Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on December 21, 2012, 05:28:09 PM

Title: MM8BDM v3a Released!
Post by: CutmanMike on December 21, 2012, 05:28:09 PM
http://cutstuff.net/mm8bdm/?p=177 (http://cutstuff.net/mm8bdm/?p=177)

To those who use Doomseeker - Please run the launcher ONCE before you start joining games. It will copy your old skulltag settings to the new Zandronum format. Aren't we nice like that?

Changelog

MM8BDM: Stages
New Maps:
- MM8 stages added
- Oil and Time stages added
- New CTF Stages! MMCTF11 - MMCTF20

Replaced Maps:
- MM1CUT replaced with Cutman Hell by Ivory
- MM1DW2 replaced by CutmanMike
- MM4RIN replaced by Myroc
- MM5CRY replaced with MM5CRYX by Copy Robot
- MM5GYR replaced by Mr. X
- MM7CLOU replaced by Killer Chair
- MM7DW4 replaced by Ivory

Updated Maps:
- LightLab: Renovated by Ivory and new single player system by CutmanMike
- MM1GUT: Thing bridges replaced by 3D Floor bridges; walkable staircase.
- MM1ICE: Tubes to underground widened.
- MM1ELE: Layout updated.
- MM2AIR: Added railings and a new floor texture by Copy Robot
- MM2CRA: Layout updated.
- MM3SPA: Layout updated.
- MM4DIV: Less hiding spots.
- MM5STO: Thing bridges replaced with midtx; new unique floors (as opposed to reused hard floors)
- MM5DAR: Layout updated.
- MM6WIN: Now possible to fly around the outside.
- MM6YAM: Various sections overhauled and replaced.
- MM7JUN: All ice weapons freeze lava pillars. Lava pillars freeze lava in a new method


- MMCTF05: updated layout
- MMCTF08: new bases
- MMCTF09: updated layout
- MMCTF10: updated layout

MM8BDM: Weaponry
Buster
- Proto Buster, Bass Buster, Super Adapter longer pick up energy.
- Super Adaptor can only boost once until landing.
MM1
- Rolling Cutter: Range reduced, damage changed
- Fire Storm's fire shield altered to no longer climb ledges and was slightly revamped.
- Hyper Bomb bounces on water [Zandronum Fix]
- Thunder Beam pierces armor
MM2
- Time Stopper: No longer pick up energy.
- Bubble Lead: Fixed spawn height and spread compatibility
- Atomic Fire: Fixed weapon colors not changing when releasing a charge shot
MM3
- Hard Knuckle nerfed to 70 damage
- Gemini Laser gained a slight projectile speed buff and wall bounce.
- Magnet Missile: Homing style changed
- Search Snake: Determinator Snakes added.
- Top Spin: Reduced frequency of attacks + fixed endless spinning
- Spark Shock: Removed startup delay, added weapon switch TO delay, kept weapon switching speed. Pierce Armor
MM4
- Ring Boomerang: Firing projectile now ripper.
- Dive Missile: Damage buffed to 12 (from 8)
- Skull Barrier: Fixed to stop even with sv_infiniteammo
- Drill Bomb: Damage buff + Radius nerf. Ammo usage reduced to 2
- Flash Stopper: Blind effect changed
- Pharaoh Shot: Bots will now charge it.
MM5
- Napalm Bomb: bounces on water [Zandronum Fix]
- Crystal Eye :dimensions changed to 16x16 and bits to 8x8, more bits getting stuck in walls problem.
- Crystal Eye: now does damage (50) without breaking into bits if it hits a player. Hitting walls will result in releasing bits.
- Star Crash: now works on flats which the player sinks into. Also reduced radius to 160 units.
- Gravity Hold: Range nerf
- Power Stone: Now works without ACS.
- Charge Kick: Movement style changed
- Gyro Attack: When Gyro Attack hits a wall before splitting, you no longer have to press fire twice to shoot a new one.
MM6
- Centaur Flash: radius decreased, damage increased.
- Blizzard Attack: Slight speed nerf
- Silver Tomahawk: Speed nerf, tiny damage nerf.
- Wind Storm: Damage buff
- Plant Barrier: Health buff to 10 (from 8)
- Knight Crush: More NES accurate; 2 shots fired, damage reduced to 10 from 17
MM7
- Freeze Cracker primary shot buffed to 18 (from 15)
- Thunder Bolt pierces armor
- Noise Crush: Charge shot buff to 75 (from 60)
- Scorch Wheel: Make damage more consistent and reduce radius
- Slash Claw: Damage more consistent
- Wild Coil: Reduced spread, reduced charge damage
- Junk Shield: Complete overhaul. Works more like the actual Junk Shield in MM7.
- Danger Wrap: Mines now instantly explode in CTF.
Other
- Ballade Cracker: Reduced speed, increase damage, reduce radius
- Screw Crusher bounces on water [Zandronum Fix]
- Sakugarne buffed; costs 1 energy to mount.
- Mirror Buster: Projectiles fired based on damage done to shield.  Shield now takes ammo when hit (and initially fired). Buster HUD Restored
Misc
- Standardized ammo names for the original weapons which lacked them.
- Giver Weapons no longer give the weapons if you already own them.
- Treble now fires flurries of spreading weak bullets.
- Treble no longer spawns in duel.
- All fire based weapons can ignite oil pits.
- All weapons have their own damage types named after their name. (I.E. Search Snake damage type = SearchSnake)

MM8BDM: Global Scripts
Global Script changes:
- Script 997 - sets teams colors for all players on player joining
- Script 997 - Spawns an object on player starts for other objects to be spawned
- Script 996 - Added ACS_ExecuteAlways(188,0)
- Script 995 - Removed PlayerCount() Check for compat_clientsendfullbuttoninfo
- Script 991 - Executes Script 998 with no sound (duplicate script)
- Script 977 - changed GetActorFloorZ to GetActorVelZ for determining if player is on the ground
- Script 977 - Added checks to prevent Super Adaptor from being used multiple times in midair
- Script 975 - Added TeamDM, TeamGame and Terminator as returned gametypes
- Script 203 - Complete boss music script rewrite
- Script 190 - Removed
- Script 189 - Removed (Added alternate version, should also be removed)
- Script 248 - Added, Thunder claw hook script
- Script 300 - Added, Beat Support Script
- Script 254 - Added, Returns a 1 if player is a bot (used by Oil Slider)
- Script 252 - Added, Prevents bots from getting stuck near player + gives bots the ability to use buster upgrades
- Script 249 - Added, Flash Stopper blinding script
- Script 188 - Script to fix problematic items in Possession
- Script 248- Push/Pull script? (Black Hole Bomb etc)
- Added various functions

WColors Script changes:
- Script 998 - Changed from IF statements to a Switch statement

Skins:
- MM8 Skins added
- Mobile Roll skin added
- Time Man, Oil Man, Mega Man? (or Copy Robot)
- Pharaoh Man edited to change the white to cyan. He was previously the only stock skin not to have Cyan visible on all rotations. His head "gem" is now permanently blue.
- Loads of skin fixes by Copy Robot: Mega Man, Megahair, Quint, Bass, Break Man, Elec Man, Gemini Man, Heat Man, Helmetless Megaman, Proto Man, Quint, Skull Man, Enker, Knight, Napalm

Props:
- Junk Man Lava can be frozen by ice weapons.
- Dr Wily 2 Barrels radius decreased to 16
- Fire Wave spawner is now robust. You can now alter the firing speeds by argument 1. Whatever non-zero number that is in there will be the new delay between firing. This is in tics, so 35 tics = 1 second.
- Hanging Tires bounce you backwards from the direction you hit it from.

Graphics:
- E-Tank Sprites fixed, thanks Kapus.
- Baccone lost the shootable flag. Yay.
- Walrus actor renamed to Seal. Even the sprite names.

Music:
- Music reorganized by game internally.
- Music quality and looping on a few songs and a bunch of stuff redone by Mr. X

Core:
- Megaman player class updated.
- Large Health heals 40 HP and Large Energy recovers 10 Units
- Music Wad Organized by Game
- Map Specific split into a more organized format. Folders for MM1-6, Boss and Misc.
- Weaponry Organized by game
- New Music Scripts Implemented
- Quick Beam Lasers no longer generate lag when Time Stopper (or just plain freeze) is in effect.
- Eddie can no longer fly. (SSW Fix)
- Wave Bike movement method changed
- Sticky Platforms
- When weapons you hold are out of ammo, the hand will be empty.
- Summon Items no longer spawn on top of 3D Floors the player would be under.
- Most sounds replaced with more accurate ones.

Etc:
- New NES/RM#/MM9&10 accurate color pallet
- Dive Water now splashes! Modders rejoice!
- Oil now makes sounds and splashes when you jump in it.
- New team-specific HUD bars
- New team based win/lose screens
- Doom Builder 2 Categories to assist mappers. Only exceptions are the Orange and Purple flags which are grouped with the rest of the flags.
- Original credits restored for when you beat Gamma.
- Herobrine Mike removed
Title: Re: MM8BDM v3a Released!
Post by: Magnet Dood on December 21, 2012, 05:28:36 PM
(http://images2.wikia.nocookie.net/__cb20100802182957/megaman/images/d/de/Cartoonwily.png)

IT'S TIME.
Title: Re: MM8BDM v3a Released!
Post by: Red on December 21, 2012, 05:29:14 PM
oh man i've been waiting this since forever~
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 21, 2012, 05:30:01 PM
IT'S TI-
(http://nooooooooooooooo.com/vader.jpg)
NOOOOOOOOOOOOO




See you there~
Title: Re: MM8BDM v3a Released!
Post by: TheMetalManu on December 21, 2012, 05:31:20 PM
I just want to thank all the dev team for keeping updating this game, thanks for such an amazing game!
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 05:31:48 PM
Enjoy the expansion, everyone~
Title: Re: MM8BDM v3a Released!
Post by: Turbodude on December 21, 2012, 05:37:01 PM

AND SO IT BEGINS.
I can't hit my download button fast enough!-
Quote
- Rolling Cutter: Range reduced, damage changed
ABOUT TIME
Title: Re: MM8BDM v3a Released!
Post by: Mr.shadow on December 21, 2012, 05:37:18 PM
awwwwwwwwwwww yeaaaaaaaah!! so pumped!
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 21, 2012, 05:37:37 PM
(http://www.legends-station.com/mml1/screens/firstmission/003.jpg)
YES YES DOWNLOADING NOW
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on December 21, 2012, 05:38:52 PM
yes its here! its here! oh my dear lovely god! its a christmas present from the 8bdm team! oh i love it so much!

wow...
anyways, now onto mm9/10!
Title: Re: MM8BDM v3a Released!
Post by: -Daiki-TheOni on December 21, 2012, 05:41:33 PM
Now I can eat a croisant or "cruasan" and say: "I,m proud to belong to this forum"
(This is the only cristhmas present I,ll receive, thanks, dev team, cutmanmike and all the people who play this game.)
(http://img20.imageshack.us/img20/1839/croissantf.jpg)
Title: Re: MM8BDM v3a Released!
Post by: Yuri Sakazaki on December 21, 2012, 05:42:22 PM
Have fun everyone! We all worked very hard on it!  :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on December 21, 2012, 05:44:35 PM
This is the best thing ever i am so happy!
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on December 21, 2012, 05:45:34 PM
well, good job cutman mike, and ivory, and the rest of the cutstuff residents who worked hard on making this, little dream, come into a real big existance. perfect job.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 05:47:55 PM
Oh, and for the record, the new stages I made were new MM5GYR, MM8SEA (Search Man), MM8DW1, MMCTF11, and MMCTF12.
Title: Re: MM8BDM v3a Released!
Post by: Balrog on December 21, 2012, 05:48:05 PM
(http://i50.tinypic.com/120t7w0.png)

Halle-bloody-lujah.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 21, 2012, 05:50:30 PM
SPOILERS
Hah, the trailer spoiled the Duo boss battle.
Title: Re: MM8BDM v3a Released!
Post by: Magnet Dood on December 21, 2012, 05:55:09 PM
Hate to be the bearer of bad news, but I've got to report some bugs.

1. You can't spawn in Cloud Man's stage. Like, at all. You just spawn into the instant death sky. This happened to me too when I tried to make a map with spawns on 3D floors.
2. For some reason, on most of the maps, the weapon energies don't change color.
3. There are some odd linedefs that don't have 255 lighting.

Other than that, though, can't complain. Top notch job with this.
Title: Re: MM8BDM v3a Released!
Post by: Galactan on December 21, 2012, 05:57:55 PM
I played Search Man's stage for approximately 5 seconds.

And then my mind melted from sheer joy.

You guys are the greatest.
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 21, 2012, 06:08:07 PM
Excuse me, but here's an issue I intent to fix... (http://www.mediafire.com/?7le8vn37g2ake47)
Title: very happy my map got picked for the game ^^
Post by: KillerChair on December 21, 2012, 06:13:37 PM
Yes!!!

Im gonna be back in buisness now! :D
Title: Re: MM8BDM v3a Released!
Post by: rtist on December 21, 2012, 06:17:38 PM
Thanks for releasing this, but I'm looking forward to v4a. When is that coming out?
Title: Re: MM8BDM v3a Released!
Post by: Emmanuelf06 on December 21, 2012, 06:19:57 PM
Damn, the quality is better, sound, level design, etc....And there is the saves if we want a break ! GG !
Title: I apologize for the language but GOD DAMN this is amazing
Post by: SmashBroPlusB on December 21, 2012, 06:22:28 PM
MEGA MAN POWERED UP MAPS AND WEAPONS.



You did it. You deviously sneaky bastards actually did it.

And you hid it so fucking well.




I'm absolutely blown away. I mean it. Seriously, that was an impressive display you put on to hide this stuff.
come to me Ivory babe
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 06:27:02 PM
Quote from: "Magnet Dood"
Hate to be the bearer of bad news, but I've got to report some bugs.

1. You can't spawn in Cloud Man's stage. Like, at all. You just spawn into the instant death sky. This happened to me too when I tried to make a map with spawns on 3D floors.
2. For some reason, on most of the maps, the weapon energies don't change color.
3. There are some odd linedefs that don't have 255 lighting.

Other than that, though, can't complain. Top notch job with this.

1.  Can you explain what mode this is?  There aren't DM spawns on any 3D floors in Cloud Man's map (although there's a player 1 spawn).  I can't seem to replicate it.
2.  Online or off?  We were having problems getting it to switch online, but in our last few testing phases it was working just fine for everyone.
3.  Screenshots please?  I don't recall ever seeing any like this.


Oh, and yeah:  Mike told Ivory he wanted PU in from the very beginning from my understanding.  We were just pulling your legs :cool:
Title: Re: MM8BDM v3a Released!
Post by: mugenstation360 on December 21, 2012, 06:31:44 PM
Wow! Thank you guys for this wonderful gift! Also Mr.X I am a big fan of your map design, I literally can not wait to try some of yours (The music...its even more beautiful!)
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on December 21, 2012, 06:39:49 PM
I'm so excited to play, but I have to wait for one of my brothers to let me on either of the computers before everyone else leaves the servers. D:
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on December 21, 2012, 06:41:44 PM
I AM SO READY
Title: Re: MM8BDM v3a Released!
Post by: Stardust on December 21, 2012, 06:50:13 PM
UGH
It looks like there's a plenty black screen as soon as I start MM8BDM. I don't even see the "Cutstuff" thing at the beginning.
Does nobody has this problem here ?

EDIT : It works on my other computer through
Title: Re: MM8BDM v3a Released!
Post by: Magnet Dood on December 21, 2012, 06:57:19 PM
1. I apologize, I was on Cooperative. My mistake. Works fine in DM.
2. Offline. Happened in most of the earlier maps.
3. 2 that I can remember are behind the Fan Fiends.

Question: What music is used for the Lab this time?
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 06:59:14 PM
Powered Up's intro stage.
Title: Re: MM8BDM v3a Released!
Post by: The_Broker on December 21, 2012, 07:05:49 PM
WOOPS

Also, any reason why you changed Evil Robot's roll comment or not include the fixed Crystal Man sprites?
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on December 21, 2012, 07:06:52 PM
Quote from: "Stardust"
UGH
It looks like there's a plenty black screen as soon as I start MM8BDM. I don't even see the "Cutstuff" thing at the beginning.
Does nobody has this problem here ?

EDIT : It works on my other computer through

It sounds like there's something wrong with your video settings. I had a similar problem while playing SRB2 a long time ago. Are you able to hear anything when you start it up?
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 07:07:22 PM
Quote from: "The_Broker"
SOMETHING ABOUT SKINS.

Yes, you're spoiling things, it's a secret skin.
Title: Re: MM8BDM v3a Released!
Post by: The_Broker on December 21, 2012, 07:09:06 PM
Quote from: "Mr. X"
Quote from: "The_Broker"
SOMETHING ABOUT SKINS.

Yes, you're spoiling things, it's a secret skin.

Fixed, that's what I/they/you get for being kept out of da loop!
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on December 21, 2012, 07:12:49 PM
god dangit. i was thinkin about makin a bbamm.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 21, 2012, 07:14:45 PM
Quote from: "The_Broker"
Also, any reason why you changed Evil Robot's roll comment or not include the fixed Crystal Man sprites?

I lost the .txt with the RollComment. So I made up my own instead.

And the Crystal Man changes looked really, really ugly on many different color combinations, so it got reverted back.
Title: holy flash bomb
Post by: Red on December 21, 2012, 07:15:01 PM
I played it for a while online

it was...

(http://img571.imageshack.us/img571/4650/freakinbeautiful.png)

fun stuff.
Title: Re: MM8BDM v3a Released!
Post by: Cold Noodles on December 21, 2012, 07:16:32 PM
It is beautiful indeed, really beautiful. I think Mega Ball is going to be my new favorite weapon now.
Title: Re: MM8BDM v3a Released!
Post by: The_Broker on December 21, 2012, 07:18:05 PM
Quote from: "Ivory"
Quote from: "The_Broker"
Also, any reason why you changed Evil Robot's roll comment or not include the fixed Crystal Man sprites?

I lost the .txt with the RollComment. So I made up my own instead.

And the Crystal Man changes looked really, really ugly on many different color combinations, so it got reverted back.

Ah, I could have sent you the text again if you needed it. The roll comment is in my botchat thread so if you decide to insert my roll comment into the next update, there it is.
Title: Re: MM8BDM v3a Released!
Post by: Magnet Dood on December 21, 2012, 07:21:52 PM
I couldn't find any MM8BDM servers. I just got a bunch of Doom servers.

Any reason as to why? If it's any help, I use the internal browser.
Title: Re: MM8BDM v3a Released!
Post by: Myroc on December 21, 2012, 07:31:27 PM
Quote from: "Magnet Dood"
I couldn't find any MM8BDM servers. I just got a bunch of Doom servers.
Quote from: "Magnet Dood"
I use the internal browser.
Thank you for answering your own question.

Seriously, use Doomseeker (http://doomseeker.drdteam.org/).
Title: Re: MM8BDM v3a Released!
Post by: Stardust on December 21, 2012, 07:33:33 PM
Quote from: "Gizmo The Cat"
It sounds like there's something wrong with your video settings. I had a similar problem while playing SRB2 a long time ago. Are you able to hear anything when you start it up?
Yes, at the first time I thought it was a video/screen problem, but I'm not able to hear anything, and the sound was on on my V2C. I tried to blindly go to options > Video size by learning the pass from V2C, but it stays a black screen.
Uguu D:
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 07:38:26 PM
How are you launching the game?  Did you launch via the launcher or did you go to Doomseeker and try to connect to a server?  If you did the latter, odds are it's trying to run it on Skulltag which won't work with v3a.  You'll have to change your doomseeker configuration so it uses zandronum instead of Skulltag.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on December 21, 2012, 07:46:43 PM
(http://i1098.photobucket.com/albums/g365/Epic_Moofin/Rainbowwws.png)
Now. I am happy to see Wire Adaptor, Beat Support, and Duo knuckle from Power Fighters. The new and emproved maps are awesome. Wonderful job all round guys.
Title: Re: MM8BDM v3a Released!
Post by: Stardust on December 21, 2012, 08:00:43 PM
Actually, it doesn't work from the launcher (I wanted to start in 1P campaign first because I have no friends hahahah ^_^) AND so, in Domseeker. Configured for Zandronum.
Through it worked correctly on another computer... so it's maybe a problem for the config. But I don't know how could I solve it.

EDIT : FIXED !
I installed the folder in a new place, out of my V2C folder. Works perfectly~ now I just need to search for myself, the config file which causes problems.
I'm coming on the server, guys :3
Title: le reaction face
Post by: Kenkoru on December 21, 2012, 08:05:15 PM
0/10 would not play again blunder of the century hitler would be proud
Title: Re: MM8BDM v3a Released!
Post by: Sora on December 21, 2012, 08:05:23 PM
Late, but three cheers for Ivory~
Title: Re: MM8BDM v3a Released!
Post by: Tengu on December 21, 2012, 08:06:28 PM
Using Beat Attack with Spark Shock is game-breaking
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 21, 2012, 08:12:29 PM
I though that the people who made Robot Masters for the credits would get a Duo badge?!
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 08:23:01 PM
I think we ended up overturning that early in that thread, geno.  Most of the dev team was pretty ticked off that people who made one picture would look like dev team members on the forum.  Or something.
Title: Re: MM8BDM v3a Released!
Post by: ice on December 21, 2012, 08:25:11 PM
I gotta say, tornado hold and the extra passages in crashman's stage were desperately needed, made it less of a figure 8.

Goodbye camping spots, you will surely be missed
Title: Re: MM8BDM v3a Released!
Post by: brotoad on December 21, 2012, 08:25:26 PM
I say they should get it, else the medal is pointless other than self wanking for the dev team!
Wasn't the point of the thread to give non devs a chance to get the medal?
Title: Re: MM8BDM v3a Released!
Post by: BiscuitSlash on December 21, 2012, 08:26:45 PM
I've only managed to get up to Swordman in the campaign (lag issues for some reason), but really, what I've seen so far is really good! I'm loving this expansion! Especially those new colours, as it's about time we got those.

I don't like Thunder Claw that much yet, but that might just take getting used to. Other than that....

Great work MM8BDMV3A team! Clap clap clap clap clap!
Title: Re: MM8BDM v3a Released!
Post by: Magnet Dood on December 21, 2012, 08:27:50 PM
Quote from: "Mr. X"
I think we ended up overturning that early in that thread, geno.  Most of the dev team was pretty ticked off that people who made one picture would look like dev team members on the forum.  Or something.

Hey, that's no fair! The entire reason that was held was that non-devteam people could get medals!

EDIT:Oh Brotoad already said something
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 21, 2012, 08:28:03 PM
Quote from: "brotoad"
I say they should get it, else the medal is pointless other than self wanking for the dev team!
Wasn't the point of the thread to give non devs a chance to get the medal?
you know this is why you got so many entries right


I mean if the devs really want to wank themselves so badly why not an alternative artist badge?





I would already have two badges if you people didn't remove badges from back in the olden days
Title: Re: MM8BDM v3a Released!
Post by: brotoad on December 21, 2012, 08:28:57 PM
On the subject of self-wanking, for this expansion I made the launcher art, Frost Man's skin, and something top secret!

EDIT: I also made the base sprites for the Astroman and Duo skins!
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 08:31:01 PM
You call it self-wanking.  I call it "I just worked a fucking year on this and you spent 20 minutes on a picture."  Either way, whatever.

EDIT:  For the record, I was just saying what I remember it being, I didn't care either way until you brought out the "Self-wanking" bull crap.
Title: Re: MM8BDM v3a Released!
Post by: ice on December 21, 2012, 08:37:40 PM
I miss not being forced to use a weapon I just picked up while using a weapon perfect for the situation
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 21, 2012, 08:38:41 PM
There's a setting in the engine for that (as there was in Skulltag).  I forgot where it was though.  You can turn it off.
Title: Re: MM8BDM v3a Released!
Post by: Myroc on December 21, 2012, 08:39:13 PM
Quote from: "ice"
I miss not being forced to use a weapon I just picked up while using a weapon perfect for the situation
Player Settings > Weapon Setup
Title: b0rken :(
Post by: Jman on December 21, 2012, 08:46:06 PM
Script error, "MM8BDM-v3a.pk3:actors/player/megaman.txt" line 60:
Invalid state parameter a_scalevelocity
Title: Re: b0rken :(
Post by: Beed28 on December 21, 2012, 08:48:45 PM
Quote from: "Jman"
Script error, "MM8BDM-v3a.pk3:actors/player/megaman.txt" line 60:
Invalid state parameter a_scalevelocity

Are you using Skulltag or Zandronum?
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on December 21, 2012, 08:52:12 PM
You know I wasn't expecting much from the actual story, I had to play through most of the game again because my data was gone from a few months ago.

SORTA BIG SPOILERS YEAH.
YOU'VE BEEN WARNED
But oh my god all that stuff at the end was like "What is going on with my Megaman game" and then that guy shows up after now showed up and it was crazy

Also I love Frost Man's stage if only for those signs.
Title: Re: MM8BDM v3a Released!
Post by: CHAOS_FANTAZY on December 21, 2012, 09:02:40 PM
Grah
How do I fullscreen in this mysterious new world
I can't do anything until my screen is completely covered in MM8BDMMM8 glory
Title: Re: MM8BDM v3a Released!
Post by: Jafar on December 21, 2012, 09:03:45 PM
Have you tried pressing Alt+Enter?

By the way, if you extracted V3a into your old MM8BDM folder, you can just run the launcher and have it import all of your old settings from Skulltag.
Title: Re: MM8BDM v3a Released!
Post by: Laggy Blazko on December 21, 2012, 09:06:06 PM
So I just finished the mm7 chapter. It's just me or you made the boss a bit harder?
Also WOOOO old credits!!
Now let's see that mm8 chapter...
Title: Re: MM8BDM v3a Released!
Post by: Galactan on December 21, 2012, 09:09:44 PM
I'm hosting that celebratory server I mentioned yesterday all day today, so come on by!
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 21, 2012, 09:17:21 PM
I love this new expansion! JUMP JUMP! Oilman! New Light Labs! BBAMM! Cutman dolls! The credits!

I was playing it in my Geography class. I couldn't stop grinning. I LOVE IT!
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 21, 2012, 09:25:29 PM
Hope everyone is enjoying the new Light Labs. I spent a total of 5 days in one week making the expansions, the weather gimmick, the Robot Master dialogue script and dialogue and updating various other things like Roll's Wardrobe and Auto's training. Just to make the main hub experience look amazing.

I have more planned for Light Labs. Both in upcoming numbered releases and new editions for version 4, so this is just the beginning. :)
Title: Re: MM8BDM v3a Released!
Post by: Super Bros Bros on December 21, 2012, 09:26:26 PM
It never copied my old Skulltag settings
How do I fix that?
Title: Re: MM8BDM v3a Released!
Post by: ice on December 21, 2012, 09:33:13 PM
Played this online with weapon drops turned on, water balloons, water balloons and high pitched sounds everywhere
Title: Re: MM8BDM v3a Released!
Post by: Darkus4223 on December 21, 2012, 09:34:31 PM
Quote from: "CutmanMike"
Eddie can no longer fly.
no longer fly.
fly.

(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcTgyYIdzqEw5Q8AlsPp0cxAZ97Re_6V8gtreL9c6mtewPCB1ohdQw)
Title: Re: MM8BDM v3a Released!
Post by: bass44 on December 21, 2012, 09:48:50 PM
ok, I have a very serious problem, whenever I try to get into a server, it has an error that says "script error, MM8BDMV.3a.pk3: actors/player/megaman.txt line 60: invalid state parameter a_scalevelocity"
never mind, I fixed it
Title: Re: MM8BDM v3a Released!
Post by: Watzup7856 on December 21, 2012, 09:51:25 PM
there was a song that played in Tengumans stage that didnt sound like either the PS or SS versions. it was..... weird
Title: Re: MM8BDM v3a Released!
Post by: Ceridran on December 21, 2012, 09:52:30 PM
Quote
"Please run the launcher ONCE before you start joining games. It will copy your old skulltag settings to the new Zandronum format. Aren't we nice like that?"]

Somebody PLEASE explain this
Title: Re: MM8BDM v3a Released!
Post by: Zard1084 on December 21, 2012, 09:52:56 PM
I take a nap and i nearly miss the release!!
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 21, 2012, 09:57:38 PM
*Looked in MM8BDM v3a.wad


"TENVMUS"?

*Listens


AAAAGH!


Also, how to get BBA MM?
Title: Re: MM8BDM v3a Released!
Post by: Jafar on December 21, 2012, 10:00:36 PM
Quote from: "Zerokk"
Quote
"Please run the launcher ONCE before you start joining games. It will copy your old skulltag settings to the new Zandronum format. Aren't we nice like that?"]

Somebody PLEASE explain this


Step 1: Extract all of the MM8BDM v3a files into your old MM8BDM folder.
Step 2: Run the MM8BDM launcher. It will automatically copy all of the old settings from skulltag-User.ini into Zandronum-User.ini. It will only do this if you don't have a Zandronum-User.ini file inside your MM8BDM folder.

If you've been reset to default Zandronum settings, just close the game, delete the Zandronum-User.ini, and make sure your old Skulltag-User.ini file in in your MM8BDM folder before running the launcher.
Title: Re: MM8BDM v3a Released!
Post by: Ceridran on December 21, 2012, 10:02:41 PM
Quote from: "Jafar"
Quote from: "Zerokk"
Quote
"Please run the launcher ONCE before you start joining games. It will copy your old skulltag settings to the new Zandronum format. Aren't we nice like that?"]

Somebody PLEASE explain this


Step 1: Extract all of the MM8BDM v3a files into your old MM8BDM folder.
Step 2: Run the MM8BDM launcher. It will automatically copy all of the old settings from skulltag-User.ini into Zandronum-User.ini. It will only do this if you don't have a Zandronum-User.ini file inside your MM8BDM folder.

If you've been reset to default Zandronum settings, just close the game, delete the Zandronum-User.ini, and make sure your old Skulltag-User.ini file in in your MM8BDM folder before running the launcher.

Oh. I was gonna use seperate files, but I'l fuse them

and eat a potato chip
Title: Re: MM8BDM v3a Released!
Post by: Combotron on December 21, 2012, 10:08:40 PM
I am proud of all of you who worked on this and very thankful as well, you made a crapton of good changes to the game and it all feels very refreshing. Sure I loved what MM7DW4 was before but this current map is really sweet as well. I'll miss the fans in Gyro Man's map, but the new easily accessible platforms help in catching up to the guy hiding with the Magnet Missile.

Don't take me the wrong way, I love the old gimmicks with all my heart, but these new changes are a blast to play.
Title: Re: MM8BDM v3a Released!
Post by: Ceridran on December 21, 2012, 10:13:04 PM
I try to launch multiplayer, I get - "Script error, "MM8BDM-v3a.pk3:actors/player/megaman.txt" line 60:
Invalid state parameter a_scalevelocity"

I try to launch campaign, I get - "W_OpenLumpNum: 4294967295 >= NumLumps"

I could launch the campaign fine before I fused them.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 21, 2012, 10:19:41 PM
You aren't running v3a in Zandronum. a_scalevelocity isn't in Skulltag.
Title: Re: MM8BDM v3a Released!
Post by: Ceridran on December 21, 2012, 10:20:43 PM
And I have NO idea what to do anyways.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 21, 2012, 10:22:10 PM
Alternately, another method you can try is having all of v3a in its own folder and copying and pasting your skulltag-user.ini into the new folder and rename skulltag to zandronum
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on December 21, 2012, 10:33:20 PM
Quick question. So the game makes a clear point that the player character is a completely unique character, and with all the characters in Dr. Light's lab I have to wonder.
Where is Megaman hiding?
Title: Re: MM8BDM v3a Released!
Post by: Jafar on December 21, 2012, 10:35:42 PM
On the roof of that building from the MM2 intro.
Title: Re: MM8BDM v3a Released!
Post by: Dark Phil on December 21, 2012, 10:43:13 PM
Hats off to you guys! Its amazing! I only played through Tengu's and Astro's stage so far but the small surprises that I am finding all over the place are fantastic!
Title: Re: MM8BDM v3a Released!
Post by: Laggy Blazko on December 21, 2012, 11:11:01 PM
Wagh! That boss is hard.
We died at the same time and I went to Cutman's stage. Goddammit...
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on December 21, 2012, 11:26:20 PM
Everyone, go into the console and type in "skin Megaman-BBA" for a surprise!
Title: Re: MM8BDM v3a Released!
Post by: Myroc on December 21, 2012, 11:29:31 PM
Quote from: "Laggy Blazko"
Wagh! That boss is hard.
We died at the same time and I went to Cutman's stage. Goddammit...
You should be able to restart directly at the boss from Dr. Light's Lab, even if you lose.
Title: Re: MM8BDM v3a Released!
Post by: Laggy Blazko on December 21, 2012, 11:42:16 PM
Yeah...
Thank you very much for that feature, develpers!
Title: Re: MM8BDM v3a Released!
Post by: Atticus on December 21, 2012, 11:53:53 PM
There's a huge glitch on Cloud Man. Whenever I spawn, I spawn in a pit and die instantly. I tried typing god and noclip but I still die. What's wrong here?
Title: Re: MM8BDM v3a Released!
Post by: Tengu on December 21, 2012, 11:55:34 PM
If you spawn the mega ball on someone they automatically die.
Title: Re: MM8BDM v3a Released!
Post by: Accel on December 22, 2012, 12:12:18 AM
Alright, so I just tried this all out on single player. I'll breeze through this very quick. First impressions!

Stages - Nothing too gripping, yet. Most of them seem fairly standard, and the music doesn't really grab at me. Then again, that's Megaman 8's fault, not yours. However, there are a few things that I like with only a few minutes of playing. Astroman, Clownman, Tenguman, and Frostman's stages are all pretty interesting. Especially Frostman's for those sections in the corners~ Pure joy when I heard it!

Skins - The skins came out wonderful, but for some reason... Frostman seems to be a grade above the rest. There seems to be something more appealing about him than some of the other skins. Weird. Oh well, I'm not complaining.

Weapons - Alright, this is honestly the best part of this update. I have YET to find a weapon I dislike from this batch. Well done!

Updates - I'm a fan of the updated stages, graphics, and mechanics.

Overall - Well worth the wait!
Title: Re: MM8BDM v3a Released!
Post by: Zard1084 on December 22, 2012, 12:29:49 AM
I just love everything that was done here with v3 and i mean EVERYTHING!! and also the mm8 part of the game is just Awesome!
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 22, 2012, 12:39:44 AM
The only problem is that I'm not a big fan of Mega Man's updated skin... I liked the older version. But good job anyway.

Oh yeah and by the way:
When going to the Robot Master endurance fight and Gamma, if you shoot the left Mr. X sign just at the end of the corridor leading to the trap, it turns into a Dr. Wily sign. At that point, go back to the beginning of the corridor and a secret hole will open up in the wall leading to a teleporter; it takes you to a Mega Ball and M-Tank pickup. Also Proto Man can be seen standing in that room before you enter the building.
Title: Re: MM8BDM v3a Released!
Post by: Orange juice :l on December 22, 2012, 12:45:40 AM
I get the feeling there may be something wrong with woodman.

Quote from: "Woodman Bot"
Centaurmannotself, you won't harm the forest will you?

Not sure if this was brought in with MM8, but I don't remember that from before.
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 22, 2012, 12:48:26 AM
Ok, for those having issues with Doomseeker, here's what you gotta do:

Go to Options, then to Engines. Select Skulltag and change the executable to zandronum.exe.

Done.

EDIT: also HEY WHO'S GONNA TIP THE BIG MM NEWS SITES ABOUT V3A?
Title: Re: MM8BDM v3a Released!
Post by: KillerChair on December 22, 2012, 12:52:07 AM
Just finished the campaign and i must say i am impressed with the bossfight :D
Well done team!
And thanks for the special thanks ;)
Title: Re: MM8BDM v3a Released!
Post by: TheMetalManu on December 22, 2012, 01:10:50 AM
Welp, finished the campaign as well, it was perfect. I'm a little dissapointed with the new Cloud Man , but hey, it's not that bad. Which annoy me is the new Mega Man skin, I mean, just look at his arm while shooting, why did you guys change it?
Title: Re: MM8BDM v3a Released!
Post by: Shade Guy on December 22, 2012, 01:13:42 AM
Ah yes, the project I've helped work on for a solid year and a bit has finally come to fruition. I'm very glad to be able to play this with the rest of the community.
...Now, for me to pull a Mr. X and say how I contributed. The new stages I made were MM8SWO, MM8AST, MM8FRO, MM1TIM and MMCTF13.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 22, 2012, 01:22:23 AM
Quote from: "Atticus"
There's a huge glitch on Cloud Man. Whenever I spawn, I spawn in a pit and die instantly. I tried typing god and noclip but I still die. What's wrong here?

What mode are you playing?  Someone having this problem earlier ended up realizing it was because they were accidentally set to cooperative.
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on December 22, 2012, 01:26:20 AM
Quote from: "Shade Guy"
Ah yes, the project I've helped work on for a solid year and a bit has finally come to fruition. I'm very glad to be able to play this with the rest of the community.
...Now, for me to pull a Mr. X and say how I contributed. The new stages I made were MM8SWO, MM8AST, MM8FRO, MM1TIM and MMCTF13.

Wonderful job then. I really enjoyed those stages. (Except the CTF one, I haven't played it yet)
Title: Re: MM8BDM v3a Released!
Post by: Korby on December 22, 2012, 01:26:32 AM
Quote from: "TheMetalManu"
Which annoy me is the new Mega Man skin, I mean, just look at his arm while shooting, why did you guys change it?
(http://i74.photobucket.com/albums/i248/Cowman_bucket/gunsj.png)
Title: Re: MM8BDM v3a Released!
Post by: Knux on December 22, 2012, 01:27:51 AM
I was wondering, since I spent time and effort into it: Did you guys include the unused textures from MM1-6 that I ripped? I didn't see it anywhere in the front page, so I assume not.

It's 'kay though, I could release 'em separately for modders.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 22, 2012, 01:29:01 AM
No, we did not.  We had said previously we wouldn't.
Title: Re: MM8BDM v3a Released!
Post by: Knux on December 22, 2012, 01:31:54 AM
Really? I recall Mike giving the green light for it.

Ah, well. To the resource Mobile~
Title: Yeah, I'm such an annoying guy.
Post by: TheMetalManu on December 22, 2012, 01:34:38 AM
Oh yeah, that reminds me. CutmanMike wanted to remove Eddie for the CTF levels, did you guys forgot about it or the dev team decide to keep them?
Title: Re: MM8BDM v3a Released!
Post by: Rozark on December 22, 2012, 01:41:53 AM
The update makes the game feel completely brand new, and I'm extremely enjoying it. I also love Timeman's stage, because yes.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on December 22, 2012, 01:48:26 AM
Quote from: "Mr. X"
No, we did not.  We had said previously we wouldn't.
I remember someone saying something that worded basicly saying the missing textures and songs "may" be added.
But that was months ago. I personally would have liked more textures to work with, considering they are actually in the games.
Also looking at the musics Wad, the MM5 final boss song isn't their, wasn't it used for Dark?
Also also, where is the final boss song from? I know it isn't MM8's.
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 22, 2012, 01:56:16 AM
Quote from: "fortegigasgospel"
Quote from: "Mr. X"
Also also, where is the final boss song from? I know it isn't MM8's.

Either an original theme composed by RushJet1 or a stock FMV song cover from MM8 by RushJet1

Also Oil Slider color scheme is all kinds of turd color. Stop the "politically correctness" and use the american color scheme.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 22, 2012, 02:13:52 AM
I didn't write that :cool:

As for the Oil Slider thing, we sat for several hours one night looking at all of the color combinations available to us and that was the only one that looked halfway decent.
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 22, 2012, 02:15:32 AM
Went running around Light Labs...
Quote from: "Cutman"
I swear Mr.X's new revisions to the tournament have changed a lot of my play styles.

I see what you did there.


Also, funny how the MM8 Expansion Mobile Roll skin DOESN'T conflict with my one...

Plus, Tengu's stage is really cool!
But every time I hear the 3rd peice of "music" for that stage, my ears bleed.

Can't there be a way to turn that 3rd "music" off? It makes me want to kill something.


Final question: Is there a way to make "Infinite Ammo" the default option? I hate having to keep going into options and changing it EVERY TIME I CHANGE A MAP.
Title: Re: MM8BDM v3a Released!
Post by: Mr.shadow on December 22, 2012, 02:32:59 AM
Guys... to Cutstuff, to Cutman mike and you guys, for making this for years to come... *rasies wine glass*
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on December 22, 2012, 02:33:08 AM
It's really interesting that I can take the time to see as much dialogue for all the robot masters in Light's lab as I can and still have a damn good time doing so.

That means that you guys did a lot of things right.
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 22, 2012, 02:35:27 AM
Also, how can I make the
BBA Megaman
skin always appear? I always have to input the command.
Title: Re: MM8BDM v3a Released!
Post by: CutmanMike on December 22, 2012, 02:36:07 AM
Quote from: "Dr. Freeman"
It's really interesting that I can take the time to see as much dialogue for all the robot masters in Light's lab as I can and still have a damn good time doing so.

That means that you guys did a lot of things right.

Or just Ivory, that was all him  ;)
Title: Re: MM8BDM v3a Released!
Post by: LlamaHombre on December 22, 2012, 02:37:01 AM
Hands down my favorite addition to this game is the updated hub world.

It's actually really fun to explore the lab, as well as being able to just rush into whatever stage you want from there on.

It'd be neat to keep your Mega Man Killer weapons between sessions, but I'm fine without it.
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 22, 2012, 02:40:10 AM
Quote from: "Mr. X"
As for the Oil Slider thing, we sat for several hours one night looking at all of the color combinations available to us and that was the only one that looked halfway decent.

(http://img10.imageshack.us/img10/1635/oilcolors.png)
Japanese colors
American colors
Current scheme
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 22, 2012, 02:44:22 AM
I believe he's using a color scheme used by one of the weapons (probably Oil Slider itself) and there weren't any weapons that matched the actual color schemes.  As for the weapon's color scheme, that was the only one that looked good on the actual weapon (as in the projectile/board).
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on December 22, 2012, 03:06:22 AM
Quote from: "geno"
Also, how can I make the
BBA Megaman
skin always appear? I always have to input the command.
Well I know the skin was once available for DL, but I don't know if it is anymore, or if this one is different (since I haven't looked).
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 22, 2012, 03:29:53 AM
Quote from: "fortegigasgospel"
Quote from: "geno"
Also, how can I make the
BBA Megaman
skin always appear? I always have to input the command.
Well I know the skin was once available for DL, but I don't know if it is anymore, or if this one is different (since I haven't looked).
It just keeps disabling itself when I quit after I input the skin code.

Also, IS THERE A WAY TO DISABLE THE TENGV MAN MUSIC?
Title: Re: MM8BDM v3a Released!
Post by: TailsMK4 on December 22, 2012, 03:47:06 AM
I am still waiting for the download to finish, but so far everything sounds good, especially since it sounds like Powered Up is in as well. I probably will not finish the entire single player, but I will definitely take a look around.

UNLESS the final boss of the MM7 expansion got easier to beat...that boss alone made me stop playing single player.
Title: Re: MM8BDM v3a Released!
Post by: Korby on December 22, 2012, 04:04:04 AM
Quote from: "MusashiAA"
(http://img10.imageshack.us/img10/1635/oilcolors.png)
Japanese colors
American colors
Current scheme

(http://i74.photobucket.com/albums/i248/Cowman_bucket/oilslider.png)

As for why Oilman is that color, I'm unsure.
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 22, 2012, 04:08:59 AM
Quote from: "Korby"
Quote from: "MusashiAA"
(http://img10.imageshack.us/img10/1635/oilcolors.png)
Japanese colors
American colors
Current scheme

(http://i74.photobucket.com/albums/i248/Cowman_bucket/oilslider.png)

As for why Oilman is that color, I'm unsure.
(http://i1065.photobucket.com/albums/u395/Gumballtoid/oil0.gif)
Why not this color scheme?

also if you're worried about the whole blackface thing, you could go the Archie way and cover his lips with his scarf. Not only does he look cool like that, but you also can use the original japanese color scheme that doesn't look like blood.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on December 22, 2012, 04:24:09 AM
It's not like people here would actually be offended with his original Japanese colors.
Title: Re: MM8BDM v3a Released!
Post by: MEGAMANX123 on December 22, 2012, 04:27:28 AM
its out!! ima gonna go try it now wait woa woa woa woa herobrine mike??? what is that  :shock:
Title: Re: MM8BDM v3a Released!
Post by: TailsMK4 on December 22, 2012, 05:50:23 AM
All right, so I checked out the new maps and weps...here is what I would consider the pros and cons of this expansion (spoilered since it does contain some minor spoilers in case people have not checked it out yet), but regardless of what I say, I enjoyed going through the new content, so excellent work on MM8.

Pros:
+ The new maps are excellent (save for Aqua Man, but I generally considered him forgetable, though). Among my personal favorites are the new outside look to Yamato Man's stage, the best map update imo, and the revamped MM1DW2.
+ I enjoyed the new weps, namely Tornado Hold and Thunder Claw, which I kind of expected I would enjoy using anyway. You guys pretty much nailed the behaviors down from the original game. I would say my favorite is the Wire upgrade, since it is the quickest way to ascend (although Tornado Hold does a good job at it as well).
+ I did not expect Powered-Up to also be represented, though kind of disappointed that there were not any new additions besides Time and Oil Man's stages. A very nice surprise to be added to this impressive update.
+ I must say I enjoy riding the Wave Bike/Oil Slider now. It is much easier to control, and it also moves quite a bit slower than before, making it more practical to use it while fighting.
+ The updated graphics make a good majority of the stages look much fresher now, even if they did not get any updates otherwise (I can think of MM4BRI as an example).
+ Is it just me or do the bots NOT get stuck on ledges anymore? I only played Gutsman's stage, but I noticed the bots were focused on each other and not trying to walk off the ledges. They still can get stuck in low-laying areas, though. I am sure that is due to how the bots are coded and not MM8BDM's fault.

Cons:
- My number one disappointment was the seemingly lack of Time Slow in Deathmatch. I may have missed it on Time Man's stage, but the only time I saw the weapon was at Dark Man's Fortress. I kind of felt, although the primary focus was on MM8, that Powered Up was kind of underrepresented in the new version.
- Although the maps are nice, I did notice at least one spot where I feel it could have benefited from a change as well, so I guess consider this one a nitpick. In MM3DW1, the area where there's a small pool of water still has its original width, which is tiny. I felt that could have been widened as well.
- I am not really a fan of the new CTF maps, although the last three (18-20) were pretty good. The others felt forgetable to me, especially 16, for reasons I'd rather keep to myself, but I will just say my original experience in that stage was not good when the mode was King of the Hill. I forgot what map it was, but in one of the maps was a ruined city or something where a drop in FPS while looking towards the middle of the map is noticeable. I am just not sure what may make them better, but they kind of felt a bit boring. Perhaps other people may have ideas...

And now...the one ugly comment I got to make, though I am sure you guys may not be able to resolve this: I still crash on the stages. In fact, I crashed a total of five times while going through the new maps. They were:

1. Starting to move in Dr. Light's Lab.
2. Entering Grenade Man's stage (the second time worked fine, though).
3. I crashed in Search Man's stage while walking around. This did happen after I used Thunder Claw to swing, but that was the only time I crashed after doing so. All the other times worked out fine.
4. I crashed while trying to move around in MMCTF16 and MMCTF20. The crash happened right after I started moving after joining a team.


So with the ugly comment aside, this expansion was well worth the wait. Granted not everything was perfect, but hey, you guys put a LOT more content into this than I was expecting, namely Powered-Up being officially part of the main game. You guys definitely deserve some time off for this effort, and I wish you guys the best of luck with what projects you guys plan to do later.
Title: Re: MM8BDM v3a Released!
Post by: Hilman170499 on December 22, 2012, 06:11:49 AM
Well, I played this and IT WAS AWESOME!

I did not play the campaign but the hub world is awesome.

I owe a lot of thanks to the MM8 Expansion team, especially Ivory.

1 more thing by the way, when using SlumpEd, is making MM8BDM modifications still easy?
Title: Re: MM8BDM v3a Released!
Post by: Korby on December 22, 2012, 06:14:45 AM
It is arguably easier to mod this game.
Title: Re: MM8BDM v3a Released!
Post by: PressStart on December 22, 2012, 06:26:49 AM
The new Light Lab hub area is amazing! I've only barely gotten to try this update out, but I'm already floored. Congratulations on this release, you all did an awesome job!
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 22, 2012, 06:41:57 AM
Quote from: "PressStart"
The new Light Lab hub area is amazing! I've only barely gotten to try this update out, but I'm already floored. Congratulations on this release, you all did an awesome job!
Quote from: "LlamaHombre"
Hands down my favorite addition to this game is the updated hub world.

It's actually really fun to explore the lab, as well as being able to just rush into whatever stage you want from there on.

It'd be neat to keep your Mega Man Killer weapons between sessions, but I'm fine without it.
Quote from: "Ivory"
Hope everyone is enjoying the new Light Labs. I spent a total of 5 days in one week making the expansions, the weather gimmick, the Robot Master dialogue script and dialogue and updating various other things like Roll's Wardrobe and Auto's training. Just to make the main hub experience look amazing.

I have more planned for Light Labs. Both in upcoming numbered releases and new editions for version 4, so this is just the beginning. :)
right so I'm joining the "Ivory is a total broski" club now if you don't mind

Honestly, as ridiculous as it sounds, my favorite part of the entire expansion is the new Light Labs. I swear I must have spent a good half hour straight just talking to the original eight DRN robots, listening to their tips, weapon advice, and just generally silly banter about their lives. Bomb Man's comments on "bomb safety" were hilarious, but my favorite part is how you combined Elec Man's personalities from Powered UP (narcissistic flamboyant) and Archie Comics (the leader wanting to look cool for everyone else).

I've been playing the entire expansion over to see the new changes, so I haven't gotten to Mega Man 7 or Mega Man 8 yet, but even after clearing Gamma I'm honestly blown away. LlamaHombre and Korby can easily attest to my repeated "fangasms" in the Skype call, heh heh. The weapons, the revamped stages, the tightened physics, the improved bot code... everything in this build just seems very RIGHT. I'm getting this v1 feeling all over again, where the whole game is a brand-new experience and I can't wait to see what's around the next corner. Very very well done, you guys.

I only have one complaint, and it's about Beat Support. It's not a problem with the length, or the power, or even how it functions... No, it's about how it's placed on nearly half the damn maps in the game. I had this same feeling when v2 was released; for some unholy reason Mike thought it was fun to shove Freeze Cracker and Danger Wrap in every possible area, and seeing maps choke on Beat Support makes me really sad. Sure, it's a great alternative to Tango Roll or Treble Sentry, but do you really have to replace it in nearly every stage? Geezus guys, have a little restraint.

Other than the Beat Support spam, I can't find another gripe with v3. Easily the best and most professional version yet.
Hell, if it wasn't for Zandronum / Capcom legal rights you could get away with charging a pretty penny for this game, and personally I wouldn't think twice about buying it. Seriously. Mad props to all of you.

I'm sorry Ivory please forgive me for being so blind



EDIT: Oooooh Ice Man, you're so snarky.
Quote from: "Ice Man"
The tournament has all sorts of different events!
I wonder why all the official matches are only hosted in Deathmatch...
Title: Re: MM8BDM v3a Released!
Post by: mugenstation360 on December 22, 2012, 07:34:51 AM
Got a chance to play it more. So far I am very impressed with the musical composition and new map designs. It really does make this game feel fresh again and just about every change done on maps is an improvement.

The single player is where I feel is where it shines most. The new lab and the extended campaign are very well polished and it was interesting to talk to iceman and all the other robot masters after each chapter to see what they were going to say...well text I guess.

Multiplayer is always fun, it was good to see more than 20 people on a server. Very chaotic but fun in most cases.

The newer engine works times better than the other one, glad you guys switched up a lot of things.


Now the gripe that I do kinda of see is what smash had listed about the beat item. I can understand wanting players to try this new item out and it is a beast. But to have it on nearly every map seems a little odd to me to.

edit: Also I noticed some crashes every now and again. Mostly in the lab though I could be missing some other stages. I know it happened to me at least 3 times today. This might want to be looked into when you ladies and gentlemen have the chance.
Title: Re: MM8BDM v3a Released!
Post by: -FiniteZero- on December 22, 2012, 08:24:13 AM
Okay, so I played it through. Pretty cool! The new weapons and skins work well!

Also, I also had a crashing problem, in Heat Man's stage.
Title: Re: MM8BDM v3a Released!
Post by: Stardust on December 22, 2012, 08:48:31 AM
Finally I didn't played online... yet.
Quick review time for right now.
MM8BDM v3 is really interesting, and positive. There's a lot of work, and of rebalance/modified past things from the past, and I like that really much... on the playing field.
Through I'm really disturbed about all these PK3s that'll need to beup'dated ^~^" us, the people who modify things. Please have a big break now before working on another Mega Man, so we may update 'em all. And anyway relaxing could only be positive for all what you did :3.
Anyway let's see ;

The first thing, my favourite thing also, except the fact that my favourite Robot Master, Sword Man, is now there, is the... the coloration of tanks and pick-ups. I love this so much ! It really gives me the feel that each weapon has its own set of defined colors.
But on the manual side, it looks like we can't compile anymore WCOLORS, Mr. Cutmanmike ^_^. I tried to compile the original one, from the MM8BDM-v3A.pk3, it says the following error...
Quote
Line 161 in file "G:DatabaseDATA TYPE GMega Man Fan GamesMega Man 8-Bit DeathmatchDOOM BUILDER XWESLUMPEDWCOLORS.acs" ...
G:[My pass to MM8BDM folder]Mega Man 8-Bit DeathmatchDOOM BUILDER XWESLUMPEDWCOLORS.acs:161: Function consoleplayernumber is used but not defined.
G:[My pass to MM8BDM folder]Mega Man 8-Bit DeathmatchDOOM BUILDER XWESLUMPEDWCOLORS.acs:163: Function consoleplayernumber is used but not defined.]
And, so is this error annoying because we can't neither have a working ammo on pickup, or the pickups colors when I switch to my new weapon.
That's it for the player-to-item relation colors. Let's look for more general gameplay now.

MAPS
NEW MAPS...NEW MAPS
Oil Man's and Time Man's : both are good, I like also how the player is sometimes got into a conveyor belt in the opposite sense in Time Man's. Also, I think the music of this stage, Time Man's, isn't the perfect 8-bit convertion, but that's just my view.

Aqua Man's stage : Uguu too bad that there isn't the night (the second part of the level) somewhere, it made me nostalgic everytime I played it in MM8. Not too much important through, it looks beautiful. Through it's like if there was an idea of the MM8 stage that hasn't been included in this deathmatch... or maybe it's just me.

Astro Man's stage : Ummm I feel like it needs more stuff here and there... you added the disapearing platforms and the death sand hole, but it still needs some more stuff, you can have that feel by getting into these tunnels which link the outside with the inside. I know his stage, on PS1, is a little empty, and more focused on platform original construction, but, but....

Sword Man's stage : LOVELY~ but it looks a little empty, sometimes..?

Frost Man's stage : Needs more SLIDE, SLIDE. I didn't looked at the decor far away, but maybe could they used that way, as a decoration, since the players can't slide.
Also, that Frost Man chat phrase speaking about sleeping with the jump jump lullaby~

News CTFS : to be honest I never played online yet, and I don't even know how CTF maps are supposed to be built (level design), I just looked at them, but I won't give my opinion until I play online in some CTFs. (^^;

Replaced Maps:
- MM1DW2 replaced by CutmanMike : I'm too lazy to check the exact design of this stage in MM1, but isn't putting a Ballade Cracker with a easy access (just diving into the water) a bad idea, it's a powerful weapon, heeeh ?
- MM4RIN replaced by Myroc : Yeah I agree with that idea... Ring Man shouldn't be supposed as a "boss who likes circles" >w<. The original circle map always bored me... I never wanted to play in.
Also, the rewards for using the Thunder Claw correctly on the hooks seem hard to get for me...
- MM5CRY replaced with MM5CRYX by Copy Robot and MM5GYR replaced by Mr. X : *shrugs the shoulders* nothing really special to talk about.
- MM7CLOU replaced by Killer Chair : Actually I think my view of Cloud Man's stage would be the V2C's one, but bigger. The only thing I like is these "stairs" of cloud fan blocks, like in Cloud Man's stage in MM7. It's just "okay" otherwise. My opinion, still.
- MM7DW4 replaced by Ivory : I played it quickly, but it had a lot of class~

Updated maps
- LightLab: Ooooh that's pretty. I feel Powered'ed up. Also I'm glad you fixed the Sniper Joe training.
- MM1ICE: Now that's a great thing ! These traps were like, very difficulty to stand correctly over the hole.
- MM1ELE: It...keeps the tower feeling, but you should use these to destroy these fans. *opens the flamethrower warehouse door*. Elec Man never needed fans anywhere in all his history >w<
- MM2CRA: Still not these systems, you know, like in Guts Man's stage, but I guess I'll go with it.
- MM5DAR: Teehee, I love these rotating stairs.
- MM6YAM: My japanese heart is beating for this outside part. :3
- MM7JUN: "All ice weapons freeze lava pillars. Lava pillars freeze lava in a new method" : yeah, a faster method. Through the custom weapons will still need to be adjusted in order to freeze these pillars (I know it's unfixable because of the ice weapon creators' imaginary)

Weapons
MM8
I've been used to use the MM8-MM10 pack for a long time, so I may be influenced.
Astro Crush : Looks like they're not pink in the MM8 8-bit project... otherwise it's a really chaotic weapon you made there.

Water Balloon : Hah I wanna hug these fluffy water things. It's a really basic weapon -affected by gravity- so I don't have anything wrong with it.

Flame Sword : Heeeeeee it looks like Sword Man's attack ! Amazing job clap clap clap

Thunder Claw : ...okay, it's basically a correctly powerful close range weapon, the hooking skill should only be considered on occasion, in my opinion. I agree that Lego's T.Claw was too much skilled, but this one looks a little "so so"... in my own opinion, you should reduce the damages (of about 30~40%) and add the skill to propulse the player with a kind of recoil when he success by touching an enemy. In addition to the hook catching skill.

Tornado Hold : According to the txt file, each "circle of wind" deals 20 damages....wow.

Flash Bomb : VERY overpowered if you ask me. But pretty cool to use~

MMPW
Time Slow : I can hardly see the difference in their move, except that they leave a trail of their sprites...
Oil Slider : Mmmm that's an interesting slide. The gameplay is great, now maybe the ammo HUD needs to be better organised.

MM8 busters
Duo Fist : I don't know a lot of things about this guy, Duo, through I fought him some times in MM8... well anyway it's a great arm to have for those who prefer crucial attacks.
Arrow Buster : Not bad for converting the missile spreads into something playable :3

Old adjusts

Bubble Lead : I don't know why, but I want to bounce and hug and roll around with these bubbles.
They look so much bouncybouncybouncyoooiwenenenoiwn :I
Otherwise, I can feel more the "close range" classement. Because until now I used to spam them by going far away (^^;
Magnet Missile : Y-yeah, it looks slighly changed... it seems to seek better.
Spark Shock and Search Snake : Yay for both~ I like to see Spark Shock upgraded. It's a fun weapon to use because a strategical one.
Ring Boomerang : Haah, please... isn't this one already powerful ? Dive Missile should be the one to gain some weight in damages.
Flash Stopper : I tried it, I liked it, I bought it. Also, the effect is reuduced with the range, so there's no way players can be completly blinded. And anyway it's true that the old effect looked like a white weird monster was eating my face >w<
Wind Storm : Oh, they won't go woooo-woooo anymore, according to my shoots.
Knight Crush : About the graphics, and it's also the same for Oil Slider, it's too bad that the doom palette hasn't more black variations...
Freeze Cracker : Yes, yes, just what needed.
Thunder Bolt : Uh, I don't think it needs to pierce armors, 4 shoots and it's over... but if you say so...
Slash Claw : Yes you did well. I felt myself only able to deal 30% of the opponent's life at each slash.
Wild Coil : AND COLOR CHANGED. Pink and green stands far much better, I don't even know why did you used an orange/green palette before ^^'

Items/Support
Wire Adaptor : That's an interesting item that may open a lot of new passes. And since it needs a ceiling, it's ~about~ equals with Item1.

Other
Large Health heals 40 HP and Large Energy recovers 10 Units : The health decreases so fast... finnaly there's some help here. Also we'll have a bigger contrast, that's interesting ! (Since I think the small health increases of 2, and the big one increases of 6 or 8 in the old Mega Man games...)
 When weapons you hold are out of ammo, the hand will be empty : This should except the custom weapons, then. But it's okay, it's not a problem.
I probably didn't talked about everything, but I'm busy lately, so forgive me.
Title: Re: MM8BDM v3a Released!
Post by: Magikarp on December 22, 2012, 09:00:43 AM
OH MY GAAAAAAAAAAAAAAA

I AM A VERY HAPPY MAGIKARP HSDJGKHJSDG

I WANT TO HUG EVERYONE RIGHT NOW IM SO DAMN HAPPY
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on December 22, 2012, 09:05:22 AM
I just played through the campaign. And I must say, I'm impressed. This was well worth the wait, and I love all the new changes to the stages as well as the new set of stages presented. I haven't beaten the final boss yet, (and it took me a little while to learn how to hurt him,) but all I can say about that is: I am SO making a "Super Smash" skin just for that one battle.


Quote from: "Magikarp"
OH MY GAAAAAAAAAAAAAAA

I AM A VERY HAPPY MAGIKARP HSDJGKHJSDG

I WANT TO HUG EVERYONE RIGHT NOW IM SO DAMN HAPPY

Elecman specifically tells you that he doesn't want your dang hugs.
Title: Re: MM8BDM v3a Released!
Post by: CHAOS_FANTAZY on December 22, 2012, 09:06:52 AM
JUST A COUPLE QUICK THOUGHTS I HAVE AFTER FINISHING BULLDOZING THROUGH CAMPAIGN:

> New Light Lab looks great.  It's appealing, the weather works like a charm (Though snow seems to be a rather rare occasion), the level select stuff works great, and talking to the Robot Masters is fun if only to hear the nonsense they've got to say.  One thing I'd do, though--once you find (Or at the very least defeat) a Mega Man Killer, make their fight accessible directly from the stage select menu.
> Sticky Platforms...there is a God, and his name is CutManMike.
> Flame Sword on Elec-Man is useless; I can't see it being used practically at all.  It's out of the way, on a map that is very anti-melee, and overall it feels like it was there more so the new people coming in could see one of the new promised MM8 weapons.
> I'm gonna miss midair collisions on Gyro, but I know it's for the best.  Seem to be getting a tiny amount of lag on him and Cloud, though, even offline.  Can anything be done?
> Please, if we're going to keep the JUMP JUMP signs in Frost-Man's stage, can we use the 8-Bit sound effect in RM8FC instead of that horrible obnoxious voice?
> Boss was a little frustrating if you didn't know what to do, but once I figured him out, he was very nice.  Sets a new standard for MM8BDM bosses everywhere, if you ask me.  Though, it would've been nice to be able to fly up and down instead of having to hold and release spacebar.
> I'm in love with the I'mgettin'outtahere Wire Adapter.  Its usefulness, especially in high-ceilinged areas, cannot go unnoticed.  I sure hope to see it being used creatively in a lot of custom maps!
> Also really like the Buster Adapters.  They're just so good compared to the stock buster.
> It feels really hard to hit with Duo Fist's charged shot at close-range (At least in normal DM), but other than that, it seems like an alright weapon.  It'll be fun to run up to people and punch them repeatedly with the uncharged shot for a 4HKO.  ^_^
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 22, 2012, 09:10:04 AM
Quote from: "Gizmo The Cat"
Elecman specifically tells you that he doesn't want your dang hugs.

FYI. That line was a reference to this MS Paint Masterpieces comic. (http://ferretcomic.com/217)
Title: Re: MM8BDM v3a Released!
Post by: brotoad on December 22, 2012, 09:44:50 AM
By far though, the best part of the update is that you can now do this!
(http://i949.photobucket.com/albums/ad340/CancerousTumour/frostman.png)
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 22, 2012, 09:46:05 AM
they did it brotoad

they made the dream a reality
Title: Re: MM8BDM v3a Released!
Post by: PressStart on December 22, 2012, 10:04:14 AM
Quote from: "CHAOS_FANTAZY"
> Flame Sword on Elec-Man is useless; I can't see it being used practically at all.  It's out of the way, on a map that is very anti-melee, and overall it feels like it was there more so the new people coming in could see one of the new promised MM8 weapons.

I'm going to venture a guess and say this was purely put there so Elec man could have his true colors (I just played the map in campaign and saw him with it and he looked awesome). Truthfully though, I don't see the harm in having a close-up weapon available as an extra means of attacking, especially if you're in a less chaotic mode.

I'm loving this so far, and wanna thank all the people who have put so much work into this expansion, because it really does feel like you put a bunch of work into not only adding new cool features, but fixing small little details and things that previously were thought/were for reals impossible (moving WITH platforms is blowing my mind).

This expansion is just, super super impressive. I'm still going to try out single player, but I look forward to doing some multiplayer soon too!
Title: Re: MM8BDM v3a Released!
Post by: Emmanuelf06 on December 22, 2012, 10:48:12 AM
Quote from: "brotoad"
By far though, the best part of the update is that you can now do this!
(http://i949.photobucket.com/albums/ad340/CancerousTumour/frostman.png)

LOL !

Some maps are really better, Sparkman, Darkman, Yamatoman map....it's wonderful !
Title: Re: MM8BDM v3a Released!
Post by: Dusty on December 22, 2012, 11:32:39 AM


Though skulltag won't let me get on. says theres an error on line 60 of the pk3:actors ma bob thingy
Title: Re: MM8BDM v3a Released!
Post by: Magikarp on December 22, 2012, 11:43:14 AM
Okay just played it and did a few levels of the campaign and HOLY SHIIIIT I LOVEIT

THE NEW LIGHT LAB MAKES MY HEART WANT TP EXPLODE BECAUSE IT FEELS LIKE IT'S FULL OF RAINBOWS AND BUTTERFLIES AND PINK METS AND HAPPINESS
AND FLAME SWORD IS SO AMAZING AND HOMING SNIPER'S CHARGE SHOT AND AND
THE REMIXED STAGES I JUST

AAAAAAAAAAAAAAA I LOVE IT
Title: Re: MM8BDM v3a Released!
Post by: Dusty on December 22, 2012, 11:51:38 AM
Script error, "MM8BDM-v3a.pk3:actors/player/megaman.txt" line 60:
Invalid state parameter a_scalevelocity

this is the specific message i'm getting, anyone know what to perhaps do?
Title: Re: MM8BDM v3a Released!
Post by: Shade Guy on December 22, 2012, 11:54:35 AM
You must be trying to run MM8BDM with Skulltag. MM8BDM v3a and any MM8BDM servers use Zandronum now. Make sure you've reconfigured Doomseeker, etc. to use Zandronum instead of Skulltag!
Title: Re: MM8BDM v3a Released!
Post by: Jafar on December 22, 2012, 12:07:43 PM
Quote
> Please, if we're going to keep the JUMP JUMP signs in Frost-Man's stage, can we use the 8-Bit sound effect in RM8FC instead of that horrible obnoxious voice?
Don't quote me on this, but I think the reason they went with the original sound effect might be because anyone who hasn't played MM8 andor RM8FC wouldn't really understand why there's an obnoxious honking sound when you get on the jetboards.
Either that, or everyone figured the voice was less annoying.
Title: Re: MM8BDM v3a Released!
Post by: Dusty on December 22, 2012, 12:08:55 PM
Oh.... uh... how.. do I do that.. >_>;;;;;;;;;;;;;;;;;;;;;;;;;
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 22, 2012, 12:42:26 PM
I just noticed, Timeman's backwards talking frames have some transparency where there should be white.
Title: Re: MM8BDM v3a Released!
Post by: Gumballtoid on December 22, 2012, 03:36:19 PM
If anyone still can't play online, this may help with reconfiguring Doomseeker. If anyone posted a guide, bah, I'm not digging for it.
First, you want to change the file path to the folder that contains MM8BDMv3a, which can be found under Options > Configure > File Paths. For most of you, I assume you simply extracted the .zip, so it should be set to the folder titled "MM8BDM" in the folder "MM8BDMv3a."

Next, you need to change the path to the executable from Skulltag to the enclosed Zandronum. Under Options > Configure > Engines > Skulltag, change the path from your skulltag.exe to zandronum.exe in the MM8BDM folder.

If you want to carry over your old settings from MM8BDMv2c (in the event running the launcher didn't work for you, as I), copy the "skulltag-[name]" file and rename it to "zandronum-[name]." Then move it/copy it/whatever you like into the new MM8BDM folder and replace the old one. All your binds, controls, and other settings should carry over.

Lastly, if you don't have the master server address (which I assume you do, but it never hurts), it is at "master.zandronum.com:15300" so put that under Options > Configure > Engines > Skulltag > Masterserver address.

Anyway, as for the expansion, this was some outstanding chili. I've beaten the campaign, and the boss was heart-stopping. I've never seen anything like it! The changes to the lab were absolutely fantastic, and all the weapons and maps seem to have been made with care and thoughtfulness regarding balance and weapon placement. The new palette made me cry with joy, most prominently because Software had been getting the short end of the stick for the longest while, so it was a welcome change for me.

Adding Powered Up content was probably my favorite change thus far, though I do prefer Oil Man FC's skin over the Oil Man included in the expansion. Oil Man's palette is also a bit wonky, but it looks really nice on Oil Slider.

There were a few things that irked me, though. Flash Bomb and Ice Wave seem a tad overpowered, given Ice Wave can be spammed to no end, cannot be jumped over, and rips pretty well. Flash Bomb is like a slower, more powerful Crash Bomb, which is good, but when you get caught in the blast, you're not getting out, which doesn't work too well with its damage output.

There were a few skins that irked me as well. Tengu Man, Sword Man, and GRENADE MAN to name them. Tengu Man seems a bit too tall compared to the rest of the robot masters, Sword Man's walking frames look more as if he's skating, and... Forgive me, but... Grenade Man's walking frames are just unacceptable. I understand those are his dashing frames, but at the speed the walking frames play, it makes it look as if he's, for lack of a better description, playing limbo upside-down.

However, the good parts of the expansion almost completely overshadow the more lacking parts, and I can say without a doubt that this is the highest quality expansion I have seen in all my time here on Cutstuff. Congratulations to the team on this fine release.

And as a bit more of a request, could somebody post an image of the new palette, numbered? I'd appreciate it.
Title: Re: MM8BDM v3a Released!
Post by: ice on December 22, 2012, 03:46:00 PM
Welp, played some more through the game, while I share the pros with everyone else, a few things irked me that noone mentioned. Knight crush's icon just looks very out of place next to the other weapons, everything had a black back ground while you have the 1 weapon with a grey background with shadow. The you have *sigh* water balloon, this might of been due to that fact that I was playing on a server with weapon drops but, my god, this thing feels like it's everywhere, literaly every time I spawned I was instantly spammed to death by crossfires of water balloons, not to mention the sound it makes, it's like speeding up the megabuster's RoF and replacing the sound with a sped up nail scratching on a chalk board.

Anywho, now that the expansion's out, can we have a code number grid for the pallet?
old one
(http://zdoom.org/w/images/a/a2/Doompalette.gif)
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on December 22, 2012, 04:13:28 PM
Quote from: "ice"
Anywho, now that the expansion's out, can we have a code number grid for the pallet?
POOF!
(http://i1233.photobucket.com/albums/ff388/atmawpn312/Doompal-Final2_zpsa7af4ce7.png)
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 22, 2012, 04:16:25 PM
I'm just wondering... weren't the health/ammo pickups in the MM1 stages supposed to use their MM1 sprites? (http://www.cutstuff.net/forum/viewtopic.php?p=163841#p163841)

Also in the credits, my name needs to be added to the Additional Mappers (CTF) list, since Sacred Shrines is in as MMCTF20.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 22, 2012, 04:30:36 PM
We dropped that idea since it could confuse new players who hadn't played all of the classic Mega Man games and another reason that I can't remember off the top of my head.
Title: Re: MM8BDM v3a Released!
Post by: BiscuitSlash on December 22, 2012, 04:41:24 PM
That random crashing issue still seems to be persisting. I crashed on Tenguman's stage, Swordman's stage, before the final boss cut scene, and 5 times on Searchman's stage. For a stage to make me crash that amount of times when only trying to clear it once is just unacceptable. That map probably has a higher tendency to crash that others and it may need to be looked into more. Thank you so much for that new save system, as it made it much less stressful.

Also half the stages made me lag a bit for some reason, most notably Tengu, Sword and Aqua. MM8DW1 got hit by this hard however, so much that it made the stage unplayable, just like in Burstman and MM7DW1 where the extreme singleplayer lag forces me to nextmap it.

As for campaign boss:
I was going to say how overwhelmed I was at the amazing work for both of the campaign bosses, especially the second one. Really, you people did a really amazing job with them, especially how to made use of the wasted potential that they had.

Hooowweevveeeeerrrr.....the second boss is just way too hard unfortunately. Despite being a skilled player with the desire for challenge, it too me over 45 minutes fighting him, only to end up giving up for the time being. After getting the hang of it and still not being able to defeat him, it just becomes tedious. I will return to it, but yeah, as amazing as the boss was, you didn't really get the difficulty balance just right and it made it frustrating.
This expansion is still amazing though.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 22, 2012, 04:41:58 PM
Another thing that just came to my mind; why don't all of the skins have bots? Helmetless Mega Man, MM10 Slash Man, Alt-Ballade, and Bad Box Art Mega Man are the few that come to mind.

Also, what happened to the Car and Flying Drill skins? I couldn't find them in the main .pk3 file.

EDIT: Also, following Michael712's claim about the final boss:
What's with the flying controls? It seems you can only fly up by pressing space, and you move so slowly that it makes some of his attacks nigh impossible to dodge.
Title: Re: MM8BDM v3a Released!
Post by: BiscuitSlash on December 22, 2012, 04:47:35 PM
Quote from: "Beed28"
EDIT: Also, following Michael712's claim about the final boss:
What's with the flying controls? It seems you can only fly up by pressing space, and you move so slowly that it makes some of his attacks nigh impossible to dodge.
If you hold jump you can also float up, which can be used as a good advantage. My jump button is right mouse click though. I don't know what yours is.
Title: Re: MM8BDM v3a Released!
Post by: CutmanMike on December 22, 2012, 04:49:25 PM
Actually very possible. Changing your height level is the key to dodging most of his attacks. Maybe he needs a tweak in the difficulty department though.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 22, 2012, 04:50:27 PM
Quote from: "Michael712"
That random crashing issue still seems to be persisting.... 5 times on Searchman's stage. For a stage to make me crash that amount of times when only trying to clear it once is just unacceptable. That map probably has a higher tendency to crash that others and it may need to be looked into more. Thank you so much for that new save system, as it made it much less stressful.

I honestly have no clue why that is.  The stage doesn't even have any special scripts other than to set up the death pits.  Maybe it's the amount of grapple hooks?  Something with your computer?  Really, no clue.

As for the final boss controls, I believe it's set up like that so you can move up and down while strafing.  If you had normal fly controls, you'd have to look up and down to move up and down instead of keeping an eye on the projectiles you're trying to dodge in the first place.
Title: Re: MM8BDM v3a Released!
Post by: Yatterhog on December 22, 2012, 04:53:42 PM
Sorry I'm late but I survived the Mayan doomsday and the prize is a new version of this game?

Reaction /
(http://gifsoup.com/imager.php?id=928331&t=o) (http://gifsoup.com/view/928331/yatterman-victory-pose.html) GIFSoup (http://gifsoup.com/)

Downloading on my laptop as we speak and pose. I can't wait to try it out!  :D
Title: Re: MM8BDM v3a Released!
Post by: LlamaHombre on December 22, 2012, 05:09:11 PM
A few bugs that occured to me and I have no idea what happened:

-Enker would pick up Metal Blade and fight with it during his boss fight.
-The campaign skipped over the robot master refights and Gamma and moved to Freeze Man once, upon replaying Mr. X it worked fine.
-Once on Ice Man's stage, a Toad Man bot jumped unusually high for absolutely no reason

Besides that I love how this game's evolving and it feels all the more professional as I keep playing.
Title: A Toadman bot jumped higher. Oh the irony....
Post by: BiscuitSlash on December 22, 2012, 05:24:37 PM
Quote from: "LlamaHombre"
-Once on Ice Man's stage, a Toad Man bot jumped unusually high for absolutely no reason
Almost sounds like the skill level was set higher. Bots tend to jump higher depending on their difficulty. I saw a bot jump about 2x high while playing campaign earlier today, though other times when the skill is really high i've seen them jump about 3-4 times higher.
Title: Re: MM8BDM v3a Released!
Post by: Orange juice :l on December 22, 2012, 06:05:40 PM
Iceman's always had that issue. I have no idea why, but sometimes they jump as if they're in the water.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on December 22, 2012, 07:18:59 PM
If bots hugs a ledge when jumping, they end up jumping unusually high. Same if a player does that underwater.
Title: Re: MM8BDM v3a Released!
Post by: Atticus on December 22, 2012, 07:31:51 PM
This is probably just my ignorance, but wasn't there word a while ago that CSCM maps and IX maps were going to get in? Or was that just an April fools joke?
Title: Re: MM8BDM v3a Released!
Post by: Myroc on December 22, 2012, 07:39:26 PM
Quote from: "Atticus"
This is probably just my ignorance, but wasn't there word a while ago that CSCM maps and IX maps were going to get in? Or was that just an April fools joke?
(http://i0.kym-cdn.com/photos/images/original/000/001/582/picard-facepalm.jpg?1240934151)
Yes. It was an April Fools joke.
Title: Re: MM8BDM v3a Released!
Post by: Atticus on December 22, 2012, 07:40:55 PM
Haha, good. I must not have been paying attention.  :p
Title: Re: MM8BDM v3a Released!
Post by: CHAOS_FANTAZY on December 22, 2012, 07:44:51 PM
Quote from: "Jafar"
Don't quote me on this, but I think the reason they went with the original sound effect might be because anyone who hasn't played MM8 andor RM8FC wouldn't really understand why there's an obnoxious honking sound when you get on the jetboards.
Either that, or everyone figured the voice was less annoying.
Well, if you ask me, no sign or sound is needed to begin with, so why not use the 8-Bit sound?  Correct me if I'm wrong, but the reason that JUMP JUMP and SLIDE SLIDE existed to begin with was because there was little way to see what was ahead of you on Frost-Man's snowboard segment, so you needed those heads-ups to navigate.  Here the jumps are smaller and easy to see coming.  The notifications aren't really necessary--so why not use the 8-Bit sound?
Quote from: "CHAOS_FANTAZY"
> New Light Lab looks great.  It's appealing, the weather works like a charm (Though snow seems to be a rather rare occasion), the level select stuff works great, and talking to the Robot Masters is fun if only to hear the nonsense they've got to say.  One thing I'd do, though--once you find (Or at the very least defeat) a Mega Man Killer, make their fight accessible directly from the stage select menu.
> Boss was a little frustrating if you didn't know what to do, but once I figured him out, he was very nice.  Sets a new standard for MM8BDM bosses everywhere, if you ask me.  Though, it would've been nice to be able to fly up and down instead of having to hold and release spacebar.
Also hoping to get feedback on these two as well.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on December 22, 2012, 07:51:21 PM
Regarding those people who were part of the credits thingy.

Quote from: "Myself"
if the medal was completely new, and it had dogman (https://dl.dropbox.com/u/2983154/Cutstuff%20Shitz/Dogman.png) on it. i'd be hgnnnnnnnnnnnnnnnnnnnn

no really i would.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 22, 2012, 07:52:20 PM
@CHAOS_FANTAZY
> Please understand, interjecting the fights between the stages just isn't possible without screwing over everyone's "save data"

> Trust us, the other way is actually not as convenient as you think it is. Being able to strafe left and right easily while going up and down is a blessing. We didn't make it work this way for no reason.
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on December 22, 2012, 07:59:03 PM
when will you make a thread about problems with mm8bdmv3a becuz i found some problems the problems are
in shademan when i got the easter is still playing shademan's vanila theme and the other was in some times is playing victory music and the last one was in clownman but i can show the problem here (http://img560.imageshack.us/img560/6506/screenshotdoom201212222.png) (http://imageshack.us/photo/my-images/560/screenshotdoom201212222.png/)
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 22, 2012, 08:00:41 PM
http://www.cutstuff.net/forum/viewtopic.php?f=25&t=5194

Just beat you. :cool:
Title: Re: MM8BDM v3a Released!
Post by: Hinatediz on December 22, 2012, 08:51:43 PM
One thing...

it keeps your old game file saved (from the V2) and stills you keep with the 1-6 (and maybe 7) to then play the 8?
Title: Re: MM8BDM v3a Released!
Post by: Stardust on December 22, 2012, 08:55:38 PM
I think I saw most of the features, if not all, of the extension, so now I'm back to modification, but I have two little things to ask.

Quote from: "Messatsu"
Quote from: "ice"
Anywho, now that the expansion's out, can we have a code number grid for the pallet?
POOF!
(http://i1233.photobucket.com/albums/ff388/atmawpn312/Doompal-Final2_zpsa7af4ce7.png)

Is it true ? Do we really have this lively palette now ? If so, it looks pwetty ! (through editing the numbers for the new colors of various stuff will be AW)

And second question, if I could have an explanation why the WCOLORS.acs can't compile... I even tried to compile the one in MM8BDM-v3A, and it says there's an error at the line 161...
Title: Re: MM8BDM v3a Released!
Post by: Zard1084 on December 22, 2012, 09:01:31 PM
Quote from: "Stardust"
I think I saw most of the features, if not all, of the extension, so now I'm back to modification, but I have two little things to ask.

Quote from: "Messatsu"
Quote from: "ice"
Anywho, now that the expansion's out, can we have a code number grid for the pallet?
POOF!
(http://i1233.photobucket.com/albums/ff388/atmawpn312/Doompal-Final2_zpsa7af4ce7.png)

Is it true ? Do we really have this lively palette now ? If so, it looks pwetty ! (through editing the numbers for the new colors of various stuff will be AW)

And second question, if I could have an explanation why the WCOLORS.acs can't compile... I even tried to compile the one in MM8BDM-v3A, and it says there's an error at the line 161...
It sounds to me you messed up at that line go back and check it again and try to fix it
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 22, 2012, 09:14:20 PM
No, because you have to use the Zandronum acs compiler now due to Zandronum specific ACS that isn't available in the old skulltag one.
You'll have to replace it with this compiler (https://dl.dropbox.com/u/33338072/ZandroACS.zip)

With Slade3, just go to Editor, Preferences. Open up the scripting tab and then click ACS and use the location of ZandroACS Folder.
Title: Re: MM8BDM v3a Released!
Post by: Stardust on December 22, 2012, 09:17:40 PM
Ah yes, that was the problem, thanks a lot Ivory. Also I confirm that the palette some posts above, in the quote, is the new one, I saw it in some lump of MM8BDM-v3a.pk3.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on December 22, 2012, 09:35:00 PM
Quote from: "Messatsu"
(http://i1233.photobucket.com/albums/ff388/atmawpn312/Doompal-Final2_zpsa7af4ce7.png)

So, just to clarify, which of these numbers are the correct Blue and Cyan for changing weapon colors? (I'm planning on using this palette to help me fix the colors on my skins.)
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 22, 2012, 09:38:21 PM
The correct Cyan and Blue are the same as v2c and below. But I can't really call the exact numbers off the top of my head..
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on December 22, 2012, 09:53:52 PM
198 and 192 are the default colors
Title: Re: MM8BDM v3a Released!
Post by: Copy Robot on December 22, 2012, 09:55:22 PM
Quote from: "ice"
Knight crush's icon just looks very out of place next to the other weapons, everything had a black back ground while you have the 1 weapon with a grey background with shadow.

Hyper Bomb who had it the whole time and Oil Slider both say hi
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 22, 2012, 10:13:47 PM
Quote from: "Gizmo The Cat"
"Super Smash"
Brothers :p

Quote from: "Beed28"
I'm just wondering... weren't the health/ammo pickups in the MM1 stages supposed to use their MM1 sprites? (http://www.cutstuff.net/forum/viewtopic.php?p=163841#p163841)
Quote from: "Mr. X"
We dropped that idea since it could confuse new players who hadn't played all of the classic Mega Man games and another reason that I can't remember off the top of my head.
you can thank me for that (http://www.cutstuff.net/forum/viewtopic.php?p=163874#p163874)

Quote from: "CutmanMike"
Maybe he [the final boss] needs a tweak in the difficulty department though.
Don't you DARE make him easier in the slightest.

I played through the whole campaign again, and I was a bit disappointed on the absolutely massive nerf Wily Capsule 7 got in the health department. A fight that was formerly a test of endurance devolved into literally "dodge his shots and shoot him a bunch with Thunder Bolt four times". Sure, the old health might have been a bit on the ridiculous side, but this new health just makes Wily Capsule 7 sort of a pushover. I'm not asking for a reversion, but just a slight improvement.

Which brings me back to the matter of the Mega Man 8 final boss. Look, I understand he's hard, but that's sort of the whole point. I loved the challenge of the boss, and for me the initial confusion of "HOW DO I EVEN HIT HIM" got me thinking in a lot of different ways, trying to deflect his attacks or have him run into things on the stage or whatever else. When I finally did figure out how to hit him... well, I died that round because I was nearly out of health anyway, but the very next round I nearly got a PERFECT against the boss. I feel that once you know how to approach this boss, the difficulty really isn't that bad anymore.

Aside from maybe a very slight tweak in the boss's health, I wouldn't touch a thing. The sheer craziness and difficulty of the boss's attacks is what makes him so damn scary and awesome in the first place, and once you figure out the "blind spots" in each of his attacks it's really not hard at all.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on December 22, 2012, 10:18:54 PM
Quote from: "Messatsu"
198 and 192 are the default colors

Thanks much. I've got the colors down right, now.
Title: Re: MM8BDM v3a Released!
Post by: Galactan on December 22, 2012, 10:21:03 PM
The sleds in Frost Man's stage are very laggy over the internet.
Title: Re: MM8BDM v3a Released!
Post by: Tengu on December 22, 2012, 10:25:22 PM
I'm not having any online lag issues with them.
Title: Re: MM8BDM v3a Released!
Post by: LlamaHombre on December 22, 2012, 10:33:47 PM
Chapter Boss Spoilers:

First. Must say I wasn't too terribly impressed with the Duo fight. It's very cut and dry, and the Arrow buster actually felt like a worse idea than just popping him full of bullets. Duo can and will often rush forward with no signals and instakill you, which made the fight that much more annoying. If this were the Chapter boss, I'd be disappointed as hell. Luckily, he's not.

I had no idea what to think when I was yanked control from MM8DW2 because a huge hole appeared in the ceiling and this robot man guy dude slowly descended. The dialogue between the robot masters is amusing enough before hand, and when they all explode simultaneously, it only goes to show how much this incoming fight is going to hurt. The cutscenes are surprisingly well joined, and it made the plot rather compelling. Grabbing Duo's fist and just flying upwards helped you gain this sense of climax and strength. You're going to kill this douchebag for this man who trusts you with his left arm.

Before anything, let me say that my favorite sorts of final bosses fall under the self-dubbed category of Congruent Finals. Bosses with equal size (unless you're Frost Man) and strength are more compelling and memorable to me than fighting a 30 ton behemoth (though I say Gamma's still rather cool). This boss is the best boss in the entire game, hands down. The initial learning curve of "How do I even hit" is crazy enough to work, and each successful hit feels satisfying because of the knockback and the crashes that play. The attacks are all insanely destructive and you know that if you don't move, you're going to get wrecked. My favorite attack to dodge is the Tornado Hold, though I haven't had a chance to dodge Astro Crush. When he combines his powers, it requires you as a player to make a quick decision on what the hell you need to do. If I'm flying through Tornado Hold, and he suddenly pulls out Flash Bomb, I realize I need to start zigzagging around the place in order to not get hit by anything, and it makes the battle really tense and unbelievably fun. The music helps build the drama, as well.

About nerfing him? Don't. At least, don't permanently nerf him. There were lots of battles early on in the game that were previously hard and challenging (mainly Gamma, Met Daddy) that are suddenly really easy when you know which weapon to use. Drill Bomb on Met Daddy makes the fight a joke. Atomic Fire on Gamma, again, makes the fight a joke. Removing challenge from the current final boss really doesn't feel like the way to handle it. Here's what I offer.

Bring back the boss rush room in a different fashion. It'll collect bosses as you move through the game, and will offer you both Normal and Hard bosses. Normal bosses are ones left in the campaign to allow for smoother continuation, while Hard bosses are excluded from the campaign, and will be stronger than they are. For example, current Met Daddy would be left in the campaign as the Normal Boss, while the original Met Daddy with stronger resistances would be classified as a Hard Boss and left optional. It'd allow for more easy playability for people who just want to breeze through the campaign but would give people who are into this new single player more to do.

Well, those are my thoughts. Well done, MM8 team!
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 22, 2012, 10:42:09 PM
Quote from: "LlamaHombre"
Here's what I offer.

Bring back the boss rush room in a different fashion. It'll collect bosses as you move through the game, and will offer you both Normal and Hard bosses. Normal bosses are ones left in the campaign to allow for smoother continuation, while Hard bosses are excluded from the campaign, and will be stronger than they are. For example, current Met Daddy would be left in the campaign as the Normal Boss, while the original Met Daddy with stronger resistances would be classified as a Hard Boss and left optional. It'd allow for more easy playability for people who just want to breeze through the campaign but would give people who are into this new single player more to do.
PLEASE.

Seeing old bosses with new tricks, like a Doc Robot using Time Slow in-between buster flurries, or a Yellow Devil that uses his Powered UP / The Power Battles hand slap, would be the greatest thing I could ever ask in for from this already glorious game.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on December 22, 2012, 10:54:09 PM
^ Yes. This must be done, for Great Justice.
Title: Re: MM8BDM v3a Released!
Post by: Jennifer on December 22, 2012, 11:53:46 PM
Quote from: "SmashBroPlusB"
Quote from: "LlamaHombre"
Here's what I offer.

Bring back the boss rush room in a different fashion. It'll collect bosses as you move through the game, and will offer you both Normal and Hard bosses. Normal bosses are ones left in the campaign to allow for smoother continuation, while Hard bosses are excluded from the campaign, and will be stronger than they are. For example, current Met Daddy would be left in the campaign as the Normal Boss, while the original Met Daddy with stronger resistances would be classified as a Hard Boss and left optional. It'd allow for more easy playability for people who just want to breeze through the campaign but would give people who are into this new single player more to do.
PLEASE.

Seeing old bosses with new tricks, like a Doc Robot using Time Slow in-between buster flurries, or a Yellow Devil that uses his Powered UP / The Power Battles hand slap, would be the greatest thing I could ever ask in for from this already glorious game.

I actually heavily approve this, as fighting the Original Wily #7 Capsule from V2B/C would be much more refreshing than jamming a couple of thunder bolts down his throat and sitting back and relaxing, or having Darkman4 use attacks from some of his previous forms as well. (Darkman3's paralyze shot anybody?)
Title: Re: MM8BDM v3a Released!
Post by: Zard1084 on December 23, 2012, 12:08:03 AM
Quote from: "SmashBroPlusB"
Quote from: "LlamaHombre"
Here's what I offer.

Bring back the boss rush room in a different fashion. It'll collect bosses as you move through the game, and will offer you both Normal and Hard bosses. Normal bosses are ones left in the campaign to allow for smoother continuation, while Hard bosses are excluded from the campaign, and will be stronger than they are. For example, current Met Daddy would be left in the campaign as the Normal Boss, while the original Met Daddy with stronger resistances would be classified as a Hard Boss and left optional. It'd allow for more easy playability for people who just want to breeze through the campaign but would give people who are into this new single player more to do.
PLEASE.

Seeing old bosses with new tricks, like a Doc Robot using Time Slow in-between buster flurries, or a Yellow Devil that uses his Powered UP / The Power Battles hand slap, would be the greatest thing I could ever ask in for from this already glorious game.
I give +1 vote for this it must be done!
Title: Re: MM8BDM v3a Released!
Post by: Neo on December 23, 2012, 12:12:35 AM
GREAT. just GREAT, v3a comes out when im NOT able to enjoy it cause of (first it was the hard drive not working, $400+ repair) wireless internet not working <_>
Title: Re: MM8BDM v3a Released!
Post by: MasterXman on December 23, 2012, 12:47:12 AM
Final Boss is actually kinda hard a bit. A small nerf would be nice and what the heck is a "Duofish"?
Title: Re: MM8BDM v3a Released!
Post by: Hilman170499 on December 23, 2012, 01:04:45 AM
Quick and simple question: What is the music code for Light's Lab? It sounds kind of awesome.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 23, 2012, 01:09:12 AM
Quote from: "SmashBroPlusB"
Quote from: "Beed28"
I'm just wondering... weren't the health/ammo pickups in the MM1 stages supposed to use their MM1 sprites? (http://www.cutstuff.net/forum/viewtopic.php?p=163841#p163841)
Quote from: "Mr. X"
We dropped that idea since it could confuse new players who hadn't played all of the classic Mega Man games and another reason that I can't remember off the top of my head.
you can thank me for that (http://www.cutstuff.net/forum/viewtopic.php?p=163874#p163874)

I can safely say you were the last person on our minds when we made this decision.
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 23, 2012, 01:57:18 AM
Quote from: "Hilman170499"
Quick and simple question: What is the music code for Light's Lab? It sounds kind of awesome.
It's "DRLIGHT"
Title: Re: MM8BDM v3a Released!
Post by: Tengu on December 23, 2012, 02:04:01 AM
Hey uh.


WHERE CAN I FIND THE MUSIC USED IN THE TRAILER
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 23, 2012, 02:10:12 AM
Probably best to PM Mike that question. He made the trailer.
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 23, 2012, 02:27:51 AM
Actually, I know where he got it.
Title: Re: MM8BDM v3a Released!
Post by: CutmanMike on December 23, 2012, 02:47:31 AM
http://rushjet1.bandcamp.com/album/mega-man-3-remade (http://rushjet1.bandcamp.com/album/mega-man-3-remade)
Title: Re: MM8BDM v3a Released!
Post by: Smunch on December 23, 2012, 06:03:05 AM
Kalinka's victory sprite and music; Great addition.  Greatest Addition?  Gotta find that music code





But seriously, phenomenal job what have you.  There hasn't been a single thing changed that I haven't enjoyed.  I haven't seen everything, but I've seen enough to give it

A+ 5 Stars 10 outta 10
Title: Re: MM8BDM v3a Released!
Post by: squidgy617 on December 23, 2012, 06:06:09 AM
I finally got this.

W00t PU stuff. W00t MM8 stuff.

Not so w00t that you used that other OilMan skin. I always thought that the other TimeMan skin from the PU expansion was pretty good, maybe better than mine... but the OilMan just looks disturbing to me.

Whatever, people can use my version if they so choose, I suppose.

I gotta be totally honest though, the new Duo does look better. Could I ask where I could get the original spritesheet? The sprites look great.

This new release makes me want to skin again. I just need inspiration :/
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 23, 2012, 06:31:48 AM
Quote from: "squidgy617"
This new release makes me want to skin again. I just need inspiration :/
Bad Box Art Roll from Street Fighter x Tekken



do it for GREAT JUSTICE
Title: Re: MM8BDM v3a Released!
Post by: Copy Robot on December 23, 2012, 06:38:07 AM
Quote from: "squidgy617"
I gotta be totally honest though, the new Duo does look better. Could I ask where I could get the original spritesheet? The sprites look great.

Here you go there were like a billion sprites to choose from it was really hard to choose which ones to use for his animations. (http://brotoad.deviantart.com/gallery/?q=duo#/d59ic9j)
Title: Re: MM8BDM v3a Released!
Post by: Accel on December 23, 2012, 06:43:15 AM
Quote from: "squidgy617"
Not so w00t that you used that other OilMan skin. I always thought that the other TimeMan skin from the PU expansion was pretty good, maybe better than mine... but the OilMan just looks disturbing to me.
Yeah, I actually kinda agree with this. If there's one thing I don't like about this expansion, it's the choice in OilMan's skin. Something about him makes him extremely... punchable.
Title: for v3b though.
Post by: Ivory on December 23, 2012, 06:48:11 AM
Guess now is a bad time to mention. Don't get used to the current Time Man skin, we just ran out of time to get it overhauled as well. :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: Emmanuelf06 on December 23, 2012, 06:48:21 AM
I finished the single mode and it was crazy as hell !!! I never played a fangame like that, i want mean, it's more than an official game for me! The end was splendid, epic !
like the v1 and v2, v3 make it again more epic!!!

Just to know, how much worker (men who worked on this version) There was ? for the maps, skins, all....
I want say to a friend than MM8DBM have the best team ever  :mrgreen:
Title: Re: MM8BDM v3a Released!
Post by: LeafBlade on December 24, 2012, 12:51:11 AM
Just downloaded it on Mac, and loving the revamped campaign.


Good work on this guys, it's amazing.
Title: Re: MM8BDM v3a Released!
Post by: Atticus on December 24, 2012, 05:43:09 AM
I beat the entire campaign, how do I get to the boss rush? Or does it not exist anymore?
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 24, 2012, 05:44:08 AM
Boss Rush is gone. The whole point of boss rush was to be able to fight bosses without beating the levels again. But now you can just select each boss from the stage select.

Now also considering the boss rush room was converted into a patio...
Title: Re: MM8BDM v3a Released!
Post by: Atticus on December 24, 2012, 05:53:41 AM
So then what IS gutsman standing in front of?
Title: Re: MM8BDM v3a Released!
Post by: Kapus on December 24, 2012, 05:58:47 AM
Probably another dead slash man.
Title: Re: MM8BDM v3a Released!
Post by: Rozark on December 24, 2012, 07:41:32 AM
Quote from: "Kapus"
Probably another dead slash man.

You mean he IS standing in front of a dead slashman.
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 24, 2012, 10:41:11 AM
Quote from: "Ivory"
Now also considering the boss rush room was converted into a patio...
I'm sorry, but this has got to be my favorite line in the game. Man, I enjoyed the bit of prodding at the Archie Comics, Powered UP, &Bass's Data CDs, game knowledge like Ice Slasher's freezing and Metal Man being weak to himself...

... but to have an in-joke about 8BDM itself?

My sides.
Title: Re: MM8BDM v3a Released!
Post by: Magikarp on December 24, 2012, 10:52:28 AM
what's so funny about the patio exactly :o
Title: Re: MM8BDM v3a Released!
Post by: Myroc on December 24, 2012, 11:20:09 AM
Quote from: "Atticus"
So then what IS gutsman standing in front of?
Why don't you go and ask him? He should be willing to explain as long as he isn't busy complaining about the weather.
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 24, 2012, 11:59:20 AM
Quote from: "Smunch"
Kalinka's victory sprite and music; Great addition.  Greatest Addition?  Gotta find that music code
This comment confuses me.  :?
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on December 24, 2012, 12:29:55 PM
A couple of things that I'd like to say:
Cloudman's stage spawns me in a pit. (Thx for that)
Elecman's stage has clones of myself when I play offline skirmish with no bots. I die if I kill one. (BRB WRITING CREEPYPASTA)
Turboman's stage spawned me facing that truck, and now I'm scrubbing bricks off of my chair.
But the other changes were awesome!
Title: Re: MM8BDM v3a Released!
Post by: ice on December 24, 2012, 02:01:05 PM
This has popped up multiple times in this thread. CHANGE THE GAMEMODE FROM CO OP

sorry if the font seems rude, but this needs to be more noticable
Title: Re: MM8BDM v3a Released!
Post by: TheDoc on December 24, 2012, 03:28:39 PM
Not sure if this has been brought up before (it probably has :| ) but now that you save the game by level, is there a possibility to save the secret weapons you get? For instance, if I beat Ballade, then get to Plantman's stage and decide to quit, it'd be nice to be able to come back and still have his weapon (especially for the Chapter 6 final boss).
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 24, 2012, 04:18:12 PM
I just thought of something just now; Dr. Light's lab needs a trampoline outside somewhere. Prehaps near the hanging tire?
Title: Re: MM8BDM v3a Released!
Post by: LlamaHombre on December 24, 2012, 04:28:53 PM
I was thinking of the exterior of Light's Lab having showcases of all the gimmicks in the maps, including the Snowboards, Springs, Gyro Fans, etc. to introduce newcomers to these new gamestyles as well as give them something to mess around with between matches.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on December 24, 2012, 04:44:44 PM
Quote from: "LlamaHombre"
I was thinking of the exterior of Light's Lab having showcases of all the gimmicks in the maps, including the Snowboards, Springs, Gyro Fans, etc. to introduce newcomers to these new gamestyles as well as give them something to mess around with between matches.
Why not add another teleporter to Auto's Room and add a sign on the wall behind of each to indicate Weapon Training and Mobility Training, where the later would take you to a course where you learn about all maps gimmicks?
Title: Re: MM8BDM v3a Released!
Post by: Laggy Blazko on December 24, 2012, 04:57:40 PM
Quote from: "Super64ds"
Elecman's stage has clones of myself when I play offline skirmish with no bots. I die if I kill one. (BRB WRITING CREEPYPASTA)
Ho ho ho, I never expected to hear about "vodoo dolls" (http://doom.wikia.com/wiki/Voodoo_doll) in 8BDM.
I guess you're trying to play in coop/survival or testing the map with doom builder.
Title: Doom Wiki is much better than Doom Wikia
Post by: Beed28 on December 24, 2012, 05:50:13 PM
Quote from: "Laggy Blazko"
Quote from: "Super64ds"
Elecman's stage has clones of myself when I play offline skirmish with no bots. I die if I kill one. (BRB WRITING CREEPYPASTA)
Ho ho ho, I never expected to hear about "vodoo dolls" (http://doomwiki.org/wiki/Voodoo_doll) in 8BDM.
I guess you're trying to play in coop/survival or testing the map with doom builder.

Fixed the link for you. :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: CutmanMike on December 24, 2012, 05:52:34 PM
Quote from: "TheDoc"
Not sure if this has been brought up before (it probably has :| ) but now that you save the game by level, is there a possibility to save the secret weapons you get? For instance, if I beat Ballade, then get to Plantman's stage and decide to quit, it'd be nice to be able to come back and still have his weapon (especially for the Chapter 6 final boss).

Not gonna happen sorry. The more external variables we have to juggle, the worse things are going to get. One is enough (the one that keeps track of how far you are in singleplayer).
Title: Re: MM8BDM v3a Released!
Post by: Mr. Sean Nelson on December 24, 2012, 06:22:18 PM
I'm only at Chapter Two now, but things look pretty good so far!

I have to say, I'm not a fan of the wind storm buff.
The damage is just way too much.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 24, 2012, 09:05:11 PM
You know what? I just realised something. That "JUMP JUMP!" voice clip may actually be in 8-bit; as a DPCM sample. I was wondering why the voice was in such a low quality, but then I remembered the title screen for Action 52, which has a low quality voice clip saying "Make your selection, now!".
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on December 24, 2012, 09:14:46 PM
Also like GOSTBERSTERS! Yea, it's a DPCM sample.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 24, 2012, 09:28:02 PM
I was suspicious when I first heard it, but I was handed the famitracker file for proof.
Title: Re: MM8BDM v3a Released!
Post by: Smunch on December 24, 2012, 11:51:24 PM
Quote from: "geno"
Quote from: "Smunch"
Kalinka's victory sprite and music; Great addition.  Greatest Addition?  Gotta find that music code
This comment confuses me.  :?

The victory screen for the Team Cossack is nice.  Music code is COSSVIC.
Title: Re: MM8BDM v3a Released!
Post by: TailsMK4 on December 25, 2012, 03:23:19 AM
I have crashed a LOT recently while trying to Duel other people, even on stages I do not normally crash on (like MM3DW1). I have no idea if it was the server I was at, but it has made Duel impossible for me to play.
Title: Re: MM8BDM v3a Released!
Post by: Mr. Sean Nelson on December 25, 2012, 05:59:46 AM
Likewise.

Duel just can't catch a damn break.
Title: Re: MM8BDM v3a Released!
Post by: TheDoc on December 25, 2012, 05:50:46 PM
Quick question: I moved my MM8BDM files from my old computer to my new ones, but now the new weapon colors (atomic fire, drill bomb, etc.) aren't there. It's all the colors from v2. What I need to know is what file(s) control the weapon colors so that I can take it out of the zip file and re-extract it into my main folder (the problem was that I had some v2 files mixed with my v3 files right now so I need to replace the weapon color file w/ the v3 file)
Title: Re: MM8BDM v3a Released!
Post by: Knux on December 26, 2012, 02:56:16 AM
Oil Barrels that respawn can kill a player/bot if they're standing there. Is this intended?
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on December 26, 2012, 02:59:09 AM
Probably. You'd get stuck and have to blast your way out, almost surely causing your death anyway.
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 26, 2012, 09:43:56 AM
You know how the count bombs show a "ghost image" for a second or two before they fully respawn?

Why not do something like that for Oil Man's oil canisters?
Title: Re: MM8BDM v3a Released!
Post by: Orange juice :l on December 27, 2012, 02:31:57 AM
The new wind storm is way too powerful. It's got high rate of fire, very high damage at medium to long range, a massive hitbox, and the ability to effortlessly chain together hits. If any of these factors were reduced, it'd be fine, but together, they make the weapon incredibly strong.
Title: Re: MM8BDM v3a Released!
Post by: TailsMK4 on December 27, 2012, 03:21:18 AM
End of Game Spoilers (yes, I did beat it, at last):

I loved the battle against the Evil Robot. It took a lot of tries to figure out how to dodge the attacks, with Tornado Hold being my biggest challenge until I figured out how to dodge it. If anyone needs help with the boss, I figured out how to dodge all of its attacks...most of the time. As for near the end...he did the Astro Crush + Flame Sword combo twice, which can be a bit tricky to dodge since you have no idea where the last few asteroids are placed, but otherwise when I finally beat it, I had about half of my health left. The one that is still a bit tricky for me to dodge is Water Balloon, though it is mostly dealing with what remains of them after he finishes firing. I still vote the MM7 boss as the hardest, as sometimes he can teleport RIGHT above you, and his fire spheres take away almost a third of your energy if one hits you. As for the ending...I cannot wait for version 4, since I already know what game will be next.

With Single Player beaten, now I'll reappear online. Btw, might I mention I had a ton of crashes during Single Player, too? Sometimes they occur before a stage is completely loaded, and since the game does not save at that point...that was annoying to repeat stages, especially Aqua Man's.
Title: Re: MM8BDM v3a Released!
Post by: Knux on December 27, 2012, 07:17:25 AM
I was assuming that small health pellets now restored 10 HP. Upon inspection, they still restore 15 HP. Not that I'm complaining.  :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 27, 2012, 07:19:01 AM
No, why would they? Considering all the weapons in the game tend to be a 4 to 3 hit kill. Nerfing small health is an awful idea. Only big health / energy got buffed.
Title: Re: MM8BDM v3a Released!
Post by: Mr. Sean Nelson on December 28, 2012, 04:27:55 AM
Quote from: "Orange juice :l"
The new wind storm is way too powerful. It's got high rate of fire, very high damage at medium to long range, a massive hitbox, and the ability to effortlessly chain together hits. If any of these factors were reduced, it'd be fine, but together, they make the weapon incredibly strong.

I noticed this immediately upon playing MM1DW1.
It is just crazy broken.
Title: Re: MM8BDM v3a Released!
Post by: ? Manibogi ? on December 28, 2012, 10:54:36 AM
I don't mind the height, but the horizontal hitbox is horrendously broken. Like Sean said, I found that out in MM1DW1, where one of them could hit anyone in the corridor.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 28, 2012, 08:29:39 PM
Soooo, is there a reason why Tengv Tengu Man's stage doesn't have the ACS source? I'm kinda finding that ironic since the ACS sources for Dr. Light's lab and Unknown are now finally avaliable. It's not because of the Tengv Music, isn't it.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 28, 2012, 09:15:39 PM
Yes, I didn't want anyone to figure out exactly how the easter egg occurs until v3b, so it stayed a surprise. Though it should be obvious at this point. :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on December 28, 2012, 09:21:47 PM
By the way, i'm worried about these crashes I'm getting. So far they seem to involve only LMS and TLMS, haven't seen it happen in DM and TDM.
TLMS: Without mod, hosted by Celebi
LMS: With Bot Apocalypse, hosted by Deathwind
LMS: With Saxton & Friends and a simple classes mod, hosted by Best Ever.

I'm not saving reports, tough.
Title: Re: MM8BDM v3a Released!
Post by: Atticus on December 28, 2012, 09:28:27 PM
Edit: nevermind about what I said.

But what I did notice something. A while ago, it was said Zandronum had native possession board reset, but I tested it out and the board dissapears after being left alone for a bit, but then it seems to dissapear completely. Maybe I just suck at finding it, but it was on Cutman, so there's obviously not many places for it to hide.
Title: Re: MM8BDM v3a Released!
Post by: Dark Phil on December 29, 2012, 02:23:28 AM
So, where can I get the face shots that are in the game. Because I would like to update the picture below with some of those.
(http://24.media.tumblr.com/tumblr_m63n67xoO41r2nhcko1_500.png)

Next Question: After I beat Duo, I was thinking I was done with the chapter, then, to my surprise, one more level and then a boss fight?!?!?! Does that boos have an official name?
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on December 29, 2012, 02:27:15 AM
It does not have an official name, but it is referred to as "Evil Robot".
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on December 29, 2012, 02:33:29 AM
Well from the way I look at MM8, the robot itself was minor character and a excuse to make plot for MM8.
Title: Re: MM8BDM v3a Released!
Post by: Korby on December 29, 2012, 02:46:08 AM
I like to call him Solo.
Title: Re: MM8BDM v3a Released!
Post by: LlamaHombre on December 29, 2012, 02:47:29 AM
Is it wrong that I thought of the Star Force series's anti-hero (Rogue, aka Solo) before I made the Duo/Solo connection?
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on December 29, 2012, 02:57:33 AM
Quote from: "Dark Phil"
So, where can I get the face shots that are in the game. Because I would like to update the picture below with some of those.
(http://24.media.tumblr.com/tumblr_m63n67xoO41r2nhcko1_500.png)

Next Question: After I beat Duo, I was thinking I was done with the chapter, then, to my surprise, one more level and then a boss fight?!?!?! Does that boos have an official name?
If you can try to redo that as a png please. Cause it was first saved as a jpeg and will forever have jpeg quality even as a png now. If it can be redone completely to png quality those pictures will be more practical. See my Class Hub map for example, I first used that.

Oh also, maybe see about adding the missing 3 DOS bosses Blade, Wave, and Oil they are in the DOS expansion thread. Maybe even toss in Ra Thor if you wanna do a custom one.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on December 29, 2012, 03:13:07 AM
That honestly don't look too hard to redo in png. It's mostly just the tedious process of putting the mugshots together and the borders.
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on December 29, 2012, 03:43:54 AM
Hey, that name's pretty cool for the character that just barely appeared in MM8. Solo. Yeah.
Title: Re: MM8BDM v3a Released!
Post by: Laggy Blazko on December 29, 2012, 05:52:31 AM
I called him "Oud". Don't kill me.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 29, 2012, 05:53:43 AM
He's canonly still called Evil Robot in MM8BDM canon. As seen in the bonus cutscene and all the internal names.
Title: Re: MM8BDM v3a Released!
Post by: Geno on December 29, 2012, 06:19:47 PM
Quote from: "Dark Phil"
So, where can I get the face shots that are in the game. Because I would like to update the picture below with some of those.
(http://24.media.tumblr.com/tumblr_m63n67xoO41r2nhcko1_500.png)

Next Question: After I beat Duo, I was thinking I was done with the chapter, then, to my surprise, one more level and then a boss fight?!?!?! Does that boos have an official name?
You can get the faces of evil by loading the main MM8BDM-v3a.pk3 file with SlumpEd and go to patches/faces.

ALSO,
Wow, look. (http://geno2925.deviantart.com/#/d5popjw) I made a thing.
Use for MM8BDM v3b.
*runs away
Title: Re: MM8BDM v3a Released!
Post by: Dark Phil on December 29, 2012, 07:06:21 PM
where can I get SlumpEd?
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on December 29, 2012, 07:43:14 PM
DarkPhil, it's over here. (http://lmgtfy.com/?q=SlumpED+Download)
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 29, 2012, 08:09:11 PM
So, some potential spoilers here:
So, um, guys. Do you remember this post I made in the MM8 discussion thread eariler this year? (http://www.cutstuff.net/forum/viewtopic.php?p=160505#p160505)
Quote from: "Beed28"
Let me guess the unpossible impossible outcomes...

The UNKOWN ACS source is revealed? Nope. Never in a million years.
Quint is a secret boss? Maybe.
The unnamed Evil Robot hijacks Wily as the final boss? Now I'm just being silly.

Well, look where we are now. We might not have gotten to fight Quint, but look at the other two points; the ACS source for the Unknown map is there, and look at who the final boss is.

MM8 dev team, have you been secretly taking my suggestions.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on December 29, 2012, 08:18:15 PM
If you believe so. Keeping in mind that I continued to deny any sort of PU into MM8BDM despite it being planned since the beginning. Then there's also denying Duo Fist being included despite the fact it was... :ugeek:

Final Boss Spoiler Trivia:
Originally, Mike was the one who wanted Evil Robot while mostly everyone else on the Dev Team was against the idea in favor of Super Bass. After a week or so on the issue, Mike decided to make Super Bass instead. HOWEVER, mostly everyone else then decided that Evil Robot was a better idea and all the votes switched leaving Mike as the only one who wanted Super Bass at that point.
Title: Re: MM8BDM v3a Released!
Post by: Myroc on December 29, 2012, 08:22:00 PM
I wanted both of them, with the Super Bass fight leading in to the Evil Robot fight. :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: Korby on December 29, 2012, 08:24:30 PM
I'd like it to be known that I was always in favor of Evil Robot/Solo :ugeek:

Honestly, if there's something I liked the most about 3a being released, it was listening to Smashbro's reaction after all of our hard work.
Title: Re: MM8BDM v3a Released!
Post by: CHAOS_FANTAZY on December 29, 2012, 08:44:56 PM
Well, after the Duo fight, more than one boss fight per campaign is becoming more of an option.  What if you guys put Super Bass halfway through the MM7 Wily Castle?
Title: Re: MM8BDM v3a Released!
Post by: LlamaHombre on December 29, 2012, 08:47:10 PM
Speaking of MM7, I think the boss could really use a refinement to give it the same sort of edge that MM6 and MM8 received. MM7 had one of the better endings in the series after all.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on December 29, 2012, 09:00:47 PM
Quote from: "Dark Phil"
where can I get SlumpEd?
SlumpEd is outdated, have Slade 3 instead.
RIGHT HERE (http://slade.mancubus.net/)
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on December 29, 2012, 09:07:52 PM
It would be better if the MM7 ending scene was tuned up a little. It could be like this; after Wily Capsule is defeated, the room starts exploding and debry starts falling on top of Wily. Treble would then warp in and rescue him and Bass would then appear and say that it was only a minor setback and that they'll be back (leading into the MM8 section). The room starts exploding again and an Exit Unit drops from the ceiling, which your character then goes and picks it up and teleports away. And then it goes to the "your character is walking away from the burning castle" credits as usual, except the fortress is actually exploding before it bursts into flames.

That's a point. Why wasn't it exploding before it burst into flames beforehand?
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on December 29, 2012, 10:04:30 PM
heh, the MM8 cut scenes hath spoiled you.
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on December 29, 2012, 11:07:23 PM
Quote from: "Korby"
Honestly, if there's something I liked the most about 3a being released, it was listening to Smashbro's reaction after all of our hard work.
pffffffffffft

I think I went a little overboard in Light's Lab alone :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on December 29, 2012, 11:42:00 PM
I remember suggesting the Duo buster style from Power Battles and people saying "no." I found it ironic to see anyway.
Title: Re: MM8BDM v3a Released!
Post by: Gumballtoid on December 29, 2012, 11:44:27 PM
I remember starting a thread a few months ago about adding Powered Up content into the core MM8BDM, and it was promptly shot down.

And look at what we've got now.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on December 30, 2012, 01:09:56 AM
Both ideas were shot down to avoid ruining the surprise that both were already in :cool:
Title: Re: MM8BDM v3a Released!
Post by: Rozark on December 30, 2012, 09:15:11 AM
Quote from: "Gumballtoid"
I remember starting a thread a few months ago about adding Powered Up content into the core MM8BDM, and it was promptly shot down.

And look at what we've got now.


That's nothing.

I remember talking to a few people in a server about forming some sort of team and making the mm8 expansion ourselves, seeing as there was no proof of it being made.

-a week later-

Oh hey, the mm8dev topic is made, and it looks like that it's been worked on for a few months already :I
Title: Re: MM8BDM v3a Released!
Post by: Atticus on December 30, 2012, 07:18:49 PM
So I made a thread on Reddit promoting v3 and it's gotten some good attention. If anyone wants to put a few good words in about it, here it is: http://www.reddit.com/r/Games/comments/ ... hat_could/ (http://www.reddit.com/r/Games/comments/15nxel/awesome_mega_man_firstperson_shooter_that_could/)
Title: Re: MM8BDM v3a Released!
Post by: RushJet1 on January 02, 2013, 07:44:46 AM
Title: Re: MM8BDM v3a Released!
Post by: Magikarp on January 02, 2013, 01:41:37 PM
Quote from: "RushJet1"
this song is really sexy, i'll say that

edit: An MP3 or something of the Duo theme would be awesome though
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on January 02, 2013, 02:58:58 PM
Quote from: "RushJet1"

Aw man, that's awesome. Lemme just say right now that I'm a big fan of your works.  :mrgreen:
Quote from: "Magikarp"
An MP3 or something of the Duo theme would be awesome though
And I second this.
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on January 02, 2013, 07:41:27 PM
Give the man a Metal!
He contributed an awesome final boss theme!
Title: Re: MM8BDM v3a Released!
Post by: Korby on January 02, 2013, 08:03:50 PM
If you want an MP3 of the Duo music, ask OrangeMario.

Then give it to me because that song is awesome.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on January 02, 2013, 08:09:13 PM
My apologies RushJet1. Didn't realize you had an account here. Have your metal.
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/MM8%20Expansion/RushJet1Metal.png)
Title: Re: MM8BDM v3a Released!
Post by: OrangeMario on January 03, 2013, 11:24:58 PM
Just a quick fyi for some of you, We based the Duo's theme off of the youtube video below because (I think) we felt that the origonal Duo's Theme in MM8 was not fitting enough for the events taking place in game.

Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on January 04, 2013, 12:17:23 AM
Quote from: "OrangeMario"
Just a quick fyi for some of you, We based the Duo's theme off of the youtube video below because (I think) we felt that the origonal Duo's Theme in MM8 was not fitting enough for the events taking place in game.

So basically you based it off his battle theme instead.
Title: Re: MM8BDM v3a Released!
Post by: Magikarp on January 04, 2013, 12:36:33 AM
hey guys

http://www.mediafire.com/?15uonwhkb5e5ram (http://www.mediafire.com/?15uonwhkb5e5ram)

Duo theme MP3 for yall
thanks OM
Title: Re: MM8BDM v3a Released!
Post by: OrangeMario on January 04, 2013, 01:07:05 AM
Quote from: "fortegigasgospel"
Quote from: "OrangeMario"
Just a quick fyi for some of you, We based the Duo's theme off of the youtube video below because (I think) we felt that the origonal Duo's Theme in MM8 was not fitting enough for the events taking place in game.

So basically you based it off his battle theme instead.

Wait, what do you mean his "Battle theme"?
It was based off of this theme IMMADUO did (unless im completly missing somthing). please explain.
Title: Re: MM8BDM v3a Released!
Post by: Korby on January 04, 2013, 01:11:29 AM
Actually, it's based on the remix U-GEN did.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on January 04, 2013, 02:51:33 AM
Quote from: "OrangeMario"
Quote from: "fortegigasgospel"
Quote from: "OrangeMario"
Just a quick fyi for some of you, We based the Duo's theme off of the youtube video below because (I think) we felt that the origonal Duo's Theme in MM8 was not fitting enough for the events taking place in game.

So basically you based it off his battle theme instead.

Wait, what do you mean his "Battle theme"?
It was based off of this theme IMMADUO did (unless im completly missing somthing). please explain.
There was 2 versions of Duo's theme, the normal which played when he was kicking giant robot ass and the battle version which played during the boss battle with him moments beforehand which was more fitting for a boss theme then the normal version, which that remix sounds more close to.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on January 04, 2013, 02:57:00 AM
You probably should realize that MM8's music is a soundfont based soundtrack.

As I checked on one of those sound/music viewers for the PS1. There's a handful of tracks that shows its indeed following that way.

There's also some unused sounds in the disk itself.


And the cutscenes techinally use one huge mainstream sound [similar to like on how the wav method was] and bunch of images to make the animation. Before than, wavs were kinda the mp3s in the old days of game making and the ogg method hadn't happened yet.

The reason the music was different was because it wasn't using its soundfont stuff and it lead to possibilities for different sounding.
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on January 05, 2013, 08:01:51 PM
Duo's Battle theme simply didn't work in 8-bit.  Plus, like almost all of the MM8 original soundtrack, it was horribly dull.
Title: Re: MM8BDM v3a Released!
Post by: HertzDevil on January 06, 2013, 03:03:51 AM
TENVMUS is the only good music serious
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on January 06, 2013, 04:37:11 AM
That dullness part may just only be an opinion really. I find the MM8 OST worth listening to and favorable.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on January 06, 2013, 10:28:03 PM
I think the Oilman skin should be changed so the scarf covers his mouth like in the Archie Comics, otherwise I fear the pink lips could offend some sensitive people.

Plus he would look more menacing that way.

Not to mention one of his lines in Dr. Light's lab when the weather is snowy. Gah. On the other hand, I think his line where he complains about Frost Man would definitly fit there better.
Title: Re: MM8BDM v3a Released!
Post by: Accel on January 06, 2013, 10:34:44 PM
Quote from: "Beed28"
I think the Oilman skin should be changed so the scarf covers his mouth like in the Archie Comics, otherwise I fear the pink lips could offend some sensitive people.

Plus he would look more menacing that way.

Not to mention one of his lines in Dr. Light's lab when the weather is snowy. Gah. On the other hand, I think his line where he complains about Frost Man would definitly fit there better.
I agree with this. He would look much better with a scarf, if you ask me.
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on January 06, 2013, 10:38:28 PM
He already has his scarf, Accel.  Beed's saying that the Scarf's location should be changed.
Title: Re: MM8BDM v3a Released!
Post by: Accel on January 06, 2013, 10:40:24 PM
Really? I haven't noticed it on the skin. I guess I should change what I was saying, to that it should be moved. It'd be a bit more noticeable that way.

EDIT: Just took a look, and wow... that is seriously easy to miss. It'd still look better covering his mouth.
Title: Re: MM8BDM v3a Released!
Post by: Kapus on January 06, 2013, 11:02:02 PM
It could probably work as an alternate skin, like Mega Man and Mega-Hair.
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on January 06, 2013, 11:10:10 PM
And also I think MM10 Slashman should be the main skin for the bot rather than RM7FC's, as it is Capcom's official sprites, but I can live with the current one, as it's not bad at all.[/slowpoke]
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on January 06, 2013, 11:15:22 PM
I agree with Slash Man's bot using the other skin. Also are we ever getting bots that use these alt skins at all?
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on January 06, 2013, 11:42:47 PM
Aside from outside mods?
Title: Re: MM8BDM v3a Released!
Post by: Super Bros Bros on January 07, 2013, 11:42:46 PM
Quote from: "Beed28"
I think the Oilman skin should be changed so the scarf covers his mouth like in the Archie Comics, otherwise I fear the pink lips could offend some sensitive people.

Plus he would look more menacing that way.

Not to mention one of his lines in Dr. Light's lab when the weather is snowy. Gah. On the other hand, I think his line where he complains about Frost Man would defiantly fit there better.
Can we also change his skin color?
It seems to pink and out of place among the other robot masters.
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on January 14, 2013, 04:25:42 PM
i actually have a question.
what will you do once there are no more classic megaman games to make into expansions for MM8BDM?
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on January 14, 2013, 05:00:10 PM
Let's see what they have left in the line:
Megaman and Bass (Called in code Megaman 8.5)
Megaman and Bass 2 (Not sure whether this is before or after 9)
Megaman 9
Megaman 10

Two or three games, depending on whether they make Megaman and Bass part of the line. And then there are the spin-offs:
Super Adventure Rockman
Rockman Strategy
Megaman DOS
Megaman GB to Megaman IV GB (Although these just recycles bosses)
Megaman V GB

Afterwards (taking in consideration or not the spin offs), I assume they would either stop updating it (except to adapt for changes in Zandronum engine) or start the X series. But, I don't really know, I'm not part of the team nor have I asked the Cutmanmike.
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on January 14, 2013, 05:14:29 PM
About wily tower from wily wars but is a little expansion but you can make it when you making the mm9 expansion.
Title: Re: MM8BDM v3a Released!
Post by: Galactan on January 14, 2013, 09:51:41 PM
Quote from: "tsukiyomaru0"
Let's see what they have left in the line:
Megaman and Bass (Called in code Megaman 8.5)
Megaman and Bass 2 (Not sure whether this is before or after 9)
Megaman 9
Megaman 10

Two or three games, depending on whether they make Megaman and Bass part of the line. And then there are the spin-offs:
Super Adventure Rockman
Rockman Strategy
Megaman DOS
Megaman GB to Megaman IV GB (Although these just recycles bosses)
Megaman V GB

Afterwards (taking in consideration or not the spin offs), I assume they would either stop updating it (except to adapt for changes in Zandronum engine) or start the X series. But, I don't really know, I'm not part of the team nor have I asked the Cutmanmike.

I consider the GB games to be part of the main series.  I really hope that they do MMV, though.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on January 15, 2013, 02:00:38 AM
Quote from: "Galactan"
Quote from: "tsukiyomaru0"
Let's see what they have left in the line:
Megaman and Bass (Called in code Megaman 8.5)
Megaman and Bass 2 (Not sure whether this is before or after 9)
Megaman 9
Megaman 10

Two or three games, depending on whether they make Megaman and Bass part of the line. And then there are the spin-offs:
Super Adventure Rockman
Rockman Strategy
Megaman DOS
Megaman GB to Megaman IV GB (Although these just recycles bosses)
Megaman V GB

Afterwards (taking in consideration or not the spin offs), I assume they would either stop updating it (except to adapt for changes in Zandronum engine) or start the X series. But, I don't really know, I'm not part of the team nor have I asked the Cutmanmike.

I consider the GB games to be part of the main series.  I really hope that they do MMV, though.
GB games are actually considered cannon. & Bass was actually ment to be what the classic series was going to become after MM8 (permanently) but that idea died with the game not leaving Japan originally and yes, is canon (look at MM9's ending, it shows Rock beat Wily 9 times prior, last one he had Magic Card's colors).

&Bass 2 supposedly takes place not too long after the first. Release date is 1999 one year after Megaman and Bass 1 and Super Adventure Rockman

SAR was released 2 months after M&B and is officially (in game) after 8.

Strategy was released in 2001 and was the final classic game released before MM9, it has to be after 8 cause Duo.

DOS is of course not within the normal timeline. But release dates put 1 between MM2 and 3, and 3 between 3 and 4 (or directly after 4 due to between the Jap and US releases of)

If all those get done then this will be a huge game that probably won't need to go anywhere else due to having pretty much more content then any FPS ever.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on January 15, 2013, 06:26:06 PM
I only guess after Megaman 10. We could wait until Megaman 11 comes, and have it covered.

Other than that, MM8BDM would essentially be complete in covering all the mainstream classics.


Someone should totally make an expansion of Rockman Xover and Megaman X Street Fighter.
Title: Re: MM8BDM v3a Released!
Post by: CHAOS_FANTAZY on January 16, 2013, 01:52:34 PM
The old post talking about it appears to have vanished from the website, but I recall a post in CutStuff's blog where CutManMike would like to oversee "fan games, rom hacks, etc etc" being put into the main game after the main series is completed (Then proceeded to talk about how MM8BDM couldn't pay his bills and he wanted to make a game that could and such).

So effectively after all is said and done from the canon, we're supposed to work on everything over here (http://www.cutstuff.net/forum/viewforum.php?f=37) (Sans the official game expansions, of course).
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on January 22, 2013, 01:50:17 AM
I don't have a better place to post this.

OJ and I did some math on Tengu's man stage. And we determined that in the 1 month Tengu Man's stage has been up and running, he has passed 765257 buildings on the way to the giant temple. 382628 buildings for one side.
I don't know if they will ever reach the temple at this rate.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on January 22, 2013, 01:52:09 AM
...buildings? What buildings. There's only clouds and mountains and plateaus.
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on January 22, 2013, 01:55:13 AM
The building looking thing in the scrolling sky. Most of it is mountains, but there's one part that definitely looks like a building of some sort.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on January 22, 2013, 02:16:28 AM
Quote from: "Ivory"
...buildings? What buildings. There's only clouds and mountains and plateaus.

Considering I slaved weeks over that skybox, I think I know what they are.  :cool:
Title: Re: MM8BDM v3a Released!
Post by: DarkAura on January 22, 2013, 02:26:42 AM
Any way that the belltower with the little robot who hammers the bell can be put into MM8CLO somehow?
Title: Re: MM8BDM v3a Released!
Post by: CopShowGuy on January 22, 2013, 08:28:29 PM
I can see some buildings on those plateaus.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on January 22, 2013, 08:53:26 PM
By the way, doesn't Duo's massive hand only have four fingers? The HUD shown when using his fist shows five.
Title: Re: MM8BDM v3a Released!
Post by: Dr. Freeman on January 22, 2013, 09:30:38 PM
Quote from: "Ivory"
Quote from: "Ivory"
...buildings? What buildings. There's only clouds and mountains and plateaus.

Considering I slaved weeks over that skybox, I think I know what they are.  :cool:

Fair enough.
He passed 765257 plateaus then...well more now because it's later.
Title: Re: MM8BDM v3a Released!
Post by: TheDoc on January 24, 2013, 10:46:32 PM
Is there a way to reset the campaign without having to "reset to defaults"?
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on January 24, 2013, 10:50:28 PM
Yes. Go to the console and type
hud_health_green 1
That should reset you to just after talking to Dr. Light. Dunno why you'd want to do this though. If you are in the lab you'll need to reload it.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on January 24, 2013, 11:13:27 PM
Quote from: "Messatsu"
Yes. Go to the console and type
hud_health_green 1
That should reset you to just after talking to Dr. Light. Dunno why you'd want to do this though. If you are in the lab you'll need to reload it.

Speaking of which, has anyone tried all the different values to see what different things Dr. Light has to say? In the Mega Man 8 section, he has at least three different things to say depending on your progress through it (while playing through the Robot Master maps, he mentions a meteor crashed and he sent it to Dr. Cossack, and when you reach the Duo stage, he says something different, and when you get to the Wily Tower stages he says another thing).
Title: Re: MM8BDM v3a Released!
Post by: Ivory on January 25, 2013, 12:55:56 AM
I can confirm (since I did those) that other than MM8, he only repeats the same thing for each game. The only reason I did that for MM8 was because the first message would make no sense once you got to Duo and beyond.
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on January 25, 2013, 01:33:03 AM
y'know, if you guys(as in something big like this) do another expansion, i think i might help. and not just for some silly medal, i've been on this forum long enough, now its my time to help.im starting to think that ive overstayed my welcome a little bit too much. except im horrible at every thing. im not sure if ill be much help. but ill do as much work as i can possibly do.
Title: Re: MM8BDM v3a Released!
Post by: Tengu on January 25, 2013, 01:40:37 AM
If you say you have no talent at doing things, then you probably shouldn't offer to help.
Title: Re: MM8BDM v3a Released!
Post by: Gumballtoid on January 25, 2013, 01:41:47 AM
There are individuals on this forum who would give an arm and a leg to be part of the expansion team. Simply saying, "hey yea im gonna help now" isn't how it works.
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on January 25, 2013, 01:48:33 AM
well, thats not what i mean.
im not in it for some lame medal with splash woman on it or my name on some credits that only show the player running, i just think that i should help. i think that i've just havent been much help with anything at all, and i know like 90% of the forums must look down on me(excluding leo). but as soon as cutstuff zombies is released, i'll show you all at what i can do.
but, i am good at making botchats. and im good at making some skins.
Title: Re: MM8BDM v3a Released!
Post by: Tengu on January 25, 2013, 01:51:34 AM
Uh. I'd hate to break it to you, but MM8BDM isn't made with Gamemaker and RPG maker
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on January 25, 2013, 01:54:22 AM
i know that. didnt i just say that i can skin and i can make some clever botchats?
im good at more then that.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on January 25, 2013, 02:19:04 AM
I'm not really interested in clever botchats though. clever is an element of it, but I'm also looking for in character bot chats. Which is why The_Broker has the monopoly on making bot chats that we use.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on January 25, 2013, 02:21:51 AM
Mr.Broker pretty much has all the botchats already I think. He has done 7 8 and DOS. Maybe more too. Also the dev team tend to be some of the best people at what they do
Title: Re: MM8BDM v3a Released!
Post by: TheDoc on January 25, 2013, 08:37:27 PM
I don't contribute much to this forum AT ALL. I have made some stuff (Find the RM Mappack, Rockman Grayzone Music Pack), but overall, I can't say I've contributed to MM8BDM. I know how you feel, but the desire to contribute has to be followed up by action. You've gotta build a reputation by contributing to smaller expansions and stuff to start with, then, if people are pleased by your work, you might snag a spot in higher expansions. If you work hard enough and accept criticism from the cutstuffians here on the forum, you could potentially be on the MM8BDM team. As I said before, the desire to contribute has to be followed up by action, and it's no cakewalk.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on January 25, 2013, 11:17:00 PM
Speaking of contributing. Just where is those promised medals for the people who contributed to the credits and have their work approved?

I honestly don't mind if I don't really, but I kinda was expecting to those who helped to received a medal.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on January 25, 2013, 11:52:40 PM
I think only major contributions makes it Medal worth? Mine wasn't major at all, I guess. the Arrow Shot.
Title: Re: MM8BDM v3a Released!
Post by: Knux on January 26, 2013, 02:52:29 AM
I think that having my username in the credits is pretty damn cool already. Don't need no medal.  :p
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on January 26, 2013, 03:12:52 AM
Still credits is cool.

Should look at it again to see my name and Dogman.
Title: Re: MM8BDM v3a Released!
Post by: LlamaHombre on January 26, 2013, 03:19:56 AM
I wish I didn't half-ass my way into the 7 credits, but I'm very glad to have been able to be of assistance for the 8 credits.
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on January 26, 2013, 04:17:54 AM
Quote from: "LlamaHombre"
I wish I didn't half-ass my way into the 7 credits
wait what


you know if Llama could ninja his way to a 7 badge it would be nice for people who legitimately did work to get an 8 artist badge
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on January 26, 2013, 04:32:25 AM
Is a badge really so important? Isn't having your name in the game enough? Or better yet, just the knowledge of contributing even something minor (not saying it was just an example). Is showing off so important the it clouds your pride?
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on January 26, 2013, 05:58:06 AM
Quote from: "fortegigasgospel"
Is showing off so important the it clouds your pride?
Who says I can't have both?


(http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2009/02/History%20of%20Dan/Screens/Dan20--article_image.jpg)
Title: Re: MM8BDM v3a Released!
Post by: DarkAura on January 26, 2013, 06:05:10 AM
Well...it's not nice to be lied to. I shoved Arcane in there for the sake of getting that badge. It was an open opportunity and I took it. Had I've gotten the badge, I'd feel a bit more accomplished every time I log into this accursed place. As if I finally did something that no one would a rat's ass about. It'd look nice next to this other medal I've been constantly wishing I never had. But I guess sometimes people who can't control their own avarice are easily outwitted by those who can.

I'm such a suck-up for believing this malarkey.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on January 26, 2013, 06:08:16 AM
Well good news. Credit Artist people are going to be getting a Duo Medal.
Title: Re: MM8BDM v3a Released!
Post by: Myroc on January 26, 2013, 09:53:55 AM
I still think we should have gone for the Sketchy Duo instead.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on January 26, 2013, 03:00:08 PM
And I was like huh to see Cutmanmike PM me with the medal now. Not really going to complain or anything similar. I'm not really a guy who'd go crazy for credits, unless it's something I spent a rare long time on and was a pain to finish.

Making another Medal is kinda silly, and this credits thing seemed like the only way for the community can contribute for the MM8 Expansion actually. The MM8 Expansion team was [mostly] a closed group.
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on January 26, 2013, 03:04:41 PM
Not exactly closed.  Well, the main core group was by invite only but other contributions were taken in if they were posted in the bugs and suggestions.  It helped if the person actually created what they were suggesting (the bot script by Beed and the sticky platforms by Jax for example)
Title: Re: MM8BDM v3a Released!
Post by: DarkAura on January 28, 2013, 05:03:44 AM
This has been kinda bugging me since I first used it. Why does the Wire spawn slightly foward when used. Isn't it supposed to get shot straight up?
Title: Re: MM8BDM v3a Released!
Post by: CopShowGuy on January 28, 2013, 09:37:56 AM
Just saying; if you want a shot at getting into the dev team or getting some of your work into the game, a good way to start is to just post examples of your work.  That's how I got in this mess.  I made and showed Mega Man 9 and 10 skins while the core game was still being worked on.  They were bad at first, but they started to improve.  I also said that I had Photoshop...and that's kinda useful for making tilesets.

I vaguely recall that being how The Broker gained his monopoly on botchats as well.  He just started making them and then improved them with criticism.
Title: Re: MM8BDM v3a Released!
Post by: Korby on January 28, 2013, 05:36:24 PM
Quote from: "DarkAura"
This has been kinda bugging me since I first used it. Why does the Wire spawn slightly foward when used. Isn't it supposed to get shot straight up?

To make it more useful as an item. If you want, you can still shoot it straight up by aiming straight up, iirc.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on January 28, 2013, 09:04:07 PM
You know I didn't know you could do that. :I
Title: Re: MM8BDM v3a Released!
Post by: Mr. X on January 29, 2013, 07:39:48 PM
Plus, in a FPS, I find actually being able to see the thing you just shot to be nice.
Title: Re: MM8BDM v3a Released!
Post by: DarkAura on January 29, 2013, 11:10:31 PM
>Shooting
>Aiming

Is Wire supposed to be a UseItem or a mock Weapon? The very first time I even used Wire was with the knowledge of how it specifically worked in Megaman 4. When I tried to use it, it didn't even work because I was "too close to the wall" since it spawns slightly foward as I previously stated. SO is there any way that Wire can be patched to work exactly like how Wire worked in 4?

Y'know, since ya made the majority of all the game's weapons "work" like how they did in the game.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on January 29, 2013, 11:20:32 PM
Well to be fair, you originally had to look up to use the Wire...
Title: Re: MM8BDM v3a Released!
Post by: Ivory on January 30, 2013, 12:18:42 AM
What...? The current way Wire works make it far more useful than a replication of the MM4 Wire.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on January 30, 2013, 12:20:07 AM
Quote from: "DarkAura"
>Shooting
>Aiming

Is Wire supposed to be a UseItem or a mock Weapon? The very first time I even used Wire was with the knowledge of how it specifically worked in Megaman 4. When I tried to use it, it didn't even work because I was "too close to the wall" since it spawns slightly foward as I previously stated. SO is there any way that Wire can be patched to work exactly like how Wire worked in 4?

Y'know, since ya made the majority of all the game's weapons "work" like how they did in the game.
But then Wire would be pointless to have added, seeing as rush coil gives you straight up force. Wire would be the same thing with the ability to reach higher, 2 uses, but the inablility to be used under S_Sky (aka skybox ceilings).
I say leave Wire as is. It is actually more useful this way.
Title: Re: MM8BDM v3a Released!
Post by: Knux on January 30, 2013, 01:05:17 AM
I just wish that Wire would use walls as well. There are some places where crossing is needed and it ends up hitting a wall, resulting in a "what" moment. Horizons could be excepted, of course.
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on January 30, 2013, 01:49:25 AM
I would be cool if you could use wire adaptor to swing across pits, but ClownMan would cut himself.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on February 01, 2013, 01:51:58 AM
By the way, I'd meant to ask this a long time ago, but why was Charge Kick altered? Before when you kicked, it just plain gave you a forward boost; Now when you kick, your movement is temporarily locked while you move forward. It feels very limited, and though I'm used to it now, it threw me off greatly when V3a first came out and I had to remaster using it.

(I probably could have worded that better. :| )
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on February 01, 2013, 03:51:23 AM
To make it more accurate to the games why of doing it. Since you attack by Sliding and its tweaked to work similar to slide. Although, there never was a Slide abilty in Vanilla MM8BDM.

Charge Kick in V2 and prior was more of a Mid-Air boost from my way of using it rather doing on how it orignally was.

That reminds me. If I recalled correctly. Before the SGC Demo, CMM did stated that the weapons were different and the maps were too.

MM1GUT was ridicously huge and there was nothing but Megaman skins.
Title: Re: MM8BDM v3a Released!
Post by: Hunter_orion on February 05, 2013, 04:45:26 PM
Quote from: "Knux"
I just wish that Wire would use walls as well. There are some places where crossing is needed and it ends up hitting a wall, resulting in a "what" moment. Horizons could be excepted, of course.

See, I was assuming this as well. I figured it'd be similar to the hookshot, but with more liberties (then again, I also expected Thunder Claw to work like a ninja rope). I figured it'd be nice in the way that it would be a great hail Mary if I'm falling into a pit, but thinking about it now, it would break a lot of maps horribly, and not just the ones they appear in by default.
Title: Re: MM8BDM v3a Released!
Post by: Tengu on February 22, 2013, 08:16:53 PM
I can't find if it was posted yet, but

SakuJet is still possible and it makes mm2cra a nightmare.
Title: Re: MM8BDM v3a Released!
Post by: Atticus on February 23, 2013, 11:14:56 PM
So when can a v3b be expected?
Title: Re: MM8BDM v3a Released!
Post by: VGS2 on February 24, 2013, 05:49:32 PM
I recall hearing that it might come out the next time Zandronum updates. Don't quote me on that though.
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on February 24, 2013, 10:10:47 PM
When it does update, I hope it has that filter that V2 had. I'm tired of searching through Doom servers to find an MM8BDM server.
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on February 24, 2013, 10:11:46 PM
Quote from: "Super64ds"
When it does update, I hope it has that filter that V2 had. I'm tired of searching through Doom servers to find an MM8BDM server.
This is why you use doomseeker!
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on February 24, 2013, 10:15:14 PM
Quote from: "Super64ds"
When it does update, I hope it has that filter that V2 had. I'm tired of searching through Doom servers to find an MM8BDM server.

So do I.
I also hope that mm8bdm won't crash as much.
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on February 25, 2013, 01:11:16 PM
Yeah
About that
The pc I use has IE on it and my mom will go apeshit if I delete it or download anything else on it. I love how she thinks I'm the one who slowing the pc down.
Title: Re: MM8BDM v3a Released!
Post by: Fortis on February 25, 2013, 10:21:30 PM
Hey. New here, and I just wanted to say that this game is awesome. Thanks for all your hard work in making it!
Title: Re: MM8BDM v3a Released!
Post by: -FiniteZero- on February 26, 2013, 07:06:45 PM
Can't believe it took me this long to find out, but with huds that has a hand holding the weapon, the weapon goes away when there's no ammo. It's a nice touch, I like it.
Title: Re: MM8BDM v3a Released!
Post by: Knux on February 28, 2013, 06:15:43 PM
I don't know what I tampered with, but bots have been silent for me ever since v2c. Not really a problem since I don't have to hear that "ping" sound around 90% of the time, but how do I make it so I can see their banter again?
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on February 28, 2013, 07:13:17 PM
Try typing "bot_allowchat 1" into the console and see if that solves your problem.
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on February 28, 2013, 10:57:56 PM
there aren't enough MM8BDM servers
and when there are none of them are modded which gets kinda boring after a while
someone at least put up a cheat server or something
guise pls
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on February 28, 2013, 11:16:19 PM
what







are you serious? There are at least 5 servers a day--depending on whether or not Best Ever is up. In which case, that would make more than 10 servers up. And 90% of all the servers hosted have mods enabled. It's all people play these days, in fact.
Do you use Doomseeker?
Title: Re: MM8BDM v3a Released!
Post by: Tengu on February 28, 2013, 11:37:41 PM
Yeah I know how you feel. No matter what kind of servers you put up everyone still just flocks to Saxton Hale. :l
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on March 01, 2013, 12:41:18 AM
Quote from: "Tengu and Tango"
No matter what kind of servers you put up everyone still just flocks to Saxton Hale. :l
Or Classes.

Or Classes Hale.

Or Saxton Roboenza Hale Classes. :|
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on March 01, 2013, 01:08:35 AM
I only get like 3 servers. One of them is a regualar vanilla deathmatch server, another one of them is some Brazillian vanilla server, and the last one is a modded server that occasionally shows up, and then disappears from the list once I load the mod.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on March 01, 2013, 01:51:15 AM
Well that's strange. What are you using to view the servers?
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on March 01, 2013, 02:17:54 AM
In-game browser.
Title: Re: MM8BDM v3a Released!
Post by: Kapus on March 01, 2013, 02:18:47 AM
Get Doomseeker. It's 100 times more reliable.
Title: Re: MM8BDM v3a Released!
Post by: Galactan on March 01, 2013, 02:23:27 AM
Or IDE
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on March 01, 2013, 02:53:30 AM
I got doomseeker and followed the instructions on how to set it up, but the get servers button is staying grey, and i can't click it.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on March 01, 2013, 03:00:41 AM
Just wait. It takes a while to load.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on March 01, 2013, 03:11:43 AM
You what would be nice?

Servers of Regular MM8BDM deathmatch.

And playing Custom-Made maps normally in DM style.
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on March 01, 2013, 03:13:05 AM
HOLY CRAP THE FRAMERATE IN THE GAME DROPPED LIKE CRAZY
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 01, 2013, 03:28:33 AM
That doesn't really explain anything to us.
Title: Re: MM8BDM v3a Released!
Post by: UltimateChimichanga on March 01, 2013, 03:35:54 AM
The game ran quickly at first.
I got doomseeker.
The game ran slower than a turtle with a mental handicap.
Title: Re: MM8BDM v3a Released!
Post by: Knux on March 01, 2013, 05:06:00 AM
Quote from: "Donutyoshi"
And playing Custom-Made maps normally in DM style.
This until it hurts. I've been looking forward to it forever now.

Of course though, if one were to load CSCM now, there would probably be some conflicts.

Like both Crystal Man maps. D:
Title: Re: MM8BDM v3a Released!
Post by: Rozark on March 01, 2013, 08:26:04 AM
CSCM and custom files/map packs work fine for me, I really don't see this paranoia that nothing is going to work because V3A :I
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on March 01, 2013, 05:51:15 PM
Quote from: "Rozark"
CSCM and custom files/map packs work fine for me, I really don't see this paranoia that nothing is going to work because V3A :I
You know, open a crowded DM (Bots won't count) MM8BDM server, put the game to run in the background and move your cursor around the desktop. The cursor will make sudden "Jumps" whenever a peak of data happens in the game. That is the problem. It seems to relate with the energy colors script.
Title: Re: MM8BDM v3a Released!
Post by: Knux on March 07, 2013, 02:06:50 PM
Kinda late but, it seems that because the actor numbers changed, some props in CSCM also changed. For example, the Dr. Light in the basement of MM6KNIX is a Treble now.Though that map is terrible anyway.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on March 07, 2013, 03:58:48 PM
Thinking of listing the affected actors?
Title: Re: MM8BDM v3a Released!
Post by: Knux on March 07, 2013, 04:24:39 PM
Not really, since it would be irrelevant unless it happened in a core map.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on March 07, 2013, 08:09:08 PM
Well atleast a list of whatever is taken as of v3a would work.

To prevent conflicting actors.
Title: Re: MM8BDM v3a Released!
Post by: Tfp BreakDown on March 07, 2013, 10:11:12 PM
I have a question, why is it you replaced cloud and crystal-man's maps with the remixed ones from the CSCM pack?
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 07, 2013, 10:16:44 PM
Because the old cloudman map was rushed and it was a terrible, cramped map. Though admittedly, KC's Cloud wasn't my first pick either. But oh well, Mikes choice in that case.

As for Crystal, The old map was okay. Copy's version however fixed a lot of problems that I and a few others had with the older version. The main reason being having no way to go backwards as I recall.
Title: Re: MM8BDM v3a Released!
Post by: Tfp BreakDown on March 07, 2013, 10:19:06 PM
What were the problems of the old map?
Title: Re: MM8BDM v3a Released!
Post by: Geno on March 07, 2013, 11:35:47 PM
I think the Waveman bikes are slower.

I tried going through the N64 Rainbow Road map, and I couldn't make the first jump, even though I could do it before v3.
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on March 08, 2013, 12:57:46 AM
Well it felt insanely fast using the Wave bikes prior to v3a.

Although you can always make a clone of the Wave Bikes to be faster.
Title: Re: MM8BDM v3a Released!
Post by: ice on March 08, 2013, 01:05:35 AM
Quote from: "geno"
I think the Waveman bikes are slower.

I tried going through the N64 Rainbow Road map, and I couldn't make the first jump, even though I could do it before v3.
It's because of the new coding that forces you to go a constant speed rather than having it push you
Title: Re: MM8BDM v3a Released!
Post by: Korby on March 08, 2013, 01:40:18 AM
The bikes were slowed down slightly and use a different thrusting method than A_Recoil. This has the added effect of not making you go faster while jumping. (as far as I know) the race maps relied on this, so they're probably broken.
Title: Re: MM8BDM v3a Released!
Post by: Knux on March 08, 2013, 02:31:00 AM
Why aren't Hogales in the usable props? I'm trying to get them to spawn with the duck script since they aren't there, but there's a problem. They do spawn, but never move in a direction despite showing the animation. I'm using a mapspot, too. Here's the script I'm using:
script 5 OPEN
{
Delay(35*30);
SpawnSpot("Hogale",9,99,256);
Delay(35*45);
restart;
}
I'm planning on modifying the timer, but I can do that myself.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 08, 2013, 03:27:41 AM
The problem is, Hogales aren't props. They are technically projectiles you can't interact with. Much like Slashman's birds.

Here's the Tengu Man Hogale launcher code. It should help.
Code: [Select]
int oldspot = 2;
int oldspot2 = 7;
Script 3 OPEN
{
int spot = random(2,6);
    while(oldspot == spot)
    {
        spot = random(2,6);
    }
spot = oldspot;
Delay(Random(600,1000));
SpawnProjectile(spot,"Hogale",128, 20,0,0,0);

spot = random(7,11);
    while(oldspot2 == spot)
    {
        spot = random(7,11);
    }
spot = oldspot2;
Delay(Random(600,1000));
SpawnProjectile(spot,"Hogale",128, 20,0,0,0);
restart;
}


You can simplify the code if you want. This system was set up to ensure hogales never spawned on the same side twice in a row, and using the same spawner twice in a row.
Title: Re: MM8BDM v3a Released!
Post by: Knux on March 08, 2013, 04:16:05 AM
Quote from: "Ivory"
*snip*
Hah, I have no idea what the heck I'm about to deal with. :|
Title: Re: MM8BDM v3a Released!
Post by: Atticus on March 09, 2013, 04:11:36 AM
Something that always bothered me was whenever you load a map pack when you host a server, you have to add each map to the rotation manually. Is there any way to make it automatic when you load map wads?
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on March 09, 2013, 04:50:10 AM
So, Item 2 gonna be implemented now that we can do sticky actors? *totally found it via Slade* Probably doesn't even need to be in any maps, but their for novelty sack, and mappers.
Also any plans to re-add Regae? Surely an idea can be made for him. (Also Regae was in M&B2 (oh dear god I mentioned that game) as Bass' version of Eddie, so he has shown an in game function other then trolling people and demanding screws) Maybe alternate support fire? Gives enemies painful items? Flys around dropping bombs on everyone? Something?
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on March 09, 2013, 04:53:11 AM
Quote from: "fortegigasgospel"
So, Item 2 gonna be implemented now that we can do sticky actors? *totally found it via Slade* Probably doesn't even need to be in any maps, but their for novelty sack, and mappers.
Also any plans to re-add Regae? Surely an idea can be made for him. (Also Regae was in M&B2 (oh dear god I mentioned that game) as Bass' version of Eddie, so he has shown an in game function other then trolling people and demanding screws)
Perhaps he'd a greater chance of giving you something good, but he'd take longer to give it to you?
And make Rush Search an even higher risk and reward, by having Rush be shootable?
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on March 09, 2013, 05:08:20 AM
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
So, Item 2 gonna be implemented now that we can do sticky actors? *totally found it via Slade* Probably doesn't even need to be in any maps, but their for novelty sack, and mappers.
Also any plans to re-add Regae? Surely an idea can be made for him. (Also Regae was in M&B2 (oh dear god I mentioned that game) as Bass' version of Eddie, so he has shown an in game function other then trolling people and demanding screws)
Perhaps he'd a greater chance of giving you something good, but he'd take longer to give it to you?
And make Rush Search an even higher risk and reward, by having Rush be shootable?
I always viewed Rush Search as giving you healing items such as HP and Ammo pick ups and even the Jumbo HP and Ammo pickups from MM7, but in turn be riddled with useless items like boots, junk (useful in YD Classes), and tin cans.
Still stand on my idea for Rush Marine too, simple reskin of Jet that take's Jet's place in Bubble. Also maybe use the same flag Bubble Man class uses to make it useful in only water, but allow jump movement out of water.
And Blade Roden's Magnet Beam is boss.
But those would be for another time.  Regae and Item 2 are already item's in the core, just not programmed.
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on March 09, 2013, 05:12:41 AM
Quote from: "fortegigasgospel"
I always viewed Rush Search as giving you healing items such as HP and Ammo pick ups and even the Jumbo HP and Ammo pickups from MM7, but in turn be riddled with useless items like boots, junk (useful in YD Classes), and tin cans.
Still stand on my idea for Rush Marine too, simple reskin of Jet that take's Jet's place in Bubble. Also maybe use the same flag Bubble Man class uses to make it useful in only water, but allow jump movement out of water.
And Blade Roden's Magnet Beam is boss.
But those would be for another time.  Regae and Item 2 are already item's in the core, just not programmed.
I wouldn't mind Rush Search Working that way.
Rush Marine would have a problem with its sprites, how the heck would Hardman or Frostman or Hyper Storm H fit?
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 09, 2013, 05:20:18 AM
In theory, you think sticky Item-2 would work. But it doesn't, we tried to implemented it but it doesn't work properly.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on March 09, 2013, 05:32:34 AM
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
I always viewed Rush Search as giving you healing items such as HP and Ammo pick ups and even the Jumbo HP and Ammo pickups from MM7, but in turn be riddled with useless items like boots, junk (useful in YD Classes), and tin cans.
Still stand on my idea for Rush Marine too, simple reskin of Jet that take's Jet's place in Bubble. Also maybe use the same flag Bubble Man class uses to make it useful in only water, but allow jump movement out of water.
And Blade Roden's Magnet Beam is boss.
But those would be for another time.  Regae and Item 2 are already item's in the core, just not programmed.
I wouldn't mind Rush Search Working that way.
Rush Marine would have a problem with its sprites, how the heck would Hardman or Frostman or Hyper Storm H fit?
Same way they fit on wave bikes. Don't have the glass close is all.
Quote from: "Ivory"
In theory, you think sticky Item-2 would work. But it doesn't, we tried to implemented it but it doesn't work properly.
Hm odd. Though didn't one of the class mods manage a working one for protoman?
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on March 09, 2013, 05:43:34 AM
So basically Item-2 never worked the way it should be.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 09, 2013, 05:57:04 AM
KY's Item-2 is not sticky. And that's the only Item-2 in classes I can think of.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on March 09, 2013, 06:02:57 AM
Ah. My bad then.  Guess this issue is also why Super Arrow has never been added. With any luck a solution will arrise in time. Until then they must wait in limbo.
Title: Re: MM8BDM v3a Released!
Post by: Knux on March 09, 2013, 06:06:35 AM
I don't know what is what on the Hogales script, so I can't get it to work.

I think it would be good if things like that actor had scripts released so mappers can use them.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 09, 2013, 06:11:21 AM
Huh? I don't quite get what you mean by that. All you need is this at the bare minimal.

Code: [Select]
SpawnProjectile({Tag},"Hogale",128, 20,0,0,0);
Title: Re: MM8BDM v3a Released!
Post by: Knux on March 09, 2013, 07:26:02 AM
That line didn't work by itself when I tried to compile it. However, I placed the tags of the MapSpots on where {tag} is on the whole script, and I got it to work. They spawn in a set pattern manner, but that's alright.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 09, 2013, 07:27:12 AM
Well, that {tag} was just a placeholder for the map spot tag :P
But glad to know you got that working.
Title: Re: MM8BDM v3a Released!
Post by: Atticus on March 10, 2013, 12:11:04 AM
Another thing, it seems the possession board still doesn't reset if dropped for too long. It just poofs away and never returns until a map switch.
Title: Re: MM8BDM v3a Released!
Post by: dayman on March 13, 2013, 12:27:11 AM
Guys, a bit of a warning: don't download from SendSpace. I got a hard-to-get-rid-of virus/Trojan/some malware/whatever downloading MM8BDM v3a from there. =w=.

So yeah, just stick with mediafire...
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 13, 2013, 12:30:16 AM
Don't download MM8BDM from anywhere but official sources.
Title: Re: MM8BDM v3a Released!
Post by: Zard1084 on March 13, 2013, 12:40:27 AM
Quote from: "Ivory"
Don't download MM8BDM from anywhere but official sources.
That's the darn truth! in fact i have seen some youtube video's making you download from other places like adfly or some other junk place that makes you buy it! WTF!? plus some of those other places make you go through alot of websites just to download it and then you need a password that you have to buy! also WTF!?

Edit: i found the vid again
from what i have seen so far he is just linking to the official source through adfly... is this a issue?
Title: Re: MM8BDM v3a Released!
Post by: Orange juice :l on March 13, 2013, 12:54:09 AM
Sendspace is an official mirror on the official MM8BDM Download article, though. Not the big DOWNLOAD button, but it's still there.
Title: Re: MM8BDM v3a Released!
Post by: dayman on March 13, 2013, 01:50:28 AM
Quote from: "Ivory"
Don't download MM8BDM from anywhere but official sources.

http://cutstuff.net/mm8bdm/?p=177 (http://cutstuff.net/mm8bdm/?p=177)

Admin and OP (Cutman) posted the link to the two download sites. *sips*
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 13, 2013, 01:52:19 AM
Oh, so it is. I thought we agreed not to use it because sendspace sucks.
Title: Re: MM8BDM v3a Released!
Post by: -Daiki-TheOni on March 13, 2013, 02:42:38 AM
You can download on free bundle, is secure....

http://www.thefreebundle.com/index.php
Title: Re: MM8BDM v3a Released!
Post by: dayman on March 13, 2013, 09:39:03 PM
That'd be great, but yeah... already downloaded it... Also, this thing is fucking my system up... =w=.
Title: Re: MM8BDM v3a Released!
Post by: ChaoticChao on March 21, 2013, 12:43:21 PM
So is MM&B is next, or is MM9?
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on March 21, 2013, 03:19:51 PM
Ivory confirmed MM9 is next. And stated this so many times.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on March 21, 2013, 04:38:18 PM
Doesn't mean he isn't throwing us off. Cause the ending to 8BDM doesn't quiet fit into 9 as much as it does &B
Title: Re: MM8BDM v3a Released!
Post by: Colonel ServBot on March 21, 2013, 04:40:34 PM
I think that MM7 and later are just expansions. Anything that happened before, is the real story.
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on March 21, 2013, 05:25:17 PM
7+ are currently their own contained stories.  

1-6 = Tournament storyline ending with Auto (hurr hurr)
7 = Wily escapes and is recaptured
8 = Evil Energy / Meteor story

What comes after 8? hmm, gotta wait and see I guess  :mrgreen:
Title: Re: MM8BDM v3a Released!
Post by: Donutyoshi on March 21, 2013, 07:13:10 PM
Still MM9 and MM10 are probably going to happen before doing Spinoffs.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 21, 2013, 07:21:17 PM
To be technical, MM&B isn't a spinoff.
Title: Re: MM8BDM v3a Released!
Post by: Kapus on March 21, 2013, 07:21:43 PM
Mega Man & Bass is not a spinoff, despite not being a numbered title. It's canon to the main storyline.

Edit: Thank you, Ivorly.
Title: Re: MM8BDM v3a Released!
Post by: DarkAura on March 21, 2013, 08:42:35 PM
Generic, "from the heart," suggestion that is being ignored now.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on March 22, 2013, 06:20:40 AM
Quote from: "Kapus"
Mega Man & Bass is not a spinoff, despite not being a numbered title. It's canon to the main storyline.

Edit: Thank you, Ivorly.
It has a spinoff feel, but the "version number" within the game really speaks for it being in-between.
(http://i.imgur.com/TqsKMBI.png)
EDIT:

Reduced the amount of unneeded stuff and re-captured the image:
(http://i.imgur.com/0yehpMk.png)
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 22, 2013, 07:17:11 AM
How does it have a spinoff feel? If MM&B has a spinoff feel, then MM8 has it too. :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: JaxOf7 on March 22, 2013, 07:59:52 AM
Quote from: "Ivory"
How does it have a spinoff feel? If MM&B has a spinoff feel, then MM8 has it too. :ugeek:
"It is a spin-off title in the original Mega Man series"
-http://en.wikipedia.org/wiki/Mega_Man_%26_Bass

The spinoff feel comes from it being on super famicom and game boy advance even after Megaman 8 paved the way for Playstation Mega men.  :ugeek:  :ugeek:
Also, reused Robot masters.  :ugeek:  :ugeek:  :ugeek: (Who weren't mini bosses) :ugeek:  :ugeek:  :ugeek:  :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 22, 2013, 08:06:54 AM
Except MM&B did a better job at being a MM8 then the actual MM8 did. :ugeek:
Title: Re: MM8BDM v3a Released!
Post by: *Alice on March 22, 2013, 09:13:08 AM
That windows path makes me really intrigued. Do other games have such things too?
(EDIT I know that it is possible to find text data just by using a hex editor, but Filepaths used in development?!)
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on March 22, 2013, 05:01:37 PM
Quote from: "Ivory"
Except MM&B did a better job at being a MM8 then the actual MM8 did. :ugeek:
Recycled 2 Master Robots, was the oddball in Robot Master choice (beat one of the first 3 to unlock the next 2 or 3 for each) plus that King Megazord was almost impossible to beat compared to any other Megaman. That's why it literally felt more like a spinoff, but the canon cannot be negated and would be easy to doubt if it was noncanon. Consistent story and game, I guess.

I always thought Megaman 8 was great but will never ever top the 8-bit classics.

Quote from: "*Alice"
That windows path makes me really intrigued. Do other games have such things too?
(EDIT I know that it is possible to find text data just by using a hex editor, but Filepaths used in development?!)
Unenconded data. It's a rare find in this game, but this really points out how serious they were at it being a sequel to 8 and a prequel to 9. You can find text data with anything (yes, even the good and old Notepad), but I use Notepad++ because it loads huge chunks of data much faster.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 22, 2013, 05:13:50 PM
And Cut Man and Guts Man being recycled endlessly is okay then? It's not like reusing robot masters is a crime.

Also, Jax I just want to point out that you are quoting WIKIPEDIA as your only source. That holds about as much weight as a balloon being tied down by a pin. It's some kind of weight, but your argument is floating away.
Title: Re: MM8BDM v3a Released!
Post by: Kapus on March 22, 2013, 05:17:05 PM
To be fair, Cut Man and Guts Man were never seriously reused as part of the robot master ensemble in a main series game. They reappear as bosses in the arcade spinoffs and Cut Man shows up in MM8 as an easter egg, but that's about it.
Title: Spinoffy is a word now. Honest.
Post by: BiscuitSlash on March 22, 2013, 05:50:37 PM
The thing that makes MM&B a bit spinoffy is how it does reuse quite a few tiles and enemies, which although other games sometimes do that, MM&B does that surprisingly more, which really makes it seem a lot more like a MM8.5. There's also the fact that it's doesn't follow the traditional numbering sequels and that it's only semi-canon (MM9's ending shows Megaman defeating Wily in MM&B, which Bass wouldn't have also done within the exact same story) unless it did that Zelda multiple timeline thing which is very unlikely.

Still part of the main series as a main game, but with that spinoffy feel.
Title: Re: MM8BDM v3a Released!
Post by: Korby on March 22, 2013, 06:23:28 PM
MM&B doesn't reuse tiles whatsoever. Not even Astro/Tengu reuse tiles, and they were IN Megaman 8.

Now stop arguing semantics.
Title: Re: Spinoffy is a word now. Honest.
Post by: Copy Robot on March 22, 2013, 06:26:37 PM
Quote from: "Michael712"
The thing that makes MM&B a bit spinoffy is how it does reuse quite a few tiles .

Frost (http://vgmaps.com/Atlas/PSX/MegaMan8-FrostMan.png) vs. Cold (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-ColdMan.png)

Grenade (http://vgmaps.com/Atlas/PSX/MegaMan8-GrenadeMan.png) vs. Dynamo (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-DynamoMan.png)

Clown (http://vgmaps.com/Atlas/PSX/MegaMan8-ClownMan.png) vs. Magic (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-MagicMan.png)

Aqua (http://vgmaps.com/Atlas/PSX/MegaMan8-AquaMan.png) vs. Pirate (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-PirateMan.png)

Sword (http://vgmaps.com/Atlas/PSX/MegaMan8-SwordMan.png) vs. Ground (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-GroundMan.png)

Search (http://vgmaps.com/Atlas/PSX/MegaMan8-SearchMan.png) vs. Burner (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-BurnerMan.png)

And for the other two:
Find the Kappa Warship (http://vgmaps.com/Atlas/PSX/MegaMan8-TenguMan.png) on the &B Stage (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-TenguMan.png) for me then ok ok.

Find the Sunflowers, Sand, or Maze (http://vgmaps.com/Atlas/PSX/MegaMan8-AstroMan.png) in the &B Stage. (http://vgmaps.com/Atlas/SuperNES/MegaMan&Bass-AstroMan.png)

Yep totally reused tiles.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on March 22, 2013, 07:19:02 PM
I see only stage theme ideas are similar, reused tiles means they took the tiles and used them again, maybe even as recolors, not using a similar idea for them.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on March 22, 2013, 08:59:52 PM
Many of things in MM&B might be Recycled, but they did a goddamn good job at keeping it nice visually
Title: Re: MM8BDM v3a Released!
Post by: ChaoticChao on March 26, 2013, 12:56:14 AM
Just wondering, do you get advice for what the bots say?
Title: Re: MM8BDM v3a Released!
Post by: Ivory on March 26, 2013, 01:19:11 AM
The_Broker does most of the bot chats for the core game (and everything else).

The light lab robot master dialogue on the other hand are mostly all my handy work (aside from the odd phrase) and I use a few main sources.

1. Official personalities
2. Powered Up personalities and dialogue
3. In a few cases, like Elecman, MS Paint Masterpieces.
4. Ruby Spears, but mostly for references.
Title: Re: MM8BDM v3a Released!
Post by: MusashiAA on March 26, 2013, 02:52:14 AM
Quote from: "Ivory"
The light lab robot master dialogue on the other hand are mostly all my handy work (aside from the odd phrase) and I use a few main sources.

3. MS Paint Masterpieces.

AW YEAH MS PAINT MASTERPIECES

...ahem, pardon me. Yes, Ferret's interpretations of the Rockman franchise characters so far have been very compelling, specially Quintet and Gutsman for me.
Title: Re: MM8BDM v3a Released!
Post by: Rozark on April 01, 2013, 11:20:05 AM
So I like challenges and decided to buster only everything that was buster only-able in the campaign.
That is, while keeping my death count extremely low.
I'll admit, you had me fooled at that Slashman being behind Gutsman.

But.. Gutsman seems to have left his post..

Don't believe me? Here, have a .wad to the eyes.
http://www.mediafire.com/?sjvxrs346oea747 (http://www.mediafire.com/?sjvxrs346oea747)
Title: Re: MM8BDM v3a Released!
Post by: Geno on April 01, 2013, 02:16:40 PM
Nice april fool.


EDIT: That bit with the running megamans is a lot funnier not that I've seen loads of Robotnik YTP.

And, great Sonic CD music.
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on April 01, 2013, 02:31:24 PM
I think that map is a youtube poop map they had billy mays all that map din't added was the king or morshu.
Title: Re: MM8BDM v3a Released!
Post by: Geno on April 01, 2013, 02:49:14 PM
Quote from: "FTX"
I think that map is a youtube poop map they had billy mays all that map din't added was the king or morshu.

And Gutsman's Ass.
Title: Re: MM8BDM v3a Released!
Post by: Rozark on April 01, 2013, 05:49:20 PM
You know, what urks me is that people don't seem to spoiler their results of such shenanners.

Did you check the windows between each act? It was meant to be both serious and silly at the same time.
Title: Re: MM8BDM v3a Released!
Post by: DarkAura on April 02, 2013, 01:55:43 AM
Since Megaman got his front/back head shrunken to make the skin appeal better, shouldn't the same be done for Quint?
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on April 02, 2013, 12:18:43 PM
Ugh, please no. The front/back facing frames of his head looks hideous to me.
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on April 02, 2013, 12:24:21 PM
Quote from: "Beed28"
Ugh, please no. The front/back facing frames of his head looks hideous to me.
Agreed, most of the skins that were changed for the MM8 expansion were ruined. Don't get me started back on Heatman.
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on April 02, 2013, 12:25:30 PM
I think im the only one who like the new heatman i like it.
Title: Re: MM8BDM v3a Released!
Post by: GameAndWatcher on April 02, 2013, 12:29:51 PM
Quote from: "FTX"
I think im the only one who like the new heatman i like it.
You are not alone, but I'm not part of that group.
The New one has a terrible walk cycle, and if you look at his front frames, he burns your eyes, literally.
Title: Re: MM8BDM v3a Released!
Post by: ChaoticChao on April 02, 2013, 12:46:27 PM
Just wondering, why aren't the blocks that launch a fist in springman's stage?
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on April 02, 2013, 01:00:48 PM
The front frames looks okay to me but your kinda have right of the walking.
Title: Re: MM8BDM v3a Released!
Post by: Kapus on April 02, 2013, 03:52:54 PM
Quote from: "ChaoticChao"
Just wondering, why aren't the blocks that launch a fist in springman's stage?
Same reason why Foot Holders aren't in Ice Man's stage and Magflies aren't in Magnet Man's stage. We don't have to cram every gimmick into a map, especially when the gimmicks in question are hazardous.
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on April 02, 2013, 03:59:27 PM
I wonder a thing why is heatman the only one who has vblocks on his map.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on April 02, 2013, 04:01:07 PM
Quote from: "FTX"
I wonder a thing why is heatman the only one who has vblocks on his map.
Because of a section of Yoku Blocks that was regarded as a Noob Bridge.
Title: Re: MM8BDM v3a Released!
Post by: Kapus on April 02, 2013, 07:50:37 PM
Heat Man's yoku block puzzle in MM2 is generally considered to be the hardest in the series, so it's rather iconic to him.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on April 02, 2013, 08:23:33 PM
As far as gameplay goes though, waiting around for blocks to appear and timing that under lag is a complete and utter pain in multiplayer.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on April 03, 2013, 12:48:08 AM
Gimmicks maybe not, but maybe having the Foot Holders in the background would be alright.
Title: Re: MM8BDM v3a Released!
Post by: Kapus on April 03, 2013, 01:04:51 AM
Perhaps, but Ice Man already has Peng as an enemy prop.
Title: Re: MM8BDM v3a Released!
Post by: Gumballtoid on April 03, 2013, 11:46:40 PM
On that note, Bombman and Crashman are pretty dull since there don't appear to be any props to make the map feel more "alive." I can easily see Killer Bullets flying around in Bombman's stage, and maybe Pipi making its rounds in Crashman's.
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on April 04, 2013, 12:21:48 AM
Crashman had a pretty bad Telly infestation in the original, but I'm not sure how that could be implemented here without making them an actual enemy...
Title: Re: MM8BDM v3a Released!
Post by: Ivory on April 04, 2013, 12:30:47 AM
Does every map honestly need some sort of prop in it?

Also, technically the Bomb Towers are the props.
Title: Re: MM8BDM v3a Released!
Post by: -FiniteZero- on April 04, 2013, 01:02:35 AM
Tengu Man's airship needs more props. How the heck is it lifting itself without the propellors?

...Oh wait, other kinda props. Eh, they're nice I guess, but I don't think it's needed to go adding props everywhere.
Title: Re: MM8BDM v3a Released!
Post by: Tengu on April 15, 2013, 04:49:23 AM
Yeah I didn't think this was even worth posting in bugs/suggestions, so I'll just leave this here. Non-accessible health on MM8SEA.

(http://img22.imageshack.us/img22/9667/unintentional.jpg)
Title: Re: MM8BDM v3a Released!
Post by: Knux on April 16, 2013, 03:33:15 AM
Hey Mike, I was looking at Ultimate Doom maps, and a question popped up. Was this (http://www.classicdoom.com/maps/d1secs/e4m9.htm) the inspiration for Wind Man's layout?
Title: Re: MM8BDM v3a Released!
Post by: Tfp BreakDown on April 26, 2013, 10:25:26 PM
Did Mirror Buster change between v2c and v3a?
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on April 26, 2013, 11:15:29 PM
Yes. It now uses a set amount of ammo instead of using as it is held.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on April 26, 2013, 11:40:33 PM
You do realize there IS a change log in the first post that definitely covers all the notable changes, right?

Quote
- Mirror Buster: Projectiles fired based on damage done to shield. Shield now takes ammo when hit (and initially fired). Buster HUD Restored
Title: Re: MM8BDM v3a Released!
Post by: cubotproductions on May 09, 2013, 11:32:20 PM
question! what about MACS
Title: Re: MM8BDM v3a Released!
Post by: Turbodude on May 15, 2013, 02:49:52 PM
If you're referring to the Mac port of the game, you can find it here. (http://cutstuff.net/forum/viewtopic.php?f=27&t=2337)
Title: Also, how soon will I be ignored/given an answer?
Post by: DarkAura on June 07, 2013, 04:07:55 AM
So I, and about 99% of the community as of more than half a year ago, noticed how the title texture for Mega Man 8 in Light's Lab has "ęCAPCOM 2010" on it instead of the copyright seen here:

(http://images1.wikia.nocookie.net/__cb20111001165446/megaman/images/d/d8/R8FC_Tittle.png)

Will this be patched, or how long ago was this patched?
Title: Re: MM8BDM v3a Released!
Post by: SmashTheEchidna on June 07, 2013, 06:21:04 AM
apparently I'm that 1% that didn't notice. .___.;
Title: Re: MM8BDM v3a Released!
Post by: Tfp BreakDown on June 07, 2013, 11:51:26 AM
^same here
Title: Re: MM8BDM v3a Released!
Post by: LSDLucifer on June 07, 2013, 12:26:59 PM
Agrees with Tfp and Gizmo.
Title: Re: MM8BDM v3a Released!
Post by: ChaoticChao on June 07, 2013, 12:49:08 PM
I am part of that 1% too.
You sure that it is 1% that didn't notice that?
Title: Re: MM8BDM v3a Released!
Post by: Laggy Blazko on June 07, 2013, 01:34:19 PM
I thought this expansion wasn't bassed on that project.
Title: Re: MM8BDM v3a Released!
Post by: ZeStopper on July 05, 2013, 05:54:01 PM
The question is...what is the next one based on?
Mega Man 9 or Mega Man and Bass
Title: Re: MM8BDM v3a Released!
Post by: Ivory on July 05, 2013, 06:12:43 PM
MM2GB
You'll have to wait and see for the official announcement. Just don't expect it any time soon because v3b comes first. The only thing I will say that from here on in, any kind of overhauling of older content will be saved for minor updates like v3b while new game content will be for whole new version numbers. So the development time for v4a would be a lot more shorter than v3a which combined everything together.
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on July 05, 2013, 07:08:40 PM
Also V3 had to convert everything to 8bit. Everything from here on with the exception of &B is already 8bit (or much closer to 8bit then MM8 was).
Title: Re: MM8BDM v3a Released!
Post by: The Killer Nacho on July 05, 2013, 07:11:57 PM
Quote from: "Ivory"
MM2GB
You'll have to wait and see for the official announcement. Just don't expect it any time soon because v3b comes first.

Chronologically this is obviously the logical way to handle it, but is there really any hype for v3b? I mean, wouldn't most be more satisfied with the time allocated to v3b instead placed in v4a development and new content?

EDIT: Ah, I see forte. Thanks for the clarification.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on July 05, 2013, 07:43:47 PM
No, because that would take longer to get anything released. You are pretty new here, so I'll take the time to mention: v3a took just over a year to produce. During which time there was no updates to the v2 versions. And things got really stagnant around here during the last few months. So I aim to not repeat that, even if future expansions should theoretically have smaller development cycles because of this new system.

v3b has some exciting things planned.
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Trains_zpsce1293e9.png)
Title: Re: MM8BDM v3a Released!
Post by: The Killer Nacho on July 05, 2013, 07:54:21 PM
Mind=Blown at the image. I always knew all these weapons, actors, maps, etc. took a long time, but over 1 year? Wow. I see what you're saying; many people might get bored and new players in the community might think it's dead. Makes sense in that case, although I feel bad I have absolutely no programming skills to contribute to this project.  :(
Title: Re: MM8BDM v3a Released!
Post by: Linnie on July 05, 2013, 08:09:10 PM
That stage looks awesome. About how many stages are planned to get an overhaul like that, or is the number meant to be secret?
Title: Re: MM8BDM v3a Released!
Post by: FTX6004 on July 05, 2013, 08:10:45 PM
That map looks great!  :)
Title: Re: MM8BDM v3a Released!
Post by: Geno on July 05, 2013, 08:21:31 PM
WOW, YAY!


MM5CHA is already one of my favourite stages and now you guys are making it even awesomer!




I think I must have spent over an hour on that stage at one point!
Title: Re: MM8BDM v3a Released!
Post by: ZeStopper on July 05, 2013, 10:39:36 PM
Aw hell yes!
We can jump on top of trains! We can recreate that one scene from Skyfall and all those other movies!
We can even get pushed by the train as Turbo Man and finally reach 88 MPH and go back to the future!
So much stuff is possible in V.3B
Title: Re: MM8BDM v3a Released!
Post by: Kapus on July 05, 2013, 11:14:21 PM
Well, that should certainly help the teleporter camping problem the stage had.
Title: Re: MM8BDM v3a Released!
Post by: Rozark on July 06, 2013, 08:34:52 AM
Quote from: "ThePlayer"
Aw hell yes!
We can jump on top of trains! We can recreate that one scene from Skyfall and all those other movies!
We can even get pushed by the train as Turbo Man and finally reach 88 MPH and go back to the future!
So much stuff is possible in V.3B

The roofs of those were flat because normal trains don't carry cargo at mach 3 on their roofs.

And personally I'm not too excited for this for certain reasons.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on July 06, 2013, 08:45:24 AM
This is also Mega Man where things already didn't make sense to begin with. I mean yes you could say having cargo on the roof makes no sense. But neither does having cargo that isn't tied down in any way while moving at full speed. On a normal train, those crates would be sailing off into the distance just as much as the ones on the roof.
Title: Ha ha! Using train roofs in a map is no longer original.
Post by: Shade Guy on July 06, 2013, 09:01:58 AM
Don't forget that mapping sensibility takes precedence over real-life sensibility! Without cargo on the roof, the top of the train would be flat and boring, and that's no good.
Title: Re: MM8BDM v3a Released!
Post by: Rozark on July 06, 2013, 09:20:59 AM
I completely understand that and I'm fine with it.
I still have my reasons of why I'm not too excited though.
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on July 06, 2013, 09:47:24 AM
Quote from: "Beed28, from nearly a whole year ago,"
Also, seeing that we will be able to go onto Dark Man's outer castle walls in the new update, I ask this; will we be able to climb on top of Charge Man's train cars?
You finally did it. You actually did it. I have been waiting for this moment ever since I saw the Dark Man castle changes.

Also, what about having it so that the train itself bumps instead of the outside? Unless it would cause problems (Water Wave projectiles for example, which now works with with Jelly World in Chaos Generator by replacing it with a similar actor with +MOVEWITHSECTOR added to it).
Title: Re: MM8BDM v3a Released!
Post by: TailsMK4 on July 10, 2013, 02:31:02 AM
Quote from: "Ivory"
This is also Mega Man where things already didn't make sense to begin with.

Fire weapons underwater anyone? In fact, heck, Pirate Man couldn't stand being hit with Burner Man's weapon, and he even controls the water level in his room! Video game logic bends logic as we know it in different ways. Mega Man is certainly no exception.
Title: Re: MM8BDM v3a Released!
Post by: tsukiyomaru0 on July 10, 2013, 02:40:24 AM
Quote from: "TailsMK4"
Quote from: "Ivory"
This is also Mega Man where things already didn't make sense to begin with.

Fire weapons underwater anyone? In fact, heck, Pirate Man couldn't stand being hit with Burner Man's weapon, and he even controls the water level in his room! Video game logic bends logic as we know it in different ways. Mega Man is certainly no exception.
Because someone had to go and burst his bubble.  :roll:
But now that you mentioned this, this makes me wonder if Flame Sword works underwater in Mega Man 8, and if it follows the method of Wave Burner
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on July 10, 2013, 03:04:25 AM
Quote from: "TailsMK4"
Quote from: "Ivory"
This is also Mega Man where things already didn't make sense to begin with.

Fire weapons underwater anyone? In fact, heck, Pirate Man couldn't stand being hit with Burner Man's weapon, and he even controls the water level in his room! Video game logic bends logic as we know it in different ways. Mega Man is certainly no exception.
Wave Burner worked differently underwater then most fire weapons do. Also if you kept up the attack on him to keep him from raising the water level again you could deal extra damage and even ignite him on fire by hitting him with WB while neither you nor him were in water.
Title: Re: MM8BDM v3a Released!
Post by: The Killer Nacho on July 10, 2013, 10:11:12 AM
I thought steam cooking was a legitimate way to cook underwater creatures such as fish? (I'm a vegetarian, don't quote me on that). I mean, it's called wave burner, which implies it's purpose is to burn waves, right?
Title: Re: MM8BDM v3a Released!
Post by: fortegigasgospel on July 10, 2013, 11:28:38 PM
It is called Wave Burner due to the wave motion in which the attack gives.
The flame waves up and down. As well as under water it gives off a ripple effect (IE causing waves).
Think of X1's Fire Wave, in which the charge gave off a wave of fire across the ground.
Wave Burner has it's own waving effect and comes from the boss Burner Man, thus the Burner part of the name.
Title: Re: MM8BDM v3a Released!
Post by: The Killer Nacho on July 11, 2013, 10:30:48 AM
I think Wave Burner can be interpreted either way. Is there any canon evidence stating my interpretation is incorrect? (Granted, my interpretations tend to be wrong...)
Title: Re: MM8BDM v3a Released!
Post by: Beed28 on July 11, 2013, 03:08:11 PM
Something that bothers me a lot, and probably a major factor in why Wave Man keeps getting voted off and thus going to be replaced; there's no way to change the speed of the Wave Bikes ever since they were changed, making fighting on them extremely difficult if not outright impossible. That's why I kept the old behavior in Chaos Generator.

Prehaps something should be done to them?
Title: Re: MM8BDM v3a Released!
Post by: Messatsu on July 11, 2013, 03:38:47 PM
I found them to be nothing but something to stall or troll a match.  From the original design of the stage, it seems the wave bikes were made to allow access to better items and allow transport between the various land structures.  However, almost entire matches on Wave Man resulted in jumping and firing weapons on the water.  By making the bikes not accelerate in the air and harder to aim with, it encourages using them for the purpose of getting items and getting back to land where you have better control.  That's my interpretation of it anyway.
Title: Re: MM8BDM v3a Released!
Post by: Ivory on July 11, 2013, 04:06:06 PM
More or less what Mess said. I was all up for the change precisely because of being able to jump to gain speed led to outrunning projectiles and stuff.
Title: Re: MM8BDM v3a Released!
Post by: TailsMK4 on July 12, 2013, 04:06:58 AM
This must have been why I was unable to do "speed boosts" in my racing mod by setting thrusts...maybe I'll just have to experiment with walking on foot later.
Title: Re: MM8BDM v3a Released!
Post by: SmashBroPlusB on July 12, 2013, 04:21:10 AM
or you could make your own edited version that reacts to certain inventory items and changes the speed accordingly


or you could just use Frost Man snowboards because those are awesome and fast and awesomely fast
Title: Re: MM8BDM v3a Released!
Post by: PressStart on July 30, 2013, 02:42:51 PM
HEY

I didn't realize V3B was a thing till like a week ago and I feel bad for not keeping up but wow I'm hyped! Seeing the posted screens of the new Magnet, Charge, and all the wacky stages you dudes had contests for is getting me super excited!
Title: Re: MM8BDM v3a Released!
Post by: Emmanuelf06 on August 03, 2013, 08:34:45 AM
Quote from: "Ivory"
No, because that would take longer to get anything released. You are pretty new here, so I'll take the time to mention: v3a took just over a year to produce. During which time there was no updates to the v2 versions. And things got really stagnant around here during the last few months. So I aim to not repeat that, even if future expansions should theoretically have smaller development cycles because of this new system.

v3b has some exciting things planned.
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Trains_zpsce1293e9.png)

OH MY GOD! it will be awesome !

More people will be on the servers, bigger must be the maps! hehe.....Anyways, the design style is awesooooome!
Good job Custuff Staff, maybe others maps will be like it ? So much work for this fangame....it's impressive! (it can be funny if there is a tunnel who appear on the map and you are on the UP part! * fall out of the train * xD
Roll class will have fun with it! XD
My next convention with MM8BDM STAND -4 laptop in LAN- will be in september 28 and 29, can be funny if i put this chargeman map  :mrgreen:
Title: Re: MM8BDM v3a Released!
Post by: CopShowGuy on August 04, 2013, 07:56:02 PM
I'm all for things!
Title: Re: MM8BDM v3a Released!
Post by: DarkAura on August 06, 2013, 02:29:08 AM
Any plans on making a Vintage Map Pack for the old versions of the core maps?
Title: Re: MM8BDM v3a Released!
Post by: Megaman94 on August 11, 2013, 04:40:25 AM
Quote from: "PressStart"
HEY

I didn't realize V3B was a thing till like a week ago and I feel bad for not keeping up but wow I'm hyped! Seeing the posted screens of the new Magnet, Charge, and all the wacky stages you dudes had contests for is getting me super excited!


I didn't know about version 3b until now. I am excited too.  :D
Title: Re: MM8BDM v3a Released!
Post by: Ivory on August 11, 2013, 05:08:01 AM
I think I'll close down this thread now.

V3B will be released on Monday.