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Author Topic: Mega Man 8-bit Deathmatch V5B - 22/05/17!  (Read 166156 times)

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September 13, 2016, 05:16:08 PM
Reply #195

Offline Mendez

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Software users are cavemen, there I said it
« Reply #195 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.

September 13, 2016, 06:46:33 PM
Reply #196

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #196 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...?

September 15, 2016, 06:58:35 AM
Reply #197

Offline DMGUYDZ64

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #197 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 .

September 15, 2016, 09:32:06 AM
Reply #198

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #198 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.

September 15, 2016, 07:59:48 PM
Reply #199

Offline Copy Robot

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Yes I do enjoy watching the world burn.
« Reply #199 on: September 15, 2016, 07:59:48 PM »
Hey Yashichi Hunters, get ready for a fun update:

(click to show/hide)

September 15, 2016, 09:40:52 PM
Reply #200

Offline Beed28

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Watching the world burn? Nah, I enjoy watching it bounce. :D
« Reply #200 on: September 15, 2016, 09:40:52 PM »
Edit: Do you hear something...?
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?

September 16, 2016, 12:03:09 AM
Reply #201

Offline LemonPig

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Re: Yes I do enjoy watching the world burn.
« Reply #201 on: September 16, 2016, 12:03:09 AM »
Hey Yashichi Hunters, get ready for a fun update:

(click to show/hide)
How 'bout mets with mtank helmet, or astro crush helmet?

im a troll and i didn't know it

September 16, 2016, 01:31:40 AM
Reply #202

Offline fortegigasgospel

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #202 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.

September 17, 2016, 10:58:08 AM
Reply #203

Offline Xhatahx

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #203 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:
(click to show/hide)
SO MUCH MODDING HYPE

September 17, 2016, 04:05:48 PM
Reply #204

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #204 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!

September 18, 2016, 03:09:32 PM
Reply #205

Offline LemonPig

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #205 on: September 18, 2016, 03:09:32 PM »
Darkman 1-4 Bossrush?! GOD YEZ

September 18, 2016, 04:05:56 PM
Reply #206

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #206 on: September 18, 2016, 04:05:56 PM »
Darkman 1-4 Bossrush?! GOD YEZ
I'm pretty sure those are revamped Doc Robots.

September 19, 2016, 01:46:10 AM
Reply #207

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #207 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?

September 19, 2016, 12:04:34 PM
Reply #208

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #208 on: September 19, 2016, 12:04:34 PM »
I'm sure there's more reasons but here's some good ones: https://youtu.be/yuAq5jWomHU?t=547

September 19, 2016, 01:40:01 PM
Reply #209

Offline Gumballtoid

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #209 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.