better every time so harder but above all, so epic but so so epic michael bay can't surpass this with any of his explosions. new doctor light labs are awesome, new levels and revamped maps are awesome, bass fight is epic as hell, protoman, fakeman and the shark ship batles are even more epic as hell.. but Quint... Quint wins them all, at last, the most underrrated of all the characters in megaman receives not only only a normal boss fight but an epic one that longs like 5 phases with another time-anomaly but the better thing is the script, makes the character shine and outstand even more than the original game (megaman II) and the other characters and the entire city thing... holy metatron! this game only gets better with time!!!
so..
Congratulations Devs and CMM, this makes justice to megaman, and brings joy to people who enjoyed the original games and also to people who is new in the megaman world.

EDIT:too many errors!!(i was so hyped)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on August 03, 2016, 10:01:11 AM
bass isn't even hard
I mean you have almost infinite flying and a homing fist so you don't need to aim. And checkpoint after the first part. And he's meant to be defeatable Mega buster only. You just didn't played against him enough because if you did so you'd have gotten used to his patterns and stuff.

Like he's easyy if you know what you're doing (that is seeing which attacks he does and how to position/react properly)

he's not even a warmup next to the mm9 bosses

(also player skill is also a factor)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: SmashBroPlusB on August 03, 2016, 10:11:08 AM
actually I've fought everyone and I'll side with Shmeckie on this one; Bass 2 fucking sucks hardcore

it's entirely because of the stage and it's entirely because of Super Adaptor
I honestly felt like I was fighting the game more than I was fighting the boss

at least with Mega Mech Shark, I could fly around fully instead of use my singular boost jump and then fall in a pit anyway
at least with the chase, I'm made immediately aware of the area I can stand in, and I can't fall off into death or anything
hell, Enker/Ballade/Gamma all technically have death pits, but the stages are either moderately large or have the edges railed off

Bass 1 is near flawless but Bass 2 completely sours the mood
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 03, 2016, 10:57:49 AM
Quote from: "SmashBroPlusB"
it's entirely because of the stage and it's entirely because of Super Adaptor
I honestly felt like I was fighting the game more than I was fighting the boss
Summed up my whole rant in a nice, pithy package. You couldn't be more right.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on August 03, 2016, 11:24:24 AM
Mike is going to nerf that idiot. We just need to wait.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 03, 2016, 11:50:52 AM
You can find info about that here (http://www.cutstuff.net/forum/viewtopic.php?f=32&t=10458&start=0)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Astro Seraphim on August 03, 2016, 11:07:51 PM
Someone should totally probably upload some video(s) with the new original songs in the game just like they did with Erbattle  or something becauseQuint'sthemesaregodly

Speaking of which, was Erbeserk uploaded too or?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on August 03, 2016, 11:41:13 PM
The originals I made will be uploaded, but I'm waiting 2 weeks til after release for a little grace period.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: VonStein on August 04, 2016, 05:54:02 AM
Hi, new fool here, came by for three things:

a) new expansion is very nice, I played (solo) for quite a while and enjoyed the game and its changes a lot over that time.

b) one of my favorite things about the game is, amusingly enough, the yashichi search, and the new expansion was one heck of a ride for that one. (Plugman, Jewelman, MM9DW1, I am looking at you) Which brings me to...

c)
I can confirm that all but two of the yashichi can be seen, or at least *glimpsed* without cheats, even if it requires getting Rush Jet or jumping to one's death somehow. And in spectator mode they can easily be seen usually. But MM8DW1 and the new Diveman stage both appear to break that pattern unless I am missing something. For Diveman's stage it just appears to be too low to be seen from any angle I can approach it at even in spectator mode. And in MM8DW1 it's stuck inside a pillar and I can't find a way to see inside. I suspect the latter was due to locking the area off in a patch for being a hiding spot? I am wondering if I am missing something with those two.

That said, thanks for the game folks.  <!-- s:D -->:D<!-- s:D -->
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PowerGloveNinja on August 04, 2016, 07:46:22 AM
Will Need to try out when I have the time.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 04, 2016, 08:08:12 AM
I know it's not from this update, but I really wanted to say the Evil Robot fight was flawlessly designed and I have nothing but endless praise for everyone responsible for designing that fight.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 04, 2016, 10:58:59 AM
Quote from: "Shmeckie"
I know it's not from this update, but I really wanted to say the Evil Robot fight was flawlessly designed and I have nothing but endless praise for everyone responsible for designing that fight.

That would be me! I hear this a lot but I think he's a bit on the easy side as some attacks you can just sit in the corner and go to sleep. I won't change him though.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 05, 2016, 08:15:38 AM
If you can, I'm unaware of which ones because I kept moving the whole time. Had a blast fighting him! Kudos to you on that one!

Also I noticed the musics loop properly now instead of starting all over after one loop like a basic music file. I really appreciate that touch. The music sounds right, now.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 06, 2016, 09:15:12 PM
Something is rising from the scrapheap for v5b! (https://twitter.com/CutmanMike/status/761731074972127232)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: The_Broker on August 06, 2016, 09:27:19 PM
I was wondering when more older Wily stages would show up! Can't wait to see it, sir.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on August 07, 2016, 02:35:37 AM
Actually have it a bit earlier than 2 weeks.
have fun

Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on August 07, 2016, 05:18:02 AM
Some things I'd like to point out:
Other than that...
I'm happy to see MM4DW1 become a reality in v5b.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 07, 2016, 12:16:51 PM
That bass cutscene was only meant to be played for V4 players who had already beaten the campaign going into V5 to show them that a new bass boss fight had been added.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on August 07, 2016, 03:08:32 PM
I wasn't talking about that cutscene, I was talking about the "MM8BDM_BassDefeated" value, which is different from the "MM8BDM_BassChallenge" value. "MM8BDM_BassChallenge" has a purpose in that it checks to see if your v5 game data was carried over from v4, while "MM8BDM_BassDefeated" serves no apparent purpose.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shadoku on August 07, 2016, 04:35:34 PM
test
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Maxitox12 on August 07, 2016, 10:08:21 PM
hi, i have a question... i can export mm8bdm v4c data in v5???  :-\
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Zero1000 on August 07, 2016, 10:17:10 PM
hi, i have a question... i can export mm8bdm v4c data in v5???  :-
Yes, you can. Just move the archive that says "zandronum-(Username)", (Username) being your computer profile name, to your v5 folder.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on August 07, 2016, 10:54:15 PM
Or just move all the new stuff into the old folder and have it replace anything (except your skin folder)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Maxitox12 on August 08, 2016, 10:46:16 PM
Yes, you can. Just move the archive that says "zandronum-(Username)", (Username) being your computer profile name, to your v5 folder.
Or just move all the new stuff into the old folder and have it replace anything (except your skin folder)
thanks :D
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RageBurner on August 09, 2016, 11:00:56 PM
Just wanted to chime in to thank everyone involved with the work that went towards the MM9 expansion. Despite it being my least favorite game on the franchise, I feel the devs really gave the maps and weapons a lot of thought and the whole "vibe" of the expansion was right on target. I'm especially fond of Tornado Man's map - it turned out quite beautiful.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on August 12, 2016, 05:43:23 PM
What? MM9 is so good! I have too say, im suprised.

Well, can someone tell what the hell is that image anyway? On Discord, CutmanMike said that NO ONE got it right, and that means that it can't be the MM4 Wily levels.

(Also... SHINY MEDALS ARE BACK  :mrgreen:)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 12, 2016, 06:00:51 PM
Nope, no one has figured the image out yet. Probably won't happen either. You will know when v5b hits which will be after Zandronum 3.0 finally comes out (predicted to be Q4 of this year or something).
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dittoman on August 12, 2016, 08:32:14 PM
...Welp. Just one question,

Does finishing the Mega Mech Shark and the Fake Man fight give the same ending? Because for some reason the game crashes right when I beat the latter. I've only seen the credits for the former fight due to this.

I'm sure I just have a setting messed up somewhere, but I'm wondering if I'm missing out on something.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on August 12, 2016, 08:45:39 PM
...Welp. Just one question,

Does finishing the Mega Mech Shark and the Fake Man fight give the same ending? Because for some reason the game crashes right when I beat the latter. I've only seen the credits for the former fight due to this.

I'm sure I just have a setting messed up somewhere, but I'm wondering if I'm missing out on something.
Yes, it's the same ending, only Mega Man shoots down the Mega Mech Shark.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: BombHornet on August 17, 2016, 10:30:50 PM
Oh my gosh! I can't wait to try out the new content. Will my save file from v4 work with this version or do I have to start a new game altogether?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on August 17, 2016, 10:33:51 PM
Oh my gosh! I can't wait to try out the new content. Will my save file from v4 work with this version or do I have to start a new game altogether?
Yes it will, you just need to either place all the new files in the old folder, or the "Zandronum-[username]" file to a folder with the new files.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: BombHornet on August 17, 2016, 10:35:10 PM
Yes it will, you just need to either place all the new files in the old folder, or the "Zandronum-[username]" file to a folder with the new files.
Alright, thanks! I've forgotten how simple it was to do since it's been so long since an update.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 07, 2016, 08:34:48 PM
(http://i.imgur.com/9R5GKfC.png) (https://twitter.com/CutmanMike/status/773618970142371840)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on September 07, 2016, 09:19:30 PM
Aww, Punk seems to be giving his new sprite the thumbs down. :cry:

EDIT: Whoops, didn't realise it was a link. Loving his new entrance animation.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on September 08, 2016, 12:04:00 AM
It's cool how Punk makes the same pose as in his MM&B Database image.

With older bosses getting updates, I hope this means Ballade switches to his second form during his battle now.

Also, will TITLEMAP finally be updated to include MM7 and MM8 campaign intros?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Sonicfam1102 on September 08, 2016, 01:48:28 AM
Haha nice! I see you're finally switching the Mega Man Killers over to actors rather than bots now. I just pray you guys do the same to Doc Robot now.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on September 08, 2016, 05:23:42 PM
I'm so glad to see the bots being purged. Hopefully that will remove the needless bloat from the Megaman class, too. I love the way rubble falls from the ceiling when he smacks into the wall.

I actually tried my hand at recreating Doc Robot at one point, purely to see if I could. It's incomplete, but I have it laying around somewhere.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 08, 2016, 07:36:20 PM
I'm so glad to see the bots being purged. Hopefully that will remove the needless bloat from the Megaman class, too.

Good point, I forgot about that.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: andreasaspenberg on September 10, 2016, 08:01:13 PM
the new levels is interesting but i think it is time to add some more capture the flag levels(you should add 10 more with elements from megaman and bass and megaman 8 and 9). pharaoh man is also exremely problematic and needs an overhaul. i also think it is time to add wily stages for megaman 5 and 6. the new bubble man stage is good however.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on September 11, 2016, 07:53:37 PM
Simply saying something is problematic doesn't help a developer at all; you have to explain why you think that's the case.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 11, 2016, 08:40:36 PM
I know the feeling.
Pharaoh Man's stage is one of two levels with exceptionally confusing layouts; the other one is Astro Man(8). But in Astro Man's case, I feel it's intentional, as every part of the stage can be used and is used in a deathmatch. It's unsure where you are when you're outside the pyramid, and the interior is... interesting. I can only recollect part of it, and that's bad when I've memorized pretty much every other stage inside out(except for Astro Man 8 and Dr. Wily & Bass). Here's a tip: don't have passages that people don't want to use. And don't make them too long.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 13, 2016, 12:27:19 PM
https://twitter.com/CutmanMike/status/775670839605923840

Inspired by the Rockforce thread
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DMGUYDZ64 on September 13, 2016, 01:48:27 PM
https://twitter.com/CutmanMike/status/775670839605923840

Inspired by the Rockforce thread
Ah, Voxels (http://zdoom.org/wiki/voxel), Gotcha lol
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 13, 2016, 02:00:31 PM
Nope! Voxels aren't rendering correctly in the current version of zandronum.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on September 13, 2016, 02:32:23 PM
3D floors?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on September 13, 2016, 02:34:29 PM
He wrote 'inspired by the Rock Force thread' which means it's probably something similar to the substanceless 3D floors Mendez made with spawned in/out solid actors to make collision detection
just with a shiny texture and invisible when non-solid
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DMGUYDZ64 on September 13, 2016, 05:04:55 PM
Nope! Voxels aren't rendering correctly in the current version of zandronum.
Ah, I Thought it is a planned for 3.0 :P
Title: Software users are cavemen, there I said it
Post by: Mendez on September 13, 2016, 05:16:08 PM
Will this new block method be used for Plug man and all other maps with blocks? I think it'd be pretty cool if we can get invisible bridges into other maps, if that's the method you're using. I always feel less confident jumping onto actors when they're flat sprites, usually because it's really hard to tell if you'll land on them or not. Hopefully that can be resolved in the future when everyone inevitably moves into using OpenGL for their rendering mode.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 13, 2016, 06:46:33 PM
Ah, I Thought it is a planned for 3.0 :P

It is. They're still not correct according to SickSadWorld.

Will this new block method be used for Plug man and all other maps with blocks?

Yes, and only two core maps use yoko blocks to my surprise.

Edit: Do you hear something...? (https://twitter.com/CutmanMike/status/776232416855941120)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DMGUYDZ64 on September 15, 2016, 06:58:35 AM
From my tests voxels work fine, I have tested with Blood voxels and they worked fine in both Software and OpenGL Mode .
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 15, 2016, 09:32:06 AM
Interesting. Might have to give them another shot but I don't know we'll have time to get them in v5b.
Title: Yes I do enjoy watching the world burn.
Post by: Copy Robot on September 15, 2016, 07:59:48 PM
Hey Yashichi Hunters, get ready for a fun update:

(http://i.imgur.com/xQrVVdY.gif)

(And no they will not just be sitting there by the Laser Trident.)
Title: Watching the world burn? Nah, I enjoy watching it bounce. :D
Post by: Beed28 on September 15, 2016, 09:40:52 PM
Edit: Do you hear something...? (https://twitter.com/CutmanMike/status/776232416855941120)
Interesting. So I wonder how you'll tell players about their updated battle, like you did with Bass? Are they just going to pop by the Light Lab as well?
Maybe have some tea and some biscuits?
Title: Re: Yes I do enjoy watching the world burn.
Post by: LemonPig on September 16, 2016, 12:03:09 AM
Hey Yashichi Hunters, get ready for a fun update:

(http://i.imgur.com/xQrVVdY.gif)

(And no they will not just be sitting there by the Laser Trident.)
How 'bout mets with mtank helmet, or astro crush helmet?

im a troll and i didn't know it
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on September 16, 2016, 01:31:40 AM
How 'bout mets with mtank helmet, or astro crush helmet?

im a troll and i didn't know it
Because every core map has a Yashichi hidden within it for people to find (they do nothing but are easter eggs), this means there will now be decoy Yashichi's in maps.
Having met versions of things that are actual pick ups would not work out as well due to the fact that very little actors are more then props, and enemy actors are usually just for decoration.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 17, 2016, 10:58:08 AM
Because v5b will use Zandronum 3.0, I decided to look at what has changed with the new Zandronum.

And among them I found:
Added random state duration and A_SetTics.
ReactionTime added to DECORATE expressions.
Added CheckFont, GetCVarString, GetUserCVar, GetUserCVarString, IsTIDUsed, LineAttack, SetCVar, SetCVarString, SetUserCVar, SetUserCVarString, SpawnDecal, and UniqueTID.
A_RadiusThrust can use negative ''force'' values.
Added APROP_ScaleX/Y and APROP_Mass actor properties.
Added A_CheckFlag, A_FaceMaster, A_FaceTracer, A_RadiusGive, A_SetMass, A_SetScale, A_Warp and A_WolfAttack...
A_Light can use negative values to darken the scene.
SO MUCH MODDING HYPE
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 17, 2016, 04:05:48 PM
Ironically a lot of those functions we already hacked our way in the game with janky ACS but still cool!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: LemonPig on September 18, 2016, 03:09:32 PM
Darkman 1-4 Bossrush?! GOD YEZ
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on September 18, 2016, 04:05:56 PM
Darkman 1-4 Bossrush?! GOD YEZ
I'm pretty sure those are revamped Doc Robots.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 19, 2016, 01:46:10 AM
I still wonder why they did updated the Museum from Mega Man & Bass, in my opnion, it was perfect in V4, the Toad Man section was cool, the "Ground Metal Bars" too, and, if I'm right, it was bigger than now, I liked V5, but I really prefer V4's robot museum, does anyone agree?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 19, 2016, 12:04:34 PM
I'm sure there's more reasons but here's some good ones:
=547
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on September 19, 2016, 01:40:01 PM
Personally I find the MM7 museum textures clash pretty badly with the MM&B textures but beyond that I think it's dandy.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 19, 2016, 04:42:37 PM
So, you can't mashu-up at least toad man room with those V5's modifications?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Lego on September 19, 2016, 05:17:17 PM
He doesn't like how the textures of the Mega Man 7 museum look compared to that of the Mega Man & Bass ones since the style and coloring are so drastically different.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 19, 2016, 08:09:55 PM
I don't know if I'm a moron. but I can't see any similarities between MM7's Museum and MM8BDM's MM&B Museum.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on September 19, 2016, 09:50:24 PM
It would be nice if we had 2 museum maps. I honestly don't like too much the idea of mixing 2 levels in 1 map like happens with most Wily maps.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on September 19, 2016, 11:53:35 PM
Maybe if the museum was like, two structures besides one another, one with an exhibit of robot masters, and the other using MM&B's intro stage as basis.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: rokim22 on September 20, 2016, 02:08:45 PM
Anyone have the versions 2c and 3b?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 20, 2016, 04:57:09 PM
I actually wasn't saying to have something like MM7 museum in MM&B museum, I said that I would like that if it had Toad Man's section and another Robot Masters' themed sections, where did the MM7's museum subject come from?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Orange juice :l on September 21, 2016, 05:25:04 AM
Quick question for speedrun reasons: At what point in post-boss cutscenes is progress saved?

Plenty of bosses, especially "version enders" (Gamma, Evil Robot, Genesis Unit) have cutscenes at the end. Now, my question is, assuming I am on a new save file, how long do I need to wait until I hit escape and return to Light's Lab or exit the game? Does it differ by boss? I would assume it updates upon the death of the boss but I'd like to be sure.

A list of the "worst offenders":
Gamma
Wily Capsule
Evil Robot
King
Genesis Unit Trio
MM9 Final Bosses
Quint
Other bosses (MM1-5 bosses, Genesis Unit individuals, etc) with the little jingle aren't costing nearly as much time but it would be nice to know regardless.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 21, 2016, 01:10:30 PM
A lot of bosses are being tweaked in V5B but currently the save happens at different times for all bosses (most of the old ones happen back at light's lab). To figure out when they happen you'll have to look at the scripts file in unkown.wad, unkown2.wad (protoman/shark) and unkown3.wad (quint, fakemen) and do a search for "saveprogress".
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rokim21 on September 21, 2016, 02:44:16 PM
A lot of bosses are being tweaked in V5B but currently the save happens at different times for all bosses (most of the old ones happen back at light's lab). To figure out when they happen you'll have to look at the scripts file in unkown.wad, unkown2.wad (protoman/shark) and unkown3.wad (quint, fakemen) and do a search for "saveprogress".

You have the versions 2c and 3b?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on September 21, 2016, 03:13:25 PM
You have the versions 2c and 3b?
May I ask why you want those outdated versions of 8BDM?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rokim21 on September 21, 2016, 03:32:27 PM
May I ask why you want those outdated versions of 8BDM?

Because of the unique endings and mod support.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 21, 2016, 04:39:53 PM
I really hope that I can get my progress from V5A in V5B and in V6, or I'll throw myself of my home's window.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on September 21, 2016, 07:02:24 PM
As for myself, I always start the whole campain again when there is a (big) update to the core game.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on September 21, 2016, 07:33:54 PM
You can still view all of the old chapter endings/credits etc. in game by defeating their respective final bosses.
I'm also glad to hear that, Gothic!
5b will include more changes to previous singleplayer content, as shown by Mike, so it's always nice to know that people will go back through and play with it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Orange juice :l on September 21, 2016, 08:31:14 PM
Duly noted, I'll play it safe for V5A and hold out for V5B's changes. Of course, now that you mention that save updating is so irregular, it seems like a good idea to me to normalize it to as early as possible, just to be as generous as possible.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 21, 2016, 11:14:32 PM
So if I play v5b, I won't have my progress of v5a? I don't want to have all my progress lost.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on September 22, 2016, 12:01:31 AM
So if I play v5b, I won't have my progress of v5a? I don't want to have all my progress lost.
In your v5a files, you'll see a file titled "Zandronum-[USERNAME]." That's your save data. Just copy it and paste it to the v5b files.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 22, 2016, 01:27:22 AM
GameAndWatcher, you're like a savior for me :)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 25, 2016, 05:57:51 AM
I noticed something, in the readme file, it's written "compeltely free" and not "completly free", just advising you about an grammar mistake.  :mrgreen: . Also I can't wait for V5B, I wonder how many time will it take.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 25, 2016, 04:13:31 PM
it's written "compeltely free" and not "completly free"
"Completly" is also misspelled. It's spelled "Completely".
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rokim21 on September 25, 2016, 04:56:54 PM
What's about jump sprites and jump and shoot sprites?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on September 25, 2016, 09:22:50 PM
What's about jump sprites and jump and shoot sprites?
Then every skin needs to have jump sprites and jump shooting sprites made which makes a lot of work and even more work for skin makers.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Nite on September 26, 2016, 12:20:31 AM
I just wanted to pop in and say that 8-Bit Deathmatch is my favorite fan game, and one of my favorite games in general. I just love how faithful the weapons are to the games while still being balanced into a fun FPS. You guys on staff should feel very proud of what you done, and thanks for staying dedicated. V5 was definitely worth the wait!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 26, 2016, 01:00:02 AM
Thanks! Be sure to stick around for V5B later this year (I hope) :)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 26, 2016, 08:12:33 AM
*estimates release date at November 13*
Also, if you have complaints, suggestions, or nitpicks, take them to the Bugs and Suggestions forum, not here. In here, they get forgotten.
EDIT: *re-estimates release date for early December*
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 29, 2016, 01:59:06 PM
Alright let's talk voxels!

With the addition of Voxel support coming to 3.0 you can expect some MM8BDM voxels in the future. So what exactly are voxels? Without going into it too much, they're kind of like 3d models but instead of made up of flat surfaces with textures on them, they're made up of cubes of a single colour. It makes them look like pixelated 3d models, which is actually a perfect fit for MM8BDM if you ask me. The big thing is they actually work in the software renderer, so unlike 3d models, no one is left out.

So why use voxels? Well, we aren't going to go nuts and start replacing everything with voxels (but custom user mods can!) The only things that will become voxels in core MM8BDM are going to be platforms and other objects that you can jump on in game that make sense being voxels. This will make it a lot easier to do those platforming sections in certain maps, and give you a better sense of how thick an object is supposed to be.

Check out these screenshots:

(http://i.imgur.com/Fi9TctL.png)
(http://i.imgur.com/8v6vjuQ.png)
(http://i.imgur.com/Gjc4j1I.png)
(http://i.imgur.com/Tiz1x99.png)

Of course, like 3d models you can turn them off in the options if you don't like them. Here is a list of objects that will be getting voxel support in V5B (unless something goes horribly wrong)!

* Ice Wall (Weapon)
* Spinning Top (Top Man Stage)
* Concrete Shot (Weapon)
* Guts Lift (Guts Man Stage)
* Wily Barrels (MM2 Wily Stage)
* Astro Platform (Astroman Stage)
* Trap Platform (Shadowman Stage)
* Item-1 (Item)
* Item-2 (Item)
* Plant Platform (Plant Man Stage)
* Oil Container (Oil Man Stage)
* Cold Cylinder (Cold Man Stage)
* Count Bomb (Top only)
* Yoku Blocks (Heat Man Stage)
* Yoku Blocks (Plug Man Stage)

Want to get in on the voxel action early? Sonicfam has created a tutorial for creating and importing your own voxels (http://cutstuff.net/forum/index.php?topic=10620.0).

We still have no idea when Zandronum 3.0 is going to hit so development is going at a slow and steady pace. Once we know we'll switch it back into high gear and start teasing stuff again. I will be requesting the community's feedback on a few topics soon so be sure to look out for those in this forum.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 29, 2016, 03:15:20 PM
* Cold Cylinder (Cold Man Stage)
Cold... Cylinders? I didn't know they were supposed to be cylinders! Of course, a part of that is that the sprite was made to look cuboidal.
(http://xhatahx.weebly.com/uploads/6/0/1/8/6018829/cylinder_orig.png)
Also, the cracked Concrete Shot block looks weird. But other than that, THANK YOU THANK YOU THANK YOU
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: BlastDaSky on September 29, 2016, 05:45:45 PM
EDIT: I dont understand half-a-pickle
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 29, 2016, 05:47:21 PM
Will the voxels that sonicfam did that aren't in your list be added to v5b( or v5c or v6, whatever) of mm8bdm
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on September 29, 2016, 07:31:59 PM
No. Only the listed objects will be getting voxels.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 30, 2016, 02:04:38 AM
Ok. Another question, why does ruined street (MM7(MMM7RUI)) gets too slow, it's not lag, it's just too slow, the framerates drop too much. Does this has an explanation, all the other maps doesn't get a low framerate to me (only if it's on multiplayer( also, I'm saying that ruined street is slow in SINGLE player)), but somehow ruined street does;
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on September 30, 2016, 02:07:49 AM
I was skeptical of voxels until I saw screenshots. Now I'm just really impressed and excited.

I'm also glad they're being used in places where they make sense -- actors that are platform-centric.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Copy Robot on October 01, 2016, 02:43:59 AM
Hey. Who likes Hyper Storm H's conveyors. Yeah. I bet you all do. Well I got something better. Who likes Hyper Storm H's conveyors...

(http://i.imgur.com/oRN5gRG.gif)

...With clarity?*

(*Going to be applied to other conveyors as well.)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on October 01, 2016, 02:51:19 AM
Hey. Who likes Hyper Storm H's conveyors. Yeah. I bet you all do. Well I got something better. Who likes Hyper Storm H's conveyors...

(http://i.imgur.com/oRN5gRG.gif)

...With clarity?*

(*Going to be applied to other conveyors as well.)

I like this.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on October 01, 2016, 12:01:17 PM
I noticed you said "other" instead of "all other". Will "clarity" be added to the MM2MET conveyors?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rozark on October 01, 2016, 10:00:50 PM
I noticed you said "other" instead of "all other". Will "clarity" be added to the MM2MET conveyors?

Yea, they will be. It only makes sense.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on October 04, 2016, 08:32:33 PM
Cutmanmike, I think this is a bug, I was trying to restore a Quint 4th phase save, then the console apearred saying "expected a name, but got something else", is this a bug?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Yoshiatom on October 04, 2016, 08:36:36 PM
Doom-style saves aren't really meant to used in MM8BDM, so even if this was a bug odds are it won't be fixed because your not supposed to use them.

(Although I'd imagine ZDoom would let you remove menu options, maybe that'll happen when Zandronum 3.0 comes out?)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gummywormz on October 05, 2016, 03:19:59 AM
I wouldn't be for disabling random menu options. 2ndcoop and other co-op mods make use of DOOM style saving.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on October 05, 2016, 03:40:58 AM
I mean, technically, they could just add them back themselves with their own menudef, but I don't think we'll remove them when MENUDEF comes around.
Things could change, of course.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on October 10, 2016, 10:24:04 PM
Okay it's time to talk what is coming for V5B Single Player mode!

STORY

Mega Man 8-bit Deathmatch has always been fairly light on the story side of things. The game was never intended to tell a story. Until V3 hit and Duo appeared mid campaign, the story was basically about the 2nd Robot Master Tournament and chasing Dr. Wily. Other than a few lines of dialogue spoken by Dr. Light, there was not much of in-game plot. Looking back at the campaign now you can see it gradually improving over time, really kicking off when King appears in V4 (the Genesis Unit appearing is still my favourite). Ever since then I've tried to make funny and epic cutscenes to keep the player invested in the fairly stale botmatch campaign (with occasional juicy bosses!) While it's cool to keep the game's history in tact, I realize that simply leaving it alone is not an option if I want people to recommend playing the singleplayer for the story.

So we're giving it a big overhaul! From Chapter 1 (MM1) to 9 (MM&B), we're rewriting and inventing new story elements to the game. Each chapter will start with a cutscene (and sometimes end with one), to show you what is going on with the characters in the story. The NPCs in Dr. Light's lab will move around, giving you new info on what's going on. Characters and Robot Masters that had no involvement in the story are now getting involved! Why are you fighting Yellow Devil? There's a cutscene for that! Where is Dr. Cossack anyway? You'll find out! How does Dr. Wily reprogram all the Robot Masters? All will be explained!

Obviously I can't reveal too much of the plot without giving things away, so for now I'll just post a little taste of a new cutscene that happens at the start of Chapter 4!

(http://i.imgur.com/0HW5keG.png)

We're adding lots of tiny little additions to make you want to go back and check out these new additions from the past. Hopefully this is a nice treat for those who actually care about the game's story. And if you don't? No worries! You can simply ignore it and continue blazing through the game. The new "Game Saved" notification will also give you an indication of when you can quit out of the game and skip waiting through a cutscene.

Speaking of going back and checking stuff out...

BOSSES

The bosses from the past sure show their rust compared to the newer ones, which is why every single boss in the game (before Evil Robot) will be getting either a complete remake or new enhancements to bring them up to quality! This ties into the story too. Every boss will have a cutscene before it, giving you a reason for being there fighting the boss in the first place. Sadly I can't reveal anything too huge yet, but I can say bosses that you probably thought were terrible will probably become some of your favourites!

Also this should go without saying, but the newer bosses will be getting some balance tweaks too (http://cutstuff.net/forum/index.php?topic=10458.msg332858#msg332858).

I'm super excited to show you what we've cooked up. It's so exciting that I'll be making a V5B trailer specifically to show some of it off! As for multiplayer, we're kind of holding back on that for now while we wait for Zandronum 3.0 to be released (before the end of the year I hope)! We'll have map, weapon and other cool updates coming in the future so stay tuned!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Orange juice :l on October 10, 2016, 10:30:08 PM
Quote
The new "Game Saved" notification will also give you an indication of when you can quit out of the game and skip waiting through a cutscene.

Does this appear every time or only the first time?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 10, 2016, 10:39:18 PM
Only the first time at the moment (unless you reset your save progress.)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Sonicfam1102 on October 10, 2016, 10:42:48 PM
Wow, that's definitely looking amazing. I'm pretty glad that campaign's getting an overhaul. Looks like I'll have to replay the entire campaign once v5b is out.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MegaVile on October 10, 2016, 11:06:24 PM
Wow, that's definitely looking amazing. I'm pretty glad that campaign's getting an overhaul. Looks like I'll have to replay the entire campaign once v5b is out.
You god darn said it!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Superjustinbros on October 10, 2016, 11:08:58 PM
Oh, I'm hella hyped for this.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on October 11, 2016, 12:46:11 AM
Question: Will we be able to replay these cutscenes whenever we want?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Korby on October 11, 2016, 12:51:01 AM
Specifics are still being ironed out, but chances are looking good for being able to rewatch them.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Zard1084 on October 11, 2016, 01:03:33 AM
I have a feeling that this will make it more lets-play friendly and might interest bigger Youtubers to play MM8BDM for the story.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Gumballtoid on October 11, 2016, 03:26:45 AM
I'm so happy to see this, I can't even begin to explain.

I do recall seeing an empty Proto Man switch in the character dialogue script on MAP01. Fascinating.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on October 11, 2016, 09:16:29 AM
I like how the presentation of the story is getting a major facelift. As the latest public release stands, Dr. Light's dialog at the lab actually changes during the MM8 and MM9 campaigns (specifically, upon reaching MM8DUO, MM8DW1, and MM9FAK), though there's no notification during the main gameplay, since generally, you only automatically return to the lab after completing a chapter.

Also, I hope this means that TITLEMAP will finally get MM7 and MM8 intros!

One question, however: will the V1 and V2 credits be updated to feature teasers for the next campaign storyline, like in V3 and onwards?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 11, 2016, 04:44:48 PM
I do recall seeing an empty Proto Man switch in the character dialogue script on MAP01. Fascinating.

I think that was something Ivory was planning but never happened? I forgot about that to be honest.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 11, 2016, 10:39:33 PM
Really good man, I won't replay it again, because I am a people with not too much time, but I'll certainly see all the cutscenes by using the "saveprogress" cheat, this is so good, if the cutscenes have the same style from this one that you showed, it will give such a cinematografic and dramatic appeal to the story mode from the game.

And it will be cool seeing how the people in the lab (light,roll,elec man,jewel man, tornado man and others) are shocked due to the roboenza case in mega man and protoman.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Ivory on October 12, 2016, 07:28:07 AM
I think that was something Ivory was planning but never happened? I forgot about that to be honest.

Actually, it's more of a joke that got left in the code as I recall. Proto Man is DLN000 and in the coding, he occupies Case 0. Proto is too cool to hang out in a family oriented lab after all.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Xhatahx on October 12, 2016, 07:14:57 PM
Since the Air Man goblins are kinda platform-y, will they be given voxels?

EDIT: Also, will the MMBTEN balloons be given voxels?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on October 15, 2016, 05:29:36 PM
This may be a weird question, but do you have any plans for Mr. X (The Megaman character, not the Cutstuff user)? As of right now, the only impact he holds on the story is being the host of the tournament that serves as the main focus of chapters 1-6,
which is also the motive for the new boss of Chapter 7.
Even then, you could arguably replace Mr. X with someone else, such as Dr. Light, and remove Mr. X from the cage at the end of Chapter 6.
Are you going to expand his role in V5b, or is he just going to remain an awkward bystander past the first intro?

On a side note:
Sadly I can't reveal anything too huge yet, but I can say bosses that you probably thought were terrible will probably become some of your favourites!
Does this mean I can actually make it through the Chapter 4 and 6 bosses without cheats?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 15, 2016, 05:37:38 PM
This may be a weird question, but do you have any plans for Mr. X (The Megaman character, not the Cutstuff user)? As of right now, the only impact he holds on the story is being the host of the tournament that serves as the main focus of chapters 1-6.

He will keep this role as host of the tournament. After MM6 the tournament is over so he is really no longer needed for the story as new characters get introduced over the next chapters (Bass, Duo, King etc). Perhaps he will make an appearance at the very end of the game but other than that there are no other plans for him.

Since the Air Man goblins are kinda platform-y, will they be given voxels?

EDIT: Also, will the MMBTEN balloons be given voxels?

No, Air goblins aren't used as platforms and the balloons round so they look a little strange as voxels.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 16, 2016, 11:44:34 PM
Mini update!

It turns out Sniper Joe bot was causing a lot of trouble for me while making some cutscenes in Dr. Light's lab. I'll spare you the details but it forced me to move Auto's virtual training arena into a new map. I did just that, but as I was copying the scripts over I started remembering that I hated the training UI. So I decided to remake it and add some new training features while I'm at it!
(Click for a bigger screenshot size) (http://i.imgur.com/YW41WRD.png)
(http://i.imgur.com/KwVXBKD.png) (http://i.imgur.com/YW41WRD.png)

You can now practice with inventory items, change the arena type and change how the Sniper Joe bot behaves! Hopefully these new features will prove useful for players and modders alike.

One more thing, a little something I tweeted a while back:

(https://pbs.twimg.com/media/Cuw107sWIAAnXTI.jpg:large) (https://twitter.com/CutmanMike/status/787063767473459200)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: LKnight on October 17, 2016, 12:55:38 AM
Interesting! But what does "Research" mean and why is it unavailable? If you can answer that is. Definetly will be using the training room more often though!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on October 17, 2016, 01:00:55 AM
(https://s4.postimg.org/xva1rqykd/mmww_mm8bdm.png)

Well, I guess it's time to bid goodbye to the old title screen that one is replacing:

(http://cutstuff.net/mm8bdm/wiki/images/f/fe/WilyTowertitle.png)
R.I.P.
2014-2016

Incidentally, I remade the old title screen with the original, unaltered Sega Genesis graphics:

(https://s15.postimg.org/cu43ydzuj/wilytower_title.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Zard1084 on October 17, 2016, 03:24:39 AM
Mini update!

It turns out Sniper Joe bot was causing a lot of trouble for me while making some cutscenes in Dr. Light's lab. I'll spare you the details but it forced me to move Auto's virtual training arena into a new map. I did just that, but as I was copying the scripts over I started remembering that I hated the training UI. So I decided to remake it and add some new training features while I'm at it!
(Click for a bigger screenshot size) (http://i.imgur.com/YW41WRD.png)
(http://i.imgur.com/KwVXBKD.png) (http://i.imgur.com/YW41WRD.png)

You can now practice with inventory items, change the arena type and change how the Sniper Joe bot behaves! Hopefully these new features will prove useful for players and modders alike.
I Indorse this! It will make training much better!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on October 17, 2016, 12:56:35 PM
It turns out Sniper Joe bot was causing a lot of trouble for me while making some cutscenes in Dr. Light's lab. I'll spare you the details but it forced me to move Auto's virtual training arena into a new map. I did just that, but as I was copying the scripts over I started remembering that I hated the training UI. So I decided to remake it and add some new training features while I'm at it!

Neat! Except for one thing...
Dr. Light's Lab has several easter eggs that require weapons to be taken out from Auto's training arena. Since you cannot take weapons in between maps, what will happen to them now?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 17, 2016, 01:36:38 PM
You can still take weapons from the training map to Dr. Light's lab.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 17, 2016, 03:53:49 PM
Just a question, if the game will really have difficulties, which difficulty is supposed to be the same of MM8BDM v5a and its prior versions etc? I want to know because suffering in this game is so good, actually is the only game ever in my life that I like to suffer (lol).
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 17, 2016, 04:01:14 PM
There will be an easy mode and a normal mode. Normal mode is the standard way to play the game.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: LKnight on October 17, 2016, 04:32:38 PM
Sorry to keep on this topic, but will there be 2 saves one for each difficulty? Or will there be only one and you can change the difficulty at any time? Say for example I got all the way to the genesis unit but am finding it too hard, will I have to play through the entire story again on easy?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 17, 2016, 04:59:54 PM
For now I've made it so you can switch between the two at your leisure.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: BlastDaSky on October 17, 2016, 07:55:23 PM
Will you add a sunstar fight? he is more underrated than quint,xd.
EDIT:Will there be a for hammer joes? ill like to throw hammers everyday (if i could make weapons)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: fortegigasgospel on October 17, 2016, 08:21:54 PM
Will you add a sunstar fight? he is more underrated than quint,xd.
EDIT:Will there be a for hammer joes? ill like to throw hammers everyday (if i could make weapons)
Firstly, Sunstar is nowhere near under-rated. Secondly, Mega Man V for Gameboy will be V7.
"A for hammer joes"
What? If you are asking for a skin probably not. And there would never be a weapon for Hammer Joe in core anyway since that was never a weapon.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CRoSS609 on October 20, 2016, 11:08:21 PM
Not sure If it was mentioned earlier, but I've encountered a bug. If I lose fight against Enker/Punk/Ballade, and win the fight in the "Castle Stages", I'm redirected back to fight those guys, and have to do the entire section from their battle, up to the castle.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 20, 2016, 11:28:05 PM
That will be fixed for V5B. It should have saved your game though so you can go straight back to the boss from light labs.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 22, 2016, 05:54:45 PM
Eddie why you gotta look at me like that....

(http://i.imgur.com/D4MIRVm.png)

https://twitter.com/CutmanMike/status/789885339510931456
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MegaVile on October 24, 2016, 06:08:47 PM
Eddie why you gotta look at me like that....

(http://i.imgur.com/D4MIRVm.png)

https://twitter.com/CutmanMike/status/789885339510931456
The revenge of Eddie

Wait so what happens to Eddie Call?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: GameAndWatcher on October 24, 2016, 06:13:32 PM
The revenge of Eddie

Wait so what happens to Eddie Call?
I don't believe Eddie Call is being removed, similar to how Rush Coil, Marine, and Jet are three separate items.

EDIT: Forgot about the Super Adaptor, as well as both Treble Boost and Sentry being available at the same time.

Helpers taking multiple forms isn't exactly new to 8BDM.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Ivory on October 24, 2016, 08:08:08 PM
I thought Beat Call and Beat Support would have been the most direct comparison, but those examples work too.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 26, 2016, 10:51:55 PM
Spooky

(https://pbs.twimg.com/media/Cvum8-XWAAA6bW-.jpg:large) (https://twitter.com/CutmanMike/status/791410227996426240)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Orange juice :l on October 26, 2016, 10:56:41 PM
Is the Roboenza-infected boss remix happening? He looks pretty zombiish/edgy
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Raze on October 26, 2016, 11:27:55 PM
That junkyard...
Will it contain unused enemies in the games of megaman as part of the junk pile? That would be a neat surprise.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Superjustinbros on October 26, 2016, 11:36:46 PM
I had to brighten this pic.
Is this like FNAF or something
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: LKnight on October 27, 2016, 12:05:32 AM
So, does that mean that people who own v5a or prior versions have access to Met Daddy exclusively? And who will replace him? Maybe Cossack himself? The butterfly one? That moving room? So many possibilities...
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on October 27, 2016, 12:22:23 AM
So, does that mean that people who own v5a or prior versions have access to Met Daddy exclusively?
Probably not. After all;
You can still fight the MM7 Wily Capsule in Chapter 7 if you beat Bass without Super Adaptor. Maybe Met Daddy will work a similar way.
Though I do have to question what this will mean for the story. Right now, at the start of Chapter 5, Dr. Light realizes there can only be one place where Wily can get all the parts needed for the Met Daddy, which leads to Wily's arrest at the start of Chapter 6.
Then again, Wily's arrest didn't really mean anything seeing as how he shows up at the end of Chapter 6 anyway.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MusashiAA on October 27, 2016, 03:31:20 AM
Spooky

(https://pbs.twimg.com/media/Cvum8-XWAAA6bW-.jpg:large) (https://twitter.com/CutmanMike/status/791410227996426240)

FINALLY, we'll be able to fight the true final boss of the Chapter 4 campaign.

(http://vignette1.wikia.nocookie.net/megaman/images/0/0b/Mm4_cockroachtwin.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 27, 2016, 10:44:36 PM
FINALLY, we'll be able to fight the true final boss of the Chapter 4 campaign.

(http://vignette1.wikia.nocookie.net/megaman/images/0/0b/Mm4_cockroachtwin.png)

It can be, maybe. Maybe you'll defeat thr cockroach and then it gets stunned and Mettol daddy appears or when you defeat the cockroach, it comes more 2 and then mettol daddy comes (just like in the mm4 boss intro).
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MegaVile on October 27, 2016, 11:11:21 PM
It can be, maybe. Maybe you'll defeat thr cockroach and then it gets stunned and Mettol daddy appears or when you defeat the cockroach, it comes more 2 and then mettol daddy comes (just like in the mm4 boss intro).
No.
According to twitter,
Met Daddy is being removed and sent to the trash.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 27, 2016, 11:50:12 PM
No.
According to twitter,
Met Daddy is being removed and sent to the trash.

R.I.P
Met Daddy
1994/2011-2016
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on October 28, 2016, 12:04:17 AM
No.
According to twitter,
Met Daddy is being removed and sent to the trash.
Doesn't mean the Met Daddy fight is being removed; if anything, that junkyard area does look oddly flat, kinda like a new arena for it to fight in...
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 28, 2016, 12:23:51 AM
Doesn't mean the Met Daddy fight is being removed; if anything, that junkyard area does look oddly flat, kinda like a new arena for it to fight in...

It can be just a dust mans stage remodeled, but maybe you can be right. Maybe it can be just a wordplay that he did, like "I never said that it was metool daddy, I just put his image there but I didn't say anything about this".
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Gumballtoid on October 28, 2016, 03:16:19 AM
(http://vignette2.wikia.nocookie.net/megaman/images/0/06/Mm4_takotrash.png/revision/latest?cb=20120813220831)

I'm calling it now
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Goomba98 on October 29, 2016, 01:16:41 AM
That junkyard...
Will it contain unused enemies in the games of megaman as part of the junk pile? That would be a neat surprise.
It already does. Look closer.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: GameAndWatcher on October 29, 2016, 01:33:32 AM
Spooky

(https://pbs.twimg.com/media/Cvum8-XWAAA6bW-.jpg:large) (https://twitter.com/CutmanMike/status/791410227996426240)
IS THAT FRICKIN' BOND MAN MAKING A CAMEO?!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on October 29, 2016, 04:51:06 AM
IS THAT FRICKIN' BOND MAN MAKING A CAMEO?!
Where do you see him? I can't make him out.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: GameAndWatcher on October 29, 2016, 12:42:52 PM
Where do you see him? I can't make him out.
Far left, bottom of the pile.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Shep on October 31, 2016, 08:09:21 PM
Spookdozer
(https://pbs.twimg.com/media/CwHkzy0WYAAeC1V.jpg)
https://twitter.com/CutmanMike/status/793167396676796420 (https://twitter.com/CutmanMike/status/793167396676796420)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on October 31, 2016, 10:37:18 PM
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance (http://megaman.wikia.com/wiki/File:OtorenGamma.png), and not the one he has in the Nintendo Power poster?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on November 01, 2016, 01:29:16 AM
Unless someone wants to volunteer, sadly no.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: fortegigasgospel on November 01, 2016, 02:20:15 AM
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance (http://megaman.wikia.com/wiki/File:OtorenGamma.png), and not the one he has in the Nintendo Power poster?
That also isn't really canonical, it was a design based off Giant Robot/Gigantor
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on November 01, 2016, 04:22:03 PM
That also isn't really canonical, it was a design based off Giant Robot/Gigantor
Also, it has a much shorter build than Gamma does right now. If that was used, Gamma would either have to be made shorter (which would make him marginally easier), or he would have to be made wider (which would probably make the battle a royal pain comparable to the Chapter 9 boss)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: DarkClawXD on November 04, 2016, 04:16:13 PM
There will be an easy mode and a normal mode. Normal mode is the standard way to play the game.

I'd shudder to think how a "Hard Mode" would work...
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: DarkAura on November 04, 2016, 05:46:33 PM
I'd like to see a duplicate set of bots for the "Hard Mode" campaign that have all their stats at 4 (the highest it can go) and their names altered slightly to differ them from their "normal" cousins, maybe like MEGAMAN-H or something akin to that.

I'll admit that I tried the current campaign on my own with a mod that does that and MM3DW1 was INFURIATING to win.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: DarkClawXD on November 04, 2016, 07:29:33 PM
I think I can see how bosses would work base on difficulty level.

Let's take Trio/Evil Robot for an example...

Maybe on Easy, he might die in only 4 hits rather than 8, and bosses might do less damage to you compared to normal, and perhaps their attacks are slower to come out/easily more telegraphed?

But if there was a Hard mode, maybe Evil Robot would take 12 hits instead of 8? And bosses move faster and do more damage? And attacks are harder to dodge or go in different patterns?

Basically it's dealing with modifiers and whatnot...Just a thought.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Megaman on November 05, 2016, 06:42:59 AM
Sorry, but...  After trying it out and reading the opening post, I think I'd like to make some critiques myself.  Just a few issues I have.  I'll put it under a spoiler since I feel it'll get pretty lengthy.
== Proto Buster
+Can no longer hold shield out when charging a shot.
Why?  That doesn't seem like a necessary change.  The Proto Shield has always been a little finicky personally, and its protection is very limited.  You've always had to aim the shield just right to block a shot, so protection isn't guaranteed.  Especially if all one has to do to get past it is just angle their shots right.
== Atomic Fire
+Full charge projectile speed: 24 flat -> 8-32 windup
This makes the weapon feel broken, and not in a good way.  I don't mean overpowered, I mean literally broken.  It's probably a good idea on paper, but it doesn't feel good in execution.  I personally don't like it.  Atomic Fire is a lot harder to hit with now, and it's not a welcome change considering it didn't behave like this in MM2.
== Leaf Shield
+Complete rework.
+Put up a temporary shield that blocks one oncoming hit*
+Lasts a short period
+If the shield is hit, release a flurry of leaves in the target direction.
* damage may still be sustained from the hit, depending on the source.

== Skull Barrier
+Complete rework.
+Now fully blocks the damage from one hit.
+Has a cooldown of two seconds after breaking.
+During these two seconds, you are immune to stage hazards that would typically kill you instantaneously.*
* Presses of any kind not included.
New Skull Barrier sounds exactly the same as New Leaf Shield, only one protects you from stage hazards while the other doesn't.  I don't think Leaf Shield needed the change as fire weapons and Mega Buster shots could already pass through them.  Metal Blade could too, I think.  I feel the two shield changes are too similar.  I don't have a problem with Skull Barrier as much as I do with Leaf Shield.
== Centaur Flash
+Complete rework.
+When used, now renders you invisible for a short period.
+Do not use near birds.
Why does it render you invisible?  You're not Centaur Man.  The invisibility seems to be a function exclusive to Centaur Man as the Centaur Flash never does this in MM6, so why would it do it here?  I don't see a reason to change it, as it's an AOE move that's very weak far away, but gets stronger the closer you get to the source.  If you really wanted to change it, maybe increase the cooldown a little bit, but the invisibility change?  I find it a little unnecessary.
== Mirror Buster
+Damage windows for shot values changed:
*  Mid shot: 11 -> 12 damage.
*  Strong shot: 25 -> 40 damage.
Not a big Mirror Buster user myself, so I don't really know if this is a major change or not.  I feel this would limit the usefulness of Mirror Buster, but I'd actually have to test it in a real battle since I get myself killed using it against bots anyway.

At any rate, that's just my input on the whole thing.  I have to say, I'm not exactly too fond of those specific changes, but I am happy that v5 is out.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Xhatahx (in exile) on November 05, 2016, 09:41:08 AM
I agree with most of what you say, Megaman. I also think Skull Barrier should've stayed the same. But I don't agree with the Centaur Flash tidbit.

You could say similar things about Gravity Hold (Gravity Hold doesn't increase gravity in MM5) and Flash Stopper (Flash Stopper stopped time in MM4). Problem is, the screen clearing attacks in the original games were a bit bland, especially Centaur Flash, which didn't stop time, or remove pickups, or give you invisibility frames, or decrease gravity, or do anything other than making the entire screen white, removing some ammo, and damaging enemies.

The pre-v5 Centaur Flash did have the ability to reflect projectiles, but it was hard to use except under specific circumstances, and even then it isn't easy to do, and the projectile reflection ability wasn't easily conveyed, causing me, and probably others, to not know that that feature existed just from playing the game. I personally welcomed the invisibility change, and felt it added some new strategic possibilities.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: chuggaafan1 on November 05, 2016, 03:00:43 PM
old skull barrier had to be reworked almost every patch, it needed a revamp

leaf shield and centaur flash both bogged down the code by requiring a "noflash" script on every new weapon that could go through leaf shield, and, by extension, centaur flash. old leaf shield was unfun to fight against because maybe ten weapons could fight it.

atomic fire has a laundry list of problems with it, making the move speed different really doesn't change much.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on November 05, 2016, 06:09:43 PM
A lot of the weapon changes were based on user feedback. Though these weren't my personal feelings on these weapons this is what was implied by the community and made us take action (if anyone on the dev team wants to correct me here feel free).

Proto Buster: Too good in duel and having projectiles constantly blocked before getting nailed by a very powerful charge shot was frustrating to play against. The window of opportunity to hit your opponent from the front was very small and was especially too good in Duel.

Atomic Fire: I heard lots of different things about this and I'm not sure if the nerfs we applied even hit the right feedback. The main one I kept hearing was being OHKO'd across the map randomly is not fun. Maybe it's REALLY good in duels/LMS? Who knows. I can't find a thread about it now.

Leaf Shield: The whole x weapons can deal with y shields is something many hate (even though this is a mega man fangame) because it adds an extra layer of complexity to a mostly simple game where you run around, pick up weapons and shoot people. We were also using a horrible inflexible feature (Blast artifact from Hexen) to make it work which was something every modder had to think about when implementing projectiles. Leaf Shield has been overdue for a rework and we're happy with the current mechanics of it, though I haven't heard much feedback on the damage values etc.

Skull Barrier: We're trying to get rid of all the "activate this then run away" weapons because they don't add anything to the game and is not very compelling. Weapons that have that feature as an option are fine, but dedicating a weapon to this strategy is not very fun. We have some tweaks planned for Skull Barrier so it isn't as annoying to fight against in LMS but mechanically it will probably stay the same.

Centaur Flash: I don't think many people hated this weapon, but it's implementation was just not very interesting. It was also using the Blast Artifact stuff Leaf Shield was, and we wanted to get rid of it.

We're still waiting for 3.0 to really start digging into what weapons need to be changed for V5B so keep that feedback coming!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Draconic13 on November 06, 2016, 07:21:26 PM
I understand the complaints of the shields. every weapon should be able to damage the opponent 1 on 1.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Messatsu on November 11, 2016, 08:47:19 PM
I made a promise to myself that I wouldn't comment any further on this forum unless someone brought up the very issues that I had complained about repeatedly.  As a note on the below, I'm NOT saying that changes weren't warranted on the weapons.  What I AM saying is that the changes for the most part were so piss poorly thought out that it's just inexcusable.
Proto Buster - The change goes against the very design of the weapon.  This is a charge weapon.  There is almost NO scenario where you aren't going to be charging it.  The shield is now rendered entirely pointless.  Why is it even there?  No player is ever going to walk around uncharged with an unreliable shield.  There was literally NO thought put into this change at all, just a slap dash hack.  The only reason it was altered was because of concerns with duel and that's just sad if that's the entire reason for a change like this.  Look, if the problem is that the shield gives it too much defense combined with a great offense, then there are other ways to mitigate it.  Make the shield fly off or something when too much damage is taken, or have more weapons that can pierce the shield.  Changes that require both players to use more tactics.  If you're just going to apply a lazy "fix" like this, don't do it.  This isn't fun, or interesting.  It's just taking a nerf bat to something that was only an issue in one mode that could easily be patched around anyway.

Atomic Fire - Another weapon that has a foolish change.  Sure this one had community feedback, but the rational behind the change was equally stupid.  That complaint about being OHKO'd from across the map? Yea, this doesn't even remotely address that problem.  It just makes the weapon harder to hit with and that's fun right?  That will solves ALL the problems!   The only thing this change does is remove skill from the weapon and just make it more luck based.  The EXACT OPPOSITE of what should be done.  This weapon was not even off the power scale either.  It has a horrible firing rate for the big shot, abysmal ammo and the projectile travels slow.  Aside from the OHKO potential, just about every other charge weapon is better from a power scale standpoint.  There was absolutely no reason to take a nerf bat to this weapon. Instead, other weapons should have been taken into account to help mitigate it the OHKO potential.  The fact that this wasn't done or even considered really highlights a massive failing in the design of this weapon.

Leaf Shield -  I can totally understand this not being an easy weapon to work with so I won't be as hard here.  However, the end result is basically just a variation on Mirror Buster.  The biggest issue is that the effect of the weapon is almost nothing like the canon Leaf Shield.  While not horrible, it just doesn't feel right for the weapon it's supposed to be. 

Skull Barrier - This is another one I can understand not being easy to work with.  The problem here is inconsistency as it's the only weapon you can switch off of.  If you're going to have shields be switchable, then just fucking do that.  This half-way bullshit is confusing!  There's no communication to the player about this being a feature unless the person accidentally stumbles across it.  The lack of conveyance here is an issue.  It's also functionally useless if activated in the proximity of players at all.  By the time you activate it and switch off of it, you've probably already taken the 1 hit needed to take it down.  As Mega had also pointed it, the protection against 1 hit also overlaps with Leaf Shield as well, so while there are differences between the weapons, having both revamps share that trait is lame as fuck.

Mirror Buster - Again changes that are just straight up so idiotic that it's baffling.  Primarily the strong shot.  Previously it could OHKO the opponent, but here it caps out at 45 damage.  So yes, if someone shot at you with a Proto Buster shot that deals 50 damage, the most you can fire back with is 45.  How in the hell does that make any sense to anybody?  This weapon requires you to be in the line of fire, not have the weapon cool down on you, have enough ammo AND aim at the player correctly to score a hit and SOMEHOW this weapon is so OP that it needs to be nerfed that hard?  I know the argument put forth was that when someone had mirror buster out it ground the flow of combat to a halt.  Problem being this, ONCE AGAIN, doesn't address that issue.  It only makes the weapon less desirable to use by reducing it's viability against powerful weapons.  The very nature of this weapon is to COUNTER power weapons like Atomic Fire for god's sake.  Like I mentioned in the Atomic Fire commentary, you NEED to have something that can mitigate threats like that.  You're removing them in favor of just making everything crappier.  That's a horrible design philosophy.

Final Thoughts:
Pick a mode and focus on it.  This wishy-washy crap where changes are made for specific modes only is creating some lazy and idiotic nerfs.  Every attempt at this has resulted in changes that just make weapons less fun to use.  You could easily have weapons play off each other and counter one another to deal with balance issues, but nobody seems to want to give the attention needed to rectify this problem.  I would like to think that ZDR v3 will allow for more creativity in the future, but given how these changes were handled, I have absolutely no faith in the future of this game.  By this, I mean that the time and attention to address serious game design problems are being ignored in favor of "Look at the new shiny!" I hope I'm wrong, but at this point, I'm not holding my breath.
There's so much more I could comment upon, but I'm done.
Messatsu out.

Edit: I've modified this post to tone down the vitriol as that was not my intention.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: King Dumb on November 11, 2016, 10:07:54 PM
If Messatsu (or anyone really) wants to see my response to specific points, just check out the spoiler.
The point I want to address most of yours is regarding Proto Buster, because while in certain vacuums your point makes some sense - like a Duel where one person can only use Proto Buster or something - if you consider the change in broader contexts the shield is still very relevant. It can serve a purpose similar to Mirror Buster, quickly switching into it to avoid some damage. If the situation you're in calls for using the uncharged shots (which do 20 damage), you can incorporate the shield into the battle. If you're charging the weapon, you have a safety net to fall back on after you release your shot. If you're engaging someone in a more drawn-out battle, you can use the weapon to give yourself some time to breathe, collect health and ammo (w/ Energy Balancer), and plan your next moves. If you're playing TDM, you can be an asset to your team with a shield, and if you're crossing a battlefield, having the shield up will save you some health in the long run.

The most common complaint about Atomic Fire was not about the across-the-map random OHKOs, but rather "Atomic bullfighting."

I'm actually with you on wanting to stay close to canon where feasible for many reasons, but with the history of Leaf Shield in this game I think the current iteration was worth presenting in a complete version of the game. As always, monitoring the reaction (both immediate and long-term) to changes such as that is the best way to arrive at a good final product, because in matters of principle, like canon vs. not, it's important to remember that the game is not just for the creators but for the players, too.

I actually agree with you about the switching weapons with Skull Barrier business, but again this was an otherwise good change that was worth presenting in a complete version of the game. It takes time for tradition-breaking things to catch on and become the new norm, so I'm okay with this inconsistency with the knowledge that it's now a dynamic we can explore in the future, one way or another. What I don't agree with is your argument that the change is functionally useless. Just from playing with the weapon I can tell you that's not true.

I understand that from a certain moral perspective it's expected that counters should deal more damage than the move they're countering, but I think it's more than okay to violate that potential expectation when the utility of the weapon is so high regardless. Importantly, changing the damage accomplishes a nerf without changing how the weapon feels to use (except in rare circumstances in Duel, but it's fair to alter those specific circumstances if the change is good for the rest of the game).
I don't believe in picking one mode and sticking with it. That undersells the developers that work their hardest to make a game that everyone can enjoy, and of course it's not fair to the players themselves, who enjoy a variety of game modes. Just because it's harder doesn't mean it shouldn't be done. And I think, just as a first example, v5 has been enjoyed in a huge variety of ways so far.

Also, faith in the future of the game should not be decided by the ideology of changes nor by the mode those changes seem to be made for nor by scrutinizing a design philosophy that may not be consistent with your own. Faith in the future of the game should be placed in the individuals that are making maps, art, weapons, new gameplay experiences, and events, and in the playerbase that enjoys these things and keeps the community alive. If you truly have no faith in the future of MM8BDM, then you're telling every modder, developer, and player that you don't believe in their work and in their enjoyment.

Personally, looking at all the hard work that's already been put in and enjoyed and that will continue to be put in and enjoyed, I'm very optimistic about the future of the game.

P.S.: I don't want to bloat this thread up with emotionally charged discussion so if anyone feels the need to maintain the level of... passion(?) of Mess's post please at least start it somewhere else. Criticism is fine in here but emotional escalation belongs elsewhere.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on December 02, 2016, 02:44:06 AM
So, we're in December now, and the 17th is the 29th anniversary of the first Mega Man game's release in Japan. Do you have anything special to announce or show for MM8BDM by then?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on December 02, 2016, 04:50:21 AM
Probably not. We're still a little ways away from being able to show the goods. We really need the new version of Zandronum to come out first!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MusashiAA on December 02, 2016, 04:25:17 PM
Should probably change the topic title to "Waiting for Zandronum 3.0 release". Though v5b is probably still being worked on, so this is not a situation of "it's complete, we're waiting for Zand 3.0 and then we inmediately release".
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NemZ on December 22, 2016, 01:07:57 AM
I know I've been awol for a while, but shouldn't I get a badge for the use of some of my tiles in the Quint fight?  Just saying.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on December 22, 2016, 01:35:45 AM
Oops. There you go!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NemZ on December 22, 2016, 02:07:08 AM
Yay!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CHAOS_FANTAZY on December 28, 2016, 03:29:06 AM
I don't really have any good way to get in contact with the devteam, but I suppose this topic will do--since the objective of v5b is a story overhaul, I figured someone ought to point out the plot hole that v5a introduced*, one I feel could have easily gone unnoticed by the higher-ups.

5va "replaced" the battle against the ever-infamous Wily Capsule 7 with a battle against Bass, who utilizes his Super Adaptor to fuse with Treble in his second form.  In the canon timeline, he got this by being activated at the start of MM7, posing as an ally to Mega Man and infiltrating Light Laboratories, such that he could ransack it and make off with the Super Adaptor technology that Dr. Light intended to be utilized by Mega Man.
However, in MM8BDM's timeline, not only does Dr. Wily release Bass before the events of MM7, to enter him in Mr. X's Robot World Tournament (thus meaning Maestro would know him to be created by Dr. Wily, and likely be weary to trust him), but Bass never even appears at Light's Laboratory (Except to challenge Maestro), let alone ransack it and steal stuff.
How, then, could Bass have the Super Adaptor technology?

* Technically, this plot hole has existed since v4 introduced the Treble Boost adaptor weapon, but I failed to notice it until now.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on December 28, 2016, 03:31:37 PM
Well the super adapter tech and all the other crazy weapons are available on the field of battle in the tournament, ready for the taking. Also Bass will no longer be appearing as a bot in the Robot Master Tournament arc.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on February 06, 2017, 04:48:10 PM
Here is the new intro for the game!



This will be replacing the Mega Man 2 introduction sequence where the camera spins around the building.

As for V5B progress, we're getting there. We still don't have Zandronum 3.0 yet but a new beta was released so hopefully this means development is almost over on their end.

Note: This is not the V5B trailer. That will come later and will highlight the story update.  :)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: The_Broker on February 07, 2017, 01:56:31 PM
Very good! I especially like the robot master flashing up from each chapter. I noticed that each third robot master flashing up segued into some game play from their respective map, except for Pluto. Will game play for his map be inserted once the MMV chapter is released?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Endymion on February 07, 2017, 07:11:22 PM
Terra, come on! My second favorite game from the series after the Wily Tower's secret game. I read you're waiting for the Zandronum to update 3.0, I'm doing the same. That will be the moment when I doesn't have to keep two separate copies of the game for the mods that uses 3.0. I'm looking forward for this. :)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on February 10, 2017, 06:53:22 PM
I noticed you used 8-bit versions of Geno's fanmade MM&B database images for Galaxy Man and Solar Man:

(https://dl.dropboxusercontent.com/u/5237238/cd/Galaxy.png) (https://dl.dropboxusercontent.com/u/5237238/cd/Solar.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on February 10, 2017, 07:22:52 PM
We have a situation on our hands... (https://twitter.com/CutmanMike/status/829825338490441728)

(https://pbs.twimg.com/media/C4Qht1aXAAA-pv_.jpg)

I noticed you used 8-bit versions of Geno's fanmade MM&B database images for Galaxy Man and Solar Man:


Yep! Geno/Molly is actually creating a whole set of 8-bit versions of those.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on February 28, 2017, 12:24:29 PM
Hey, I got a question for you all. During the lead up to V3, Ivory showed (http://cutstuff.net/forum/index.php?topic=348.msg163841#msg163841) off (http://cutstuff.net/forum/index.php?topic=4111.msg163845#msg163845) a feature where the MM1 maps reskin the Health/Weapon energy sprites with appropriate graphics using Argument 1, something that ultimately ended up not making it to the release to my knowledge.

(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/MM8%20Expansion/SomethingIsNewHere.png)

With all the changes and additions going to V5b, will this feature be brought back?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: The_Broker on February 28, 2017, 01:54:28 PM
Hey, I got a question for you all. During the lead up to V3, Ivory showed (http://cutstuff.net/forum/index.php?topic=348.msg163841#msg163841) off (http://cutstuff.net/forum/index.php?topic=4111.msg163845#msg163845) a feature where the MM1 maps reskin the Health/Weapon energy sprites with appropriate graphics using Argument 1, something that ultimately ended up not making it to the release to my knowledge.

(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/MM8%20Expansion/SomethingIsNewHere.png)

With all the changes and additions going to V5b, will this feature be brought back?
To my knowledge, this was scrapped due to potentially confusing players. It's too bad there's no way to make it a togglable option, but I believe that isn't possible in the engine.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on March 01, 2017, 01:58:15 PM
So, I noticed something interesting in the latest screenshot CutmanMike posted on his Twitter:

(https://pbs.twimg.com/media/C5zRaXKWUAE72v1.jpg:small)

The quarantine room door is open. Are the Roboenza victims responsible for this tunnel?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Dr. Freeman on March 01, 2017, 09:38:25 PM
V5b's campaign doesn't progress the story. It just updates the old chapters.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: fortegigasgospel on March 01, 2017, 10:18:18 PM
Yea as Broker had said, it was scrapped and kept as is due to the items being used are the most recognizable for Mega Man, and others might confuse players not familiar with them.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Ivory on March 02, 2017, 04:43:18 AM
Honestly the MM1 Health/Energy were pretty ugly anyways.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on March 28, 2017, 11:00:01 PM


While we patiently wait for Zandronum 3.0, here is a tease of what is to come!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Magnet Dood on March 28, 2017, 11:05:02 PM
Holy shit, this looks incredible. I had no clue all the boss fights were gonna be this expansive, and the new cutscenes look awesome! The new maps look nifty too- plenty of surprises.

Can't wait for that new Wave Man. :cool:
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on March 28, 2017, 11:08:37 PM
It's too bad about my Wave Man map being replaced, but the new story sequences and bosses look completely amazing!

So given that Gamma now apparently destroys the Mr. X map, will it be removed from the game? :p
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CopShowGuy on March 29, 2017, 01:59:51 AM
I'm in love all over again!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: SmashTheEchidna on March 29, 2017, 02:37:24 AM
I want

IwantIwantIwantIwant

Like seriously. I must have this update.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: The_Broker on March 29, 2017, 01:28:07 PM
We've waited this long, we can wait just a bit more! Hang in there, everyone!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on March 29, 2017, 02:20:29 PM
So, two things I've noticed:
(https://pbs.twimg.com/media/C5zRaXKWUAE72v1.jpg:small)
Remember this? Maybe this is part of the lab still being rebuilt after it gets nuked.

The other thing:
We don't see the pilot of the Cossack Catcher. It might not be Dr. Cossack piloting it for all you know.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Gumballtoid on March 29, 2017, 03:45:13 PM
I'm completely blown away. I'm stupidly excited for this update. This is undoubtedly worth the wait.

The god damn Mega Man? shrug is perfect and I need it.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on March 31, 2017, 05:57:55 PM
My favorite parts:

0:20-0:22, 0:48-0:50 The reveal of the MM5DW1 map!
0:41-0:43 Sure, the focus is on a new Reggae support item, but the map itself is another one we haven't seen before. In fact, it's the MM6DW1 map! Now all of the NES Wily castles are represented!
1:09-1:10 Cut Man, Ice Man, Bomb Man, Fire Man, and Oil Man attempting to gang up on Bass and Treble.
1:25-1:26 The other three Dark Man robots getting involved in the Chapter 5 boss battle.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: hansungkee on April 01, 2017, 12:26:31 AM
So Release date is.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: chuggaafan1 on April 01, 2017, 12:45:41 AM
Someone should probably put this under different brightness values, just to make sure Mike isn't hiding anything.

Y'know.
Just to be safe.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Korby on April 01, 2017, 01:40:13 AM
There's nothing hidden in this one.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Jacy the Subpar Mech on April 01, 2017, 06:20:27 PM
Something I noticed that I like is that Doc Robot looks thinner and his head appears cleaner and Guts Dozer also looks cleaner but he looks more mean as well.

I'm just getting more and more excited for this update and what more can come once Zandronum 3.0 is out.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on April 17, 2017, 04:08:39 AM
So, during the leadup to V4a and V5a, you released videos of the V4 and V5 TITLEMAP intros respectively (although you've since deleted the V4 one, which is notable for using "the hero robot" as a placeholder for the player's name). If you're going to make a video announcing V5b's release date, are you going to show the MM7 and MM8 TITLEMAP intros, assuming you've finally added them to the game?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on April 19, 2017, 01:17:27 PM
There still is no MM7 intro and I don't plan on making one. The in game story will now cover what is going on in the plot.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on April 21, 2017, 12:25:58 PM
If that's the case, then does TITLEMAP now skip the story intro and go straight to the main intro in chapters 7 and 8, since the tournament is no longer relevant to the story at that point?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on May 06, 2017, 11:06:51 PM
A quick update on progress since I'm getting questioned about it a lot (on discord).

MM8BDM V5B will release with the current Zandronum beta currently being hosted in TSPG servers (this one (http://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170416-0710windows.zip)). While I would have preferred to wait for a full stable release first, development on Zandronum's side has been very slow and 3.0 is long overdue. TSPG (the server host for most MM8BDM servers) recently forced everyone to start using Zandronum's latest beta, which means everyone will probably be running beta builds of Zandronum anyway. I will update MM8BDM V5B's zip file with the latest Zandronum beta available (up until 3.0 is out). It's possible a lot of bugs/balance issues will crop up during this period, which is fine. Once 3.0 finally does release, V5C will be released to patch up and remaining issues with V5B.

So how long left? I can't give an ETA yet (I love saying that don't I?) but I expect we will have one for you within the next few weeks. I hope you can bear with us a little longer, as I'm sure you are impatient to play the new stuff as I am to hear what you all think of it!  :mrgreen:

If that's the case, then does TITLEMAP now skip the story intro and go straight to the main intro in chapters 7 and 8, since the tournament is no longer relevant to the story at that point?

TITLEMAP skips the story except for the chapters that change the main story (1, &B and 9).
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: hansungkee on May 12, 2017, 02:20:28 PM
A quick update on progress since I'm getting questioned about it a lot (on discord).

MM8BDM V5B will release with the current Zandronum beta currently being hosted in TSPG servers (this one (http://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170416-0710windows.zip)). While I would have preferred to wait for a full stable release first, development on Zandronum's side has been very slow and 3.0 is long overdue. TSPG (the server host for most MM8BDM servers) recently forced everyone to start using Zandronum's latest beta, which means everyone will probably be running beta builds of Zandronum anyway. I will update MM8BDM V5B's zip file with the latest Zandronum beta available (up until 3.0 is out). It's possible a lot of bugs/balance issues will crop up during this period, which is fine. Once 3.0 finally does release, V5C will be released to patch up and remaining issues with V5B.

So how long left? I can't give an ETA yet (I love saying that don't I?) but I expect we will have one for you within the next few weeks. I hope you can bear with us a little longer, as I'm sure you are impatient to play the new stuff as I am to hear what you all think of it!  :mrgreen:

TITLEMAP skips the story except for the chapters that change the main story (1, &B and 9).
Never Give up!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on May 16, 2017, 09:37:17 PM
(https://pbs.twimg.com/media/C_-nhLrUMAAvASY.png)
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: Mendez on May 16, 2017, 11:29:07 PM
But why on a Monday? Can't it be a cool day like Friday or Saturday?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: hansungkee on May 17, 2017, 03:15:21 AM
(https://pbs.twimg.com/media/C_-nhLrUMAAvASY.png)
M. Bison says YES YES! :mrgreen:
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: Oliver on May 17, 2017, 06:59:35 AM
Well I can't wait for V5b! Because you know, I have to do a rematch on the bosses, and the new ones... and maybe record some cutscenes.
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: Rozark on May 18, 2017, 05:21:20 AM
But why on a Monday? Can't it be a cool day like Friday or Saturday?

Dude it's the real life Garfield
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: hansungkee on May 22, 2017, 03:19:07 AM
It's Time is Come... Are You Ready? Good Luck!
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: ZipZap on May 22, 2017, 03:26:42 AM
hoo boy
HOOOOO BOY HERE WE GOO
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: hansungkee on May 22, 2017, 05:49:15 AM
Well, this is it...
Wily! I'm Coming For You!