Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on May 17, 2014, 02:42:56 PM

Title: MM8BDM V4A - V4B Roll Call!
Post by: CutmanMike on May 17, 2014, 02:42:56 PM
(http://i.imgur.com/jmCzoCQ.png)

Mega Man fans rejoice, as Mega May continues to explode with new Mega Man content and announcements! As expected, Cutstuff continue the celebrations with a new version of Mega Man 8-bit Deathmatch! This update includes Mega Man & Bass content, a game that was released on the Super Nintendo originally in Japan only but eventually made it's way onto GBA around the world. Did you know: Capcom made Mega Man & Bass on the SNES for kids who weren't rich enough to own a Playstation to play Mega Man 8?

Trailer:


Changelog:
[New Content]
- Added MMBMUS
- Added MMBTEN
- Added MMBAST
- Added MMBDYN
- Added MMBCOL
- Added MMBGRO
- Added MMBPIR
- Added MMBBUR
- Added MMBMAG
- Added MMBKIN
- Added MMBDW1
- Added MMWTBRG
- Added MMWTMWS
- Added MMWTHSH
- Added MMWTDW1
- Added MMWTDW2
- Added 9 new MM&B Weapons
- Added 4 new assist items

[Core/Misc]
- MM7 and 8 FC titlescreens replaced with recreations of the true title screens. (Credits: Geno)
- Circuit Board pickup message has finally been changed.
- Added Lava Splashes for lava floors.
- Introduced a new ResetPlayerStats item. This item can be used by modders to reset a player values back to spawn values easily.
- Death to Wind Storm or Gravity Hold now results with players being launched to the ceiling and then exploding.
- Character props now sink in snow.
- Kyorown damage nerfed to 25
- Gutslifts now have states for allowing them to travel North - South. Gutslifts can also use args to set custom speeds.
- Shadow and Yamato Man removed.
- Energy bars are recolored via TEXTURES as opposed to being their own graphics.
- Loads and loads of sprite file size optimizations.
- Trains and Spring Man boxing gloves now use their own damage types.
- Mr. X Team replaced with King Team
- All teams now feature unique Win/Lose themes. Including Light team which differs from the default non-team win/lose.
- Slash Man 10 is now primary Slash Man, the FC Slash Man is now known as SlashMan-RM7FC
- InstaGib Mode now increases player speed by 25% and jump height by ~40%.

[Weapons]
- All weapons had their obituaries moved onto the projectile itself.

Buster Weapons
- Mega Buster now has flash/noflash frames to fix the noflash bug. All other Buster weapons now inherit from Mega Buster.
- Proto Buster now uses the same charge counters as the other charging weapons do (weaponcharge).
- Bass Buster Upgrade pickup message fixed. Bass Buster’s added stun removed.
- Proto Shield, Super Adaptor Wings and Treble Boost Wings all translate with team games.
- Arrow Buster’s spread adjusted.
MM1 & PU
- Rolling Cutter, Fire Storm, Hyper Bomb have new icons.
- Super Arm no longer produces the rock fragments on a direct hit.
- Fire Storm shield returned to dealing radius damage (6 damage, 64 radius). The shield is now slightly transparent.
- Time Slow halves movement speed when used.
- Oil Slider Sled damage nerfed (18 -> 16)
MM2
- Air Shooter unused code removed, new icon.
- Bubble Lead’s initial projectile now has the same height/radius as the travelling bubble. New icon
- Leaf Shield has a new icon. Leaf Shield projectile is now a ripper.
- Atomic Fire, Crash Bomb, Quick Boomerang have new icons.
MM3
- Magnet Missile homing buffed.
- Needle Cannon can now hit-stun.
- Top Spin only spins for ~2.4 seconds before stopping. Damage buffed to 35 (from 25)
MM4
- Skull Barrier can be turned on / off. Skull Barrier now uses power protection instead of turning off shootability. Skull Barrier no longer protects players from crushers or from being telefragged.
- Dust Crusher damage buffed to 35 damage. Dust Bits buffed to 15 damage. Dust Bits can no longer hit the target (ala, like Thunder Bolt)
- Dive Missile skips most of its delay if it hits a target. Still has a slight hard delay.
- Pharaoh Shot uses the same charge counters as the other charging weapons do (weaponcharge).
MM5
- Power Stone now uses the canon icon look.
- Water Wave no longer dies if the player is aiming down while firing. unused code removed.
MM6
- Flame Blast now produces horizontal flames when it hits a wall.
- Centaur Flash has a correctly colored bar.
- Buffed Silver Tomahawk's radius (7->16) and made it a fast projectile.
- Plant Barrier overhauled: It now remains on when used and can be fired. Plant Barrier only heals you when your health is under 100, otherwise it idles and does nothing.
MM7
- Noise Crush’s NoiseCrushFlag was replaced with WeaponCharge. Charged Noise Crush now uses ammo to fire.
MM8
- Once a player has taken damage from Flame Sword, all additional damage will be reduced for a few tics. Idle sprite changed to be consistent with Slash Claw and Tengu Blade.
- Water Balloon uses Flash Bomb’s hitstun.
- Ice Wave can now climb up walls to get around an issue with 3D Floors eating them.
- Thunder Claw uses MM8 accurate colored sprites (Credits: Gumballtoid)
- Flash Bomb’s damage reduces down throughout its life. 22 -> 15 -> 12. Also reduced hitstun.
-Tornado Hold functions differently: If the pod hits a player, instead of simply bouncing away, the pod drops down the ground quickly. Pod damage reduced to 10 to compensate for the greater potential of hitting player with the wind.

MMK
- Sakujetting (IsFlying flag + saku to be technical) is no longer possible.
- Mirror Buster: Changed the sprite for the middle power shot so it's obvious that it's strong than the weak one,  Bumped the speed from 38 to 40 (omg!) and the strong shot is now a 80 damage projectile as opposed to a 45 damage ripper.

[Assists]
- New Assist Items! Energy Balancer, Reggae Call, Rush Marine, Item2
- Reggae Call and Energy Balancer added to Party Ball.
- Beat Call is greyed out when not active.
- Beat Assist has a hard delay to prevent rapid firing.
- MTank now uses the Energy Balancer scripts to provide ammo to all weapons you have on you and to the exact amounts. Any weapon added to the Energy Balancer script in mods would also apply to the MTank.

[Maps]
ALL CORE MAPS HAVE BEEN UPGRADED TO UDMF FORMAT (from Hexen Format)
As usual, any minor changes such as weapon shifts are most likely not documented.

LightLabs - Random boss music now plays while fighting Sniper Joe. Music reverts back once you or Joe loses. Joe has a health bar now.
TITLEMAP - Uses the MM&B Opening if Save Data is beyond the MM8 Chapter.
MM1CUT - Expanded layout. (By Ivory)
MM1FIR - New version of the map. (By Ivory) (Funfact: It’s an overhauled version of my duel map for the first mapping compo)
MM1BOM - New version of the map. (By Ivory)
MM1DW2 - Slight layout revamp making use of 3D Floors. (By Ivory)
MM2BUB - Added Shrinks to the stage. Rush Jet replaced by Rush Marine.
MM2HEA - New version of the map. (By Copy Robot)
MM2MET - Junk Shield was swapped with Thunder Beam, Thunder Beam was swapped with Metal Blade, Metal Blade was swapped with Junk Shield. Presses were added for background elements.
MM2DW1 - Revamped (by Ivory)
MM3SHA - floor fixed for software, reduced amount of weapons. Added Shadow Platforms.
MM3NEE - Rush Coil and Tango Roll swapped spots, Crash Bomb has been added
MM4PHA - MapInfo Fixed
MM4BRI - Revamped layout (By Ivory)
MM4DRI - Removed teleporter, punched a hole in the wall between Crash Bombs and Drill Bomb instead.
MM4DUS - Layout expanded upon, one of the crusher entrances removed, one way path in/out of the outside area added. A few weapon location swaps/new weapons introduced.
MM4SKU - New path added to the Skull Barrier area.
MM5STA - More Girders!
MM5STO - Map height lowered, minor redesigned elements.
MM5CRY - Changed some spawn destinations to remove the infinite search snake loop. Teleporters no longer teleport right on top of the next teleporter.
MM5GYR - Spinning fan script is now clientside. Item2 added to map.
MM6BLI - The boat no longer touches the water, avoiding accidental death. (same goes with the MMBMUS boat)
MM6FLA - Burning oil now provides a grace period like in MM1OIL.
MM6PLA - Revamped Layout (by Ivory)
MM6WIN - Revamped Layout (by Ivory)
MM6CEN - Revamped Layout (by Shade Guy)
MM7SHA - Punched some holes in the wall and few other changes to improve mapflow. Added Energy Balancer.
MM7DW2 - Cleaned up Health/Energy item layout.
MM7DW3 - Added pillars to large rooms for cover. Replaced Rush Coil with Treble Boost.
MM8TEN - Replaced Quick Boomerang with Remote Mine
MM8GRE - Added Ururuun to the map.
MM8DUO - Linedef blocked
MM8DW2 - Minor layout updates (by Kapus)
MMCTF01 - Stage revamp (by Ivory, although based on what Mike did first)
MMCTF02 - Stage revamp (by Ivory)
MMCTF04 - Stage revamp (by Knux)
MMCTF06 - Slight layout revamp (by Mike & Ivory)
MMCTF07 - Eddie replaced by Arrow Buster, flag rooms and the pit redone
MMCTF20 - Added Spring SFX to springs

[Script Changes]
Jump Canceling script improved, should reduce/remove failures?
Code commented in global/wepacs.

Download
Download from MEGA (https://mega.co.nz/#!KURhwRjJ!Tc_LsjEQSAH9kIhdeEbgLBT0kb5Ckyz6oqvX_DLoaQM)
Download from Cutstuff (http://cutstuff.net/files/MM8BDM-v4a.zip)

Notes
Congrats on the MM8BDM dev team for pulling it off once again. Most cutstuff fans know this but for those who don't, I don't actually contribute a lot to these updates anymore other than the singleplayer stuff (boss fights, save system) and generally sit in the back and say stuff like "That's TOO FUN we can't have that in!" or "That makes sense DO IT!" and other various grunting noises. Ivory, Messatsu and the others weaing proud King badges are the ones you should be thanking for this release. Hope you enjoy the update and the boss fights (they may be my best ones yet).
Title: Re: MM8BDM V4A - RELEASED!
Post by: Celebi on May 17, 2014, 02:43:08 PM
Woohoo, I hope everyone enjoys it, I tried my hardest in testing and making sure it is bug free!

If you do find any bugs/problems, be sure to report it HERE (http://www.cutstuff.net/forum/viewforum.php?f=25), and not in this topic.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Beed28 on May 17, 2014, 02:43:12 PM
(http://www.legends-station.com/mml1/screens/firstmission/003.jpg)
OBLIGATORY HAPPY MEGA MAN VOLNUTT IMAGE ON FIRST PAGE

...

Wait, UDMF? That means broken Floor_Waggle (http://zandronum.com/tracker/view.php?id=1658), right?

(http://nooooooooooooooo.com/vader.jpg)
OBLIGATORY DARTH VADER NOOOOOOOOOOOOOOO IMAGE ON FIRST PAGE
Title: Re: MM8BDM V4A - RELEASED!
Post by: chuggaafan1 on May 17, 2014, 02:43:35 PM
"Oh, it's out now"-Gumballtoid.

Yeah uh. Happy!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Jakeinator on May 17, 2014, 02:44:54 PM
DAMMIT MIKE I WASN'T DONE WITH MY HYPE TRAIN IMAGE YET!, Oh well I'll post it in the spamthread offtopic discussion later.

Anyways its time for the happy fun times!
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashBroPlusB on May 17, 2014, 02:45:52 PM
GOD DAMN IT I WANTED-- oh wait I'm still on first page

neat



it's finally out, I can't wait to ruin everything :ugeek:
Title:
Post by: Max on May 17, 2014, 02:46:48 PM
oh
Title: Re: MM8BDM V4A - RELEASED!
Post by: skully on May 17, 2014, 02:47:04 PM
OH MY GOD *insert girlish scream here* ITS OUT.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 17, 2014, 02:47:49 PM
That's so amazing I need to wait some minutes before rushing the download.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Tfp BreakDown on May 17, 2014, 02:47:59 PM
AAAwWWW YEEAHH, coldman here I come.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CHAOS_FANTAZY on May 17, 2014, 02:50:01 PM
IT'S TIME.

Now to go through the campaign in like an hour and question if this is what I've been waiting for all this time  :ugeek:
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 02:51:13 PM
Congrats on the MM8BDM dev team for pulling it off once again. Most cutstuff fans know this but for those who don't, I don't actually contribute a lot to these updates anymore other than the singleplayer stuff (boss fights, save system) and generally sit in the back and say stuff like "That's TOO FUN we can't have that in!" or "That makes sense DO IT!" and other various grunting noises. Ivory, Messatsu and the others weaing proud King medals (soon) are the ones you should be thanking for this release. Hope you enjoy the update and the boss fights (they may be my best ones yet).
Title: Re: MM8BDM V4A - RELEASED!
Post by: Megaman94 on May 17, 2014, 02:55:40 PM
I can finally play V4!!!!
(http://wac.450f.edgecastcdn.net/80450F/screencrush.com/files/2012/07/excited_elf.gif)
Title: Re: MM8BDM V4A - RELEASED!
Post by: TheMetalManu on May 17, 2014, 02:55:58 PM
AW YEAH!

Oh good, I forgot that I delete this game for no reason, better bind "summon bfgball" to beat the campaign fastest as possible, shame on me.

Thanks to the dev team for keeping this amazing game updated!
Title: Re: MM8BDM V4A - RELEASED!
Post by: *Alice on May 17, 2014, 02:56:55 PM
I wish there was a download that only contained the pk3 and the wad.
It would make things easier for people who don't even use any of the other files.
Title: Re: MM8BDM V4A - RELEASED!
Post by: The_Broker on May 17, 2014, 02:57:44 PM
It was a blast making the botchats (which I'll be posting soon on my thread.) Hope everybody thinks they are worthy of this update!
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 02:58:27 PM
Quote from: "*Alice"
I wish there was a download that only contained the pk3 and the wad.
It would make things easier for people who don't even use any of the other files.

They're tiny though. I'm sure the pk3 will end up everywhere soon enough anyway.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Rui on May 17, 2014, 02:58:51 PM
Grats to the team for getting it done! Can't wait to try it out and see all the cool new stuff B)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Awbawlisk on May 17, 2014, 02:59:38 PM
It's finally done, I see. Let's check this out shall we?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Turbodude on May 17, 2014, 03:00:10 PM
Well, that was unexpected. Heh.

Great job on releasing it, I'll be having a lot of fun with this!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Raider on May 17, 2014, 03:02:49 PM
Shadow and Yamato man removed?  Does that mean the skins or the maps?
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on May 17, 2014, 03:04:14 PM
I am MusashiAA, and the v4 devteam does not have the balls to do it.

Also yeah enjoy and stuff.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dataman on May 17, 2014, 03:06:39 PM
Goodbye, MM8BDM V3b.

Hello, MM8BDM V4!

Time to check this out and experience it's amazingness.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Blaze Yeager on May 17, 2014, 03:09:09 PM
Hope people enjoy the campaign! Glad to have seen this through!

May v5 onward be great expansions!
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on May 17, 2014, 03:10:43 PM
Finally! now to see if something was added

Edit: nope  :|
Title: Re: MM8BDM V4A - RELEASED!
Post by: Beed28 on May 17, 2014, 03:11:28 PM
And the boss health meters still haven't been adapted to the horizontal huds:
(I apologise if it's a bit dark, but I wanted to show it's v4)
(http://i.imgur.com/05pUP29.png)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 17, 2014, 03:13:15 PM
Hontoni, wasn't this view counter a local cutstuff view record? 8D
I screen'd it so we don't lose this moment of prosperity.
(http://i59.tinypic.com/25psqkl.jpg)

(http://i61.tinypic.com/vzg5rc.jpg)

(http://i62.tinypic.com/14448pv.jpg)

(http://i61.tinypic.com/23sc8zp.jpg)

(http://i60.tinypic.com/10i6pkz.jpg)

(http://i60.tinypic.com/2wlsrxg.jpg)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Mystic on May 17, 2014, 03:17:13 PM
*insert fangirl scream here* Yay!! Finally, it's here, and I has it, and *implosion* :mrgreen:

Imma be playing this so much every other game that I own is gonna feel neglected. Magic-Kun here I come! ^^
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on May 17, 2014, 03:19:09 PM
Where is my hype? I can't seem to find it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 03:22:57 PM
Quote from: "Beed28"
And the boss health meters still haven't been adapted to the horizontal huds:
(I apologise if it's a bit dark, but I wanted to show it's v4)
(http://i.imgur.com/05pUP29.png)

Please repost this in the bugs forum
Title: Re: MM8BDM V4A - RELEASED!
Post by: ProtoDude on May 17, 2014, 03:30:59 PM
The timezone lag finally caught up.

lolyouknow
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashTheEchidna on May 17, 2014, 03:40:59 PM
If it wasn't for v4 I'd still be in bed right now.

Let's-a Play!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Blutorus on May 17, 2014, 03:42:48 PM
Yes! My life is complete! Until v5 is released. :ugeek:
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 17, 2014, 04:01:40 PM
It was a great honor to be able to lead an official expansion twice in a row, and I am proud to release both MM&B and Wily Tower related content as version 4 of MM8BDM. I'm also proud of the entire MM8BDM team for working together to keep the game alive, and an honor that Mike trusts me enough to be lead developer.

So I bet some of you are wondering what's going to be next. So the basic gist of it is, unless something gamebreaking crops up, going to take a break for a few weeks/month and then start work on v4b. My focus on v4b is going to be related to gameplay, bug fixing and other issues that crops up. Some prep work to do for v5 content as well. Less focus on newer content like v3b.

So I hope you all enjoy version 4!
Title: Re: MM8BDM V4A - RELEASED!
Post by: ZeStopper on May 17, 2014, 04:03:08 PM
Thank you MM8BDM Team for making an awesome game!

Also, does the Wily Tower content include Genesis Unit skins?
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 04:09:36 PM
Yes and they use new sprites so you should remove any Genesis Unit custom skins you have.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Megaman94 on May 17, 2014, 04:15:10 PM
You added Rush Marine?
MM4DIV just got a lot more interesting...
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 17, 2014, 04:16:01 PM
Something a bit shocking is Dive Missile ; not only it can now fires quickly, still keeping the best homing abilities, but also the ammo cost was halved... ._.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 04:18:03 PM
Quote from: "Stardust"
Something a bit shocking is Dive Missile ; not only it can now fires quickly, still keeping the best homing abilities, but also the ammo cost was halved... ._.

It can only be fired quickly if the missile hits something, so the weapon is actually usable now and not a joke weapon.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Freeman on May 17, 2014, 04:21:48 PM
It's not mentioned anywhere cause it's so small but I recovered the MM7 Wily Capsule which was fun.

Without spoiling anything else, this was a fun ass expansion whoaaaaaaaaaa it was great.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 17, 2014, 04:30:08 PM
Quote from: "CutmanMike"
It can only be fired quickly if the missile hits something, so the weapon is actually usable now and not a joke weapon.

However this means that hitting makes it ready to shoot again,
but missing keep the original fire rate, right? It was kind of a "cheap" but also dangerous weapon -- mostly in duel

Playing 1P alone, I noticed that the Thunder Claw pegs that are summoned in Light's lab's virtual training room if you choose Thunder Claw don't disappear for the next trainings.

EDIT : Oh and using CHANGEMAP TITLEMAP from DR LIGHT'S LAB keeps the health bar in the top left hand corner

EDIT 2 : I just watched the intro scene in Titlemap, since I finished MM8 already. Oh boy you have talented spriters c:
Title: Re: MM8BDM V4A - RELEASED!
Post by: PotatoStrike on May 17, 2014, 04:43:32 PM
Game finished
Title: Re: MM8BDM V4A - RELEASED!
Post by: -Daiki-TheOni on May 17, 2014, 05:32:07 PM
A bit late but, thanks, some poor kids cant still aford a new console (and maybe they will never be capable of that).
 :) lets make this game "invincible"!
Title: Re: MM8BDM V4A - RELEASED!
Post by: DrMario2 on May 17, 2014, 05:34:08 PM
The darn thing won't download!
Cutstuff: Won't open because it has a "Compressed zipped folder is invalid" Error
MEGA: It will stop in the middle of the downloading sequence.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 05:37:11 PM
How are you downloading it/what web browser are you using?
Title: Re: MM8BDM V4A - RELEASED!
Post by: DrMario2 on May 17, 2014, 05:38:01 PM
Incognito Google Chrome.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 05:43:21 PM
Try it in Internet Explorer or firefox see if that helps.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Captain Barlowe on May 17, 2014, 05:43:49 PM
Just finished the campaign.

Really, really nice job you guys did. I enjoyed all of it so much- the bosses, the music, the stages (King's stage is so great) and the weapons (remote mine's so good).

This is definitely gonna be taking up most of my vacation time, it's so fun aaaaa
Title: Re: MM8BDM V4A - RELEASED!
Post by: TailsMK4 on May 17, 2014, 05:44:06 PM
And the time has come for the new expansion...though another game has my interest atm, but I'll be sure to start playing this once I finish the other game. Anyway, I don't want to lose my save, so I guess I'll move the old save file outside the folder, then merge it in later.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Celebi on May 17, 2014, 05:47:44 PM
You won't lose your old save, it will be converted and stuff upon playing v4.  If you're still feeling uneasy, then make a copy of it just in case.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Yuri Sakazaki on May 17, 2014, 05:48:13 PM
Don't really have a lot to say, but. I hope you all have great fun with this expansion, everyone!
Title: Re: MM8BDM V4A - RELEASED!
Post by: DrMario2 on May 17, 2014, 05:50:30 PM
Yeaaah.... Not working.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 17, 2014, 05:51:26 PM
holy fuck look at all these unnecessary map changes
Title: Re: MM8BDM V4A - RELEASED!
Post by: DrMario2 on May 17, 2014, 05:56:06 PM
Internet Explorer - Downloads the errorish Zip faster than Google wow
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 06:01:07 PM
Quote from: "DrMario2"
Internet Explorer - Downloads the errorish Zip faster than Google wow

It's not the zip that's the error, it's something on your end. Try this mirror (https://www.dropbox.com/s/aegf7oftzh4gj4y/MM8BDM-v4a.zip) and if it doesn't work it's something on your end and I don't know what.
Title: Re: MM8BDM V4A - RELEASED!
Post by: DrMario2 on May 17, 2014, 06:08:34 PM
Google & Internet Explorer: Failed - Network error
I hate it when I have bad internet and can't play the game I know and love  :(
Title: Re: MM8BDM V4A - RELEASED!
Post by: Beed28 on May 17, 2014, 06:37:23 PM
So I beat the campaign, possible spoilers inside:
Wow, that was one hell of a "King Second Form" we got. :shock:

Also, I don't think I'll ever have the patience to go and fight said last boss without god mode on. Holy moly. :O
Title: Re: MM8BDM V4A - RELEASED!
Post by: TheMetalManu on May 17, 2014, 06:53:07 PM
Whoever came up with the storyline of the MM&B campaign is a genius.

I'm not a big fan of big maps though, it seems there is a lot of them, sorry but I can't help it. These new weapons are awesome, specially Wave Burner, I love how it turns into this wave thingy while underwater.  also why is Hyper Storm H so hard omg nvm genesis unit is harder
Title: Re: MM8BDM V4A - RELEASED!
Post by: CHAOS_FANTAZY on May 17, 2014, 06:54:41 PM
I am not disappointed.

Wait, King's second form was supposed to be tough?  I just shot him mercilessly with the Mega Buster while dancing circles around his charge until he dropped.  I'd say it was even easier than the first form (For I was not bested by the second form even once).

...Maaan, though.  That Genesis Unit was tough.  I really liked it, though.  I take this as proof that an MM8BDM boss doesn't have to be complicated to be wildly fun and incredibly challenging.  I liked their attack formations; they reminded me of the Bros. Attacks in the Mario & Luigi RPGs.
When's Super Genesis Unit RPG?
Title: Re: MM8BDM V4A - RELEASED!
Post by: The_Broker on May 17, 2014, 06:56:32 PM
Beat the campaign. I liked everything (though my allies getting stuck led to a lot of reloads due to them becoming sitting ducks.) But you want to know the biggest thing I discovered was?
I stink at this game!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 17, 2014, 06:57:43 PM
Mega ball still broken, ring boomerang still broken, astro still broken, treble boost broken, oil slider still broken, a myriad of maps ruined.

Nothing new here, move along.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 07:06:25 PM
Someone complaining without giving specifics, also nothing new here :mrgreen:
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on May 17, 2014, 07:25:13 PM
Wow. So happy! Anyways, I noticed in the trailer a few of the maps had JUST King's bots versus the player. I also noticed that the player now has allies? Are these supposed features exclusive to the MM&B Story Maps, or did you tinker around with the offline bots?

 :geek:
Title: Re: MM8BDM V4A - RELEASED!
Post by: PressStart on May 17, 2014, 07:42:33 PM
Just played some online multiplayer and it was cool! Think we only went to one new map, but I saw some cool changes in the other ones. Wave Burner feels like a hot weapon type we've been missing for years  :cool:
Title: Re: MM8BDM V4A - RELEASED!
Post by: CDRom11_2007 on May 17, 2014, 07:59:07 PM
Yes! It released! Now if only I was actually able of playing the game at my current state.*sigh* Soon though, soon...
Title: Re: MM8BDM V4A - RELEASED!
Post by: CopShowGuy on May 17, 2014, 08:07:35 PM
AW SNAP!  NEW TOYS TO PLAY WITH!
Title: do you even lift
Post by: Bikdark on May 17, 2014, 08:28:31 PM
Delivering
Weapons
Skull Barrier: Worst weapon change introduced in any version of mm8bdm. Being able to cancel and reserve invincibility for later is a fucking awful idea. Turn on skull, grab hp, turn it off. It lasts a large amount of time, and is refilled extremely easily. 3 small capsules put it nearly at full, and one large capsule will put it at 3/4. Revert to old skull barrier.

Mega ball: still randomly ohkos. has absolutely no place in this game as-is

Ring: DPS: The Weapon. Does absurd damage, especially for something that fires that fast.

Astro: AoE ohkos, no matter what the ammo cost may be, are a very bad idea. People who die to this weapon don't feel like they should've died, and people who kill with this weapon don't feel as if they deserved a kill.

Treble boost: On-demand flight is one thing. On-demand flight that can be cancelled and reserved for later is another.

Oil: Love tapped, not nerfed. Insane mobility and insane dps while being allowed to jump. Nearly impossible to catch up to or run away from someone using oil.
Maps:
Brightman: Old map was obnoxious to play on solely due to the darkness. Easily rectified using textures that were visible in the dark. New map is much more bland and has no need to exist.

Cutman: "Cutman wasn't teaching new players about the game properly"
>makes the map bigger to further confuse new players
New map's not bad, but your reasoning sure is.

Drill: You took away the one thing that made mm4dri interesting. Fantastic job.

Dust: such over-complication. wow.

Fire: lmao do I even need to say anything? You took a perfectly good map that most players actually enjoyed and replaced it with some shit from a mapping competition. Although it needed a weapon rework, old fireman offered unique gameplay and was interesting to duel on. New fireman is a bland "hallways connecting rooms" map.

Heatman: Jesus, what was wrong with the old map again? Weapon type diversity was an issue, as was the map being entirely symmetrical, but a complete revamp was unnecessary. New map looks ugly with its guardrails and spaces inbetween platforms taken directly from gyroman. If you're going to keep this map design, at least clean it up.

Stoneman: It seems like every version of the game this map is getting more and more dumbed down to cater to bad players. You removed all forms of map control, made it too easy to go from gyro to power stone, and you removed/reduced the ladders. Only good change were platforms to teleporter.

MM2DW1: Jesus. Fucking. Christ. 16 weapons + 2 buster upgrades. Completely unnecessary underground section that only subtracts from what the map was and hinders aboveground combat. Proper direction to go in was to add scaffolding or platforms that lead up to and connect the structures at the corners of the map.
Title: Re: do you even lift
Post by: Carprillo on May 17, 2014, 08:38:04 PM
Quote from: "Bikdark"
Delivering
Weapons
Skull Barrier: Worst weapon change introduced in any version of mm8bdm. Being able to cancel and reserve invincibility for later is a fucking awful idea. Turn on skull, grab hp, turn it off. It lasts a large amount of time, and is refilled extremely easily. 3 small capsules put it nearly at full, and one large capsule will put it at 3/4. Revert to old skull barrier.

Mega ball: still randomly ohkos. has absolutely no place in this game as-is

Ring: DPS: The Weapon. Does absurd damage, especially for something that fires that fast.

Astro: AoE ohkos, no matter what the ammo cost may be, are a very bad idea. People who die to this weapon don't feel like they should've died, and people who kill with this weapon don't feel as if they deserved a kill.

Treble boost: On-demand flight is one thing. On-demand flight that can be cancelled and reserved for later is another.

Oil: Love tapped, not nerfed. Insane mobility and insane dps while being allowed to jump. Nearly impossible to catch up to or run away from someone using oil.
Maps:
Brightman: Old map was obnoxious to play on solely due to the darkness. Easily rectified using textures that were visible in the dark. New map is much more bland and has no need to exist.

Cutman: "Cutman wasn't teaching new players about the game properly"
>makes the map bigger to further confuse new players
New map's not bad, but your reasoning sure is.

Drill: You took away the one thing that made mm4dri interesting. Fantastic job.

Dust: such over-complication. wow.

Fire: lmao do I even need to say anything? You took a perfectly good map that most players actually enjoyed and replaced it with some shit from a mapping competition. Although it needed a weapon rework, old fireman offered unique gameplay and was interesting to duel on. New fireman is a bland "hallways connecting rooms" map.

Heatman: Jesus, what was wrong with the old map again? Weapon type diversity was an issue, as was the map being entirely symmetrical, but a complete revamp was unnecessary. New map looks ugly with its guardrails and spaces inbetween platforms taken directly from gyroman. If you're going to keep this map design, at least clean it up.

Stoneman: It seems like every version of the game this map is getting more and more dumbed down to cater to bad players. You removed all forms of map control, made it too easy to go from gyro to power stone, and you removed/reduced the ladders. Only good change were platforms to teleporter.

MM2DW1: Jesus. Fucking. Christ. 16 weapons + 2 buster upgrades. Completely unnecessary underground section that only subtracts from what the map was and hinders aboveground combat. Proper direction to go in was to add scaffolding or platforms that lead up to and connect the structures at the corners of the map.

...If you don't like the changes, don't play the game, bro.
Or, you could just download some NEW maps to play on, or make better maps yourself.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 17, 2014, 08:43:46 PM
Always maintain a questioning attitude, friend. Blindly accepting any changes introduced without thinking for yourself is very bad.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 17, 2014, 09:07:54 PM
All I see from Bikdark is whining really. I like the changes. Though Lightning Bolt could use a bit of a nerf. You can easily rack up frags with that but I suppose that was the intention.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 17, 2014, 09:13:01 PM
I dunno man, if the changes are bad, I think I have a right to "whine", as you call it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on May 17, 2014, 09:13:17 PM
@ShadowBlade:
The main problem with Lightning Bolt[and a lot of things] right now is that most servers are heavily populated, so aoe and strong weapons are king. It's so easy to get a lot of frags with it because so many people are walking around, many of which have low health already.

It's too early to go throwing around nerfs, so we need to wait and see what it's like later.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magnet Dood on May 17, 2014, 09:15:02 PM
Quote from: "Bikdark"
if the changes are bad

All to personal preference I suppose.

Finally got the chance to head online, hooray! Can't wait to see the new stuff.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Mr. Sean Nelson on May 17, 2014, 09:18:00 PM
Quote from: "Bikdark"
Always maintain a questioning attitude, friend. Blindly accepting any changes introduced without thinking for yourself is very bad.

Questioning and being insulting and abrasive are two different things.
You shouldn't be proud of what you were writing.
You're talking to the MM8BDM team as if they owe you something, as if you earned something better than what they worked on.
Unless you bankrolled their operation, I'd say you should show them a lot more respect.
I'd also like to know how you keep coming back to this forum, as I was fairly sure you'd been banned once or twice.

Anyway, that said, I agree that the map design has become a lot worse in recent years.
Bigger is absolutely not better.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on May 17, 2014, 09:19:06 PM
Quote from: "Mr. Sean Nelson"
I'd also like to know how you keep coming back to this forum, as I was fairly sure you'd been banned once or twice.

he was unbanned for good behavior and given one more shot.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 09:23:18 PM
I dunno why people have issues with MM2DW1, the original layout was completely flat with a few things to climb up if you were lucky. Now it has a little more depth to it. MM1FIR is a little bigger but still an average sized map and has a little more going for it than the old layout which was a little cramped. Same with MM1CUT. We'll be keeping an eye on the feedback though for future versions, it isn't impossible for us to revert certain changes back.

MM2FLA was on the list of maps to be made bigger too but I insisted it was left alone, possibly others too. We do listen to what the players want, that's why there was a thread about it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 17, 2014, 09:25:00 PM
If I find something wrong with the game I'd offer it in a constructive manner, not how Bikdark is doing it when it just comes off as if the team owes him something and he's like a whining child.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 17, 2014, 09:27:32 PM
Quote from: "CutmanMike"
MM2FLA was on the list of maps to be made bigger too but I insisted it was left alone, possibly others too. We do listen to what the players want, that's why there was a thread about it.

No? I never planned on touching MM2FLA. I think you are getting me confused with someone else.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Mr. Sean Nelson on May 17, 2014, 09:30:20 PM
Quote from: "CutmanMike"
I dunno why people have issues with MM2DW1, the original layout was completely flat with a few things to climb up if you were lucky. Now it has a little more depth to it. MM1FIR is a little bigger but still an average sized map and has a little more going for it than the old layout which was a little cramped. Same with MM1CUT. We'll be keeping an eye on the feedback though for future versions, it isn't impossible for us to revert certain changes back.

MM2FLA was on the list of maps to be made bigger too but I insisted it was left alone, possibly others too. We do listen to what the players want, that's why there was a thread about it.

The one thing that I keep noticing is that everything gets bigger.

In my opinion, the MM8 expansion maps were lackluster because they were too large.
I'm not saying that they were huge, but just too big for our server sizes.

As you know from working on V1A and the demo, it is usually a lot harder to make a functional small map.
However, when it works, it REALLY works.

This continuous process of going back into the old maps to change things usually ends up making them bigger.
So, its gotten to the point where I can't think of many maps that could be considered small anymore.
It doesn't matter much if you agree that small maps are better, but the fact remains that it leaves little in the way of variety when almost all the maps are either medium, large, or huge.

That said, I have not seen many of the MM&B maps yet.
Title: Re: MM8BDM V4A - RELEASED!
Post by: TheMetalManu on May 17, 2014, 09:30:55 PM
Quote from: "Shadow Blade"
If I find something wrong with the game I'd offer it in a constructive manner, not how Bikdark is doing it when it just comes off as if the team owes him something and he's like a whining child.

Everybody has right to write if something feels odd or it's not right, not because he doesn't like something that everybody does makes him a "whining child" as you said, opinions and critics are good, it helps to improve and make stuff better.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 17, 2014, 09:34:59 PM
Yeah you're right, just the way he worded seemed awfully complainy, but thats just me.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 17, 2014, 09:36:05 PM
+1@sean

Map size creep is real coughmagicmancough
Title: Re: MM8BDM V4A - RELEASED!
Post by: PotatoStrike on May 17, 2014, 09:36:39 PM
The maps are A-WE-SOME!!!
Like the Robot Museum: 3 zones for 3 robot masters: Fire Man, Toad Man and Blizzard Man!
Thank you developpement team for this... present.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Tfp BreakDown on May 17, 2014, 09:36:53 PM
Question: any reason why heat's map was changed? I mean I thought it was decent but any reason why it was revamped?
Title: Re: MM8BDM V4A - RELEASED!
Post by: PotatoStrike on May 17, 2014, 09:38:17 PM
I think... Useless things like ITEMS IN LAVA?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 17, 2014, 09:41:47 PM
In my opinion old heatman just seemed really bland.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Mr.Galaxy Derp on May 17, 2014, 09:42:59 PM
*dances*
Title: Re: MM8BDM V4A - RELEASED!
Post by: Mr. Sean Nelson on May 17, 2014, 09:43:29 PM
Rtist would roll in his grave
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 17, 2014, 09:46:31 PM
At least old heat was different. New heat looks absolutely terrible with those guardrails and the spaces in the floor.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 17, 2014, 09:48:14 PM
I love the new MM2HEA, mostly because it uses a texture choice and structures that look like closer to the original stage (for instance, the glass floor right over the lava, or the ramps), but of course also because the old one was just a kind of bigger MM1CUT (in terms of global structure)

I wonder if Cold Man being hurt isn't even more baka than Frost Man's armpits! Cold's pain animation is the one used when he receives electricity in Megaman & Bass, and that's even sillier than running Grenade Man :v

The bots were fed with dictionaries in the making of this update? Their language is way more complex than the older bots.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Badz on May 17, 2014, 09:54:01 PM
I happened to have looked into the pk3, and found out that all the weapon obituaries got moved into the language file. Any particular reason why?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 17, 2014, 09:58:43 PM
Quote from: "Badz"
I happened to have looked into the pk3, and found out that all the weapon obituaries got moved into the language file. Any particular reason why?
Quite simple, it's easier to maintain. If we have to change an obit for one weapon, then we only need to edit one place.

As for everyone discussing layout changes, weapon balance, etc. I'm just going to hold off on commenting on that. I think everyone needs more than a day to really let the changes sink in. As v4b is going to be addressing gameplay related concerns, I will be starting up a thread at a later date for that sort of discussion.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lego on May 17, 2014, 09:59:11 PM
Simply put, weapon obituaries show up in more than one place now, so Ivory compiled them there to prevent having to edit them more than once more easily.
EDIT: Ninja Ivory

Additionally, this enables localization.
Title: Re: MM8BDM V4A - RELEASED!
Post by: TailsMK4 on May 17, 2014, 10:29:53 PM
Been enjoying the campaign...up until a certain point.

I don't know about you guys, but I was HOPING Mega Water was going to be easier than Buster Rod...Buster Rod gave me fits already. Seeing as how I barely can get Mega Water down to about third-quarters of his health before I either get poked by both the enemies and his harpoons too much, or I fall into the pit...these battles aren't really that enjoyable, imo. I'm not really willing to try to resume the campaign. I was happy to see how MM8BDM ends up making its own twist on the series, though. I just wished the bosses weren't so hard...I want to see how this ends.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gumballtoid on May 17, 2014, 10:40:37 PM
Right then, I'll try to glaze over the expansion as a whole.


First off, the skins look absolutely beautiful. My one qualm is with Magic Man: some of his rotations are hard to read. I thought I was facing someone's side until I took an Atomic Fire to the face.

Weapons:
• Tengu Blade is wonderful. It does a bit less damage than I expected, but its versatility is great.
• Copy Vision works surprisingly well. I appreciate that it doesn't spawn a new hologram if you keep the fire button down, instead requiring you to click again.
• Lightning Bolt is a great crowd-smearing weapon, though I feel it's too easy to reach in some places. Ground Man and King's Tower, especially.
• Ice Wall is one of my two favorite weapns, with both a defensive and utility application. I only wish it were easier to mount as you push it.
• Spread Drill sort of upsets me. It's terribly awkward to use and it seems to offer very little reward for landing a hit.
• Remote Mine is my other favorite weapon here. It has the potential to do a lot of damage if you know how to use it properly.
• Wave Burner is great and it feels good using it. I do feel like it's in too many maps, though.
• Magic Card is a very unique weapon, being that it pierces walls. It only seems to take advantage of that on two maps, though: Magic Man and King's Tower.
• Treble Boost is something I'm partial on, though one has to admit it's unique. A buster upgrade that uses ammo, but grants flight. Plus, it's beautiful aesthetically.
• A minute detail, but regardless, "Crash Bomb" will always bug the shit out of me.

Maps:
• The Robot Museum is aesthetically pleasing, and it stays true to the original stage as well. The map flows nicely, aside from the Blizzard Man ship.
• Tengu Man B has an interesting mechanic in the balloons, and it's a map that flows nicely overall. I do think there's just a bit too much purple in those textures, though.
• Astro Man B has an odd-looking skybox, but else it was a fun map. Each area seems to cater to the weapon that can be found in it.
• Dynamo Man caught me off-guard with the main conveyor belt. That aside, it was fun, and the weapon selection really catered to both the map's layout and the map's thematic value.
• Cold Man felt a little empty, but overall a fun map. I do wish the ice machines had generation frames so you could tell when it was about to spit out a block, aside from the sound.
• Ground Man was a little difficult to maneuver, but I did appreciate the sandfall gimmick. Lightning Bolt is just a bit too easy to access, though.
• Pirate Man was overly big, and the textures underwater gave me the impression that I wasn't even underwater (several other maps also suffer from this problem). The bubbles and mines were fun to mess with, though.
• Burner Man was a great "ambushing" map, and flowed nicely. The Big Telly seems to generate some lag online one in a while, though. It was beautiful, aesthetically.
• Magic Man was nice. The textures and actors really catered to the map's thematic value, and there's no doubt it's fun to poke around in all its nooks and crannies.
• King's Tower was beautiful, with some of the best-looking textures in the game. Lightning Bolt is a bit easy to access, but else it was a favorite of mine.
• Reclaimed King's Tower was a whole mess of textures, and map flow was questionable in some places. But one can't deny that the two different skyboxes were sexy as hell.
• Buster Rod G was a nice-looking map, but the textures felt overly-refined, to the point where they didn't look 8-bit. It sure played nicely, though, so I can't complain.
• Mega Water S has got to be my favorite map in the expansion. Glorious underwater textures, vertically enormous, Rush Marine dolphin-hopping, etc. I just love it.
• Hyper Storm H has some of the best flow in the expansion, I would argue. But it suffers from the same texture problems as Buster Rod G.
• Wily Tower 1 has an interesting fire-and-water motif, but there's almost too much going on for one to stomach. It looks like a CTF map in that regard.
• Wily Tower 2 was a fun map to play on. I don't remember it much, but I do remember it was structurally appealing and aesthetically pleasing.
• The general map improvements seem to be in the interest of map flow, and I appreciate every single change made.

Campaign details:
• I'm glad some Wily stages were removed from the campaign. It reduced the monotony marginally.
• These are some of the coolest bosses I've ever seen, individually impressive, and as a whole, capable of outclassing the Evil Robot. The difficulty is a bit over the top, though.
• The plot became really significant once you found Megaman and Bass injured in the hallway. It was awe-inducing, and loads of effort was clearly put into it. I was terrified when King began leaping at me with his axe, and when the Genesis Unit joined up and attacked as a group, with not one, but three goddamn Team Blasts. I laughed my ass off at "filthy ape," and when King was thrown out the window. I love how the plot flowed properly from chapter 9 to chapter 10 and I wish the rest of the game did that as well.
• The only drawback I noticed is when you play through that, and then you look back at the older content--chapters 1 through 6--and it just leaves you feeling unsatisfied or empty. Doc Robot Rush is easily the most boring boss I've ever seen, Guts Dozer is a close second, the Robot Master Endurance is unnecessary and monotonous, and Gamma gets tedious and frustrating after your first fight against him. Alien would have made a fantastic boss for chapter 2, and Doc Robot has so much potential as a boss. There's an obvious quality margin in terms of single player content that kind of itches at you.

All things considered, v4 set the bar higher than v3 did, and overall I'm very pleased with the expansion. I hope MM9, MM10, and MMV follow this trend. Kudos to everyone who helped out!
Title: Re: MM8BDM V4A - RELEASED!
Post by: tsukiyomaru0 on May 17, 2014, 10:47:16 PM
I got to say: Those weapons are very powerful, but weapons in overall seems to have suffered reduced capacity. Not sure if related to the set difficulty or something.

The maps are amazing, but for a Software user they are a PAIN, "lagging" too much. Burner Man's map is the worst in this criteria, bordering unplayability sometimes. But, hey, it could be something related to bots + maps or maps alone, so... Can't say much. Curse me for Nvidia breaking NVOGLNT.DLL, which broke compatibility with Zandronum 1.2 and few other games in their OGL mode.

I like the way Remote Mine works, feels like MM&B really.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 17, 2014, 10:48:32 PM
Quote from: "Gumballtoid"
The difficulty is a bit over the top, though.

This is true, they are difficult but I did this on purpose as we are 9 games in now. Naturally the bosses have to get more challenging the further into the game you get!

Quote from: "Gumballtoid"
The only drawback I noticed is when you play through that, and then you look back at the older content--chapters 1 through 6--and it just leaves you feeling unsatisfied or empty. Doc Robot Rush is easily the most boring boss I've ever seen, Guts Dozer is a close second, the Robot Master Endurance is unnecessary and monotonous, and Gamma gets tedious and frustrating after your first fight against him. Alien would have made a fantastic boss for chapter 2, and Doc Robot has so much potential as a boss. There's an obvious quality margin in terms of single player content that kind of itches at you

This reflects my skill progression developing bosses in general and shows the how different the dedication to the boss battles has grown. Originally they were just a lulzy bonus but as the game has evolved, the team has integrated the MM8BDM plot more. Perhaps in time the old bosses will get a tune up, but that time is not now.
Title: Re: MM8BDM V4A - RELEASED!
Post by: TailsMK4 on May 17, 2014, 10:52:16 PM
Quote from: "CutmanMike"
Quote from: "Gumballtoid"
The difficulty is a bit over the top, though.

This is true, they are difficult but I did this on purpose as we are 9 games in now. Naturally the bosses have to get more challenging the further into the game you get!

Yes, I understand the bosses should get harder, but these current ones are way too difficult for me. I'll just have to watch the rest of the story on Youtube or else do some cheating, cause I do want to see the rest of the story from here on out...
Title: https://www.youtube.com/watch?v=4mNZAZgXYJo
Post by: Rozark on May 17, 2014, 11:00:43 PM
I had a good run.

Campaign spoilers.
(http://i.imgur.com/50k1ZEy.png)
The bosses were quite tough indeed, took me awhile to get things down. Delta formation gave me more trouble than Alpha or Beta, but the deed was done.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 17, 2014, 11:39:09 PM
My take on the bosses are like this

Buster Rod G is not very hard if you react quick enough but he can still get good hits on you.
Mega Water S is the hardest of the trio because of his arena layout
Hyper Storm H is pretty easy if you can dodge properly with his charge and his jumps.
The Trio all at once though is kind of tricky but I got it done eventually.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Zomo.exe on May 18, 2014, 12:01:14 AM
I'll have to second GumBall's take on the fact that previous chapters, while at the time were pretty fun and interesting, but more recent versions of the mod show more of the time and effort that are put in. Needless to say, Team DeathMatch in a campaign? New weapons, items and effects? New way that scripting is organized? Let's see where modders will go this time around...

Inb4ClassesandSHgetportedtoV4Afirst
Title: Re: MM8BDM V4A - RELEASED!
Post by: Xronim on May 18, 2014, 12:07:05 AM
Quote from: "Bikdark"
At least old heat was different. New heat looks absolutely terrible with those guardrails and the spaces in the floor.

Why complain then in several posts, just dont bother.
Title: Re: MM8BDM V4A - RELEASED!
Post by: The_Broker on May 18, 2014, 12:14:31 AM
Quote from: "Xronim"
Quote from: "Bikdark"
At least old heat was different. New heat looks absolutely terrible with those guardrails and the spaces in the floor.

*Image removed*

EDIT: Thank you sir.
Title: Re: MM8BDM V4A - RELEASED!
Post by: -FiniteZero- on May 18, 2014, 12:42:05 AM
Well.

I was almost actually expecting another boss after the Genesis Unit. I didn't think just shooting Wily would work so well! XD
Title: Re: MM8BDM V4A - RELEASED!
Post by: SaviorSword on May 18, 2014, 01:01:02 AM
Too busy in Vegas, might check out later or so...
Also, if I did come back from Vegas... should I really check this out?
Title: Re: MM8BDM V4A - RELEASED!
Post by: OtakuAlex on May 18, 2014, 01:05:19 AM
I wonder how long it'll take for all the mods to become compatible and which one will be compatible first. Heh.

Speaking of which, I noticed that protocharge and pharaohcharge were replaced with the commonly used weaponcharge, and you updated the ammo pickup ACS to be much different.

Also, great work on the new versions of MM1CUT and MM2HEA. I actually hated the old MM1CUT due to its size, I'm glad to see it looking this way..
Title: Re: MM8BDM V4A - RELEASED!
Post by: Laggy Blazko on May 18, 2014, 01:07:41 AM
Wow, it took me 3 and a half hours to beat the new chapter.
Good job with the amazing boss battles again, people!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Atticus on May 18, 2014, 01:32:40 AM
I'm back guys, and just in time for the update! Can't wait to give it a spin!  :D
Title: Re: MM8BDM V4A - RELEASED!
Post by: Xronim on May 18, 2014, 01:35:44 AM
Its great to see vanilla mm8bdm being played once again in its full glory.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on May 18, 2014, 01:36:56 AM
Quote from: "CutmanMike"
MMCTF04 - Eddie replaced by Duo Fist
More like I redid the entire map. Please, at least give credit were it's due. :/
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 18, 2014, 01:51:31 AM
Fixed, turns out that changelog has a few little outdated details.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on May 18, 2014, 02:03:59 AM
So I've heard, Mike. Anyway, I'm gonna go start fresh into v4. Whoop~
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dataman on May 18, 2014, 02:21:26 AM
I deleted my entire V3 file except for my skins before downloading V4, but I'm already past where I used to be (With cheats when things got too irritating, but still). I'm pretty proud of myself for defeating two bosses without cheats. I'm gonna try going back to beat Yellow Devil without cheats after I've beaten the Metool Daddy.
Title: Re: MM8BDM V4A - RELEASED!
Post by: xColdxFusionx on May 18, 2014, 02:35:01 AM
OK, so I feel the need to chime in on a few things. A few spoilers below the break:
* A couple of the weapon sounds seems a bit quiet. I personally feel like Wave Burner's, Ice Wave's, and Tengu Blade's sounds in particular could be amplified. Copy Vision and Lightning Bolt suffer a similar issue, but Lightning Bolt plays the sound numerous times at once and Copy Vision's sound is so low you could barely even hear it in the first place so I'm not sure if those need to be touched. I'm not sure why Famitracker exports sounds at such a ridiculously quiet volume compared to the normal NES rips...

* On the subject of weapons, PLEASE switch Sakugarne and Lightning Bolt on Ground Man's stage. For its sheer power in large deathmatches, Lightning Bolt is FAR too easy to get compared to Sakugarne. Aren't AoE weapons generally locked behind a jumping puzzle or something anyway...?

* As for actual weapons I have an issue with as a whole, Treble Boost was unneeded and is really, really spectacularly useless. Sure, it gives you flight for a few seconds, which is neat, but beyond that it's pretty much useless and not worth the effort it generally takes to get. I have no idea what Bikdark's upset about here.

* I will agree with Bikdark on one thing, though (I can't believe I said that...): I preferred the old Fire Man over the current rendition. I don't think the current one is a bad map, per say; I'm just not sure that the change was entirely warranted, and the map feels kind of generic now.

*...OK, two things; new Dustman hurts my head far more than it should. And I'm not entirely sure why it got changed. Why are there walls with textures that look like actors that can be broken, but aren't? Why is Hard Knuckle hidden behind one of the game's most surprisingly tricky jumps? Why are there so many side paths that I need to consult the automap whenever I turn a corner? Can we just get the old version back? ...What was even the issue with old Dustman that warranted this change?

*On a similar note, I'm not a big fan of the new Centaurman either. What was wrong with the old one? Just replace the W-Tanks with health like you did here and it would have been golden. Not sure why the whole thing had to go; it was a nice small map and I didn't see any reason for it to get trashed.

* That being said, THANK YOU for making Brightman and MM2DW1 playable. I HATED the old Skull Castle Entrance; it was literally box cesspool: the map (ft. guest star Time Stopper) and I groaned loudly whenever it came up in a server. Brightman was a bit less painful, but it was still hard to stomach sometimes, and while the new map is a little on the bland side for my tastes I feel like it's a step in the right direction.

* Also Cutman is a really nice map and I don't think it's confusing in the slightest. As much fun as we all had with the CutBox, I think the new map is a much-needed twist on the old favorite.

* The other changes, I'm a bit more ambivalent about, but I wouldn't consider them bad ones. Stoneman, for one, is less visually interesting, but it's easier to make sense of which is definitely a plus.

* While we're on the subject of revamps, can I suggest Diveman's stage for the next big revamp? It's still the only RM stage in the entire game that I dread playing on because it's absolutely terrible. It's literally a box with a bunch of random heights stacked into it. I'm not even sure I can actually call it a map.

* In my honest opinion, Ground Man's skin looks really wonky around the face area. I dunno, it just looks a little squashed to me.

* The Genesis Unit are a bunch of assholes. I applaud and curse the person responsible for bringing their fight into existence with the same breath.

All things aside, love this expansion, can't wait for v5.
Title: FLIGHT ES YOOSLUSS
Post by: Bikdark on May 18, 2014, 02:44:09 AM
"Treble Boost was unneeded and is really, really spectacularly useless. Sure, it gives you flight for a few seconds, which is neat, but beyond that it's pretty much useless and not worth the effort it generally takes to get. I have no idea what Bikdark's upset about here."

I don't think you understand just how powerful flight is. In a game dominated by slow projectiles, being able to dodge vertically at will, and being able to refill your flight with easily obtainable ammo isn't spectacularly useless, it's spectacularly bad game design.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 18, 2014, 02:49:42 AM
Honestly, Super Adaptor is far more "OP" than Treble Boost is. Infinite double jump goes a lot further than the time you get on Treble Boost.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 02:52:23 AM
Actually, no it isn't.
Your "flight" path is already predefined when using Super Adapter, and your airtime is severely limited. With Treble Boost, you have large amount of FREE flight time that is only limited by how much ammo you can pick up. Think Rush Jet is infuriating? Cool, now take that and amplify it tenfold.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 18, 2014, 02:57:46 AM
Quote from: "Bikdark"
Your "flight" path is already predefined when using Super Adapter, and your airtime is severely limited.
Not really. Super Adaptor can reach a lot of heights and the speed of your movement allows you to dodge trouble, get out of reach. And it's infinite to boost. You get a powerful homing weapon with it to boot.
Quote from: "Bikdark"
With Treble Boost, you have large amount of FREE flight time that is only limited by how much ammo you can pick up. Think Rush Jet is infuriating? Cool, now take that and amplify it tenfold.
And just dodging things isn't going to net you any frags. Treble Boost is only really capable of being used for mobility or fighting. It does not have enough ammo for both. And it's only in a few maps as it is. Few of which are already flying-centric, like Wind and has flying counter weapons.
Title: Re: MM8BDM V4A - RELEASED!
Post by: xColdxFusionx on May 18, 2014, 03:08:36 AM
...And all you can use is the world's shittiest spread buster while everyone else has weapons that aren't terrible.

People who are actually good at the game can lead their shots
and/or use Proto Buster/Magnet Missile/Dive Missile to mitigate the distance issue
or use Astro Crush/Lightning Bolt to pick you out of the air
or use Gravity Hold to fuck your day up completely

I'm still not sure I see the issue here. Sure, it can be annoying, but I'd hardly consider it "overpowered."
Title: Re: MM8BDM V4A - RELEASED!
Post by: Megaman94 on May 18, 2014, 03:16:26 AM
Major Spoiler!
Hyper Storm H threw King out the window....
I feel bad for King now.  He just wanted what was right for robots. :(
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 03:18:43 AM
Looking at it, it is easily counterable. With the handful of anti air weapons, being able to lead your shots if your good enough, I seriously fail to see how Treble Boost is any way overpowered. Heck in a crowded DynamoMan map its practically useless!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 03:25:11 AM
Quote from: "Ivory"
Quote from: "Bikdark"
Your "flight" path is already predefined when using Super Adapter, and your airtime is severely limited.
Not really. Super Adaptor can reach a lot of heights and the speed of your movement allows you to dodge trouble, get out of reach. And it's infinite to boost. You get a powerful homing weapon with it to boot.
Super Adapter is a single boost that just BARELY gets you from bliz/wave platform in MM7DW4 to the one above. Treble Boost is FLIGHT. FLIGHT will get you anywhere not physically blocked out. Treble is superior to Super Adapter in terms of mobility.
Ammo is only a minor inconvenience, since using a W tank or grabbing Treble Boost again will completely refill your ammo. Small weapon energies take 5 to fully restore, and large ones will take 2.
The actual homing fist is hardly worth mentioning when treble boost gives you AMAZING disengage on the spot.

Quote from: "Bikdark"
With Treble Boost, you have large amount of FREE flight time that is only limited by how much ammo you can pick up. Think Rush Jet is infuriating? Cool, now take that and amplify it tenfold.
And just dodging things isn't going to net you any frags. Treble Boost is only really capable of being used for mobility or fighting. It does not have enough ammo for both. And it's only in a few maps as it is. Few of which are already flying-centric, like Wind and has flying counter weapons.

Now see, you're only looking at Treble Boost from an offensive point of view. What you're not looking at is the fact that disengage is extremely powerful in this game. By disengage, I mean the ability to effectively stop a fight you're involved in from occurring. Want to know it's so good? Because this game is ALL projectiles. Backpedaling while munching hp pellets is not something you can stop, no matter how good you are. This is why Skull barrier is SO good right now. Immediate disengage that is impossible to re-engage on for the next few seconds + ammo refill time.

Treble boost gives you the next best thing under invincibility - the ability to force your opponent into aiming in a third dimension. Shooting people in the air in this game is NOT easy, and it never will be. Again, this is because of the game being projectile-centric. You simply turn on Treble Boost to disengage, switch weapons when you want to turn it off. It gives you complete control of the game.

And just because it's "only in a few maps as it is", doesn't mean it can't be improperly implemented.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 03:26:35 AM
Quote
And just because it's "only in a few maps as it is", doesn't mean it can't be improperly implemented.

Uh yeah it can, like I said before in a crowded DynamoMan its practically useless.

Quote
Shooting people in the air in this game is NOT easy, and it never will be.
Because you know this game clearly does not have ANY anti air weapons what so ever... or people that can actually freaking aim. Oh wait.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 18, 2014, 03:39:56 AM
Quote from: "Bikdark"
Super Adapter is a single boost that just BARELY gets you from bliz/wave platform in MM7DW4 to the one above. Treble Boost is FLIGHT. FLIGHT will get you anywhere not physically blocked out. Treble is superior to Super Adapter in terms of mobility.
You completely underestimate the power of Super Adaptors mobility. The fact it's infinite far exceeds anything you can do with Treble Boost.

Quote from: "Bikdark"
Treble boost gives you the next best thing under invincibility - the ability to force your opponent into aiming in a third dimension. Shooting people in the air in this game is NOT easy, and it never will be. Again, this is because of the game being projectile-centric. You simply turn on Treble Boost to disengage, switch weapons when you want to turn it off. It gives you complete control of the game.
Just having Treble Boost alone is not complete control. If you can't do anything with said control, then it isn't doing much in your favor. And this is an FPS game. You already aim at people on the "third dimension" on ledges, in the air, below you.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on May 18, 2014, 03:41:22 AM
Pffft, all this time I just used treble boost for a shotgun
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 03:41:43 AM
Quote from: "xColdxFusionx"
...And all you can use is the world's shittiest spread buster while everyone else has weapons that aren't terrible.
Stop looking at it from an offensive point of view. Treble boost gives you massive amounts of game control if you know that it's defensive, not offensive.
People who are actually good at the game can lead their shots
Sorry, but this argument is not applicable in this game. Aiming slow projectiles vertically AND horizontally at the same time is simply not going to happen. You fail to realize that adding a third dimension to how someone must aim is EXTREMELY powerful.
and/or use Proto Buster/Magnet Missile/Dive Missile to mitigate the distance issue
or use Astro Crush/Lightning Bolt to pick you out of the air
or use Gravity Hold to fuck your day up completely
"If a player is good, they'll hit someone in the air"
If a player is good, they won't be stupid enough to let magnets hit them, or use treble boost while an enemy has Ghold. The argument works both ways, you know.

Weapons to deal with Treble Boost
Starman has Ghold (difficult to obtain, mitigated by not being an idiot), Astro (Effectiveness debatable, difficult to obtain), and Magnet (Effectiveness debatable)
Knight has Rain Flush (not able to kill directly, small chip damage at best)
Wind has Centaur (chip damage, difficult to obtain?) and Magnet. Good luck with the rest lmao
MM7DW4 has Magnet, Rain, Centaur
Astro2 has Ghold and Astro
Dynamo has Lightning Bolt (effectiveness debatable)
MMBdw1 has Lightning Bolt

I'm still not sure I see the issue here. Sure, it can be annoying, but I'd hardly consider it "overpowered."
If you think easy disengage and hella game control ISN'T overpowered, you clearly have not played this game enough
Title: Re: MM8BDM V4A - RELEASED!
Post by: OtakuAlex on May 18, 2014, 03:42:56 AM
Try that one MM2 wep with Air in it's name. You just can't beat it. It even goes upwards and deals decent damage.


Yes, I am trying to be funny.

This is in response to the anti-air wep mentioning since it's a good example, BTW.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 03:48:59 AM
Its not overpowered as you make it out to be, and it probably never will be. You are making a mountain out of a freaking anthill.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 03:49:31 AM
Quote from: "Ivory"
Quote from: "Bikdark"
Super Adapter is a single boost that just BARELY gets you from bliz/wave platform in MM7DW4 to the one above. Treble Boost is FLIGHT. FLIGHT will get you anywhere not physically blocked out. Treble is superior to Super Adapter in terms of mobility.
You completely underestimate the power of Super Adaptors mobility. The fact it's infinite far exceeds anything you can do with Treble Boost.
What in the hell are you talking about? It's a once per jump, small boost. If you're referring to the fact that it's ammoless, please note that Wtanks and ammo are easily available on ANY map, as well as simply grabbing another treble boost.
Looks like you're overestimating it.
Quote from: "Bikdark"
Treble boost gives you the next best thing under invincibility - the ability to force your opponent into aiming in a third dimension. Shooting people in the air in this game is NOT easy, and it never will be. Again, this is because of the game being projectile-centric. You simply turn on Treble Boost to disengage, switch weapons when you want to turn it off. It gives you complete control of the game.
Just having Treble Boost alone is not complete control. If you can't do anything with said control, then it isn't doing much in your favor. And this is an FPS game. You already aim at people on the "third dimension" on ledges, in the air, below you.
Treble boost nets you the ability to fight when YOU want, not when your enemy wants. If you're low hp or not stacked with weapons, you can throw treble boost on to disengage ezpz. Treble boost ALONE will not win a game, but neither will any other weapon (debatable), so you cannot use that as an argument.

Ah, but if people are on ledges or you yourself are on a ledge, is their vertical position changing much? No, it is not. With flight, you can freely change your vertical position, rather than be limited to your easily predictable jump.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 03:50:23 AM
This is just sad. I played a whole blasted day of V4 Vanilla Deathmatch and every time a map with TrebleBoost came up it was never of any good use to anyone. Its not that freaking hard to shoot an obvious target out of the sky.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Atticus on May 18, 2014, 03:57:54 AM
This doesnt really have to do with the expansion but the flames around the Duo fist when it's fully charged is really intrusive in the HUD. There were definitely a few moments where I could see my enemy because of the flames.
Title: Re: MM8BDM V4A - RELEASED!
Post by: xColdxFusionx on May 18, 2014, 04:04:43 AM
Quote from: "Bikdark"
Stop looking at it from an offensive point of view. Treble boost gives you massive amounts of game control if you know that it's defensive, not offensive.
The reason we're bringing up the offensive point of view is that when you're on the defensive, you're not helping your own cause. As much as semi-reliable disengage is good for saving your ass and resetting the playing field, the game typically relies on your ability to kill people to score points. And if you're running away to go scrounge up health pellets, you're not killing people. A good offense is just as important as a good defense, which is why weapons with OHK and 2HK potential, no matter how tricky or time-consuming they are to use properly, are so damned powerful. You can disengage all you want, but you're never going to win if you can't win a fight.

Sorry, but this argument is not applicable in this game. Aiming slow projectiles vertically AND horizontally at the same time is simply not going to happen. You fail to realize that adding a third dimension to how someone must aim is EXTREMELY powerful.
Leading shots in this game is difficult, but not impossible. Any weapon with a projectile speed of ~40 or 50+ is tricky to react to in a typical fight scenario. Besides, the rest of your argument basically boils down to "I don't know how to move my mouse up, therefore flight should be banned."

"If a player is good, they'll hit someone in the air"
If a player is good, they won't be stupid enough to let magnets hit them, or use treble boost while an enemy has Ghold. The argument works both ways, you know.
If a player is good, they'll be able to use Magnet Missile in a way that compensates for nearby terrain and movement, or trick the enemy into thinking flying away is a safe option. The argument works both ways, you know.

Weapons to deal with Treble Boost
Starman has Ghold (difficult to obtain, mitigated by not being an idiot), Astro (Effectiveness debatable, difficult to obtain), and Magnet (Effectiveness debatable)
Knight has Rain Flush (not able to kill directly, small chip damage at best)
Wind has Centaur (chip damage, difficult to obtain?) and Magnet. Good luck with the rest lmao
MM7DW4 has Magnet, Rain, Centaur
Astro2 has Ghold and Astro
Dynamo has Lightning Bolt (effectiveness debatable)
MMBdw1 has Lightning Bolt

I believe Knight also has Proto Buster, AKA the fastest shot in the game barring IG Metal Blade. Correct me if I'm wrong on that one.
Also, Wind and Dynamo are incredibly claustrophobic to the point where being able to fly does pretty much jack crap in most parts of the map.
Also, if Lightning Bolt isn't effective, I don't know what is. That thing is hell to try and dodge.

If you think easy disengage and hella game control ISN'T overpowered, you clearly have not played this game enough
Again, disengage is strong, but it can be countered and if you're relying on it you're doing it wrong.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 04:15:41 AM
The more I keep reading the back and forth on this the more holes keep getting punched in Bik's argument.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 04:29:13 AM
Quote from: "xColdxFusionx"
Quote from: "Bikdark"
Stop looking at it from an offensive point of view. Treble boost gives you massive amounts of game control if you know that it's defensive, not offensive.
The reason we're bringing up the offensive point of view is that when you're on the defensive, you're not helping your own cause. As much as semi-reliable disengage is good for saving your ass and resetting the playing field, the game typically relies on your ability to kill people to score points. And if you're running away to go scrounge up health pellets, you're not killing people. A good offense is just as important as a good defense, which is why weapons with OHK and 2HK potential, no matter how tricky or time-consuming they are to use properly, are so damned powerful. You can disengage all you want, but you're never going to win if you can't win a fight.
Stop assuming that the person using Treble Boost is bad at the game. You use Treble Boost to leave a fight that's disadvantageous. If you can't lose a fight, you can't lose the game.
Sorry, but this argument is not applicable in this game. Aiming slow projectiles vertically AND horizontally at the same time is simply not going to happen. You fail to realize that adding a third dimension to how someone must aim is EXTREMELY powerful.
Leading shots in this game is difficult, but not impossible. Any weapon with a projectile speed of ~40 or 50+ is tricky to react to in a typical fight scenario. Besides, the rest of your argument basically boils down to "I don't know how to move my mouse up, therefore flight should be banned."

SUCH STRAWMAN WOW

You don't understand that static vertical position != changing vertical position. Hitting someone on a ledge above you is easy, because they're keeping a constant vertical position that is easily predictable. What you're not getting is that if someone can EASILY change their vertical position at will, they will be 5 times as hard to hit compared to someone on a ledge above you, or below you.
"If a player is good, they'll hit someone in the air"
If a player is good, they won't be stupid enough to let magnets hit them, or use treble boost while an enemy has Ghold. The argument works both ways, you know.
If a player is good, they'll be able to use Magnet Missile in a way that compensates for nearby terrain and movement, or trick the enemy into thinking flying away is a safe option. The argument works both ways, you know.
No response to this. Further increasing either player's skill will not lead to anything.
Weapons to deal with Treble Boost
Starman has Ghold (difficult to obtain, mitigated by not being an idiot), Astro (Effectiveness debatable, difficult to obtain), and Magnet (Effectiveness debatable)
Knight has Rain Flush (not able to kill directly, small chip damage at best)
Wind has Centaur (chip damage, difficult to obtain?) and Magnet. Good luck with the rest lmao
MM7DW4 has Magnet, Rain, Centaur
Astro2 has Ghold and Astro
Dynamo has Lightning Bolt (effectiveness debatable)
MMBdw1 has Lightning Bolt

I believe Knight also has Proto Buster, AKA the fastest shot in the game barring IG Metal Blade. Correct me if I'm wrong on that one.
Also, Wind and Dynamo are incredibly claustrophobic to the point where being able to fly does pretty much jack crap in most parts of the map.
Also, if Lightning Bolt isn't effective, I don't know what is. That thing is hell to try and dodge.
No, knight doesn't have proto buster. On Windman, a player can traverse the outsides of the rooms as well with flight, you know. Dynamo isn't as cramped as you think. The moving floor sections are great spots to abuse Treble Boost.
If you think easy disengage and hella game control ISN'T overpowered, you clearly have not played this game enough
Again, disengage is strong, but if you're completely relying on it you're doing it wrong.
Uh, what? Doing WHAT wrong? If you have powerful disengage then you have an immediate handle on the game's flow.
"If you rely entirely on aim you're doing it wrong."
"If you rely entirely on map control you're doing it wrong."
"If you rely on anything you're doing it wrong."
We call these "playstyles"

Quote from: "Shadow Blade"
The more I keep reading the back and forth on this the more holes keep getting punched in Bik's argument.
lmao dude what are you talking about. If you would actually take the time to read and process the arguments, you'd know whose arguments have holes in them
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 04:46:25 AM
Wait, wasn't everyone just in agreement that Gyroman was broken? Did everyone lose their bearings when they looked back towards vanilla?
Title: Re: MM8BDM V4A - RELEASED!
Post by: OtakuAlex on May 18, 2014, 04:48:40 AM
At this point, I see Bikdark as nothing more than a mumbling fool who won't admit he's wrong...
Title: Re: MM8BDM V4A - RELEASED!
Post by: Kapus on May 18, 2014, 05:00:47 AM
Quote from: "OtakuAlex"
At this point, I see Bikdark as nothing more than a mumbling fool who won't admit he's wrong...
Hey guy, this is kind of rude and unnecessary no matter who's winning the argument.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:03:18 AM
Quote
lmao dude what are you talking about. If you would actually take the time to read and process the arguments, you'd know whose arguments have holes in them
Oh I took the time to read and process the arguments, Ivory and Cold's sides seem far more sound than yours.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 05:06:10 AM
Are you going to provide evidence to back that claim up or are you just going to blindly side with the larger group and argue semantics?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:07:09 AM
Quote from: "Kapus"
Hey guy, this is kind of rude and unnecessary no matter who's winning the argument.
I'm trying to be civil here but its hard when Bik argument comes off as complaining.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:07:46 AM
Quote from: "Bikdark"
Are you going to provide evidence to back that claim up or are you just going to blindly side with the larger group and argue semantics?
Because clearly you have so much evidence to prove your side.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 05:10:35 AM
Quote from: "Bikdark"
Are you going to provide evidence to back that claim up or are you just going to blindly side with the larger group and argue semantics?
Quote from: "Shadow Blade"
I'm trying to be civil here but its hard when Bik argument comes off as complaining.
(http://i.imgur.com/YF2XFw3.gif)

Ok but seriously I just had to bite at that one, please continue this is fun to watch
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on May 18, 2014, 05:11:38 AM
You can edit posts, you know, Shadow Blade?

Also, this Treble Sentry argument has its points on both sides. In the end though, if I can't hit the Treble Sentry user, I'll just do what I do with the same situation against flying opponents: look for another target. It's not the end of the world if I can't hit one person, there's always plenty more heads to roll.

Unless it's Duel mode, in which TS should just be gannon-banned. lol
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:11:56 AM
Oh no I'm stopping right now, but I have a feeling Bikdark won't but for the sake of the thread I say we move on to more important things. I clearly have no authority on this, but I figure this is a saner option.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 05:16:35 AM
I'm pretty sure we can all settle on 'Bikdark is really petty and whines about games' and call it a day.

As for the expansion, holy shit it makes me happy. Musmus is easily the best music code to ever happen and no one can tell me otherwise.

I haven't gotten to the &Bass campaign yet, but once I get there I'll be sure to fill you guys in.

... I'm bad at explaining though, but either way...
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:17:10 AM
Quote from: "Knux"
You can edit posts, you know, Shadow Blade?
Not exactly sure on what you mean by this. I know I can edit posts. I'm confused on the context of this in the situation though.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 05:18:23 AM
Can we please refocus the discussion on the issue at hand rather than a button on a website?

The bottom line is that Treble Boost is extremely powerful, and is going to need changes to put it on par with other utilities.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 05:20:52 AM
Quote from: "Shadow Blade"
Quote from: "Knux"
You can edit posts, you know, Shadow Blade?
Not exactly sure on what you mean by this. I know I can edit posts. I'm confused on the context of this in the situation though.
Double posting is sfgskhghjsgksj

You happened to double post earlier saying pretty much the exact same thing (unless my short term memory is being horrid again) and you could have easily fixed it and saved thread space by editing

Quote from: "Bikdork"
Treble Boost is extremely powerful
Not if you know how to aim upwards. It gives the other player an advantage, yes, but it's not really omfg2power5me. Just get a strong projectile weapon and be persistent.
Title: Re: MM8BDM V4A - RELEASED!
Post by: LlamaHombre on May 18, 2014, 05:21:40 AM
Just going to remind you all to keep this rule in mind.

Quote from: "CutmanMike"
KEEP IT FRIENDLY - No flaming other users. Heated debates are fine, but if it gets to the point you're calling each other names then action will be taken.

While most of you are doing fine, there have been a couple of people who have either broken or come close to breaking this line.

I'd personally rather not get involved in this discussion as I don't use Treble Boost and haven't fought enough people to drop an opinion down yet, so.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:22:58 AM
Quote
Can we please refocus the discussion on the issue at hand rather than a button on a website?
Okay first of all it was one reply, that's hardly derailing the topic.
Secondly I fail to see any issue at hand besides the one you're making.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 05:28:18 AM
Quote from: "Magikarp"
Quote from: "Bikdork"
Treble Boost is extremely powerful
Not if you know how to aim upwards. It gives the other player an advantage, yes, but it's not really omfg2power5me. Just get a strong projectile weapon and be persistent.
"Strong projectile weapons" tend to be slow and have a bad RoF. You'll only get in 2 shots maximum before someone with Treble Boost will be WAY out of your effective range.
Remember, projectile-centric game. Hitscan would completely nullify any sort of issue Treble Boost imposes.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Tfp BreakDown on May 18, 2014, 05:32:47 AM
Personally treble boost IMO is pretty pointless upgrade. True if can give you flight and let you reach areas for better weapons/items but same thing could be achieved with rush jet, rush coil, and tornado hold, to name a few. Plus the usefulness in combat is pretty low. It gives you spread fire but at a slow pace making it kind of worthless. I know it's mainly for mobility instead of combat but it feels like a waste of an inventory slot.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 05:33:35 AM
Quote from: "Bikdark"
Strong projectile weapons" tend to be slow and have a bad RoF. You'll only get in 2 shots maximum before someone with Treble Boost will be WAY out of your effective range.
Ring Boomerang says hi. tho im pretty sure that would constitute as a boomerang wouldnt it
Needle Cannon does too.

If all else fails, just chase 'em. They can't stay in the air forever, and if the player chasing is as good as you expect them to be, they'll live long enough and have enough HP to deal with the other player using the Treble Boost. Besides, the Mega Buster isn't completely useless. If all else fails, just use that.

If you really think that fighting against someone with Treble Boost is completely futile then you either have a vendetta against the pea shooter or not realize that not all weapons are completely useless against flying enemies.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:34:42 AM
I'd have to agree with you there, its pretty useless compared to other mobility items.
Title: Butt Wings.
Post by: Rozark on May 18, 2014, 05:35:30 AM
The way I see it Gravity Hold will be sought out more, along with Tengu hold having an aerial trap denial.. thing.
Words.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 05:38:40 AM
Quote from: "Shadow Blade"
I'd have to agree with you there, its pretty useless compared to other mobility items.
Mind providing examples and evidence? I'd love to hear your take on this.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 05:38:51 AM
If you can realistically, in practice, unstaged, take down a Gyroman in flight using the buster, in a deathmatch scenario, on an average map, then you have a point. I have not seen such a phenomenon in my four years of playing, but if you can provide evidence to the contrary I'd be astounded to see it.

Quote
I'd have to agree with you there, its pretty useless compared to other mobility items.
(http://x1.fjcdn.com/thumbnails/comments/4052545+_329df681b164dcac16d00db9db823a14.jpg)
Title: Re: MM8BDM V4A - RELEASED!
Post by: xColdxFusionx on May 18, 2014, 05:42:58 AM
Quote from: "Bikdark"
Stop assuming that the person using Treble Boost is bad at the game. You use Treble Boost to leave a fight that's disadvantageous. If you can't lose a fight, you can't lose the game.
I'm not assuming the person using Treble Boost is bad at the game. I'm assuming that you're using Treble Boost to leave fights that you're losing. Which means that you'd have to be losing fights in order for Treble Boost to be useful. Let's see where this gets you, assuming you successfully disengage:

(T)DM - Disengaging means you aren't killing people, which means you're not getting frags, which means you're falling behind. It's much faster to just take the death with honor and respawn.
Duel - The best mode for disengaging, because it actually matters somewhat. However, you net your opponent the same amount of time to recharge, meaning you're essentially back where you started.
(T)LMS - If you disengage in this mode, you can't heal, meaning you're still in pretty bad shape. Sure, it lets you keep playing and have a chance at a kill, but if you're relying on the disengage to save you, it's still a crapshoot.
Terminator - See DM. The terminator might actually like disengage to save his ass so he doesn't give someone 10 points, but even then it's not spectacular since you can't exactly heal as a Terminator iirc.
Possession - The only time it would be useful is while you're holding the Board. Which, if you do, means you've bugged the game and might get votekicked for being a douchebag.
(OF)CTF - If you got a Treble Boost on a CTF map, you should probably ask yourself a few questions about the quality of the map you're on as opposed to the weapon.
Screw Scramble - Disengage is actually kind of really good in this mode for delivery. Then again, who even plays this mode?

Overall verdict: Disengage isn't spectacularly useful in most modes, essentially offering you one more shot at getting the battle right, or (in some cases) simply prolonging the fight longer than it needs to be. It doesn't directly improve your chances of winning substantially in most gamemodes.

SUCH STRAWMAN WOW
You don't understand that static vertical position != changing vertical position. Hitting someone on a ledge above you is easy, because they're keeping a constant vertical position that is easily predictable. What you're not getting is that if someone can EASILY change their vertical position at will, they will be 5 times as hard to hit compared to someone on a ledge above you, or below you.
Again, I never said that the two were equivalent. Sure, hitting a target who's moving in three dimensions is harder. I'm just saying it's not impossible, and a competent (or lucky) player would be able to shoot someone out of the air.

No response to this. Further increasing either player's skill will not lead to anything.
No response to this. Just saying "you're wrong" doesn't automatically make me wrong.

No, knight doesn't have proto buster.
Okay, my mistake. I have trouble remembering what's on certain maps sometimes.

On Windman, a player can traverse the outsides of the rooms as well with flight, you know.
The invisible ceiling on the outdoor maps are still fairly low, though that is a fair point. The map does, however, have Ballade Cracker, which (while it isn't a perfect solution) has a fast projectile speed and good damage, two things that Treble Boost doesn't exactly like.

Dynamo isn't as cramped as you think. The moving floor sections are great spots to abuse Treble Boost.
Keep in mind that you have to make a tricky jump from the conveyor belt to the platform Treble Boost is on without getting shot, and even then in order to get back you have to expend most of its ammo bar, and then you have to refill it manually because I don't believe there's a Balancer or a W-Tank on the map (again, correct me if I'm wrong.) That seems like a lot of effort for the ability to run away from a fight.

Uh, what? Doing WHAT wrong? If you have powerful disengage then you have an immediate handle on the game's flow.
"If you rely entirely on aim you're doing it wrong."
"If you rely entirely on map control you're doing it wrong."
"If you rely on anything you're doing it wrong."
We call these "playstyles"
I phrased that wrong, and I apologize.
There are ways to counter Treble Boost's disengage, and its effectiveness as a primary strategy is nowhere near ideal. If you believe it's going to save you 100% of the time and rely on that fact as part of your strategy, you are doing it wrong.

Quote from: "Bikdark"
"Strong projectile weapons" tend to be slow and have a slow RoF. You'll only get in 2 shots maximum before someone with Treble Boost will be WAY out of your effective range.
Proto Buster says hi. (Fastest projectile speed in the game, bro)
Ballade Cracker says hi (good projectile speed + splash, if you play your cards right).
Metal Blade says hi (Don't underestimate rippers).
Magnet Missile says hi to an extent, if you know how to use it. (Also Dive Missile, if you know your opponent's weak.)
Hell, even Silver Tomahawk says hi to some degree with proper use. (Seriously, keeping tabs on that thing in the heat of battle can be a nightmare sometimes.)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 05:43:28 AM
Quote from: "Orange juice :l"
If you can realistically, in practice, unstaged, take down a Gyroman in flight using the buster, in a deathmatch scenario, on an average map, then you have a point. I have not seen such a phenomenon in my four years of playing, but if you can provide evidence to the contrary I'd be astounded to see it.
(http://www.livingonehanded.com/wp-content/uploads/2012/09/Vanilla-Ice-Cream-Cone.jpeg)

You need to eat more of this
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:45:32 AM
Quote from: "Bikdark"
Mind providing examples and evidence? I'd love to hear your take on this.
Lets see, you can easily climb hights with rush coil and Item 1 and Tornado Hold, Item 2 and Rush jet are much better aerial tools because  well for one you aren't stuck with a pathetic tri shot that can hardly hit anything if you tried.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 05:48:05 AM
You are aware that two flying targets are essentially the same, correct? They have the same flying mechanics and comparable flight times. That's like saying Rockman's megabuster doesn't apply because it's not vanilla Megaman's. People are disassociating what already exists in practice from the new and shiny.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 05:51:42 AM
Quote
That's like saying Rockman's megabuster doesn't apply because it's not vanilla Megaman's.
I'm sorry what? I'm not even going to bother repeating what I said last post.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 05:53:21 AM
Seeing as I'm not the master of damage tables and armor I'm sticking to vanilla 8BDM because I actually know what I'm dealing with in that vein.

I never said that it would be easy to shoot someone down with the buster while they're flying, if anything it'll be the opposite. However, again I bring up the fact that they can't stay in the air forever. They have to land some time, and that's when you can get them with weapons that would be hard to or impossible to hit with otherwise. Because, let's be honest, you're not going to be using Hyper Bomb to take down a guy using Treble Boost.
Title: Re: MM8BDM V4A - RELEASED!
Post by: DrMario2 on May 18, 2014, 06:04:19 AM
So I found out how to open the ZIP file with 7z, but it keeps on saying "Unsupported File Compression" when trying to be extracted. -.-
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:11:28 AM
I'm not discussing damage tables, I'm referring to whether it's plausible to connect with a flying target at all.

I think we're falling into the same pit of "practice vs principle" again. Sure, anybody can claim "oh, shoot them when they land", but it's hugely different to actually do so in-game. They're not going to fly in a straight line in a convenient area, they're going to land directly on supplies, most likely going over a wall on their way. MM8BDM has plenty of platforming, and there are a great deal of maps that either allow for considerably quicker access to HP/Ammo troves while flying, or outright escape routes that allow for an easy getaway.

Quote from: "Shadow Blade"
I'm sorry what? I'm not even going to bother repeating what I said last post.

I'm trying my damndest to figure out what you're implying here, but I honestly can't. You tried your hardest to be rhetorical though, so keep trying.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 06:15:17 AM
Quote from: "xColdxFusionx"
Quote from: "Bikdark"
Stop assuming that the person using Treble Boost is bad at the game. You use Treble Boost to leave a fight that's disadvantageous. If you can't lose a fight, you can't lose the game.
I'm not assuming the person using Treble Boost is bad at the game. I'm assuming that you're using Treble Boost to leave fights that you're losing. Which means that you'd have to be losing fights in order for Treble Boost to be useful. Let's see where this gets you, assuming you successfully disengage:
Around the third time I've had to restate this: Treble Boost gives you the ability to control when and where every fight occurs. If you're losing a fight, you just need to /run away and eat hp/
(T)DM - Disengaging means you aren't killing people, which means you're not getting frags, which means you're falling behind. It's much faster to just take the death with honor and respawn.
Just because you're honorable doesn't mean you're winning. Dying and respawning means resetting your inventory and giving a frag to the enemy team, which puts you in a worse situation than simply leaving and killing someone that decided being "honorable".

Duel - The best mode for disengaging, because it actually matters somewhat. However, you net your opponent the same amount of time to recharge, meaning you're essentially back where you started.
No, you don't net them the same amount of time. One of two things will occur when treble boost is used to disengage:
A: Non-treble boost user will attempt to chase treble boost user while he finds a place to recharge, Non-treble boost user is behind.
B: Treble boost user will disengage, and non-treble boost user will immediately follow suit. Treble boost user will have easier access to HP and ammo because he has the ability to FLY.
Neither situation is favorable for the non-treble boost user.
(T)LMS - If you disengage in this mode, you can't heal, meaning you're still in pretty bad shape. Sure, it lets you keep playing and have a chance at a kill, but if you're relying on the disengage to save you, it's still a crapshoot.
Weapon will not show up in (T)LMS.
Terminator - See DM. The terminator might actually like disengage to save his ass so he doesn't give someone 10 points, but even then it's not spectacular since you can't exactly heal as a Terminator iirc.
Already obvious the weapon will be bad in terminator. The mode is not properly balanced in the first place.
Possession - The only time it would be useful is while you're holding the Board. Which, if you do, means you've bugged the game and might get votekicked for being a douchebag.
The mobility offered make it much more difficult for the person with the board to score a point, effectively stalling the game out.
(OF)CTF - If you got a Treble Boost on a CTF map, you should probably ask yourself a few questions about the quality of the map you're on as opposed to the weapon.
Amen

Overall verdict: Disengage isn't spectacularly useful in most modes, essentially offering you one more shot at getting the battle right, or (in some cases) simply prolonging the fight longer than it needs to be. It doesn't directly improve your chances of winning substantially in most gamemodes.

SUCH STRAWMAN WOW
You don't understand that static vertical position != changing vertical position. Hitting someone on a ledge above you is easy, because they're keeping a constant vertical position that is easily predictable. What you're not getting is that if someone can EASILY change their vertical position at will, they will be 5 times as hard to hit compared to someone on a ledge above you, or below you.
Again, I never said that the two were equivalent. Sure, hitting a target who's moving in three dimensions is harder. I'm just saying it's not impossible, and a competent (or lucky) player would be able to shoot someone out of the air.
It sure isn't impossible, but if you would like to direct your attention to classes Gyroman and how he was completely nerfed into the ground and hated by nearly every "competent" player, you'd see this situation differently.
No response to this. Further increasing either player's skill will not lead to anything.
No response to this. Just saying "you're wrong" doesn't automatically make me wrong.
I never said you were wrong, calm down.

On Windman, a player can traverse the outsides of the rooms as well with flight, you know.
The invisible ceiling on the outdoor maps are still fairly low, though that is a fair point. The map does, however, have Ballade Cracker, which (while it isn't a perfect solution) has a fast projectile speed and good damage, two things that Treble Boost doesn't exactly like.
If a map only offers one solution to a large problem, it isn't a very good map, now is it?
Dynamo isn't as cramped as you think. The moving floor sections are great spots to abuse Treble Boost.
Keep in mind that you have to make a tricky jump from the conveyor belt to the platform Treble Boost is on without getting shot, and even then in order to get back you have to expend most of its ammo bar, and then you have to refill it manually because I don't believe there's a Balancer or a W-Tank on the map (again, correct me if I'm wrong.) That seems like a lot of effort for the ability to run away from a fight.
You only need to get Treble Boost once per life, because you simply fly back to it when you need a refill for later. It it EASILY refilled with weapon energy, which is abundant in any map.
Also, only a very small amount of energy is expended when flying back to the main area of the map after getting Treble Boost.
Uh, what? Doing WHAT wrong? If you have powerful disengage then you have an immediate handle on the game's flow.
"If you rely entirely on aim you're doing it wrong."
"If you rely entirely on map control you're doing it wrong."
"If you rely on anything you're doing it wrong."
We call these "playstyles"
I phrased that wrong, and I apologize.
There are ways to counter Treble Boost's disengage, and its effectiveness as a primary strategy is nowhere near ideal. If you believe it's going to save you 100% of the time and rely on that fact as part of your strategy, you are doing it wrong.
Practice says hi to your assumptions. Of course Treble Boost will not save you 100% of the time, but having insane mobility on a whim will definitely help you win a lot of games.  
Quote from: "Bikdark"
"Strong projectile weapons" tend to be slow and have a slow RoF. You'll only get in 2 shots maximum before someone with Treble Boost will be WAY out of your effective range.
Proto Buster says hi. (Fastest projectile speed in the game, bro)There exists not a single stage in the game where Proto and Treble Boost co-exist. Nice.
Ballade Cracker says hi (good projectile speed + splash, if you play your cards right). Hits for ~37 every direct shot, so assuming you have perfect aim, you'll be able to kill someone flying pretty easily.
Then again, in my 4 years of mm8bdm experience, I have not seen such a feat occur.
Metal Blade says hi (Don't underestimate rippers). Good luck actually hitting 5-7 metal blades on a flying target.
Magnet Missile says hi to an extent, if you know how to use it. (Also Dive Missile, if you know your opponent's weak.) Magnets juked ezpz, just press those keys labelled A or D, assuming standard setup.
Hell, even Silver Tomahawk says hi to some degree with proper use. (Seriously, keeping tabs on that thing in the heat of battle can be a nightmare sometimes.)
lmao what dude? Just because something goes upward doesn't mean it's easier to hit a flying target with it. It's simply more difficult to hit a flying target with tomahawk.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:16:43 AM
Maybe we should discuss other things besides the Treble Boost that really not an actual issue. This is starting to get incredibly stupid.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:20:06 AM
We're trying to have a civilized discussion about an issue in the game. Please don't try to defend a broken weapon by dismissing a legitimate problem; present evidence if you have any, but don't just sweep the subject under the carpet.
Title: Re: MM8BDM V4A - RELEASED!
Post by: King Dumb on May 18, 2014, 06:20:29 AM
Quote from: "DrMario2"
So I found out how to open the ZIP file with 7z, but it keeps on saying "Unsupported File Compression" when trying to be extracted. -.-

Hm. That's odd. I'm able to open the zip and extract from it with 7z. Which download link did you use? Does the "Copy to..." option work instead of hitting Extract?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:22:12 AM
Quote
We're trying to have a civilized discussion about an issue in the game.
Quote
civilzed
Right because Bikdark basically dismissing anything that comes his way and basically saying "I'm right you're wrong" is clearly civil. There is no major issue, Bikdark is blowing this out of proportion.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:25:10 AM
Quote from: "Shadow Blade"
Quote from: "Bikdark"
Are you going to provide evidence to back that claim up or are you just going to blindly side with the larger group and argue semantics?
Because clearly you have so much evidence to prove your side.
Quote from: "Shadow Blade"
Oh no I'm stopping right now, but I have a feeling Bikdark won't but for the sake of the thread I say we move on to more important things. I clearly have no authority on this, but I figure this is a saner option.
Quote from: "Bikdark"
Can we please refocus the discussion on the issue at hand rather than a button on a website?

The bottom line is that Treble Boost is extremely powerful, and is going to need changes to put it on par with other utilities.
Quote from: "Bikdark"
"Strong projectile weapons" tend to be slow and have a bad RoF. You'll only get in 2 shots maximum before someone with Treble Boost will be WAY out of your effective range.
Remember, projectile-centric game. Hitscan would completely nullify any sort of issue Treble Boost imposes.
Quote from: "Shadow Blade"
I'd have to agree with you there, its pretty useless compared to other mobility items.

mhm
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 06:25:53 AM
Quote from: "Shadow Blade"
Quote from: "Bikdark"
Mind providing examples and evidence? I'd love to hear your take on this.
Lets see, you can easily climb hights with rush coil and Item 1 and Tornado Hold, Item 2 and Rush jet are much better aerial tools because  well for one you aren't stuck with a pathetic tri shot that can hardly hit anything if you tried.
You uhh, ever use Treble Boost? Lemme just run down what it does for you, mmkay?

-Press M1, you start flying. You get around 8 seconds of airtime, shooting or not.
-NO SERIOUSLY, YOU'RE FLYING. YOU MOVE IN ANY DIRECTION AT FULL SPEED.
-Switch weapons for when you want to stop flying and retain any ammo you had when you stopped flying.
-Refill ammo with energy capsules, Wtank or by using another Treble Boost item

Now let's compare them to the items you listed:
-Rush coil only lets you go up, is single use, and not immediate
-Item 1 is manual, only allows for vertical movement, for full effect, only a single use.
-Tornado hold only allows vertical movement. Multiple uses but slow as all hell
-Item 2 is 1 direction, but 2 uses.
-Rush Jet is single use, uncancelable, but allows use of other weapons while flying.

Treble boost is LITERALLY SUPERIOR to all other forms of movement, bar Rush Jet, which only grants the user the ability to use other weapons while flying. In every other area, it is inferior.

Please play the game first before talking about it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:29:06 AM
Oh goody you can quote things Orange Juice. This clearly proves...what exactly?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:30:28 AM
It proves that Bikdark has not only had a strong, evidence-backed argument, but you're being abrasive and generally accomplishing nothing with posts containing little more than thinly veiled attempts to vilify Bikdark because, well, I assume it's because his opinion differs than yours.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:31:05 AM
Or it could be because Bikdark comes off as whining and complaining.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 06:31:58 AM
Just because I'm complaining doesn't mean I'm wrong, friend.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:32:59 AM
You could word it a little less..how do I put this, whiny. And it doesn't necessarily mean you're right either pal. Ivory and Cold both have reasonable sides of the argument yet you just dismiss them like its nothing.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:34:01 AM
I'm honestly starting to believe this is all some shoddily constructed trolling attempt
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:36:11 AM
If you are actually believing that you really need to stop and think about it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:40:19 AM
Alright, let me think about it.

Bikdark presents an argument.
Several people present reasonable counterarguments.
Counterarguments refuted with evidence.
You come in with no evidence and claim to be correct.
Argument vollies back and forth a few times.
You occasionally step in to post more groundless comments, often devolving to the point of name calling and dismissal on the grounds of "uncivility", regardless of the fact that you're claiming the opposing party is "being whiny and complaining too much".

Yeah, I've seen a lot of troll jobs in my day. 2/10, not that clever, go back to the drawing board.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 06:40:47 AM
Shadow Blade you can stop now

Debates are welcome on the forums for pete's sake. Even if Bik isn't the most pleasant of people to be around, he has the same rights and regulations that all of us have.

And Hojay I'm aware of how the game works thanks. Being persistent is really the only way to adequately deal with flying enemies. I know that they won't just fly in a straight line, but if you're good at maneuvering and know the stage layout it's really not that hard to catch up.

Supplies mean fuck all if you're in a hail of needles.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:41:29 AM
I have no problem with debates, the problem I had was how Bik was wording everything.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 06:43:41 AM
Quote from: "Magikarp"
Shadow Blade you can stop now
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:44:28 AM
You see, therein lies the issue. If you were restricted to only using Treble Boost or punished for switching too much, the "persistence hunter" approach would be fine. But that's not the case- the other player is quite capable of fighting back, only with a few more HP pellets in the wings.

And really, this is MM8BDM. Health IS the game, and you need very little to endure needle shot fire from one player, considering you're airborne with enough mobility to dodge.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:45:37 AM
What's stopping from other people from possibly blasting you out of the sky at the same time? I can see the problem easily with stuff like duels, but for like a server with a ton of people fighting at once, it might be easy for who ever has the booster to be caught in a hail of bullets
Title: Re: MM8BDM V4A - RELEASED!
Post by: *Alice on May 18, 2014, 06:45:41 AM
This expansion did not make the game too much better.
Like, the new maps are v3-quality. Some are kind of nice, but others are just a mess and too large and/or disorienting and/or just not fun for other reasons.
But from what I've seen, nothing really became worse, thank god.

Oh and weapons:
Some new weapons seem completely boring (and are basically be re-sprites of older weapons with minimally changed mechanics) or are too awkward to use.
Most of the other new ones are fun to use, though.

Congratulations for not disappointing me for once, dev team! (Unlike v3a and v3b)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 06:47:23 AM
I'm too tired to come up with another counterargument so I'm just gonna say 'okay m8' and leave it at that

i've been decimated by needle cannon no matter how much health i pick up. does this mean i just suck or
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:48:02 AM
Quote from: "Shadow Blade"
What's stopping from other people from possibly blasting you out of the sky at the same time?

I'd point out how hypocritical your idea of dismissing others' points has become, but I feel that horse has been blasted to hell and back. Unrestricted flight makes it extremely difficult to hit a player, so much so that disengaging is so easy as to be overcentralizing.

ok m8
Title: Re: MM8BDM V4A - RELEASED!
Post by: *Alice on May 18, 2014, 06:51:07 AM
And one other thing: The new weapon icons are SUPER-FANTASTISCH.
Except for Rolling Cutter.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:52:00 AM
I wasn't dismissing your point I am questioning what exactly is stopping from other people pursuing who ever has the booster at the same time.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 06:52:33 AM
Quote from: "*Alice"
And one other thing: The new weapon icons are SUPER-FANTASTISCH.
Except for Rolling Cutter.
crash bomb looks just

weird
Title: Re: MM8BDM V4A - RELEASED!
Post by: Awbawlisk on May 18, 2014, 06:53:51 AM
Quick Boomerang icon looks like a "Sonic Boom" kind of weapon than it does a boomerang. Meh, whats wrong with me?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on May 18, 2014, 06:55:39 AM
Alright, now I'm certain you're trolling, Shadow.

I have outright stated players can't be pursued due to aerial dodging and the ability to flee to a place unreachable in a plausible timeframe on foot, combined with the fact that they have easy access to health and ammo for continued flight and retaliation as needed, but you're clearly either not reading that, obliviously reading what you want to as you're unwilling to accept defeat, or you're trying to ruse us. In any situation, I'm going to respectfully have to ask you to start making legitimate points and discussing civilly or simply back out altogether.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magikarp on May 18, 2014, 06:57:32 AM
THANK YOU oj thank you

listen to the excellent source of vitamin c, shadow
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 06:57:42 AM
You know what! Fine! Flippin forget this, I'll be back when the topic moves on to something other than the friggen treble booster and when I've calmed down, but for the last blasted time I wasn't trolling. I was a little heated from Bik's argument but I asked a legitimate question there and I get labeled as a troll, "sane" logic there.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on May 18, 2014, 07:10:54 AM
Hey, Shadow Blade. I'm gonna go ahead and say that I don't like Bik or OJ, right here.

However, they do have valid points in their arguments. And instead of looking how they're wording it, you should look at the message they're trying to deliver. Soften your skull, get that cake out of your ears. But most importantly, face the facts. This never was a competition about who's right or wrong to begin with.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 07:13:20 AM
Fine, I'm sorry okay. I'm gonna go cool off then I'll be back later, hopefully of a calmer disposition.
Title: Re: MM8BDM V4A - RELEASED!
Post by: DrMario2 on May 18, 2014, 07:26:58 AM
"An attempt was made to move the file pointer before the beginning of the file"
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on May 18, 2014, 07:27:46 AM
AAAaanywho, different subject, anybody else ever had a casual conversation with Wily?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 18, 2014, 07:29:20 AM
Quote from: "*Alice"
And one other thing: The new weapon icons are SUPER-FANTASTISCH.
Except for Rolling Cutter.
I'm not sure what's wrong about this one? :/ The cutter was metallized instead of being a blank C with sharp teeth. I was the first who proposed to change the old boring icons into the new modern and classy in the v4 thread --except if they already did it in the background before this idea was brought--
I don't regret it, that's pretty much how they looked in Wily Wars for the most part, I need to get used to these new icons though. The new Atomic Fire is waaaay more colorful for instance, and with the sound edit looking closer to the WWars A.Fire earraping sound, the MM8BDM version of Atomic Fire looks more to the Wily Wars version than the MM2 NES one.
Anyone has tips to defeat HS :( ?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 07:33:46 AM
Stardust
All I can really say is be quick on dodging, what I did was was dodge carefully and fire as many pellets as I could in each "phase" as I call them. Just be aware as some point in the fight I think half health  he starts changing things up.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 18, 2014, 07:44:57 AM
But when he's doing his marathon thing I always get the bad timing and he headbutt me in the outer ring. That's not even logical, how can a giant pig without the giant be that stronk.

EDIT : Fun thing I noticed, when he blows his missiles pellets, he's aiming a bit to your right or your left. Continue walking toward him when he's pushing you with his breah and the missiles won't even hit you

EDIT 2 : Oh, rectification, you need to barely graz the projectiles like you'd 2hu them
Title: Re: MM8BDM V4A - RELEASED!
Post by: *Alice on May 18, 2014, 07:49:46 AM
Quote from: "Stardust"
Quote from: "*Alice"
And one other thing: The new weapon icons are SUPER-FANTASTISCH.
Except for Rolling Cutter.
I'm not sure what's wrong about this one? :/ The cutter was metallized instead of being a blank C with sharp teeth. I was the first who proposed to change the old boring icons into the new modern and classy in the v4 thread --except if they already did it in the background before this idea was brought--
I don't regret it, that's pretty much how they looked in Wily Wars for the most part, I need to get used to these new icons though. The new Atomic Fire is waaaay more colorful for instance, and with the sound edit looking closer to the WWars A.Fire earraping sound, the MM8BDM version of Atomic Fire looks more to the Wily Wars version than the MM2 NES one.
Anyone has tips to defeat HS :( ?

I really liked "White Pacman" Rolling cutter, that's all.
Title: Go Away Lobs
Post by: Lobsters on May 18, 2014, 08:07:08 AM
What my post subject says.

The new weapon pickup icons... Why they do not match with the sprites of the actual attacks? Can we get the old pickup sprites back? Well Leaf is ok. Power Stone looks a like a turd nugget instead of the Cocoa Puff we all know and love. Atomic Fire looks off. Fire Storm is too detailed. Crash Bomb(er) looks really weird. Quick Boomerang looks like a laser fired from some railgun from a contra type game. Rolling Cutter looks like a robotic leg that is bending at the knee. Air just looks bad. Please revert : (

I honestly don't care for the campaign(s).


For the skins, I like Cold Man and Dynamo the best. Magic Man's skin looks weird from some angles I understand that he's a lanky bastard so it could be difficult to add umm "depth?" from the side. The other skins I'm meh about.  

Weapons.
 Thunder Bolt: I'd say it's pretty damn effective for a power weapon as a power weapon should. It's a little bit odd to get the spacing for the bolts (at a distance) but once you line it up death from above and to all.
 
Spread Drill: I need to put some time into figuring out the proper way to utilize this weapon. It's extremely awkward to use and feels unrewarding if you do manage a hit. Almost like a clumsier gyro guts hybird? Gasping at straws here. IT SPLITS OK : (

Copy Vision: A really cool weapon. Atleast it doesn't kill you the user like ahem TREBLE! R.I.P. Old friendly Treble Sentry from 3 years ago. It's neat that you can use this weapon while using something else. It's pretty radical that it shoots at what you are aiming. Potential Anti-Air Flak Cannon shenanigans much? My only suggestion/complaint would be add an icon or some indication of when the hologram is active.

Remote Mine : Definately requires some practice to use this weapon in an effective manner. I know it's the Doom Engine and all I just wish it was more responsive as say... Half-Life's Rocket Launcher. Still an impressive feat that it works.  

Tengu Blade: If I'm not mistaken the projectile is a 4 hit kill. It's got a good fire rate nice chuck of ammo to spare. The dash attack really makes this weapon stand out as you can actually do different things other than the more primitive and one-dimensional weapons from the older games. Yet feels like it might be a tad overpowered? The slash and projectile hitting at once... Eghhh. Time will tell I suppose.

Ice Wall: It's great and all just needs to be a tad bit easier to mount. Centaur Men riding ice cubes. I could be wrong since I haven't played MM&B in ages I swear you could get the Ice Wall to move by shooting it with your buster. That'd probably be a major pain in the ass to implement.

Wave Burner :  From the limited time I had with this weapon... It feels really weak that you need to waste nearly all of your ammo to get a kill. CoughGreenFlamesCough WheezeIacknowledgeitisnothappeningWheeze

Magic Card :  It's just a boomerang that shoots through certain walls on certain maps.  

Treble Boost Flying capabilities have always been annoying  to deal with especially on stages with extreme floor-ceiling heights.  *Gives a death stare to the various MM8BDM Classes mods*    This weapon is just boring a crappy air shooter with buster shots. What are you going to do? Shotgunner Jetpack Man? The ability to fly away to any platform you want is going to be your main use. Well it'll be banned from duel most likely r.i.p. VTOL stalling. It feels like a shoe-horned buster adapter. V2 added Super Adapter. V3 Added Duo Fist, Laser and Arrow Busters. Buster Adaptors all up in here. IF V5 is MM9, inevitable Fake Man Buster Adaptor. Wily Dinosaur Egg Buster (Please make this a real thing.) IF MMV Expansion Mega Hard Knuckle Magic Card Buster Adaptor/Mega Arm. MM10.... WAIT it can't be... I can't think of a buster adaptor... Roboenza Cure Cannon?  
Maps:

MMBMUS LOL MUSMUS The Intro Stage. Well it's the first game to get the intro stage implemented in an expansion.  Now for the map itself. I dig the Exterior. As for the rest of the map well it has a nice flow and allows you to keep your speed casting that aside, it's bland inside, just flat rectangle after flat rectangle. I do like however that the Fire Man region is pretty mild it's just a catwalk over lava instead of insert random lava platforming hell/gimmick. It's very contradiction sounding I know. There's pits but they are out of the way.

Toad Man area I expected an obnoxious wind gimmick thankfully that did not happen. Although the geometry is just flat out boring and unexciting with its really meh jumps. It gives off a mapper's first map vibe from that area. Needs more jumping off 3d/rail midtextures over death pits. Being sarcastic there. OC Style RAILS is too obnoxious for PVP maps. Spice it up a little in future updates AND STAY THE HELL AWAY FROM MAKING IT A WIND GIMMICK ZONE.


The Blizzard Man sub area is a total killjoy. It has some of the WORST SPAWNS I've encountered in THE CORE.  2 steps away from the edge leading into a pit... yeah it's atrocious. Place the spawns in that area with your back against a wall (Ironic example think of MM6BLI's spawns especially the ones with your back against the wall)  It [Sub/Blizzard Man area] feels incredibly tight and restrictive. Also the ladders when leaving that zone just should be stairs or slopes to keep the flow.   The whole map you can generally breeze and run around but once you go there it's caution city and feels sufficating on how restricted your movement becomes.


Overall: 4.5/10

MMBTEN: Tengu Man B

I like this map. Seeing those repairmen thing robots in the background just makes me want to rage. There is 1 issue I have for the map......
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/MM8bDMV4%20review/Screenshot_Doom_20140517_195812.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/MM8bDMV4%20review/Screenshot_Doom_20140517_195812.png.html)  It's just a large health pellet. C'mon man really? It just seems silly.
Other than that I enjoy this map... The textures are bland but they were bland in the original game sooo...... yeah. Atleast there's a fun dm stage out of one the most boring megaman levels I ever played. Also the stage really feels fitting when you compare it with MM8TEN. Both have a nice set of Inside/Outside areas. They feel like they go together hand in hand.

Overall: 8/10

MMBAST: Astro Man B

This stage feels like it's missing something. I'm generally not a fan of a map having two buster adaptors. Treble Boost I see it being the only way to get G. Hold.... which is kinda absurd in a way. Of course if you are tempted to camping the G. Hold Pickup spot you can get shot at. That doesn't rule out that you can simply lawl fly away.  I dunno I hate playing theory shooter.  This map also has a very unorthodox layout. There are quite a bit of magic cardable walls. Especially the windows viewing the outside areas. No Hard Knuckle for you! The W-Tank on platforms  next to the G Hold comes off as a TERRIBAD choice. I don't understand the point of some walls you can magic card shoot through but there's nothing it can hit on the other side. Custom Robo Trap Gun Shenanigans? It's just missing something to tie it together. Anywho next map.

Overall: 4/10

MMBDYN: Dynamo Man
This Stage had to grow on me a little. I  enjoy the conveyor thing going on here. I love the jump for Treble Boost although I wish it was something else since low-ceilings kinda null the point of flying and dodging shenaners. Well I guess you COULD Shotgun with it but who does that? I mean while I've been on typing this all this discussion over Treble boost going on... LOL AHAHA it's hilarious on both ends. Inb4 SJAS style approach to Treble Boosting I guess. Actually that sounds pretty damn obnoxious given how SJAS Players can be...  Anyways back to DYNAMO MAN. My problems with this map are it sadly all LOOKS THE SAME texture wise and because of that the layout is a bit of a pain to figure out. The Pink Contrasing textures are a bit hard on the eyes at first. The middle of the conveyor pit (Atomic Fire is next to it) is easy to jump into when going in from the ledges.  Atomic Fire's raised little floor blends in with the conveyor.. Recolor that warning ledge texture with pink to keep in line with the pink contrast textures? I love the way you get to Lightning Bolt really creative. It's actually pretty hidden too. I had to do a double take.

Overall: 7/10 Would give higher but it all looks the same :

MMBPIR: Pirate Man Yaaargh

I for the most part wish this stage was split in half. The cave segments above water are boring and quite forgettable. Outside the above water cave areas I really enjoy the map. I wish you could jump out of the water without having  to run to ladders or using the silly bubbles.

With Above Water Cave Areas: 5/10

Without above water Cave Areas : 7/10

MMBCOL: MMBCOL

I don't understand why Arrow Buster is so easy to get.  Yet you have to plant Ice Walls to reach Big Health Pellets. What the hell is with this expansion and doing silly things for big health pellets? Biggest Offender is yet to come. Well the Ice Shooters that skiing robot guy in the background and all that jazz is nice. This map is boring and forgettable for the most part. HOWEVER ADD MORE SLIPPERY SLOPEZ. I can't get enough slippery slopes. I almost want to play a certain horribad mm8bdm jumpmaze wannabe wad because of slippery slopes.  Oh and I love this.
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/MM8bDMV4%20review/Screenshot_Doom_20140517_201352.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/MM8bDMV4%20review/Screenshot_Doom_20140517_201352.png.html)
Those Stairs I like em...

Overall: 3/10 Cool Decorate Shizz and fun slopes other than that map is generic.


MMBGRO: GroundMan

I LOVE THIS STAGE

Ok besides Lightning Bolt being laughable in how simple it is to be obtainable. It's criminal how easy it is. Strafe Jump whoop de doo. The sand friction is not as frustrating as Pharaoh Man's Exterior nor as slow. Since it isn't a long trek if you fall off back to normal ground. The textures are amazing the pallete given to the textures is so fitting and ties with the original so well. The jumps my god the jumps. Jumping onto and off pillars is awesome. The stairs my god the stairs.
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/MM8bDMV4%20review/Screenshot_Doom_20140517_202036.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/MM8bDMV4%20review/Screenshot_Doom_20140517_202036.png.html)
   I CAN ACTUALLY RUN UP STAIRS IN A FIRST RELEASE VERSION OF A MAP.
Jumping up "Stairs" has always been one of my pet peeves with MM8BDM. Oh and as someone said too lazy to fish through posts. Replace Lightning Bolt's location with Sakugarne. Also how the piss do you get Saku in its current location anyways?

Overall 9/10

Oh god... Burnerman

MMBBUR: BRUNERMAN

(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/MM8bDMV4%20review/Screenshot_Doom_20140517_202647.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/MM8bDMV4%20review/Screenshot_Doom_20140517_202647.png.html) Why? IT IS JUST A LARGE HEALTH PELLET *Facepalm*
The ladder textures are hideous though but Burner Man's Ladders from the actual game were hideous. Aside from that I have no problems with this except fire lag... It's pretty good.   Thankfully the spears coming out the wall are non-existant in this version or requiring Skull to run across spike pits. The demo version from so long ago.... I probably shouldn't have brought that up.

Overall: 7/10

MMBMAG: Magic Man

Ok... first obvious thing this map is easily a contender for top 3 largest MM8BDM CORE Maps. For that reason and many others I abhor it. Ok it's huge. IT'S HUGE. It's big-boned.  The train rails you fall through. : ( You have to use a boring Item-2 to ride to M-Tank Power Weapons etc.  It's not my kind of map. Magic Card shooting through nearly everything. Not saying other weapons are useless but why not start out with Magic Card instead of a buster... really. It's just not my kind of fun. Gimmick Wonderland! Fuck that. It's not as obnoxious as that one CTF map with all the gimmicks that change with the timer ughgashgahgashg.

Rating 1/10


MMBKIN: This map is pretty solid not much to say about it other than make Lightning Bolt not so easily obtainable.

Overall 7/10

MMBDW1: Reclaimed King Fortress more like Team Soup killed Team Meatloaf.

OVERALL 10/10. LOBBY APPROVES  I can't believe this map is in the core. It's like the abortion survivor lovechild of MM7BUR (V3B-Present) and MM1DW2 with MMB Textures. The layout is a masterpiece except the water areas screw them. The fact that this mismatch texture soup exists in a core map just blows my mind. Can I join the team?  I can make some sexy texture meatloaf. It's so terribad it becomes excellgood? Terragood? Amazigreat? I don't care... just how in the hell did this happen? It's a loveletter to my soul man.
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/MM8bDMV4%20review/Screenshot_Doom_20140517_203722.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/MM8bDMV4%20review/Screenshot_Doom_20140517_203722.png.html) Camo'd Ladders INGENIUS!

MMWTBRG?: Bustah Rod G.

I really have nothing to say about this map. It works but it doesn't "wow" me.
Rating 5/10

MMWTMWS: Mega Water S.

This stage introduces Rush Marine well Hardman no matter how absurd you look with RM, it became a thing. Rejoice Hard Men REJOICE. I haven't played this map with people other than cyberdemon spamming through the campaign. It's quite big. It's new... It's actually interesting. Yet I'm scared of taking it "seriously." Hitting players using Rush Marine or Oil Slider above water makes me cringe at the very thought. I wish there was more to do above ground. I can't rate this map until played it extensively not like anyone cares about my opionion anyways.


MMWTHSH: Hyper Storm H.

It's not as parkour freerun 4 life as Ground Man but it's pretty close. Aside from some weapons feeling like they might be "troll" pickups behind invisible walls and some slightly annoying one way areas. This map is great.

Overall 8/10

MMWTD1: Wily Tower 1

It's an over complicated mess. Boring underwater areas. Silly claw traps why isn't there any on the Super Arm pickup? There's some on rolling cutter.... Well there IS time stopper... but who is really going to try for that rush jet? The lava area is kinda annoying with how much you could have out there instead of this U bend. Forget about Lifts being super vulnerable and potentially leaping to your death for a big weapon/health pellet and the smaller pellets of the opposite type? WHAT IS WITH ALL THESE LARGE HEALTH PELLETS IN THESE SILLY SPOTS IN THIS EXPANSION? FOR REALS? I'd expect some power weapon or W/E/M Tank or a buster adaptor that I would probably perfer trusty ol' megabuster over.    

Rating 2/10

MMWTD2: Wily Tower 2.

That skybox scares me. The layout isn't actually that bad. It's just the textures and the palletes are just ugly. That mustard yellow with the dull grays/greys. No bueno. The weapon choices are meh. Hard Knuckle Psuedo-Death Trap easily avoidable.  The real death trap is shooting hard knuckle while on that floor.  It's not bad but it doesn't stand out.

Rating: 5/10


For the revamped/replaced maps.

I like the new changes to MM1CUT.
The new MM1FIR seems really unnecessary.
MM1BOM's new middle is a nice adjustment because who can really say they enjoyed bombman with its gaping pits?
The HEAT Man indifferent to it.

New Brightman is better than Battle of Darkness Donut  Hill. Honestly if Old bright didn't have that hole in the middle and different textures swapped to when it was became dark so you could see the sides of the floors like new bright and Bright Man remixed from CSCM. It would have been much better.

The new Side Route on skull man was much needed.

Wind Man I'm mixed on it. I like the side routes but the rest of the changes I dislike. Honestly if it was more like the Skull Man change just adding those side routes I'd be fine with it.


I just hope when the next core update things are less meh. I don't want to downplay the work the dev team members put in. I'm just given an overall "Meh" feeling to V4. V3 was no different. MM8BDM just seems to be going into a direction I could care less for. I'm slightly scared about the map sizes... because the smaller maps are getting randomly expanded on or just outright replaced. Overtime I feel a map like Clown Man will be the standard"Medium" size and Magic Man will become the norm for "Large Maps" #StopTheSmallMapGenocide #GiveSomeMapsADietPillORLiposuction

- Lobsters
Title: Re: Go Away Lobs
Post by: Stardust on May 18, 2014, 08:17:44 AM
Quote from: "Lobsters"
The new weapon pickup icons... Why they do not match with the sprites of the actual attacks? Can we get the old pickup sprites back? Well Leaf is ok. Power Stone looks a like a turd nugget instead of the Cocoa Puff we all know and love. Atomic Fire looks off. Fire Storm is too detailed. Crash Bomb(er) looks really weird. Quick Boomerang looks like a laser fired from some railgun from a contra type game. Rolling Cutter looks like a robotic leg that is bending at the knee. Air just looks bad. Please revert : (
These icons are closer to canon. The old icons were mostly the projectile's sprite, put into a tiny box, take Leaf Shield for instance, isn't a neat, single leaf way better than the shield being compressed? Even in MM4+ games, the icons don't *always* match their projectiles (Skull Barrier, Flash Stopper (derp), Lightnig bolt, Tomahawk, Flame Blast, Hard Knuckles, Yamato Spear)... they look more appealing in this version instead of the lazy, projectile compressing into an icon way.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 08:26:52 AM
Speaking of MagicMan, is it some bug causing Magicman to be in the sky and on some block textures? Eh I'm sure it will be sorted out eventually.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on May 18, 2014, 09:08:24 AM
Sniper joe is a thing now
hmm boss music at training stage uh uh

SNIPER JOE IS A SECRET BOSS
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 09:13:54 AM
Maybe someday, we can dream can't we.
Title: Re: Go Away Lobs
Post by: Gumballtoid on May 18, 2014, 12:08:42 PM
Quote from: "Lobsters"
The Blizzard Man sub area is a total killjoy. It has some of the WORST SPAWNS I've encountered in THE CORE.  2 steps away from the edge leading into a pit... yeah it's atrocious. Place the spawns in that area with your back against a wall (Ironic example think of MM6BLI's spawns especially the ones with your back against the wall)
I'm gonna have to agree with this. I was still in Click Mode when the map changed to MMBMUS and I careened backwards into the water on accident.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 18, 2014, 12:30:43 PM
I *finally* finished the main campaign, I played it straight from MM1 to MMWT to not miss anything new. Starting from the MM&B chapter... well first I have to admit it's honestly truely definitely the best ever vX update. I've never seen such a fizzy update *-*. I love how Megaman & Bass was the game supposed to be covered in this update, but, from the experience I had playing, it seemed to be disproportionate, &Bass sounded like 50% of the actual update

About the weaponz
> Ice Wall : I withdraw what I said on its size, it's actually not so small, both in height or radius. If the riding jump could be a tinnnyyyyy easier, I'd be happy as sometimes you don't *really* have the time to fail your rides. Ammo consumption is perfect c: The delay between two ice walls should be a bit extanded IMO, as this weapon seems to prove fatality if it's used in some ways... I'm trying to find bugs that I can exploit. I feel this weapon can OHKO somewhere, somehow... >.>
> Copy Vision : The stickman :( you know what would be better? A faceless Megaman. I don't really like the fact it can be used alongside another weapon, like Yamato Spear or Blizzard Attack :/ I think the ability to have a double helping could be executed with support items, but not actual weapons. I mean, this Copy Vision aims wherever you aim at... even if you're forced to use the buster when it's active, it would still be a great weapon ; Gemini Man from YD Classes uses this idea : being allowed to use the clone for a double ray of missiles ; OR being allowed to use Gemini Laser. I think Copy Vision would be more fair and funnier if you can't switch it when active. Furthermore the ammo cost could be increased (4 uses ==> 6). When I was playing the campaign, I mostly created it somewhere, and then switched to another weapon like Bubble Lead or Thunder Bolt, and Copy Vision would support, but should other weapons really be able to support like this? ;-;
> Spread Drill : A bit derpy but sounds fair enough o_o my only complain is that the big drill seems like ten times bigger than the smaller ones.  
> Burner Wave : Waiting for someone to make a Bass color adaptation to find it cool. The flames aren't turned into waves, but some kind of molten lava splashes instead :
> Remote Mine : Best weapon F++ gold star I want a remote mine hug pillow
> Lightnig Bolt : Excessively powerful but pretty cool to frag with. I can't find who wrote the following, but I support the idea of swapping Suckugarne and LBolt in Ground Man's stage (I think it was Cold Fusion?)
> Tengu Blade : The melee sounded a bit weak, the projectile is perfect (because it was fairly averagely strong in the original game. Tengu Blade was mostly used for the melee IMO.) As for the dash, ummm, is charging it necessary?
> Magic Card : No item stealing(?) but I'm okay with going through walls as it's the all first weapon able to do it. It could have been more canon with faster fire rate (and more ammo?), by reducing damage. I remember this weapon was extremely weak (even Astro Man, being weak to it, only loses 2 units of health)
> Treble Boost : eh. The first buster upgrade that relays on ammo. I think the ammo consumption should be lowered, and make it unable to recharge (except if another TB is collected). In the current state it sounds advocated for its flying abilities... I don't think the buster sucks, it's fairly weak but also fairly fast and shooting with it from above sounds like stalking the victims like an eagle so I find that fun. Rush Jet might be jealous of this though...

Oh yeah and how about dem wonderful bosses? I thought the MM&B chapter final boss was supposed to be CMM's "upgraded boss coding" but near to the true final one, wow this was so amaaaaaaaazing, great job for coding these so hard and well.

King : If I may say these X missiles are truely representative of how tight it was to dodge them in &Bass -- without counting this carpet that makes the area restricted.
But even this being said, I feel like he's fairly weak. It took me only several tries to defeat him ; actually his first phase is way more threatening than the second one. Yeah, the second phase was a walk in the park, he should be more painful ; or remove the health pickups in the area, at least. Because yeah the first time I met his "offensive" phase.. I won easily. xD I simply ran away by shooting at him and I was barely damaged.

Buster : It took me a while to understand how you can damage him easily (attacking the true him when the clones are scattered), but when I first fought him, I felt desesperated because he would reflect or dodge everything, and there weren't any weapon capsules to recharge... keep it like this, his difficulty is adjusted once you know how to handle him =)

Kappa : Woaaaaa this water jet sends to the green hills waters, is it that strong
I can't tell if I was doing it right, but this fight was a kind of Pokémon fight in a giant arena as I was often firing at very long range to Mega from the underwater. He doesn't seem really offensive, but getting close to him seems to be his nightmare especially if you spin around him. I noticed you can take like 40% of his health at the beginning by rotating around him, dodging the harpoons.

Stormy : Somehow I had the more trouble with this guy instead of the two other slim ones. He's so small though... the skin can be kept small, but why not making him giant at least? He's like one of the biggest robots of the MM series ;~; even bigger than Frost friend

Buster + Kappa + Stormy : words can not describe how that was
spectacular and imaginative, that's it. Imaginative because Hyper Storm riding is the best horse riding and it totally deserves to be compared to the Wave Bike and Snowboard. The Beta formation should damage more because touching the road does like 4 or 5 damage, and jumping over with a proper timing isn't that hard when you're used to it

I can't give my impression on the maps, I don't know them well enough : However I love what was being done MM2HEA which make it really not flat anymore, and also use more structures from the original stage. In my opinion it's the best revamp of the update.

Thanks to the devteam for this wonderful credits we can toy with. Poor Wily, I'd accept his forgiveness to prevent him from being chased from these things


(http://i61.tinypic.com/2hhzqde.png)

(http://i58.tinypic.com/2hehlcx.png)

(http://i61.tinypic.com/11soz8k.png)
Why does Megaman DOS look like La Jinn the Mystical Genie of the Lamp, I'm not sure

(http://i61.tinypic.com/r9pg94.png)

(http://i57.tinypic.com/2j2ccgo.png)

(http://i61.tinypic.com/t5lu0j.png)

The papa Hyper Stormy chasing Wily
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on May 18, 2014, 01:20:21 PM
one small problem I have with Newgrounds and Snakes in space, it feels like it's just TOO easy to get to the opposing team's flag directly. It feels almost like "Spawn, take 5 steps, grab the flag"
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ukiyama on May 18, 2014, 01:26:11 PM
Quote from: "Shadow Blade"
Speaking of MagicMan, is it some bug causing Magicman to be in the sky and on some block textures? Eh I'm sure it will be sorted out eventually.

You have the old Magic Man skin in your skins folder, get rid of that and your fine.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 18, 2014, 01:42:29 PM
Just a note about the balance, the update has been out less than a day and people are flagging things for OP already. In time we'll address the issues once we receive feedback over the duration of the next few weeks, not just from initial impressions. If you have suggestions to balance weapons/etc out, go to the suggestions forums (http://www.cutstuff.net/forum/viewforum.php?f=25) and post away so we can deal with individual topics and discuss it as a team.

Also I will not tolerate people who are simply being insulting to the dev team. I have worked with both people who present constructive complaints and people who are just bitching. The latter are the ones who don't get to be a part of my community.
Title: Re: MM8BDM V4A - RELEASED!
Post by: leoalex50 on May 18, 2014, 02:33:08 PM
It's out damn I have to wait for a few more days till I can play it online and sp
Title: Re: MM8BDM V4A - RELEASED!
Post by: -Daiki-TheOni on May 18, 2014, 02:35:32 PM
Just saying,I finished the campaign yesterday (at 03:36) and....

Spoiler because spoiler:
IMPRESIVE, when I defeat King 2º form and see the genesis unit then... 3 levels with their respective bosses then another 2 "motherkoffing" well made levels and the most epic fight ever seen in this engine (at least in my opinion) I was thinking "oh god, they team up and execute diferent formations" (original and funny formations) "how in the heavens can someone do such a divine thing?! is this guy working on a company or something related to videogames?" all that effort the dev team has put in this.... congratulations.

just something to point out, in my opinion ALL is "magnifique". But when you fight against megawater and the bosses beyond him.... is to deificult, I know the game gets harder every step, but megawater, hyperstorm and the last batle are only for japanese masters.

Aside from that....

Thanks for your efforts,nowadays, some players cant afford a console, but THIS GAME makes a lot of people out there happy, even without a console.

Keep rocking, CutmanMike!!  :ugeek:  (and the dev team, of course! :3 )

Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 18, 2014, 03:28:16 PM
Why are the Genesis Unit in this update?I just don't know why.

Also,please don't spoil me about the story.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on May 18, 2014, 03:32:01 PM
They deserved entry at some point, though they definitely should have been added at v1.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 18, 2014, 04:00:55 PM
This error pops-up if you try compiling v4's global :(
(http://i59.tinypic.com/1e9tsj.jpg)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 18, 2014, 04:07:36 PM
You would need to use a new ACC version, which you can find here. (https://dl.dropboxusercontent.com/u/33338072/ZandroACS.zip)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Stardust on May 18, 2014, 04:10:45 PM
It works perfectly now, thanks Ivory!
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 18, 2014, 04:25:39 PM
Quote from: "Ceridran"
They deserved entry at some point, though they definitely should have been added at v1.


Okay,thanks for telling me.They really should have been in from the very beginning in Version 1 in between the Mega Man 3 and Mega Man 4 campaigns.Also,are you guys gonna do the Gameboy games as campaigns?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Joseph Collins on May 18, 2014, 04:57:24 PM
You want feedback?  I got feedback.  Also, hi.
    During King's speech before his bossfight, he says "Us robots".  It would sound much better if he says "We robots".
    The Wily Tower graphic during the ending needs to be downgraded to 8-bit.
    The Genesis Unit is absolutely, positively brutal.  Or maybe I'm just terrible at fighting them...  But they seem a lot harder than the base game's secret bosses.
    The arrangement of the Wily Tower 1 tune is a little funky...  Not bad, but definitely very different.
    The new weapon icons look a little... strange.
That aside, this is a pretty good expansion!  It has way more content than I was expecting and most everything else is done really well!

One thing of note: I got really confused when I played the single-player campaign since I couldn't change colors as I grabbed weapons.  Then it dawned on me: "This campaign in team-based!" and I had a laugh at my own expense.  I also enjoy the new weapons and their unique properties, such as Remote Mine and Copy Vision using your crosshairs for aiming.  Just like the game they came from, it's much unlike anything we've experienced so far.

Great job, everyone!
Title: Re: MM8BDM V4A - RELEASED!
Post by: xColdxFusionx on May 18, 2014, 05:38:59 PM
I feel like the Treble Boost argument has reached the "beating a dead horse" threshold at this point, but I figured I'd take one last look at it before we drop it completely.

Strengths
* It makes reaching power items much eaiser
* Aiming at a flying target is trickier than aiming at a walking one, which means running
* Opens up alternate travel paths
* Lengthy respawn timer means your opponent won't be able to get their hands on a copy easily

Weaknesses
* It's generally fairly tricky to reach in the first place, and has a lengthy respawn timer
* Pew-pew buster means you're effectively defenseless while in the air
* Pew-pew buster means you're not getting frags while evading, which means you can fall behind in modes that require offense
* Weapons with fast projectile speed or strong AoE damage can knock you out of the air
* No actual defense, meaning a well-aimed/lucky shot could still shoot you down

Overall, looking at both sides, Treble Boost seems like one of those items that has great power in some situations and isn't that great in others. Considering this game was balanced for its namesake (where it's probably the least useful) and not Duel (where it's most useful apart from CTF), that's probably where the argument is coming from.

Remove from Duel? Maybe. But I'm gonna side with CutmanMike on this one; Let's not jump at it right this second.
Title: Re: MM8BDM V4A - RELEASED!
Post by: TailsMK4 on May 18, 2014, 07:31:57 PM
Just wanted to say that I take back what I said about the bosses. Now that I managed to beat all of the bosses, I look back and really enjoyed the boss fights. At least King Jet Tank wasn't a thing this time around.

Would be nice to see King later...especially with the expiration date law still in effect for MM9 (V5), and I wonder if we'll get another surprise expansion in the future for the Stardroids?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lego on May 18, 2014, 08:11:42 PM
Well...
Didn't King and Light have a conversation about the whole expiration date thing? I could have sworn that's what their whole conversation was about - circumventing the law and preventing unneeded drama.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashTheEchidna on May 18, 2014, 08:21:33 PM
I don't think those two alone could cancel the law itself. King said that he trusted the fate of the robots in Light's hands, implying that the law was still going to be passed/in effect.
Title: Re: MM8BDM V4A - RELEASED!
Post by: <geminibro> on May 18, 2014, 08:25:33 PM
My friend let me borrow his computer so i could play this, and wow.

I did not expect the Genesis Unit to be in it, and the new maps were pretty good, and i found the Yaschishi in the Robot Museum stage.

It's hiding behind some bushes.

Also, i found a minor glitch.

Go to the Blizzard Man area in the Robot Museum with the Wire Adaptor, swing once over the water, and activate the next use of the wire adaptor just as your about to die, and huzzah!

Your corpse has flew!
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashTheEchidna on May 18, 2014, 08:29:10 PM
Pretty sure that wire "glitch" isn't really a glitch as your body can be moved while dead. I've done it in several stages before, too.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 08:44:19 PM
Now that we're done with Treble Boost for the time being, can we talk about the atrocity that is Skull Barrier?
Title: Re: MM8BDM V4A - RELEASED!
Post by: -FiniteZero- on May 18, 2014, 08:44:51 PM
For some reason, I found the second form of King harder than the first, since the Copy Vision works very well at getting around his shield for the first form.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Geno on May 18, 2014, 08:45:33 PM
You can do something like that if you die while riding Item 2.

It's quite funny.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashBroPlusB on May 18, 2014, 09:12:32 PM
Quote from: "Bikdark"
Now that we're done with Treble Boost for the time being, can we talk about the atrocity that is Skull Barrier?
I've been waiting for a good time to squeeze this in


honestly I have to agree with Bikdark, keeping old Skull Barrier ammo regen and ammo drain rates but allowing you to toggle the barrier is one of the silliest things I have ever seen

I'd honestly say double the drain rate but that might be a bit too harsh of a nerf
Title: Re: MM8BDM V4A - RELEASED!
Post by: Bikdark on May 18, 2014, 09:51:17 PM
Not even double the drain rate, simply revert the buff. Bind it to any key and you have a get out of jail free card that you can simply turn off and save for later.

It's just broken, really. No ifs ands or buts.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on May 18, 2014, 09:57:52 PM
Quote from: "CutmanMike"
Just a note about the balance, the update has been out less than a day and people are flagging things for OP already. In time we'll address the issues once we receive feedback over the duration of the next few weeks, not just from initial impressions. If you have suggestions to balance weapons/etc out, go to the suggestions forums (http://www.cutstuff.net/forum/viewforum.php?f=25) and post away so we can deal with individual topics and discuss it as a team.
Before any more weapon balance discuss takes place, I think everyone needs to spend time with the changes.  Something might seem OP initially, but when you work out a counter, it is no longer as powerful as you thought.  Also, as Mike mentioned, there's a specific thread for suggestions.  If you notice over time that Skull Barrier is a problem, then please, by all means let us know.  A day after release? Yea, not gonna care at all quite frankly.  

Oh, also. Remember, your perspective on weapon balance is but one opinion.  We are happy to receive those opinions as they certainly can help shape the game.  However, they are not fact.  No matter how much you complain about it, it doesn't make you right, it just makes you obnoxious.  

So yea, let's see how these things play out and then make a call after some time.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on May 18, 2014, 09:58:00 PM
I haven't ever seen someone rely on Skull Barrier for survival. Appears overpowered on paper, but it was hardly worth using before.

And how many maps is it on? 5?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lego on May 18, 2014, 10:03:28 PM
I actually talked about this when the change was implemented, but couldn't find a good way to explain why the toggle was broken...the best statement I could give was "invincibility on a toggle would make this overpowered" which is still my feeling on the subject...the fact you can click and be immune to damage for however long you want without any real cost would make it a bit...eh...
Title: Re: MM8BDM V4A - RELEASED!
Post by: <geminibro> on May 18, 2014, 10:19:37 PM
Is it okay if i can get on the v5 Team?

I would love to do Galaxy Man's stage!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on May 18, 2014, 10:41:53 PM
I just beat Chapter 1, and having jumped into cold water like I did, I must say the quality of the new maps is excellent. Deatmatches in the new MM1FIR, MM1BOM and MM1CUT all took under three minutes to finish (and on the first try, too!) There aren't any difficult obstacles or glaring issues I found, though I'll probably get back to this later about weapon placement.

Also, when I beat MM1DW1, it took me straight to the chapter boss. I had to play MM1DW2 manually. Intentional?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 18, 2014, 10:47:17 PM
The campaign cut out a few castle stages. Mainly MM1DW2 and MM7DW2-4
Title: Re: MM8BDM V4A - RELEASED!
Post by: xColdxFusionx on May 18, 2014, 10:52:51 PM
I personally like the new Skull Barrier. It differentiates it from Time Stopper somewhat, as silly of a reason as it is.

Even so, I feel it has a similar issue to Treble Boost as discussed earlier; it's incredibly strong in certain modes, yet not as much so in others, depending on how much fight control matters in said mode. Of course, it also has the issue of being incredibly difficult to counter thanks to the fact that it's invulnerability as opposed to evasion, which puts it in a trickier spot in terms of balancing.

Like CMM and Mess said, I think it's a bit early to make a decision just yet, but I would keep an eye on it just in case.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on May 18, 2014, 10:56:39 PM
Quote from: "Ivory"
Not a bug, we took some maps out of the campaign in order to make it less tedious. Most notably, 3 of the MM7 castle stages.
Hm, indeed. I was just looking in Bugs/Suggestions and came across this. I think it was for the better, actually. Nice idea.

By the way, I've been using Rush Marine in my water maps and it works like a marvel. While experimenting, I suspected the time one stays with it does not decrease if outside the water (when the icon is greyed out). Is that how it is, or am I missing a detail?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 18, 2014, 11:07:49 PM
Yes, Rush Marine's timer only goes down when in use.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 11:12:58 PM
Im amazed you guys made Rush Marine useful, it was never really useful in the actual games. Far as I remember the only level with any water to use it with was GeminiMan.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashTheEchidna on May 18, 2014, 11:16:31 PM
I always used it in Gemini Man and Dive Man's stages. It'd be kinda nice to see them there in 8bdm but it'd probably be a bit much in the latter stage.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 18, 2014, 11:16:52 PM
Ah right I forgot Diveman.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Accel on May 18, 2014, 11:37:43 PM
Goodness, I have good timing! I come back the day after this gets released! I'm excited to try out all the new gizmos you guys prepared, especially since MM&B was one of my favorites!
Title: Re: MM8BDM V4A - RELEASED!
Post by: VGS2 on May 19, 2014, 12:01:48 AM
Welcome back, dude! Yeah, I'm certain you'll enjoy it. Lord knows I am!  :D
The devs are still absolute geniuses, it seems.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on May 19, 2014, 01:08:50 AM
Quote from: "VGS2"
Welcome back, dude! Yeah, I'm certain you'll enjoy it. Lord knows I am!  :D
The devs are still absolute geniuses, it seems.

But of course.

Was there ever any doubt?



(http://i.imgur.com/Xb2oAw4.jpg)

Hon hon hon
Title: Re: MM8BDM V4A - RELEASED!
Post by: Emmanuelf06 on May 19, 2014, 06:09:07 AM
Good job Ivory and all the devroom team, i re-play all the stages from the start! The maps who are remade are awesome!
I finished only mm1 for now, but mm1cut is awesome!  :D
Can't wait to see more new "things"! =)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Demendes on May 19, 2014, 12:24:18 PM
The expansion seemed to fix the skins problem.


As for the Treble-Boost argument.... what if all of the players got fed up of the one who's abusing T.Boost and decides to team up with each other? You'll be having lots of projectiles to dodge against plus being attacked by lots of players just to set you down, stripping you of your jetpack. Not to mention you can be cornered if that ever happens. And you're not the only one who can get T.Boost, others can and may and will start to chase you to death.

Unless you're in single player, then you can abuse it with no problems at all, since you're battling bots who only have one aim: Kill everything they see.

And they almost do not execute a strategy at all.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Tengu on May 19, 2014, 03:14:59 PM
At a first quick examination of the expansion, the only thing that I have a real problem with so far is the overhaul of MM1FIR.


Can I have an explanation as to why this map was reworked? I thought it was totally fine as is, and I loved that map. It's kind of disappointing..
Title: Drillman is also crap but that's not V4
Post by: Max on May 19, 2014, 05:09:58 PM
A couple of skins could use some improvements

Burner's feet don't move at all in his front/back walking frames, but they do in his sides
Groundman looks generally shoddy all round (especially frontal frames and walking)
Dynamoman's shuffling on walking
King turns completely to the side in his (honestly pretty lazy) firing frames, this makes it really hard to determine what direction he's facing when he's charging a weapon which is kinda important
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 19, 2014, 07:39:53 PM
Cutman Mike,are you gonna patch this update with some weapons for the Genesis Unit?
Here are the links to the weapons I'm talking about.

http://zero-janitor.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-199470649
http://gorudosutaman.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-8-Bit-312571934
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on May 19, 2014, 07:58:06 PM
No, there will not be any weapons for/from the genesis unit in the core game.  Every weapon in the game exists in game form somewhere.  The biggest stretch is Duo / Giga Fist, but that was derived from Rockman 2: The Power Fighters.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on May 19, 2014, 07:58:55 PM
Quote from: "sa173533"
Cutman Mike,are you gonna patch this update with some weapons for the Genesis Unit?
Here are the links to the weapons I'm talking about.

http://zero-janitor.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-199470649
http://gorudosutaman.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-8-Bit-312571934

I had to put these into an address bar to find what you were trying to link, because I couldn't get it to work by fixing your links.

(http://fc09.deviantart.net/fs71/f/2012/186/3/a/the_wily_wars___weapon_ideas___8_bit_by_gorudosutaman-d563i1q.png)

The Genesis Unit had no copy weapons, so no, it won't be happening.
Title: specifically I don't particularly have a problem with Dynamo
Post by: Korby on May 19, 2014, 08:39:42 PM
Quote from: "Max"
King turns completely to the side in his (honestly pretty lazy) firing frames, this makes it really hard to determine what direction he's facing when he's charging a weapon which is kinda important

I agree with most of your points, but I just wanted to point out that one of the reasons his firing frames are awkward is because king is a dork who manages to swing his axe and have it always face the same direction[pointing towards the background]
(http://i.imgur.com/kI4nK2N.png)
i do think the firing needs tweaking, especially because the pose he holds after swinging the axe in 8bdm isn't the same.
could probably change the animation used for the firing frames if enough people think it's disruptive to gameplay
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 19, 2014, 09:06:49 PM
Quote from: "Ceridran"
Quote from: "sa173533"
Cutman Mike,are you gonna patch this update with some weapons for the Genesis Unit?
Here are the links to the weapons I'm talking about.

http://zero-janitor.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-199470649
http://gorudosutaman.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-8-Bit-312571934

I had to put these into an address bar to find what you were trying to link, because I couldn't get it to work by fixing your links.

(http://fc09.deviantart.net/fs71/f/2012/186/3/a/the_wily_wars___weapon_ideas___8_bit_by_gorudosutaman-d563i1q.png)

The Genesis Unit had no copy weapons, so no, it won't be happening.

But,this is a fan idea,so it could happen.Just saying.
Title: Re: MM8BDM V4A - RELEASED!
Post by: TheMetalManu on May 19, 2014, 10:29:16 PM
A buster that shoots Mettools? I totally going to use that.
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on May 19, 2014, 11:23:47 PM
Quote from: "sa173533"
Quote from: "Ceridran"
Quote from: "sa173533"
Cutman Mike,are you gonna patch this update with some weapons for the Genesis Unit?
Here are the links to the weapons I'm talking about.

http://zero-janitor.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-199470649
http://gorudosutaman.deviantart.com/art/The-Wily-Wars-Weapon-Ideas-8-Bit-312571934

I had to put these into an address bar to find what you were trying to link, because I couldn't get it to work by fixing your links.

(http://fc09.deviantart.net/fs71/f/2012/186/3/a/the_wily_wars___weapon_ideas___8_bit_by_gorudosutaman-d563i1q.png)

The Genesis Unit had no copy weapons, so no, it won't be happening.

But,this is a fan idea,so it could happen.Just saying.
But it won't. Just saying.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 19, 2014, 11:29:38 PM
When the idea was pitched that we should include Wily Tower content, the question was asked very early if genesis unit weapons could be a thing. I said no because it's not canon to the source material, you don't get those weapons in the game. Not to mention we have like what, over sixty weapons now? I feel it's needless to bloat the game with additional weapons at this point, and just stick to the official ones. Any cool ideas for them can be unofficial addons if someone wants to make them.

Also I think someone making a HSH weapon can do waaaay better than just "summon metools"  :p
Title: Re: MM8BDM V4A - RELEASED!
Post by: GameAndWatcher on May 19, 2014, 11:33:46 PM
Quote from: "Messatsu"
The biggest stretch is Duo / Giga Fist, but that was derived from Rockman 2: The Power Fighters.
Speaking of which (and I know this is for the far future, but), any plans on adding Pharaoh Wave and Centaur Arrow in an eventual update?
Title: Re: MM8BDM V4A - RELEASED!
Post by: CutmanMike on May 19, 2014, 11:34:48 PM
Nope, sorry. Mainly because of the "bloat" reasons in my previous post.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Geno on May 19, 2014, 11:36:39 PM
If an HSH weapon really existed, I'd have thought it would be his breath power.

But, hey, if you want Genesis Unit member weapons that badly, then you could always make it yourself!
('cause custom weapons and all that jazz)

Hey, there's already a BRG rod shield weapon already, so there's one down.

Actually, I wouldn't mind a custom weapon of BRG's expand dong extending rod, now that I think of it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashBroPlusB on May 19, 2014, 11:57:19 PM
[7:53:49 PM] SmashMan: Llama I'm going to complain about the intro now
[7:54:01 PM] SmashMan: in the trailer that played the intro, King's song had the drums before it started
[7:54:05 PM] SmashMan: in the actual game the drums are missing
[7:54:11 PM] SmashMan: wanna know why I care about such a minor detail
[7:54:35 PM] SmashMan: with the drums before the song, the melody timed itself perfectly so that I could sing King's television speech in-tune with the music
[7:54:44 PM] SmashMan: now the words show up about a second late
[7:54:52 PM] SmashMan: you guys fucked up
[7:54:53 PM] Llama: lol
[7:54:54 PM] SmashMan: you fucked it up
[7:54:57 PM] SmashMan: fucked it up
[7:54:59 PM] SmashMan: now ya fucked up
[7:55:02 PM] SmashMan: now ya fucked up
[7:55:11 PM] Llama: I don't know if there was video editing involved in the actual teaser??
[7:55:21 PM] SmashMan: you have fucked
[7:55:22 PM] SmashMan: it up
[7:55:28 PM] Dr. Freeman: the drums would have fucked up the looping of the song
[7:55:38 PM] Llama: It's using KINMUS though so blame the stage itself rather than the intro
[7:55:42 PM] SmashMan: then use a drums version for the intro
[7:56:01 PM] SmashMan: you fucked with my musical number
[7:56:07 PM] SmashMan: unacceptable
Title: Re: MM8BDM V4A - RELEASED!
Post by: Geno on May 20, 2014, 12:02:29 AM
The reason why the drums were removed, was that it wouldn't loop properly in the actual stage, and having the track suddenly restart like that is jarring.

The same reason why the intros of Turbo Man, Sword Man, Clown Man, Pirate Man, Tengu Man B, Cold Man, and Wily Tower 2 (MMWW WT Dr. Wily Stage 4) are missing.

Although once MM8BDM makes the JUMP! JUMP! to Zandronum 2.0, what with all it's NSF support, the intros will probably be re-added to the songs, because proper looping will be possible.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashBroPlusB on May 20, 2014, 12:06:38 AM
lol Geno didn't read
Quote from: "SmashBroPlusB"
[7:55:28 PM] Dr. Freeman: the drums would have fucked up the looping of the song
[7:55:38 PM] Llama: It's using KINMUS though so blame the stage itself rather than the intro
[7:55:42 PM] SmashMan: then use a drums version for the intro
also while I'm here I might as well complain even more right

[8:03:50 PM] SmashMan: OH HEY ANOTHER GRIPE
[8:03:51 PM] SmashMan: LLAMA
[8:04:04 PM] SmashMan: MEGA MAN SHOOTS A CHARGE SHOT ACROSS THE TITLE BOARD IN THE INTRO
[8:04:11 PM] SmashMan: THERE IS NO CHARGE SHOT IN 8BDM
[8:04:18 PM] Spikeboy: :O
[8:04:18 PM] Llama: there almost was
[8:04:18 PM] Gumballtoid: LOLZ
[8:04:23 PM] Capsule J: MMPU haha
[8:04:29 PM] Gumballtoid: I still think there should be
Title: Re: MM8BDM V4A - RELEASED!
Post by: Geno on May 20, 2014, 12:13:11 AM
Well, I did read, but clearly not that part. >_<

Although, still, it's VERY jarring. At one point, the intro version WAS used in the stage, and I found it to sound really terrible. I ended up just muting the music and playing an SPC of King Stage because it was so distracting.

Also, yeah, the Charge Shot was gonna be in v4, but it was deemed pointless, as only the Mega Man bot in the MM&B stages would have been able to use it.
similarly, auto's fireworks cannon was gonna be in, but that didn't even get coded at all (sadly)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on May 20, 2014, 06:33:48 AM
specifically, the charge shot was removed because it didn't really add anything unique compared to the other five charging buster upgrades.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 20, 2014, 07:00:21 AM
Out of curiosity is there a way to find out the music codes for the V4 boss fights?
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 20, 2014, 08:36:38 AM
Quote from: "CutmanMike"
When the idea was pitched that we should include Wily Tower content, the question was asked very early if genesis unit weapons could be a thing. I said no because it's not canon to the source material, you don't get those weapons in the game. Not to mention we have like what, over sixty weapons now? I feel it's needless to bloat the game with additional weapons at this point, and just stick to the official ones. Any cool ideas for them can be unofficial addons if someone wants to make them.

Also I think someone making a HSH weapon can do waaaay better than just "summon metools"  :p

Hey,it was Zero-Janitor's idea in the first place.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Jafar on May 20, 2014, 08:39:58 AM
Quote from: "Shadow Blade"
Out of curiosity is there a way to find out the music codes for the V4 boss fights?
MMBBOSS - King Phase 1 (MM&B Boss Theme)
MMBOBOS - King Phase 2 (MM&B Fortress Boss Theme)
MMWTBOSS - Genesis Unit (Wily Tower Boss Theme)
MMWTFBOS - Final Boss
Title: Re: MM8BDM V4A - RELEASED!
Post by: *Alice on May 20, 2014, 09:01:28 AM
MMWTFBOS
The implications ...
I haven't fought it yet and now I'm curious if it's really something unexpected.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Demendes on May 20, 2014, 10:00:59 AM
BTW, is the Dead or Alive song easter egg that can be found on Top Man removed, or can I still find it?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Emmanuelf06 on May 20, 2014, 11:07:43 AM
Finaly, i have finished again the game since the beginning, but one thing who is sure,all the final boss are really EPIC !!!! O:
SPOILER WARNING:
I liked the last "boss" of 3 genesis, the combo of the 3 is totaly -AWESOME- and funny!!
Dat Wily troll at the end WTF ! Why must i shoot him in his armor? XD

Really good job guys, you are pro for me, even if it's not "perfect" for some people,  i think, for a fangame, it's a wonderful game and you do it great.
Always, you can do better but there is no way to be stressed or embarassed for some things (nerf, buff, change map design or others), it's a fangame. The new story reminds me how it's hard to work on this kind of fangame and the devroom team did a really good job yet.

Good luck for the future with this fangame and the future v5? ;)
The game is huge yet, im personaly very satisfied (each time you update it since v1 anyways).
(now i can use Groundman skin ;O; !!! )
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 20, 2014, 05:40:17 PM
Two things I thought I expected to happen didn't
Honestly for some reason I thought the Green Devil and the King Robo would show up.

Also why did it take me this long to notice you could accidentally kill yourself with the tire in Dr Light's lab.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 20, 2014, 06:01:12 PM
If it matters, I personally really like the map size increases. It's fun exploring them and seeing all the cool things you can find.
Title: Re: MM8BDM V4A - RELEASED!
Post by: <geminibro> on May 20, 2014, 07:13:18 PM
Is it me, or...

Does Astro Man's theme in this expansion sound a bit like Rush's Countdown?

Listen to the song, and listen to Astro Man's theme from this expansion. (The musiccode is ASTMUSB)
Title: Re: MM8BDM V4A - RELEASED!
Post by: King Dumb on May 21, 2014, 02:17:37 AM
Hey everyone! As the changelog says player speed and jump height were increased for Instagib mode. What better way to celebrate than with some Instagib 1FTCF? Come on down to 108.61.83.66:15014 and enjoy some fast-paced CTF action.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on May 21, 2014, 02:20:34 AM
Wow, we're doing server ads now?
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 21, 2014, 02:45:27 AM
Hey, I'm alright with it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: -Daiki-TheOni on May 21, 2014, 10:32:36 AM
IMPORTANT (maybe) theres something that bothers me. if that helps...

(http://i1315.photobucket.com/albums/t596/TheunlosingQuint/Screenshot_Doom_20140521_122452_zpsb722286d.png)(http://i1315.photobucket.com/albums/t596/TheunlosingQuint/Screenshot_Doom_20140521_122504_zps0797f776.png)(http://i1315.photobucket.com/albums/t596/TheunlosingQuint/Screenshot_Doom_20140521_122611_zps452a921a.png)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on May 21, 2014, 11:08:05 AM
Quote from: "King Dumb"
Hey everyone! As the changelog says player speed and jump height were increased for Instagib mode. What better way to celebrate than with some Instagib 1FTCF? Come on down to 108.61.83.66:15014 and enjoy some fast-paced CTF action.

I don't think that this is the right place for that...?

I mean, it might be okay?

But I'm going to go out on a limb and say that this is probably not the right thread for that.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MrGameGuyUltra on May 21, 2014, 06:57:20 PM
MM8BDM is my favorite online game. Best first person shooter to ever exist.
I like using a Solarman skin, despite never playing Megaman 10, I watched the battle and Solarman is now one of my favorites.
So once I remembered about V4 coming out, I downloaded it as soon as I can, which was a few days ago.
After beating it with some help when I could not get past stages (*cough*cheatcodes*cough*) I decided to do another run through it, and use cheats as least as I can. So far I got past Megaman 1, 2, and just started 3.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lagman on May 21, 2014, 08:06:34 PM
Okay, so I FINALLY cam back after like, 5 months after getting my laptop for Christmas, and I come back to this. My birthday was also on the 4th of May, so this is like a late Birthday Present  :mrgreen:
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 21, 2014, 08:20:45 PM
Happy birthday, bro!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Atticus on May 22, 2014, 12:18:41 AM
I think the wave burner could be changed to remove the spread. It makes targeting the opponent inconsistent. Dont change the damage, maybe make it function like TF2 Pyro's flamethrower?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on May 22, 2014, 12:26:12 AM
But the current way Wave Burner behaves is just how it did in Megaman and Bass. There's no need to ditch game accuracy if it works neatly.

Not to mention, keep fucking TF2 of all things out of the core. That's what Saxton is for.
Title: Re: MM8BDM V4A - RELEASED!
Post by: tsukiyomaru0 on May 22, 2014, 12:31:59 AM
Quote from: "Knux"
But the current way Wave Burner behaves is just how it did in Megaman and Bass. There's no need to ditch game accuracy if it works neatly.

Not to mention, keep fucking TF2 of all things out of the core. That's what Saxton is for.
This one has made me wonder something... MM&B makes Wave Burner wave in the vertical axis (Y), MM8BDM's waves in the horizontal axes (X and Y). But, if someone picky enough comes up and says it should be on vertical axis (Z), then it would be an awful weapon, right? But what if it included all three axes (XYZ)?

Oh God I'm gonna play with this idea!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 22, 2014, 12:43:01 AM
Quote from: "Atticus"
I think the wave burner could be changed to remove the spread. It makes targeting the opponent inconsistent. Dont change the damage, maybe make it function like TF2 Pyro's flamethrower?
Also, he's basically suggesting MMV Electric Shock.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Demendes on May 22, 2014, 01:30:17 AM
What's the music in the final battle where
you face Megawater, Hyperstorm and Busterrod at the same time?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on May 22, 2014, 01:46:03 AM
In game the track name is MMWTFBOS and it was written by OrangeMario primarily with assistance by Rushjet1 and Blaze iirc.  The title of the track is Journey to Genesis.  Feel free to correct me if I made any mistakes guys.

Also, large image
(http://www.hdwallpapers.in/walls/cutest_puppy-wide.jpg)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Freeman on May 22, 2014, 02:22:19 AM
Oh wow, OM also worked on that piece? I was going to comment when I thought RushJet was gonna post the song, but I just wanna say how good it is and how fitting the song is for the final boss.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Emmanuelf06 on May 22, 2014, 03:14:18 AM
I need a pack of the 8bit remix of all the mm&bass song (and genesis too!!), i can use Slump program but it could be cool to have a pack =]

(I opened a v4a 2Team Deathmatch Server: 108.61.83.66:15042,i think regular deathmatch or 4teamLMS with too much people is complicate to manage).
4tlms with a lot of people => You start the game => you can be killed with any random shot : /
Maybe 4teamDM can be cool to host O: !
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 22, 2014, 12:23:23 PM
A question for you modding GODS.
I had heard that MMU was a fan-made game given support from Capcom (or was that someone else? I'm not sure, but that's beside the point)
Any chance that this might make it into MM8BDM at all? Even as a sort of "last update", signaling the end of progress on it?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Beed28 on May 22, 2014, 12:27:17 PM
Quote from: "Perfectlylegit"
A question for you modding GODS.
I had heard that MMU was a fan-made game given support from Capcom (or was that someone else? I'm not sure, but that's beside the point)
Any chance that this might make it into MM8BDM at all? Even as a sort of "last update", signaling the end of progress on it?
Well, as Ivory stated in the RNC suggestion thread (http://www.cutstuff.net/forum/viewtopic.php?f=25&t=6769)...
Quote from: "Ivory"
PU is an official capcom, RNC is not.
There is nothing to discuss.
So I guess the same applies to MMU.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 22, 2014, 12:32:50 PM
I guess, but then again, RNC was a rendition of MM2.
MMU is another game starring the blue bomber, one I personally liked (until Zero rekt my shiz).
It also signalled the end of the classic series (or so Megaman's defeat at the hands of Zero says), so I thought putting it in as a sort of "final update" would be a good idea.





plus the weapons were cool and I love them
Title: Re: MM8BDM V4A - RELEASED!
Post by: Rozark on May 22, 2014, 12:56:53 PM
To my knowledge Megaman Unlimited was never given Capcom Support, only Street Fighter x Megaman.
The amount of fanservice in Unlimited is astounding.

However, you might be able to convince those people working on a fangame campaign expansion thing.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashBroPlusB on May 22, 2014, 01:37:24 PM
and to be honest I'd much rather have SFxMM in the core than Unlimited :ugeek:


oh the marvels that could be done with Tropical Hazzard and the Hadouken
Title: Re: MM8BDM V4A - RELEASED!
Post by: *Alice on May 22, 2014, 01:47:09 PM
Wouldn't 9, 10, V and that weird WonderSwan game happen before that?
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on May 22, 2014, 02:16:52 PM
Quote from: "*Alice"
Wouldn't 9, 10, V and that weird WonderSwan game happen before that?
All except that last one from what we have been told. And I think SFxMM isn't happening in core anyway, something about not an official game I think.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 22, 2014, 03:07:16 PM
Quote from: "Perfectlylegit"
It also signalled the end of the classic series (or so Megaman's defeat at the hands of Zero says), so I thought putting it in as a sort of "final update" would be a good idea.


That's why I wanted to include it at all, in case CutMangMike stops updating MM8BDM. But eh.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on May 22, 2014, 03:17:56 PM
Quote from: "Demendes"
What's the music in the final battle where
you face Megawater, Hyperstorm and Busterrod at the same time?

Quote from: "Messatsu"
In game the track name is MMWTFBOS and it was written by OrangeMario primarily with assistance by Rushjet1 and Blaze iirc.  The title of the track is Journey to Genesis.  Feel free to correct me if I made any mistakes guys.

That's right, MMWTFBOS is called "Journey to Genesis", and it's an original track composed by OrangeMario, RushJet1 and Blaze for the final boss of the Wily Tower campaign, the only original track added in v4. Funny stuff with that track: I didn't like it at all at first, and made a huge deal about it. Then I played the campaign, and now I dig it...expect for one part of the song which grinds my gears to infinity.

Oh, as for the rest of the Wily Tower covers:

MM:WT - Buster Rod G.: Baiisilisk
MM:WT - Mega Water S.: OrangeMario, MusashiAA (all sequence by OM, I made it sound like from MM2)
MM:WT - Hyper Storm H.: OrangeMario (a version in which I collaborated exists, sounding like from MM3, but was rejected in the end)
MM:WT - Boss theme: OrangeMario
MM:WT - Stage Clear: OrangeMario
MM:WT - Wily Tower 1: Llamahombre, MusashiAA (Little baby cries, little baby gets recognition. All sequence by Llama, I made some fixes to attune it more to the NES style)
MM:WT - Wily Tower 4: HertzDevil (an edit of this song that I made exists, sounding like a particular track from MM3, but was rejected in the end)
MM:WT - Final Boss: OrangeMario, RushJet1, Blaze
MM:WT - All Stage Clear: MusashiAA
MM:WT - Staff Roll: OrangeMario

MM:WT - Light Lab: MusashiAA (Used as Light team's victory theme)
Title: Re: MM8BDM V4A - RELEASED!
Post by: LlamaHombre on May 22, 2014, 03:25:23 PM
I fail to understand how the current version of WT1 was primarily made by you when I was in charge of most of the decision-making behind the cover. The most you really did was the drums and badger me about making it something more than chord city.

Regardless, glad to see that people are enjoying the music.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 22, 2014, 03:32:24 PM
Quote from: "Perfectlylegit"
That's why I wanted to include it at all, in case CutMangMike stops updating MM8BDM. But eh.
It's actually more of a case of the dev team calling it quits than Mike at this point. :ugeek:
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on May 22, 2014, 03:35:52 PM
Quote from: "LlamaHombre"
I fail to understand how the current version of WT1 was primarily made by you when I was in charge of most of the decision-making behind the cover. The most you really did was the drums and badger me about making it something more than chord city.

I recall a huge difference between the original cover and the post-fixes one, so I thought I was essential in the current sound of the track today. But anyways, recognition goes to whoever asks for and deserves it.

As for  MM&B tracks...

MM&B - Robot Museum: OrangeMario (Two other ambience-related tracks were made for this stage, but stand unused)
MM&B - Astro Man: OrangeMario
MM&B - Burner Man: OrangeMario, MusashiAA
MM&B - Cold Man: OrangeMario (An unused track with very small changes sits...well, unused)
MM&B - Dynamo Man: OrangeMario, MusashiAA
MM&B - Ground Man: MusashiAA
MM&B - Magic Man: OrangeMario
MM&B - Pirate Man: Baiisilisk
MM&B - Tengu Man: Baiisilisk
MM&B - Boss Battle: Baiisilisk
MM&B - King Stage: OrangeMario, Llamahombre
MM&B - Wily Stage: OrangeMario (A rejected variation of the song used a method for the backup line which was outside of the NES MM instrument standards)
MM&B - Fortress Battle: OrangeMario

MM&B - Save Select: OrangeMario (Used as King team's victory theme)
MM&B - Game Over: OrangeMario (Used as King team's defeat theme)
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on May 22, 2014, 03:46:13 PM
Quote from: "Ivory"
Quote from: "Perfectlylegit"
That's why I wanted to include it at all, in case CutMangMike stops updating MM8BDM. But eh.
It's actually more of a case of the dev team calling it quits than Mike at this point. :ugeek:
And Unlimited is likely not being done at all in core. And the expansion lasted a week. Same goes for SFxMM.
Title: Re: MM8BDM V4A - RELEASED!
Post by: LlamaHombre on May 22, 2014, 03:48:53 PM
I'm sorry, perhaps that came off harsher than intended.
I'm not asking you to belittle your work to "small fixes," Musashi, as chord city does constitute more of an issue than that, and you did help to keep the music as a whole closer to the style imposed by Mega Man 1-6.
At the same time, you putting your name as the main worker behind my cover just kind of stings. You understand where I'm coming from, if nothing else?
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on May 22, 2014, 03:55:46 PM
Quote from: "LlamaHombre"
I'm sorry, perhaps that came off harsher than intended.
I'm not asking you to belittle your work to "small fixes," Musashi, as chord city does constitute more of an issue than that, and you did help to keep the music as a whole closer to the style imposed by Mega Man 1-6.
At the same time, you putting your name as the main worker behind my cover just kind of stings. You understand where I'm coming from, if nothing else?

It's ok. I don't need recognition.

I just thought I was the main worker of that track because I helped in making the current version of the song what it is today by a mile in comparison to the original cover you made, and regardless of that I made sure to mention that you made the original cover and the current variation used, which I thought would be enough to counterweight puting myself as the main worker, or in other words the one that collaborated the most in the current state of the cover.

By the way, about MM&B sound eff-nah, I'm not going there.

EDIT: Actually, let's talk Wily Tower 1. The original cover made by Llamahombre was, in essence, complete...but it was very high-pitched and loud, and somewhat primitive. So I took it upon myself to change the song into something more comfortable and enjoyable to the ears, and what pretty much is the current version of the song was the result.

Then the next issue that popped up was "chord city", which was in my opinion a bad choice for making a cover...it offered little variation and spice to the song, and the original Genesis track had small backup sections that could fix just that...so I implemented that section as well.

THEN came the two final proposals for the song: one made by Llama, and the one I currently had. Llama's variation was different from mine in three sections of the song, I implemented one of them into mine, and the choice was left to the rest of the team. One of the differences was the placement of the non-chord backup section of the song: Llama had it showing up first before the chord section, I had it showing up AFTER the chord section. In the end, Llama's variation was used.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Emmanuelf06 on May 22, 2014, 06:02:05 PM
Good job for the musics and remix 8bits guys.
Thanks to orangemario and the others for the last boss music and the ending! I like it a lot! =) I listened those 2 themes all the day XD =D
(I used the program "Slade" to take the musics!)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lagman on May 22, 2014, 07:44:59 PM
Quote from: "Perfectlylegit"
Happy birthday, bro!
Thanks, bruh.

Also, that Waver Buner XYZ thing is making me curious. If you could, release it as a mod please.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Jdude330 on May 22, 2014, 09:40:40 PM
Yay!!! Jdude, Rise from your grave!
Title: Re: MM8BDM V4A - RELEASED!
Post by: tsukiyomaru0 on May 22, 2014, 10:35:19 PM
Quote from: "Lagman"
Quote from: "Perfectlylegit"
Happy birthday, bro!
Thanks, bruh.

Also, that Waver Buner XYZ thing is making me curious. If you could, release it as a mod please.

For anyone willing to see the burner wagglefest, here is a MEGA link (https://mega.co.nz/#!XIFnlLYJ!Ifxwc3NI4yDsJbIYJk3vA2pfZ1l_ug37qbcQN3oEcEQ)
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 23, 2014, 12:35:39 PM
So YEAH. All the hype was REAL and DESERVED. You guys did a really good job!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on May 23, 2014, 11:00:24 PM
Quote from: "Perfectlylegit"
So YEAH. All the hype was REAL and DESERVED. You guys did a really good job!


would you say the expansion is...perfectly legit?  :cool:
Title: Re: MM8BDM V4A - RELEASED!
Post by: sparx2lithum on May 24, 2014, 02:24:20 AM
i got (finally..)mm8bdmv4a and im making this (http://fc02.deviantart.net/fs70/f/2014/143/9/8/sparx_for_mm8bdmv4a_by_sparx1lithum-d7jhik7.png) its my main char =>

(http://fc00.deviantart.net/fs71/f/2014/031/0/6/sparx_mmx_style_by_sparx1lithum-d74h8gd.png)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Demendes on May 24, 2014, 06:51:53 AM
Does anyone here knows to do a hard reset or remove the save? You know, where only Cutman's stage is playable and you'll have to start over again?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Jafar on May 24, 2014, 07:35:41 AM
Remove the Zandronum-Username.ini file from the MM8BDM directory.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Demendes on May 24, 2014, 09:04:29 AM
Quote from: "Jafar"
Remove the Zandronum-Username.ini file from the MM8BDM directory.


Thanks. I cheated in some segments (mostly bosses) and i'm feeling a little guilty. Now, i'll be trying my best clearing them with no cheats at all. Plus, I get to check all the map changes, with no distractions and skipping levels.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lagman on May 24, 2014, 11:34:51 PM
Quote from: "sparx2lithum"
i got (finally..)mm8bdmv4a and im making this (http://fc02.deviantart.net/fs70/f/2014/143/9/8/sparx_for_mm8bdmv4a_by_sparx1lithum-d7jhik7.png) its my main char =>

(http://fc00.deviantart.net/fs71/f/2014/031/0/6/sparx_mmx_style_by_sparx1lithum-d74h8gd.png)

Cool, but maybe you should put that in the Skins forums.
Title: Re: MM8BDM V4A - RELEASED!
Post by: NemZ on May 25, 2014, 07:48:52 AM
Playing through from the beginning again to see all the new stuff (I haven't actually played it since v3a) and I'd forgotten just what a pain in the butt the metool daddy was with his ginourmous invisible hitbox of doom.  T_T  

Overall though I'm having an awesome time exploring these reworked stages and playing around with the the mm8 and mm&b weapons for the first time.  Great job guys!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Demendes on May 25, 2014, 11:25:26 AM
I saw the new maps, and they are actually neat.

Fire Man's map is actually great since there's wider weapon selection. I like Bomb Man's too, since I mostly get killed by a shot in the back in the old map, the new walls and indoor section somewhat lessens the chance of getting that. The others aren't pretty much noticeable, but they're far from bad.

I haven't checked Drill Man yet. Still hate Crash Man though.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gumballtoid on May 25, 2014, 07:44:26 PM
Did v4 see any changes to the palette? If so, could someone slap me in the face with it?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on May 25, 2014, 07:44:59 PM
Didn't touch the palette.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Shadow Blade on May 28, 2014, 06:55:58 AM
Well I decided to go through the old bosses again and...
Did you guys touch up the Wily Capsule 7 arena? Its looks slightly different from the last update. Also the music changed a bit. Least.. I think it did.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on May 28, 2014, 09:46:06 PM
Quote from: "Shadow Blade"
Well I decided to go through the old bosses again and...
Did you guys touch up the Wily Capsule 7 arena? Its looks slightly different from the last update. Also the music changed a bit. Least.. I think it did.

EDIT: Yes, I've checked just now. It is a new cover of MM7's Wily Capsule battle theme made by Dr. Freeman. One of the goals for v4, if I can call it a goal, is to replace all covers from the Rockman FC demakes with new covers both made with more style-accurate sound software and with permission from the creator of said music.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gumballtoid on May 29, 2014, 12:33:50 AM
I was talking about those with Llama and Freeman a few days ago. Among them, the ones I really think need attention are the boss theme, the fortress boss theme, Bass's theme, the victory theme, and the credits theme.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on May 29, 2014, 01:00:29 AM
Quote from: "Gumballtoid"
I was talking about those with Llama and Freeman a few days ago. Among them, the ones I really think need attention are the boss theme, the fortress boss theme, Bass's theme, the victory theme, and the credits theme.

Yes, that is correct, those need to be replaced alongside MM7DW1 and MM7DW2. Also, MM8's credit theme is also the 8FC cover.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 29, 2014, 08:51:45 AM
Will you do the Gameboy games and the Wonderswan game as campaigns?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lego on May 29, 2014, 09:23:56 AM
I think there was talk about a Megaman Five Gameboy [Stardroids] expansion, but I can confirm that Rockman and Forte 2 will not be in any future updates.
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on May 29, 2014, 01:15:52 PM
Yea, R&F2 is gonna remain a fan expansion run by Dood and added to my project featuring all the stuff that won't make the cut.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 29, 2014, 11:19:55 PM
How do I change the music in the game?
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on May 29, 2014, 11:23:14 PM
Go to console and type in "changemus (whatever the music code you want is)", but minus the ""
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 29, 2014, 11:28:41 PM
I tried to put in "MMWTFBROS"(The final boss theme for v4),but it didn't work.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashBroPlusB on May 29, 2014, 11:30:44 PM
lol it's not WTF Bros., it stands for Wily Tower Final Boss
the music code is MMWTFBOS, eight characters long


protip, music codes can only be up to eight characters long or they won't work anyway
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 29, 2014, 11:33:56 PM
Oh,thanks!
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 29, 2014, 11:38:27 PM
What are the music codes for the final bosses of every version of this game?
Title: Re: MM8BDM V4A - RELEASED!
Post by: NES Boy on May 30, 2014, 09:58:48 PM
Quote from: "sa173533"
What are the music codes for the final bosses of every version of this game?
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashTheEchidna on May 30, 2014, 11:09:27 PM
What about King's theme?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Astro Seraphim on May 30, 2014, 11:49:26 PM
Quote from: "SmashTheEchidna"
What about King's theme?

" Changemus mmbking "
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on May 31, 2014, 12:37:09 PM
Can anyone post the skins for v4 here,including the boss battle skins?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Geno on May 31, 2014, 01:15:00 PM
Well, I don't know about the others, but I have already posted my sprites for Mega Water S and Buster Rod G in my art topic over here (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=5807).
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 01, 2014, 05:44:35 PM
Does anyone have the assets for the skins,weapons,and bosses?
Title: Re: MM8BDM V4A - RELEASED!
Post by: NemZ on June 01, 2014, 06:27:04 PM
After getting a good look at the new stages today (took me a while to win my way there in campaign mode again!) I have to say I'm VERY pleased with how everything turned out.  You even found room for my little beach animation!  I literally 'squeed' when I noticed that it made it in somewhere... I was convinced it had gotten lost in the shuffle.  Also serious props for whomever did the animated walls in Wily Tower 2, as that can't have been easy getting everything lined up right.  Sorry that I couldn't make it easier on you without knowing the sizes of the spaces you were going to fill with it! :D

I have only two minor issues, both relating to other animations:  1) The cycle of the "2 light blocks" on Cold needs to have the neutral phase between each of the lighted frames so that they properly fade in and out in continuous sequence, but right now it just looks like it has a weirdly long pause after each cycle.  2) Why don't the windmills in Tengu-B spin?  The animated tiles are readily available, in front and back versions even!
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 01, 2014, 08:03:44 PM
Iunno, but I gotta give da guise props; they made some really cool-loking maps
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 02, 2014, 08:06:34 PM
Does anyone have the assets for the skins?If not,how can I access them?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 02, 2014, 08:22:20 PM
Quote from: "sa173533"
Does anyone have the assets for the skins?If not,how can I access them?

http://slade.mancubus.net/ (http://slade.mancubus.net/)

Prepare a folder for this, open it up, find MM8BDMv4a.pk3, dig around in the "sprites" folder, but don't save any changes.
I can't really go into great detail. You're looking for sprites/skins
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 02, 2014, 10:11:22 PM
What version should I use of Slade?What should I do now?I downloaded the latest beta version(3.10)and I set up a folder for it prior to downloading it,but I can't open it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 02, 2014, 11:27:01 PM
Yes, that version should be fine.
Right click the ZIP file, find "extract to" or something of the sort, get the extracted contants it to the folder that you have now created for Slade 3.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 02, 2014, 11:33:38 PM
I can't do it!It's under a file that I can't open.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Tfp BreakDown on June 02, 2014, 11:53:13 PM
What the hell you mean "can't" do it? Is your computer being a smeghead with you or can you not extract a simple zip file?
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 02, 2014, 11:56:22 PM
I'm talking about the Slade file.It's under a file I can't open.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 03, 2014, 12:43:20 AM
Quote from: "Tfp BreakDown"
What the hell you mean "can't" do it? Is your computer being a smeghead with you or can you not extract a simple zip file?
It's the latter.

sa173533, use WinRAR to open it. It comes standard on most computers and it can extract most archives.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 12:49:27 AM
How do I get to WinRAR?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 03, 2014, 01:55:51 AM
Quote
It comes standard on most computers and it can extract most archives.

No, it doesn't come standard at all.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 03, 2014, 02:04:51 AM
Quote from: "Ceridran"
Quote
It comes standard on most computers and it can extract most archives.

No, it doesn't come standard at all.
Maybe I was mistaken. I just remembered it being on this computer when I got it, as well as my last four.

Regardless. It can be downloaded from here (http://www.rarlab.com/), if you somehow don't have it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 02:05:33 AM
Well,can anyone post all the skins on here?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 03, 2014, 03:32:32 AM
Quote from: "sa173533"
Well,can anyone post all the skins on here?

W-what?

All the skins of MM8BDM on this thread?

Well, here's a list (http://mm8bdm.wikia.com/wiki/Skins).
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on June 03, 2014, 03:33:58 AM
He's referring to the core ones.
He wants their resources on separate sheets.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 03, 2014, 03:42:08 AM
Why would you want each and all skins to be compiled into sheets? Some fishy request, if you ask me.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 03, 2014, 04:21:05 AM
Quote from: "MusashiAA"
Why would you want each and all skins to be compiled into sheets? Some fishy request, if you ask me.

Well, he could just open up the 8BDM pk3 and look at them.

Also, it does seem fishy.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 09:54:29 AM
That's also a file I can't open on my computer.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 03, 2014, 09:57:12 AM
Open it up with Slade.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 10:14:45 AM
I can't open Slade as it's a file my computer can't open.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 03, 2014, 11:36:52 AM
Is it a .zip file?
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 11:54:55 AM
No,Slade is a 7Z file.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 03, 2014, 12:27:33 PM
Well, then Download this .zip instead (http://slade.mancubus.net/files/slade_302.zip)
And I'm sure you'd need this, too (http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84).

Also, if you weren't paying attention, get WinRar.
If I'm not mistaken, though. 7zip files are self-extracting...
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on June 03, 2014, 12:36:50 PM
Alternatively, 7-zip is an option.  Has the benefit of being free and can open 7z files....I THINK it can do RAR files too.

http://www.7-zip.org/
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 12:43:29 PM
Which version of 7-zip should I get?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 03, 2014, 12:46:49 PM
Quote from: "sa173533"
Which version of 7-zip should I get?

The one on the front page. Dunno about you, though. It depends if your computer is 32-bit or 64-bit. Since I've come to the conclusion you might not know if your computer is either, just get them both and try out which one works. It's just 1MB anyway.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 12:56:01 PM
My computer is 64-bit,so I got the 64-bit version.

Edit:Great,since I got sceptical that this program will screw with my computer,I couldn't finish the installation.I also got the first download link you put for Slade 3.02 and I extracted the .zip file.What do I do now?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 03, 2014, 01:11:29 PM
Quote from: "sa173533"
Edit:Great,since I got sceptical that this program will screw with my computer,I couldn't finish the installation.

Well, we didn't need to know that.
7zip is not malware.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 01:36:10 PM
I got Slade 3.02 and I extracted the files and put them into a folder.What's my next step?

Edit:I tried to open Slade and I don't have"MSVCP100.dll".How do I get that?
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 05:42:59 PM
So,since I can't do anything to get these skins off of MM8BDM,I guess someone might have to do it themselves.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Kapus on June 03, 2014, 09:02:03 PM
What skin files do you want and why?
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 09:06:48 PM
All of the core skins from Mega Man to Wily Skull Suit.I might use them for a webcomic.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on June 03, 2014, 09:14:10 PM
> All of them.
> MIGHT use.

Unless Kapus wants to make a gamble, you're better off getting Slumped/Slade and ripping them out yourself.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 09:47:48 PM
Well,Slade's missing a .dll file and that's MSVCP100.dll.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on June 03, 2014, 09:49:17 PM
Google it, you'll find it rather quickly. I tend to do that when DLL files are missing on a program
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 03, 2014, 10:04:19 PM
Quote from: "sa173533"
I got Slade 3.02 and I extracted the files and put them into a folder.What's my next step?

Edit:I tried to open Slade and I don't have"MSVCP100.dll".How do I get that?

http://slade.mancubus.net/index.php?page=downloads

Quote from: "Slade3's download page"
SLADE 3.1.0 beta requires the 32-bit Microsoft Visual Studio 2013 Runtimes (x86) to be installed, which can be downloaded from the link below:
Microsoft Visual C++ 2013 Runtime (http://www.microsoft.com/en-ca/download/details.aspx?id=40784)
Spending more than 3 seconds looking at the page could of answered your problem before you even had it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 10:09:07 PM
I don't feel comfortable about downloading this file.Does it have a virus on it?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 03, 2014, 10:10:12 PM
I assume your anti-virus is outrageously sensitive

There's nothing wrong with it at all
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 03, 2014, 10:10:47 PM
If you can't trust an official Microsoft download link, then I am surprised you downloaded Slade3 at all.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 03, 2014, 10:38:14 PM
I'l try...
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 01:19:43 AM
Quote from: "Ivory"
Spending more than 3 seconds looking at the page could of answered your problem before you even had it.
He doesn't seem to pay attention and read, I've already told him he needed to download that file. In fact, I've noticed some new players seeking help do that. They just skim the posts and pages we give them, instead of reading them properly and/or thinking and coming up with their own conclusions, thus they have to ask the question again/ask more questions. They're used to being told what to do and how to do it, I feel that that's pretty strange.

Also:
Quote from: "Knux"
Google it, you'll find it rather quickly. I tend to do that when DLL files are missing on a program
That's quite a dangerous suggestion.
I remember doing that kind of stuff isn't recommended.

Another thing:
I think we need to migrate to a new thread just for this, because this dillema deserves its own topic.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Astro Seraphim on June 04, 2014, 01:31:43 AM
What's the music code for ballade's theme?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 02:09:00 AM
Quote from: "Astro Seraphim"
What's the music code for ballade's theme?

Well that was a quick change of topic...

I don't know, tbh.

"balmus"?
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on June 04, 2014, 02:13:11 AM
Speaking of topics. I hate to be the guy, but none of this pertains to V4.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Astro Seraphim on June 04, 2014, 02:23:38 AM
Quote from: "Dr. Crasger"
Well that was a quick change of topic...

I don't know, tbh.

"balmus"?

Oh,you're right.Thanks.

Quote from: "fortegigasgospel"
Speaking of topics. I hate to be the guy, but none of this pertains to V4.

Sorry about that.You know,sa173533 was talking about music codes before and....yeah.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 02:37:09 AM
Quote from: "fortegigasgospel"
Speaking of topics. I hate to be the guy, but none of this pertains to V4.

So I've gathered:
Quote from: "Dr. Crasger"
Another thing:
I think we need to migrate to a new thread just for this, because this dillema deserves its own topic.

sa173533 just barged into this topic and started asking questions...

We really need a new topic for his questions on how to get Slade up and running.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Astro Seraphim on June 04, 2014, 02:49:32 AM
Quote from: "Dr. Crasger"

So I've gathered:
Quote from: "Dr. Crasger"
Another thing:
I think we need to migrate to a new thread just for this, because this dillema deserves its own topic.

sa173533 just barged into this topic and started asking questions...

We really need a new topic for his questions on how to get Slade up and running.

Indeed.It could be a great idea,it's better than let him start spamming or something.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 03:37:55 AM
Quote from: "Astro Seraphim"
Indeed.It could be a great idea,it's better than let him start spamming or something.

And now back to your regularly scheduled programming.

"Mega Man 8-bit Deathmatch v4a Discussion"
So, how about that new airline food in v4a, huh?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 04, 2014, 08:06:54 AM
That reminds me. MM8TEN. Is the music still randomized, or determined through whatever complicated algorithm it was in V3B, or is it always TENMUS now? I found it used to always be TENVMUS or TENMUS2, but suddenly, I'm not hearing either of those anymore.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 08:49:27 AM
I hate to break it to you guys,but you don't need to do that.That.dll fixer might've cost us $500.So,since I can't rip the skins out of the core game,someone will have to rip them for me.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 04, 2014, 09:30:47 AM
Quote from: "sa173533"
I hate to break it to you guys,but you don't need to do that.That.dll fixer might've cost us $500.So,since I can't rip the skins out of the core game,someone will have to rip them for me.
I'll have them on your desk tomorrow.


Also, it may just be software being software, but there seems to be a lot of weirdness going on when I use it. Mostly just things extending up into infinity, like Sword Man's lavafall. I ended up switching to OpenGL for the first time since V3B, and I have to say, considering the whole reason I switched from it was because Cloud Man's stage was basically unplayable, it moves much, much faster than it did before. My computer, with its pitiful processor and GPU, doesn't even slow down a little when I stand around in Burner Man's stage. Is it just the magic of OpenGL, or did you guys streamline it in some way? I distinctly remember Cloud Man's stage in particular giving me heavy amounts of slowdown, and downright freezing when it was raining, yet it's perfectly fine now.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 10:43:56 AM
Quote from: "sa173533"
I hate to break it to you guys,but you don't need to do that.That.dll fixer might've cost us $500.So,since I can't rip the skins out of the core game,someone will have to rip them for me.

What happened now? We don't need to do what?

Why can't you run Slade? It's so easy to install. We've answered and tried to solve your problems for about 6 pages worth of forum posts. Most of them you probably skimmed and didn't even READ. Why haven't you gotten around to fixing this problem and ripping the sprites on your own? And what's this dll fixer you're talking about?

"Might've cost us $500"?

Why are your messages so cryptic, strange and poorly written?

Why don't you read our answers to your questions properly?

You know what? Let's not complicate things and try to solve the big problem anymore, here, have this:
Here's a link to sprites-inc, this is where they got most of the sprites for 8BDM. (http://sprites-inc.co.uk/)
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 10:48:51 AM
I mean you don't need to make a new topic about how to run Slade.Slade said that it was missing a.dll file,so I got something to fix it,but if it had continued scanning,my family would've not have a family computer.The.dll fixer could've sent a Trojan Horse!

Quote from: "Promestein"
Quote from: "sa173533"
I hate to break it to you guys,but you don't need to do that.That.dll fixer might've cost us $500.So,since I can't rip the skins out of the core game,someone will have to rip them for me.
I'll have them on your desk tomorrow.


Also, it may just be software being software, but there seems to be a lot of weirdness going on when I use it. Mostly just things extending up into infinity, like Sword Man's lavafall. I ended up switching to OpenGL for the first time since V3B, and I have to say, considering the whole reason I switched from it was because Cloud Man's stage was basically unplayable, it moves much, much faster than it did before. My computer, with its pitiful processor and GPU, doesn't even slow down a little when I stand around in Burner Man's stage. Is it just the magic of OpenGL, or did you guys streamline it in some way? I distinctly remember Cloud Man's stage in particular giving me heavy amounts of slowdown, and downright freezing when it was raining, yet it's perfectly fine now.


Thank you.You're a great friend. :)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 11:01:19 AM
Quote from: "sa173533"
Slade said that it was missing a .dll file, so I got something to fix it, but if it had continued scanning, the family computer would've broke. The .dll fixer was malware!
Wh-why did you get a "dll fixer" without asking us first and checking if it was safe? You just googled for a random thing, thought it was legit without checking and without asking for verification from us or some other forum?

NEVER TRUST "DLL FIXERS" or "DLL DOWNLOADERS" OF ANY KIND. Also goes for those random PC Scanner ads that say your computer's gone to shit and "needs to be fixed". Those things give you trojans, adware, malware, viruses, hell it could even steal your family members' credit card info and hack your browser.

ALSO:
The answer to your DLL problem was already here:

Quote from: "Ivory"
Quote from: "Slade3's download page"
SLADE 3.1.0 beta requires the 32-bit Microsoft Visual Studio 2013 Runtimes (x86) to be installed, which can be downloaded from the link below:
Microsoft Visual C++ 2013 Runtime (http://www.microsoft.com/en-ca/download/details.aspx?id=40784)
Spending more than 3 seconds looking at the page could of answered your problem before you even had it.

Also, if you don't care about reading a post that I edited earlier:
Quote from: "Dr. Crasger"
If you still want some sprites:
Here's a link to sprites-inc, this is where they got most of the sprites for 8BDM. (http://www.sprites-inc.co.uk/files/Classic/)

Also, a bit of useless nitpicking, but for some reason it's bothering me...
please add a space after each punctuation mark.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 11:09:05 AM
I'm sorry...I didn't bother to do that...
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 11:20:06 AM
Also, might I ask sa173533, what Anti Virus does your computer have?

You might want to get Malwarebytes, some of the things that "dll fixer" gave you might still be hiding in there, somewhere.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 11:25:33 AM
I have Kaspersky.Why do you ask?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 04, 2014, 11:30:36 AM
Ah, just checking if it was anything clunky, like Avast, Avira, AVG or *shudder* Norton...
But do remember that almost every single anti virus can be outwitted by any form of malware. So, yeah, watch out for that kind of stuff next time.

Be careful with optional downloaders that say they make sure the file will be virus-free (it does exactly the opposite) also, installers that give you non-optional toolbars, and the like.

Most of those things try to take advantage of lazy fucks who don't want to do things the manual way. (or at least with installing software, as manual as it can get with the GUI.)

Also:
Quote from: "sa173533"
I'm sorry...I didn't bother to do that...
Now what?

So you won't try to install Slade anymore or...
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 03:36:50 PM
I didn't bother to check the link that you provided.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 04, 2014, 03:46:18 PM
I am getting tired of this, this isn't even the correct topic for asking this in! You continue to be completely unreasonable, when the solution to your answer is in front of you, you ignore or find excuses to avoid doing it. You just want someone else to rip you all the sprites and put them on a convenient sheet for you.

So let me lay down the cold hard truth, if you can't even be bothered to do this, then your motivation to do a sprite comic is non-existent. Good sprite comics take effort to create. Making MM8BDM takes effort too you know. Things don't get just because someone doesn't want to do something tedious. Ripping some sprites from the game is one of the the most trivial and least difficult tasks to do, and you refuse to do even that!

I'm tired of being nice, so stop asking your "questions", before I warn you for being off topic.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 04:34:50 PM
I'm really sorry,Ivory.Can you please forgive me?I didn't know what I was doing,I swear!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 04, 2014, 04:42:43 PM
Oh? But you did know what you were doing. So don't give me that, thank you.
Now I asked you to stop posting on this subject, so let it go. Alright? If I hear one more peep...
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 06:32:45 PM
Okay,Ivory!I'll stop talking about this...*droops my head down and cries* :(
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 04, 2014, 07:17:51 PM
Quote from: "sa173533"
Okay,Ivory!I'll stop talking about this...*droops my head down and cries* :(

It's pretty much ended by now and you can just let it go
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 07:32:14 PM
Y-Your right,Ceridran.I should let it go.It's not a big deal anyway.It was my fault that I didn't listen.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 04, 2014, 07:36:07 PM
Then stop responding! That's all I'm asking, just let it go. Let the topic get back on track.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on June 04, 2014, 07:46:21 PM
You know, since we're just giving feedback for v4 in another thread, is there really a need for this one?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Megaman94 on June 04, 2014, 07:51:44 PM
Quote from: "Ivory"
Let the topic get back on track.

In that case, I love Dynamo Man's map. Oh, not to mention the 8-Bit version of the MM&B boss theme. I think the team deathmatch in the campaign adds something new to the game and keeps players interested in the game.  Of course you could make the final boss a little easier. I think 3 on 1 with no health pickups is unfair.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 08:18:18 PM
What's the music code for King's boss theme?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Astro Seraphim on June 04, 2014, 09:40:18 PM
Quote from: "sa173533"
What's the music code for King's boss theme?

Quote from: "Astro Seraphim"
Quote from: "SmashTheEchidna"
What about King's theme?

" Changemus mmbking "
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 09:44:40 PM
I'm talking about the theme for King's second phase.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Megaman94 on June 04, 2014, 09:46:24 PM
Quote from: "sa173533"
I'm talking about the theme for King's second phase.

Changemus mmbobos
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 04, 2014, 09:48:15 PM
It won't work.

Edit:It did.I put an extra letter in there... :lol:

How do I get a frontal view of my character?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 04, 2014, 11:53:46 PM
So. I don't mean to cast stones, or stonega, or whatever it is people cast, but what's with the Wily Tower boss theme? I don't think it loops quite perfectly. I mean, it stops and then restarts. Damn shame, because the song is still literally the best Mega Man boss theme.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on June 04, 2014, 11:59:00 PM
Yea, the loops sucks.  I blame .....someone else since that's one song I didn't loop.  It's been fixed for 4b.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 05, 2014, 12:17:01 AM
Thank goodness that dilemma is over.
Man, he had to apologize, too?

Anyway, still checking out the singleplayer campaign, haven't gotten past MM3 yet.

Can't wait to see the MM&B and Wily Tower part of the game.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on June 05, 2014, 12:19:56 AM
Quote from: "Dr. Crasger"
Anyway, still checking out the singleplayer campaign, haven't gotten past MM3 yet.

Oh, right, about that.  There's a known bug where you cannot progress past Aqua Man's stage iirc. (The game continues, but it will not save) When you reach there, there's a command you can issue to bump your save progress and continue normally.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Legtendga on June 05, 2014, 01:01:40 AM
I don't know if this thread has been entirely derailed to the point that no one will see this, but here we go.

ALRIGHT, I just took a gangder at the SNDInfo in the Musics .PK3, and was suprised to see that it hadn't really been updated since V3A, meaning none of the non-MM8 Wily musics are balanced by it. There were catagories for MM&B as well as the Wily Tower, but they're empty. :|  No wonder the new music is as quiet as it is. :?  A few of the new weapons are also rather quiet, as a side note.
Anyway, here's my personal SNDInfo fix, 'cause why not. It's just a small edit of the original, but everything rather even leveled.
//MM1

$musicvolume ELEMUS 1.0
$musicvolume CUTMUS 0.95
$musicvolume FIRMUS 1.0
$musicvolume BOMMUS 0.9
$musicvolume ICEMUS 0.95
$musicvolume GUTMUS 0.9
$musicvolume OILMUS 1.1
$musicvolume TIMMUS 1.1
$musicvolume 1DW1MUS 1.0
$musicvolume 1DW2MUS 1.0
$musicvolume MM1BOSS 0.9
$musicvolume MM1PBOSS 1.0
$musicvolume MM1WBOSS 0.9
$musicvolume DRLIGHT 1.0

//MM2

$musicvolume D_DM2TTL 0.9
$musicvolume AIRMUS 0.9
$musicvolume BUBMUS 1.0
$musicvolume CRAMUS 1.05
$musicvolume FLAMUS 0.9
$musicvolume HEAMUS 0.9
$musicvolume METMUS 0.9
$musicvolume QUIMUS 0.9
$musicvolume WOOMUS 0.9
$musicvolume 2DW1MUS 0.9
$musicvolume MM2BOSS 0.9
$musicvolume D_DM2INT 0.9

//MM3
$musicvolume MM3GO 1.0
$musicvolume GEMMUS 1.0
$musicvolume HARMUS 1.0
$musicvolume MAGMUS 1.0
$musicvolume NEEMUS 1.0
$musicvolume SHAMUS 1.0
$musicvolume SNAMUS 1.0
$musicvolume SPAMUS 1.0
$musicvolume TOPMUS 1.0
$musicvolume 3DW2MUS 1.0
$musicvolume MM3BOSS 1.0
$musicvolume MM3BOSS2 1.0
$musicvolume MM3SEL 1.0

//MM4
$musicvolume MM4GO 1.0
$musicvolume DRIMUS 1.0
$musicvolume DUSMUS 1.0
$musicvolume SKUMUS 1.0
$musicvolume TOAMUS 1.0
$musicvolume RINMUS 1.0
$musicvolume DIVMUS 1.0
$musicvolume BRIMUS 1.0
$musicvolume PHAMUS 1.0
$musicvolume 4DC2MUS 1.0
$musicvolume MM4BOSS 1.0
$musicvolume MM4BOSS2 1.0
$musicvolume GAMEWIN 1.0

//MM5
$musicvolume GYRMUS 1.1
$musicvolume WAVMUS 1.1
$musicvolume NAPMUS 1.05
$musicvolume GRAMUS 1.05
$musicvolume CRYMUS 1.05
$musicvolume CHAMUS 1.05
$musicvolume STAMUS 1.05
$musicvolume STOMUS 1.1
$musicvolume DARMUS 1.05
$musicvolume MM5BOSS 1.05
$musicvolume DRBMUS 1.05

//MM6
$musicvolume FLMMUS 1.0
$musicvolume BLIMUS 1.0
$musicvolume CENMUS 1.0
$musicvolume KNIMUS 1.0
$musicvolume PLAMUS 1.0
$musicvolume TOMMUS 1.0
$musicvolume WNDMUS 1.0
$musicvolume YAMMUS 1.0
$musicvolume MRXMUS 1.0
$musicvolume MM6BOSS 1.0
$musicvolume MM6BOSS2 1.0
$musicvolume TORNWIN 1.0
$musicvolume NEWINT 1.0

//MM7
$musicvolume SPRMUS 1.1
$musicvolume TURMUS 1.1
$musicvolume BURMUS 1.1
$musicvolume CLOMUS 1.1
$musicvolume FREMUS 1.0
$musicvolume SDEMUS 1.15
$musicvolume SLAMUS 1.1
$musicvolume JUNMUS 1.1
$musicvolume MM7BOSS 1.35
$musicvolume 7DW1MUS 1.2
$musicvolume 7DW2MUS 1.5
$musicvolume 7DW3MUS 1.1
$musicvolume 7DW4MUS 1.0
$musicvolume MM7OBOS 1.1
$musicvolume MM7FBOS 1.2
$musicvolume MM7VIC 1.2
$musicvolume MM7END 1.25

//MM8
$musicvolume SWOMUS 1.0
$musicvolume TENMUS 1.0
$musicvolume TENMUS2 1.0
$musicvolume TENVMUS 1.0
$musicvolume AQUMUS 1.0
$musicvolume ASTMUS 1.0
$musicvolume CLNMUS 0.95
$musicvolume SEAMUS 0.9
$musicvolume FROMUS 1.0
$musicvolume GREMUS 1.0
$musicvolume DUOMUS 1.0
$musicvolume MM8BOSS 1.0
$musicvolume 8DW1MUS 1.0
$musicvolume 8DW2MUS 1.0
$musicvolume 8DW3MUS 1.0
$musicvolume 8DW4MUS 1.0
$musicvolume ERBATTLE 1.0
$musicvolume CREDMUS2 1.0

//MM&B
$musicvolume MUSUS 1.3
$musicvolume ASTMUS2 1.2
$musicvolume TENMUS3 1.3
$musicvolume COLMUS 1.3
$musicvolume DYNMUS 1.3
$musicvolume PIRMUS 1.3
$musicvolume BRNMUS 1.3
$musicvolume GROMUS 1.3
$musicvolume MGCMUS 1.3
$musicvolume KINMUS 1.3
$musicvolume BDWMUS 1.3
$musicvolume MMBKING 1.3
$musicvolume MMBDW 1.3
$musicvolume MMBBOSS 1.1
$musicvolume MMBOBOS 1.3

//Wily Tower
$musicvolume BRGMUS 1.3
$musicvolume MWSMUS 1.1
$musicvolume HSHMUS 1.1
$musicvolume WTDW1MUS 1.2
$musicvolume WTDW4MUS 1.2
$musicvolume MMWTBOSS 1.2
$musicvolume MMWTFBOS 1.2
$musicvolume WTWIN 1.1
$musicvolume MMWCRE 1.1

//MM9
$musicvolume CREDMUS 0.4
$musicvolume ENDMUS 0.4

//MM10
$musicvolume WILYCRI 0.65
$musicvolume TOGETH 0.65
$musicvolume BALMUS 0.7
$musicvolume ENKMUS 0.7
$musicvolume PUNMUS 0.72
$musicvolume MM10RAIN 0.7
$musicvolume MM10FB1 0.6
$musicvolume MM10FB2 0.6
$musicvolume FINAMUS 0.6
$musicvolume STATIK 0.6

//CTF

$musicvolume CTFMUS1 0.7
$musicvolume CTFMUS2 0.7
$musicvolume CTFMUS3 0.7
$musicvolume CTFMUS4 0.8
$musicvolume CTFMUS5 1.2
$musicvolume CTFMUS6 1.35
$musicvolume CTFMUS7 0.85
$musicvolume CTFMUS8 0.75
$musicvolume CTFMUS9 0.7
$musicvolume CTFMUS10 0.85
$musicvolume CTFMUS11 1.0
$musicvolume CTFMUS12 1.0
$musicvolume CTFMUS13 1.0
$musicvolume CTFMUS14 1.15
$musicvolume CTFMUS15 1.0
$musicvolume CTFMUS16 1.0
$musicvolume CTFMUS17 1.0
$musicvolume CTFMUS18 1.0
$musicvolume CTFMUS19 1.0
$musicvolume CTFMUS20 1.0

//Special
$musicvolume GHOULS 0.9
$musicvolume D_TTFTW 0.9

//Victory
$musicvolume MM1VIC 0.9
$musicvolume MM2VIC 0.9
$musicvolume MM3VIC 0.9
$musicvolume MM4VIC 0.9
$musicvolume MM7VIC 0.9
$musicvolume MMWTVIC 1.0
$musicvolume COSVIC 1.0
$musicvolume WILYVIC 0.9
Additionally, why are King and Wily's MM&B themes refered to as "MMBKING" and "MMBDW" rather than "KINMUS"/"KINGMUS" and "BDWMUS"/"BDW1MUS"?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 05, 2014, 01:13:13 AM
Quote from: "Messatsu"
Oh, right, about that.  There's a known bug where you cannot progress past Aqua Man's stage iirc. (The game continues, but it will not save) When you reach there, there's a command you can issue to bump your save progress and continue normally.

Huh, well at least I know the saveprogress codes.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 05, 2014, 02:48:59 PM
Quote from: "Promestein"
Quote from: "sa173533"
I hate to break it to you guys,but you don't need to do that.That.dll fixer might've cost us $500.So,since I can't rip the skins out of the core game,someone will have to rip them for me.
I'll have them on your desk tomorrow.


Also, it may just be software being software, but there seems to be a lot of weirdness going on when I use it. Mostly just things extending up into infinity, like Sword Man's lavafall. I ended up switching to OpenGL for the first time since V3B, and I have to say, considering the whole reason I switched from it was because Cloud Man's stage was basically unplayable, it moves much, much faster than it did before. My computer, with its pitiful processor and GPU, doesn't even slow down a little when I stand around in Burner Man's stage. Is it just the magic of OpenGL, or did you guys streamline it in some way? I distinctly remember Cloud Man's stage in particular giving me heavy amounts of slowdown, and downright freezing when it was raining, yet it's perfectly fine now.


Thanks.Please credit yourself.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 05, 2014, 11:19:58 PM
Quote from: "sa173533"
Thanks.Please credit yourself.

Just credit him as "Promestein" on this webcomic of yours or something.

Also, if you want more sprites, here's where 8BDM got most of theirs. (http://sprites-inc.co.uk/)

Anyway, this is still completely derailing the thread so...
now for something actually related to 8BDM v4a, huh?

Please?

Anyone?

We seriously needed a split thread before that technical issue (which I'd like to add, sa(numbers) did not bother to do. So what we told him is now COMPLETELY USELESS) exploded into 8 pages of derailment.
Title: Nothing to see here move on
Post by: Gmerr on June 06, 2014, 12:20:46 AM
Quote from: "Dr. Crasger"
now for something actually related to 8BDM v4a, huh?

Please?

Anyone?

So.

This update is the most awesometastic thing I ever played, seriously, I have like 3 more favourite weapons now.

Tengu Blade and Ice Wall are probably the most fun weapons I ever used.

I really like that you can explore the outside in the new MM1CUT, and the new chapter is definitely unique.

And I gotta admit, the treasure chests with health in MMBPIR made me chuckle a bit.

Also, is the final boss track an original one? Because it's the most awesome thing I ever heard in 8BDM and I love the composer of that piece forever.

In general, a VERY good update, and all the devteam has my sincerest appreciations(?).
MUSMUS FTW.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 06, 2014, 12:21:13 AM
Oh. Uh, ok.

So I think the Genesis Unit bots got the names wrong. Each member has an abbreviated name based on the japanese name of the Journey to the West characters. As such, their full names are Buster Rod Goku, Mega Water Sa, and Hyper Storm Hakkai: they are referred in-game through their chinese names. It would make more sense if they were referred through their japanese names.
Title: Re: MM8BDM V4A - RELEASED!
Post by: The_Broker on June 06, 2014, 12:22:16 AM
Quote from: "MusashiAA"
Oh. Uh, ok.

So I think the Genesis Unit bots got the names wrong. Each member has an abbreviated name based on the japanese name of the Journey to the West characters. As such, their full names are Buster Rod Goku, Mega Water Sa, and Hyper Storm Hakkai: they are referred in-game through their chinese names. It would make more sense if they were referred through their japanese names.

I deliberately chose the original Chinese names to better reference the source material (Journey to the West.)
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 06, 2014, 12:24:05 AM
Quote from: "The_Broker"
Quote from: "MusashiAA"
Oh. Uh, ok.

So I think the Genesis Unit bots got the names wrong. Each member has an abbreviated name based on the japanese name of the Journey to the West characters. As such, their full names are Buster Rod Goku, Mega Water Sa, and Hyper Storm Hakkai: they are referred in-game through their chinese names. It would make more sense if they were referred through their japanese names.

I deliberately chose the original Chinese names to better reference the source material (Journey to the West.)

Yeah, the amount of detail put into the botchats made me think that was on purpose...but still, it's not consistent to their actual names in the franchise. Despite that the abbreviated names have never been officially given, it's clear that they're using the japanese names.
Title: Re: Nothing to see here move on
Post by: Dr. Crasger on June 06, 2014, 01:14:26 AM
Quote from: "Gmerr"
Also, is the final boss track an original one? Becaus it's the most awesome thing I ever heard in 8BDM and I love the composer of that piece forever.

Yeah it was, it was either RushJet1 or OrangeMario who composed it, I think.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gmerr on June 06, 2014, 01:24:11 AM
Oh, makes sense, thanks for clarifying it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 06, 2014, 01:31:35 AM
Quote from: "The_Broker"
I deliberately chose the original Chinese names to better reference the source material (Journey to the West.)

I'm actually reading through Journey to the West now. Unrelated, but nevertheless.
Anyways, the names are the same, just read differently. "Buster Rod Goku" wouldn't be wrong, it's just using the Japanese reading.
??? = Sun Wukong = Son Gok?
??? = Sha Wujing = Sa Goj?
??? = Zhu Bajie = Cho Hakkai
Translating things from language to language can be tricky. Beijing can also be called Peking, for instance. In this case, I think the Japanese names for the characters would fit best, JUST because of the abbreviations. Otherwise, I'm more used to the Chinese names, and would vouch for those.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 06, 2014, 01:33:33 AM
Yes, the final boss battle theme for the Wily Tower campaign is an original track composed (in relevance order) by OrangeMario, RushJet1 and Blaze.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gmerr on June 06, 2014, 01:44:15 AM
Quote from: "Gmerr"
Oh, makes sense, thanks for clarifying it.
I love those composers forever.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Legtendga on June 06, 2014, 01:50:05 AM
They're glorious. The music in this expansion is so well done. I just wish is was a bit louder.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gumballtoid on June 06, 2014, 02:30:59 AM
Quote from: "Legtendga"
I just wish is was a bit louder.
I second this. Wily Tower boss, in particular, is a little too quiet.
Title: Re: MM8BDM V4A - RELEASED!
Post by: The_Broker on June 06, 2014, 02:57:19 AM
Quote from: "Promestein"
Quote from: "The_Broker"
I deliberately chose the original Chinese names to better reference the source material (Journey to the West.)

I'm actually reading through Journey to the West now. Unrelated, but nevertheless.
Anyways, the names are the same, just read differently. "Buster Rod Goku" wouldn't be wrong, it's just using the Japanese reading.
??? = Sun Wukong = Son Gok?
??? = Sha Wujing = Sa Goj?
??? = Zhu Bajie = Cho Hakkai
Translating things from language to language can be tricky. Beijing can also be called Peking, for instance. In this case, I think the Japanese names for the characters would fit best, JUST because of the abbreviations. Otherwise, I'm more used to the Chinese names, and would vouch for those.

Oh I know they're technically the same, but I am still keeping with the Chinese names as that's what the robots were based off of in the first place. Sure, the abbreviations are a tad wonky now, but the letters are still there in the names.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 06, 2014, 03:00:29 AM
Quote from: "Gumballtoid"
Quote from: "Legtendga"
I just wish is was a bit louder.
I second this. Wily Tower boss, in particular, is a little too quiet.

Well hopefully they'll fix that in v4b.
I think you just need to meddle with SNDINFO or some lump.

Or just do it the unconventional half-assed way and use the "amplify" effect on the music in Audacity.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 06, 2014, 04:13:22 AM
Quote from: "Dr. Crasger"
Quote from: "Gumballtoid"
Quote from: "Legtendga"
I just wish is was a bit louder.
I second this. Wily Tower boss, in particular, is a little too quiet.

Well hopefully they'll fix that in v4b.
I think you just need to meddle with SNDINFO or some lump.

Or just do it the unconventional half-assed way and use the "amplify" effect on the music in Audacity.

Or make the song itself louder in Famitracker. If it's not done when making the song, it'll be done when converting the song into .ogg. If it's not done by then, someone else will when adding it and testing it in the game itself through SNDINFO. If it's not done by then, then the people who made and tested the game didn't think it was too quiet or too loud.

After dealing with sound effects for Classes, I've come to believe volume is a matter of individual perception. I tend to be fine with sounds that other people find too quiet, while others prefer sounds that are too loud for me. Famitracker encodes themselves tend to be perceived as too quiet...I don't, tho.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 06, 2014, 05:32:17 AM
Well, then again one's headphones, speakers or even their ears could be lacking hence the fact they think it's too quiet.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on June 06, 2014, 06:04:19 AM
You should also check your volume levels in the options in-game.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 06, 2014, 07:21:31 AM
Quote from: "Knux"
You should also check your volume levels in the options in-game.
Also, maybe one's master volume or sound card could be at fault.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 06, 2014, 07:27:07 AM
Exactly. Too many things that could be fooling your ears, or just your ears are too sensitive to sound.

My best bet for the v4 songs was to standarize their sequence volume values...but I didn't do that.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Legtendga on June 06, 2014, 09:36:01 AM
Well, as I said, the SNDInfo was from V3A.
Quote from: "Legtendga"
ALRIGHT, I just took a gangder at the SNDInfo in the Musics .PK3, and was suprised to see that it hadn't really been updated since V3A, meaning none of the non-MM8 Wily musics are balanced by it. There were catagories for MM&B as well as the Wily Tower, but they're empty. :|  No wonder the new music is as quiet as it is. :?  A few of the new weapons are also rather quiet, as a side note.
Anyway, here's my personal SNDInfo fix, 'cause why not. It's just a small edit of the original, but everything rather even leveled.
//MM1

$musicvolume ELEMUS 1.0
$musicvolume CUTMUS 0.95
$musicvolume FIRMUS 1.0
$musicvolume BOMMUS 0.9
$musicvolume ICEMUS 0.95
$musicvolume GUTMUS 0.9
$musicvolume OILMUS 1.1
$musicvolume TIMMUS 1.1
$musicvolume 1DW1MUS 1.0
$musicvolume 1DW2MUS 1.0
$musicvolume MM1BOSS 0.9
$musicvolume MM1PBOSS 1.0
$musicvolume MM1WBOSS 0.9
$musicvolume DRLIGHT 1.0

//MM2

$musicvolume D_DM2TTL 0.9
$musicvolume AIRMUS 0.9
$musicvolume BUBMUS 1.0
$musicvolume CRAMUS 1.05
$musicvolume FLAMUS 0.9
$musicvolume HEAMUS 0.9
$musicvolume METMUS 0.9
$musicvolume QUIMUS 0.9
$musicvolume WOOMUS 0.9
$musicvolume 2DW1MUS 0.9
$musicvolume MM2BOSS 0.9
$musicvolume D_DM2INT 0.9

//MM3
$musicvolume MM3GO 1.0
$musicvolume GEMMUS 1.0
$musicvolume HARMUS 1.0
$musicvolume MAGMUS 1.0
$musicvolume NEEMUS 1.0
$musicvolume SHAMUS 1.0
$musicvolume SNAMUS 1.0
$musicvolume SPAMUS 1.0
$musicvolume TOPMUS 1.0
$musicvolume 3DW2MUS 1.0
$musicvolume MM3BOSS 1.0
$musicvolume MM3BOSS2 1.0
$musicvolume MM3SEL 1.0

//MM4
$musicvolume MM4GO 1.0
$musicvolume DRIMUS 1.0
$musicvolume DUSMUS 1.0
$musicvolume SKUMUS 1.0
$musicvolume TOAMUS 1.0
$musicvolume RINMUS 1.0
$musicvolume DIVMUS 1.0
$musicvolume BRIMUS 1.0
$musicvolume PHAMUS 1.0
$musicvolume 4DC2MUS 1.0
$musicvolume MM4BOSS 1.0
$musicvolume MM4BOSS2 1.0
$musicvolume GAMEWIN 1.0

//MM5
$musicvolume GYRMUS 1.1
$musicvolume WAVMUS 1.1
$musicvolume NAPMUS 1.05
$musicvolume GRAMUS 1.05
$musicvolume CRYMUS 1.05
$musicvolume CHAMUS 1.05
$musicvolume STAMUS 1.05
$musicvolume STOMUS 1.1
$musicvolume DARMUS 1.05
$musicvolume MM5BOSS 1.05
$musicvolume DRBMUS 1.05

//MM6
$musicvolume FLMMUS 1.0
$musicvolume BLIMUS 1.0
$musicvolume CENMUS 1.0
$musicvolume KNIMUS 1.0
$musicvolume PLAMUS 1.0
$musicvolume TOMMUS 1.0
$musicvolume WNDMUS 1.0
$musicvolume YAMMUS 1.0
$musicvolume MRXMUS 1.0
$musicvolume MM6BOSS 1.0
$musicvolume MM6BOSS2 1.0
$musicvolume TORNWIN 1.0
$musicvolume NEWINT 1.0

//MM7
$musicvolume SPRMUS 1.1
$musicvolume TURMUS 1.1
$musicvolume BURMUS 1.1
$musicvolume CLOMUS 1.1
$musicvolume FREMUS 1.0
$musicvolume SDEMUS 1.15
$musicvolume SLAMUS 1.1
$musicvolume JUNMUS 1.1
$musicvolume MM7BOSS 1.35
$musicvolume 7DW1MUS 1.2
$musicvolume 7DW2MUS 1.5
$musicvolume 7DW3MUS 1.1
$musicvolume 7DW4MUS 1.0
$musicvolume MM7OBOS 1.1
$musicvolume MM7FBOS 1.2
$musicvolume MM7VIC 1.2
$musicvolume MM7END 1.25

//MM8
$musicvolume SWOMUS 1.0
$musicvolume TENMUS 1.0
$musicvolume TENMUS2 1.0
$musicvolume TENVMUS 1.0
$musicvolume AQUMUS 1.0
$musicvolume ASTMUS 1.0
$musicvolume CLNMUS 0.95
$musicvolume SEAMUS 0.9
$musicvolume FROMUS 1.0
$musicvolume GREMUS 1.0
$musicvolume DUOMUS 1.0
$musicvolume MM8BOSS 1.0
$musicvolume 8DW1MUS 1.0
$musicvolume 8DW2MUS 1.0
$musicvolume 8DW3MUS 1.0
$musicvolume 8DW4MUS 1.0
$musicvolume ERBATTLE 1.0
$musicvolume CREDMUS2 1.0

//MM&B
$musicvolume MUSUS 1.3
$musicvolume ASTMUS2 1.2
$musicvolume TENMUS3 1.3
$musicvolume COLMUS 1.3
$musicvolume DYNMUS 1.3
$musicvolume PIRMUS 1.3
$musicvolume BRNMUS 1.3
$musicvolume GROMUS 1.3
$musicvolume MGCMUS 1.3
$musicvolume KINMUS 1.3
$musicvolume BDWMUS 1.3
$musicvolume MMBKING 1.3
$musicvolume MMBDW 1.3
$musicvolume MMBBOSS 1.1
$musicvolume MMBOBOS 1.3

//Wily Tower
$musicvolume BRGMUS 1.3
$musicvolume MWSMUS 1.1
$musicvolume HSHMUS 1.1
$musicvolume WTDW1MUS 1.2
$musicvolume WTDW4MUS 1.2
$musicvolume MMWTBOSS 1.2
$musicvolume MMWTFBOS 1.2
$musicvolume WTWIN 1.1
$musicvolume MMWCRE 1.1

//MM9
$musicvolume CREDMUS 0.4
$musicvolume ENDMUS 0.4

//MM10
$musicvolume WILYCRI 0.65
$musicvolume TOGETH 0.65
$musicvolume BALMUS 0.7
$musicvolume ENKMUS 0.7
$musicvolume PUNMUS 0.72
$musicvolume MM10RAIN 0.7
$musicvolume MM10FB1 0.6
$musicvolume MM10FB2 0.6
$musicvolume FINAMUS 0.6
$musicvolume STATIK 0.6

//CTF

$musicvolume CTFMUS1 0.7
$musicvolume CTFMUS2 0.7
$musicvolume CTFMUS3 0.7
$musicvolume CTFMUS4 0.8
$musicvolume CTFMUS5 1.2
$musicvolume CTFMUS6 1.35
$musicvolume CTFMUS7 0.85
$musicvolume CTFMUS8 0.75
$musicvolume CTFMUS9 0.7
$musicvolume CTFMUS10 0.85
$musicvolume CTFMUS11 1.0
$musicvolume CTFMUS12 1.0
$musicvolume CTFMUS13 1.0
$musicvolume CTFMUS14 1.15
$musicvolume CTFMUS15 1.0
$musicvolume CTFMUS16 1.0
$musicvolume CTFMUS17 1.0
$musicvolume CTFMUS18 1.0
$musicvolume CTFMUS19 1.0
$musicvolume CTFMUS20 1.0

//Special
$musicvolume GHOULS 0.9
$musicvolume D_TTFTW 0.9

//Victory
$musicvolume MM1VIC 0.9
$musicvolume MM2VIC 0.9
$musicvolume MM3VIC 0.9
$musicvolume MM4VIC 0.9
$musicvolume MM7VIC 0.9
$musicvolume MMWTVIC 1.0
$musicvolume COSVIC 1.0
$musicvolume WILYVIC 0.9
Quote from: "Legtendga"
Additionally, why are King and Wily's MM&B themes refered to as "MMBKING" and "MMBDW" rather than "KINMUS"/"KINGMUS" and "BDWMUS"/"BDW1MUS"?
^ Also that.
Really, we likely ought to be looking at some way to get .NSF compatability in Zandorum, though that would be a huge task, it might be one that should be done.  :ugeek:
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 06, 2014, 10:40:31 AM
Well, anyway we still need the sound fixed for our other players.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashBroPlusB on June 06, 2014, 06:44:25 PM
personally I think MMBDW is really fucking quiet
you can barely hear it in normal gameplay (read: not the King boss fight)


other than that the music seemed fine ???


EDIT: oh yeah and the new music codes are really stupid too
you made it a point in v3b to change the older music codes to be consistent
and then we get stuff like MMBDW which makes absolutely no sense whatsoever
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 06, 2014, 09:35:43 PM
Go into options,look for SOUND options,and turn up the volume for the sound and music.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gumballtoid on June 06, 2014, 10:38:20 PM
You misunderstand. The problem is that a handful of new tracks aren't as loud as the current ones. There's an inconsistency.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 06, 2014, 10:47:31 PM
Can Woodman be redone? It sucks. ;^;
Title: Re: MM8BDM V4A - RELEASED!
Post by: Kapus on June 06, 2014, 11:35:25 PM
What's wrong with Wood Man?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 07, 2014, 12:24:37 AM
Quote from: "sa173533"
Go into options,look for SOUND options,and turn up the volume for the sound and music.

You'd think we already knew how to do that.
WE ALREADY KNOW HOW TO DO THAT.

Some of the other songs seem quiet when compared to the rest of the soundtrack. Even at full volume.
Seriously, man. Learn how to read others' posts fully in order to understand the context of the situation.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magnet Dood on June 07, 2014, 02:04:55 AM
Quote from: "Perfectlylegit"
Can Woodman be redone? It sucks. ;^;

Please elaborate further.

Is it Wood Man's skin? The only thing I have gripes about there is his side-sprite's weird arm and his head is one pixel off on the back and side frames, but otherwise it's pretty solid.
Is it Wood Man's weapon, the Leaf Shield? I'm pretty sure it's getting fixed.
Is it Wood Man's map? I can see a couple ways to complain about that, but saying "it sucks" doesn't help much.
Is it Wood Man's class? Well, you're in the wrong thread then.

Saying "Woodman should be redone because it sucks" with a sad face at the end doesn't give the dev team a whole lot to work with.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 07, 2014, 02:23:30 AM
Sorry, you're right.

It's way too small, compared to other maps. Woodman's feels like a clusterf*k with more than four people on it.

My complaint is its size, nothing more. Well, weapon choice, too, but that's because I'm bad with them.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 07, 2014, 02:32:39 AM
But, the game needs more small scaled maps like Wood Man. So I'm going to be saying no because Wood Man is fine for its size.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Emmanuelf06 on June 07, 2014, 02:41:54 AM
Woodman map is one of my favorite, can be good for duel or others modes!
The size is "medium" but not so small. The design is good too.

We dont need only big maps :o (but not too small too like the old mm1cut).
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 07, 2014, 02:45:25 AM
I don't wish for EVERYTHING to be big, I'm just wishing woodman was a little bigger, just so that rounding a corner will actually make you round a corner rather than take you to the other side of the map
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 07, 2014, 02:58:07 AM
I have no idea what this means. Also there is already a topic for map feedback. (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=6849)
Title: Re: MM8BDM V4A - RELEASED!
Post by: Atticus on June 08, 2014, 01:30:27 AM
I just wanna say the magic card is the most fucking rad weapon ever and I love it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sim on June 10, 2014, 08:22:55 AM
Hi, just wanted to say what a great experience it's been to jump back into this wad after not playing it for a long while! I think I stopped some time after Roboenza debuted and guess I forgot to come play again at some point.

Seems like a nice time to jump back in since there a new version released recently. There are a lot of other cool things I hadn't seen either, such as the MM7 and MM8 additions. I noticed quite a lot of map changes or redesigns. Definitely some cool improvements in there to make the maps feel much more unique (Cutman, Brightman, Shadowman, or Ringman for instance were some that stuck out to me). There's one thing I miss though, and it's the lack of CTF! Looks like Roboenza and TLMS are the popular team modes now. I suppose CTF became unpopular at some point, which is a shame, since I noticed there are 20 CTF maps included now in the latest release!

So thanks to everyone who contributes, and thanks to the people who play and make it entertaining! Glad to see there's still activity for MM8BDM.
Title: Re: MM8BDM V4A - RELEASED!
Post by: andreasaspenberg on June 10, 2014, 01:30:25 PM
i have tested it. the changes to the levels is decent at the very least. why does it say that yamato man was removed when he isnt. the winter version of the lab level was good. one issue that remains is that the doom 2 levels can still be found on the menu. there is still some wily stages missing like the ones in megaman 4, 5 and 6. one way to add them would be to release them in a version 4.1 or something and thereby release more common updates. there is still kapture the flag.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Freeman on June 10, 2014, 03:04:33 PM
The wily stages don't exist because Cossack, Dark Man, and Mr. X are the fortress levels for those games.
...Also yes, what is wrong with capture the flag?

And Yamato Man was a joke.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 10, 2014, 04:03:07 PM
Shadow Man and Yamato Man is a half joke actually. There really were random actors for Shadow Man and Yamato Man sitting around in the core, and next to no one knew they even existed. Then I removed them.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Legtendga on June 11, 2014, 03:10:36 AM
Quote from: "Dr. Freeman"
The wily stages don't exist because Cossack, Dark Man, and Mr. X are the fortress levels for those games.
King was the fortress levels for MM&B. Also, explain MegaMan 2 and 3 having only one.
Actual reason they're not in the game is because only MM1 had two Wily stages back in V1; every other game had only 1. Every game represented after V1 had 2 Fortess Stages (save MM7, which had 4). The devs just haven't gone back and added the missing Wily stages for MM2-6 (yet?(they might later)).
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 11, 2014, 03:43:15 AM
MM1 had two wily stages because it only had 6 robot master stages.
Then v3 retconned in Oil and Time and MM1's count bumped up to 8.
Title: I was bored.
Post by: Beed28 on June 11, 2014, 04:29:51 PM
Here I predict the obituaries of the new v5 weapons. Here goes:
Jewelman was sucked into Galaxyman's Black Hole Bomb.
Galaxyman was solidified by Concreteman's Concrete Shot.
Concreteman was stabbed by Splashwoman's Laser Trident.
Splashwoman was stung by Hornetman's Hornet Chaser.
Hornetman was incinerated by Magmaman's Magma Bazooka.
Magmaman was uplifted by Tornadoman's Tornado Blow.
Tornadoman was zapped by Plugman's Plug Ball.
Plugman was bejeweled by Jewelman's Jewel Satellite.
Strikeman was struck down by Blademan's Triple Blade.
Blademan was obliterated by Commandoman's Commando Bomb.
Commandoman was cut down by Nitroman's Wheel Cutter.
Nitroman was spiked by Chillman's Chill Spike.
Chillman was sunburnt by Solarman's Solar Blaze.
Solarman was waterlogged by Pumpman's Water Shield.
Pumpman was thunderstruck by Sheepman's Thunder Wool.
Sheepman was pitched by Strikeman's Rebound Striker.


Yes, I included Mega Man 10 weapons in there as well.

Any suggestions?
Title: Re: MM8BDM V4A - RELEASED!
Post by: -FiniteZero- on June 11, 2014, 04:56:17 PM
I figured that Jewel Satellite would go more:
Jewelman's Jewel Satellite was too fabulous for Plug Man
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 11, 2014, 05:06:09 PM
Quote from: "-FiniteZero-"
Jewelman's Jewel Satellite was too fabulous for Plug Man


Best obit. This must be used.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Myroc on June 11, 2014, 07:28:57 PM
Quote from: "Perfectlylegit"
Quote from: "-FiniteZero-"
Jewelman's Jewel Satellite was too fabulous for Plug Man
Best obit. This must be used.
All obituaries follow the pattern of "X [died to] Y's [Weapon]" for consistency. It's much easier to discern who's killed who with what this way, as you can just glance at the message from left to right to discern victim, killer, and weapon in the blink of an eye. It used to be that some weapons (such as Ring Boomerang) didn't follow this pattern; This caused a lot of confusion, which is why obituaries were standardised in the above manner.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 11, 2014, 07:42:16 PM
Then how about:

PlugMan was shown the fabulousness of JewelMan's Jewel Sattelite
Title: Re: MM8BDM V4A - RELEASED!
Post by: Gumballtoid on June 11, 2014, 07:48:06 PM
I thought "bejeweled" was a lot more clever.

The one that should really be reconsidered is Ring Boomerang's. That one is just awkward.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on June 11, 2014, 10:36:53 PM
I still want "Megaman really liked Ringman's Funions"
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 12, 2014, 07:50:43 AM
Quote from: "Korby"
I still want "Megaman really liked Ringman's Funions"
This.

We need to do this.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 12, 2014, 12:01:31 PM
So, we can expect snack-based weaponry in the future? Or perhaps an Unholy item update?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on June 12, 2014, 01:49:04 PM
I hope hornetman is in v5

Becuz i love bee's

Beebuddies

and Astroman needs to buzz off
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 12, 2014, 02:11:12 PM
Bees are good and wasps are not.
No need to worry about Hornetman; the MM9 Expansion is guaranteed to have him.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 12, 2014, 02:26:06 PM
Next expansion is gonna focus on MM9, right?
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on June 12, 2014, 02:48:49 PM
As they only have 9, 10 and V left logically yes.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 12, 2014, 03:09:48 PM
Speaking of future updates, will MegaMan X be an expansion? I know it's a derp question, but I wanna know.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 12, 2014, 03:28:46 PM
No, no MMX.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Legtendga on June 12, 2014, 08:24:29 PM
What about a Might No.9 expansion?  :lol:
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 12, 2014, 08:32:22 PM
Not at all part of the Megaman series.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashTheEchidna on June 12, 2014, 08:33:46 PM
It'd be an awesome fan-expansion though.
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on June 12, 2014, 08:41:25 PM
After it actually comes out and we have frame of reverence.
Title: Re: MM8BDM V4A - RELEASED!
Post by: SmashTheEchidna on June 12, 2014, 08:54:48 PM
Well yeah, that goes without saying.
Title: Re: MM8BDM V4A - RELEASED!
Post by: TailsMK4 on June 12, 2014, 09:19:59 PM
This is why we have something that doesn't occur often, but it has happened before, called Fan Expansions. People are making efforts to do their own campaigns, and I think that's best where things like X and Mighty No. 9 should be made at. I say this knowing there are some people out there that know how little success these expansions actually have, but that's due to the fault of people wanting more in exchange of doing less. We get at least the official updates because people on the staff actually know what they are doing and are putting forth the effort necessary to do their parts of the whole package. I do think that maybe perhaps we do demand too high quality of maps. I mean, sure, we don't want maps that looked half finished, but I think what is expected of people when making maps is perhaps discouraging some people from trying mapping. It certainly discouraged me, trying out a map only for the map to be completely scrapped later, after spending several hours on it. This is why coding is much more rewarding for me personally, since not only are you left to your imagination just like the "freedom" you have with map making, but you get the satisfaction you deserve when your code actually works as intended. Of course, the reason we don't have that many maps may also be due to people being lazy, but I think the bar is set a bit too high at first for new maps. Take what you will of this thought, but I thought I'd brainstorm a bit as to why Fan Expansions don't succeed, and one of the problems imo is a high bar set for maps.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 12, 2014, 09:31:51 PM
Quote from: "fortegigasgospel"
As they only have 9, 10 and V left logically yes.
I feel as if V should be next, actually. 10, being the last Mega Man game, would be the best one to end with. Thus, I think the best orders would be either V-9-10 or 9-V-10 (assuming V isn't slipped into 9 or 10's update). It's currently a loose end, having been released before Mega Man & Bass, and besides, it'd only be fitting for V to be in V5.

But, seeing as how those Picketmen are hard at work in Dr. Light's Lab, 9 very well might be next. Stay tuned, I guess.
Title: Why mappers are underappreciated.
Post by: Rozark on June 13, 2014, 10:11:12 AM
Quote from: "TailsMK4"
Of course, the reason we don't have that many maps may also be due to people being lazy, but I think the bar is set a bit too high at first for new maps.


Smash isn't the only one who can have music playing with his posts, although my mood detection might be a bit off at this time for me.

Now excuse me for a brief moment while I toot my horn about being an extremely quick mapper.
I'm able to dish out full, decent, and completed maps out in about 9 hours (average time) of actual mapping without delays and that's knowing what I'm doing- shortcuts included.

Now we travel the thought train of a mapper.

The amount of people who would "volunteer" 9 hours of their time is extremely low, not to mention once "Planning" is finished it'll exceed into the double digits. Including remodeling, I've spent around 52 hours on just ONE of my maps. Look at that number. Hot damn that's large. When people do finally devote that time into creating a digital arena, specifically beginners, frustrations start to come forth. Things don't work or appear the way they should. They ask questions, spend more time, and eventually finish their map. The mapper feels good.. for about an hour. Soon the critics roll in and they roll in HARD. Budding mappers usually fall to the pressure of such critics- failing to appease the masses. The map then never gets played because the elitist assholes decide to host maps based on their standards and not an overall judgement. Worst comes to worst, you don't even get feedback, you just get "its bad lel". That statement, when regarding your creation, piece of art, life's work- something you didn't even need to create in the first place.. is NOT helpful in any way, shape, or form. All that time, gone. Take that in. Reread that. I'll say it again just in case you kept going forward. All that time you spent working on something you loved is gone; you won't get it back. It sucks, I've been there. However with motivation and the hope of a slim chance that I would map for games as a "job" later in my life (among other personal reasons), I stayed devoted. I finished the update to my pack. I released it and moments later, the critics struck again. Darn those critics. This time I was prepared though. I weeded through the bad feedback and picked out the ones I agreed on. On the flip side, people enjoyed and still enjoy my work. That rush, ooooooooo that rush. It felt good. It feels so good. Feeling people appreciate what you do, one of the few things a mapper, or anyone for that matter, longs for. It overflows you all at once, in bursts, any and every way is possible. Once you feel this drive, its difficult to stop. It's kind of like an addiction, except a healthy one.

If you have the drive to map and go through a few possible failures for this good feeling I spoke of, I have advice to give you (or anyone) regarding ideas and motivation. You see that box over there with all the things people do? Good. Approach it. Kick it off the cliff. You see, everything everyone else does is inside that box, but there's also a good amount of people following the casual advice of "Thinking Outside the Box". One does normal people stuff and the other does inverted things of what normal people do. There's no box now, so you can't do either. So what do you do then? You do what you have to do. Look around you; the best idea is right in front of you. The process is tedious, but the end result is rewarding.

Best of luck, and let's make the dream come alive!

That might have gone deep fast hue, but I'm certain at least some point got across.
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on June 13, 2014, 02:14:33 PM
Where is the like button? Cause anyone who maps, wants to map, or even critics a map, should read that post.
Hell I'm gonna quote it just to insure it is taking up more space and is more likely to be read.
Quote from: "Rozark Kyouko"
Quote from: "TailsMK4"
Of course, the reason we don't have that many maps may also be due to people being lazy, but I think the bar is set a bit too high at first for new maps.


Smash isn't the only one who can have music playing with his posts, although my mood detection might be a bit off at this time for me.

Now excuse me for a brief moment while I toot my horn about being an extremely quick mapper.
I'm able to dish out full, decent, and completed maps out in about 9 hours (average time) of actual mapping without delays and that's knowing what I'm doing- shortcuts included.

Now we travel the thought train of a mapper.

The amount of people who would "volunteer" 9 hours of their time is extremely low, not to mention once "Planning" is finished it'll exceed into the double digits. Including remodeling, I've spent around 52 hours on just ONE of my maps. Look at that number. Hot damn that's large. When people do finally devote that time into creating a digital arena, specifically beginners, frustrations start to come forth. Things don't work or appear the way they should. They ask questions, spend more time, and eventually finish their map. The mapper feels good.. for about an hour. Soon the critics roll in and they roll in HARD. Budding mappers usually fall to the pressure of such critics- failing to appease the masses. The map then never gets played because the elitist assholes decide to host maps based on their standards and not an overall judgement. Worst comes to worst, you don't even get feedback, you just get "its bad lel". That statement, when regarding your creation, piece of art, life's work- something you didn't even need to create in the first place.. is NOT helpful in any way, shape, or form. All that time, gone. Take that in. Reread that. I'll say it again just in case you kept going forward. All that time you spent working on something you loved is gone; you won't get it back. It sucks, I've been there. However with motivation and the hope of a slim chance that I would map for games as a "job" later in my life (among other personal reasons), I stayed devoted. I finished the update to my pack. I released it and moments later, the critics struck again. Darn those critics. This time I was prepared though. I weeded through the bad feedback and picked out the ones I agreed on. On the flip side, people enjoyed and still enjoy my work. That rush, ooooooooo that rush. It felt good. It feels so good. Feeling people appreciate what you do, one of the few things a mapper, or anyone for that matter, longs for. It overflows you all at once, in bursts, any and every way is possible. Once you feel this drive, its difficult to stop. It's kind of like an addiction, except a healthy one.

If you have the drive to map and go through a few possible failures for this good feeling I spoke of, I have advice to give you (or anyone) regarding ideas and motivation. You see that box over there with all the things people do? Good. Approach it. Kick it off the cliff. You see, everything everyone else does is inside that box, but there's also a good amount of people following the casual advice of "Thinking Outside the Box". One does normal people stuff and the other does inverted things of what normal people do. There's no box now, so you can't do either. So what do you do then? You do what you have to do. Look around you; the best idea is right in front of you. The process is tedious, but the end result is rewarding.

Best of luck, and let's make the dream come alive!

That might have gone deep fast hue, but I'm certain at least some point got across.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 13, 2014, 05:55:04 PM
Two of the reasons I don't want to go into mapping is the discombobulation of my mapping ability and the reception mappers tend to get. This is my mindset and dream; an avid Zelda-styled maplover who wishes to make the Hyrule Castle from LoZ:LTTP. Yeah, it's gonna take a while. When and if it ever gets done, I'm probably going to cry tears of joy, but as Rozoark so rightfully stated; "The map then never gets played because the elitist assholes decide to host maps based on their standards and not an overall judgement." I want to make this map for two reasons, besides the one stated previous; One, so that I can say that I did one of the most complex maps in all of MM8BDM, and two, so that it can be played, enjoyed, and explored like the true spirit I put into it.

I guess the only true root problem I have with this kind of thing is the fear of failure. It's so prevalent.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 13, 2014, 08:01:25 PM
How do I use the fly cheat in the game?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Freeman on June 13, 2014, 08:03:10 PM
Open console.
Type "fly"

Have you ever tried Google? It's a wonderful place.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 13, 2014, 08:05:50 PM
What are the maps Gamma spawns in?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on June 13, 2014, 08:37:21 PM
Unknown map


beeeeeeeeeeeeeeeeeeeeeeeeeeeees
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 13, 2014, 09:43:11 PM
What OTHER maps does Gamma spawn in?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 13, 2014, 09:44:42 PM
That's the only map that it spawns in. UNKNOWN is the map that contains every boss fight (as far as I'm aware) within the game.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 13, 2014, 10:48:30 PM
Gamma spawns in MM2QUI, MM3SNA, and MM6TOM as well. You just have to look really hard.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on June 13, 2014, 10:51:30 PM
Quote from: "Promestein"
Gamma spawns in MM2QUI, MM3SNA, and MM6TOM as well. You just have to look really hard.


Probaly summoned? Like you can do with metdaddy

-but that would be cheaaaAAating!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 13, 2014, 11:04:04 PM
Nope, you just have to look reeeeeeeally hard. Like, hard enough to where you don't have any time to troll people with completely inane questions.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Zard1084 on June 14, 2014, 08:13:18 AM
Wait what? Gamma normally spawns in the unknown map unless you cheat and an spawn him in! and dont lie to me and say you get him to spawn in other maps without cheating!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Davregis on June 15, 2014, 11:33:35 PM
Strongspring is the key, unless V3A removed it
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on June 17, 2014, 12:51:03 AM
snip
Title: Re: MM8BDM V4A - RELEASED!
Post by: Orange juice :l on June 17, 2014, 04:16:02 AM
Corrected?
http://lmgtfy.com/?q=inane+definition
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on June 17, 2014, 06:41:03 AM
meh, still along the same lines
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 17, 2014, 03:31:33 PM
I cannot believe it took me so long to notice, but are GROMUS and MWSMUS based at least somewhat on their Chiptuned Rockman iterations? There are parts where they sound very similar, and I was wondering if maybe it was some sort of tricky incorporation.
Title: Only the best cheese
Post by: MusashiAA on June 17, 2014, 05:42:41 PM
Quote from: "Promestein"
I cannot believe it took me so long to notice, but are GROMUS and MWSMUS based at least somewhat on their Chiptuned Rockman iterations? There are parts where they sound very similar, and I was wondering if maybe it was some sort of tricky incorporation.

Heyooooooooooo

I did that. Literally those two.

MWSMUS was made by OrangeMario, and I modified it to use MM2 instrumentation, which happened to sound like Chiptuned Rockman's remix of that same theme. My original intention for the Wily Tower songs was for them to reference MM1, MM2 and MM3's musical style in the form of their instrumentation being predominant.

I did GROMUS with its Chiptuned Rockman remix in mind, like, even before it was made.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 17, 2014, 06:48:02 PM
Can someone make shadowman have a better run animation?
Right now it looks a bit dumb and unbefitting of a ninja.
Maybe something along the lines of slash beasts running animation, if anybody remembers that?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on June 17, 2014, 07:21:28 PM
That run animation is far too "ferocious" for Shadowman, it doesn't fit his personality.

His current run cycle is essentially the same in the legs[you can actually see them here instead of them being a horribly blurry mess like for slash beast], and a bit more "ninja-y" with the arms.
Is there any particular reason aside from the one you posted that makes you dislike it?
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 17, 2014, 07:31:36 PM
It doesn't look natural for a robot walking animation, kinda like how snakemans and magnetmans look.
In order;
Snakeman looks like when his foot touches the ground, instead of going back normally, it just goes back to the forward position
Same with magnetman. [Think the can-can if you used it to walk]
Shadowmans walking animation looks like something a ballerina would do.

But a fix comes to mind; Maybe use his power fighters run animations?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 17, 2014, 07:44:05 PM
The way he runs is fine. There are aspects of that skin that could be tweaked, but the running animation isn't one of them.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Kapus on June 17, 2014, 07:49:11 PM
He's a ninja. He's supposed to be sneaky and quiet.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 17, 2014, 08:13:25 PM
But can it be something other than a stupid-looking tiptoe animation?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 17, 2014, 08:26:18 PM
Better have ninjas stomping around and making noise in their sneaky sneakiness huh PL

as someone who likes to walk around the house quietly I tend not to use my heel and just my toes
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 17, 2014, 08:27:10 PM
Ugh, lemme just speak the actual point I'm trying to make.

PLEASE. Someone make that walking animation look cooler. Or at least DIFFERENT. Skullman got a rework, and that was barely anything other than the buster being a bit straighter. Can you at least make it look like he's walking instead of tiptoeing, or at least make it look more like a sneaky walk?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Kapus on June 17, 2014, 08:29:21 PM
A tiptoe is a sneaky walk, though. Like I said, he's supposed to be stealthy.

Really, I don't see what is wrong!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on June 17, 2014, 08:35:29 PM
Shadow Man is a ninja. You walk more quietly on your tiptoes than on your heels. Shadow Man walks correctly, there is nothing to argue.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 17, 2014, 08:37:19 PM
*sighs*

I don't blame you. I just wish it was something more. I know ninjas are supposed to be sneaky, but how many ninjas have you seen tiptoe? They either jump swiftly, or dash in the same manner of "slash beasts" dash. And it's equally as silent. I know at this point it's a rant. The running animation he had for power fighters is wonderful, and exactly what I wanna see. It makes him look COOL. And he never needed to be completely silent ever [reference to comics].

Sorry for ranting. It's just something I wish for.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Kapus on June 17, 2014, 08:42:21 PM
That's a pretty exaggerated depiction of a ninja. The way Shadowman moves is still accurate and fitting to what a ninja would be like, so I think it's fine.

If you want a more actiony ninja skin, go get Ninja Roll from the PU expansion!
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on June 17, 2014, 08:46:45 PM
Ninja roll in the PSP remake made me cringe, as far as her attack went.

HER SWORD BENDS.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on June 17, 2014, 09:10:53 PM
Quote from: "Perfectlylegit"
Skullman got a rework, and that was barely anything other than the buster being a bit straighter.
(http://i.imgur.com/UaaKD7E.png)
This is the A6A4 frame from Skullman's v3 update and Skullman's pre-v3 sheet.
Please do more research before you make claims like that.

Also, a quick google search for "Ninja Running" brought up a few (http://pad2.whstatic.com/images/thumb/b/b8/Run-Like-a-Ninja-Step-1.jpg/670px-Run-Like-a-Ninja-Step-1.jpg) interesting (http://ninja-fitness.com/wp-content/uploads/2011/10/KAKASHI-RUN1.gif) r (http://fc06.deviantart.net/fs71/f/2011/034/2/1/animation_training__ninja_run__by_rakuraiji-d38pjnu.gif)e (http://th05.deviantart.net/fs70/150/i/2011/096/8/4/ninja_running_by_rafdomingos-d3dde9s.png)s (http://i1.ytimg.com/vi/cCMIdKiN0vs/hqdefault.jpg)u (http://fc05.deviantart.net/fs8/f/2006/350/b/3/Running_Mikey_by_Ninja_Turtles.jpg)l (http://i294.photobucket.com/albums/mm120/withalligators/nattal18.gif)t (http://thejapanesepage.com/gif/ninja3.jpg)s (http://www.wikihow.com/images/1/10/Run-Like-a-Ninja-Step-5.jpg).
Title: Re: Only the best cheese
Post by: Promestein on June 17, 2014, 10:28:46 PM
Quote from: "MusashiAA"
Heyooooooooooo

I did that. Literally those two.

MWSMUS was made by OrangeMario, and I modified it to use MM2 instrumentation, which happened to sound like Chiptuned Rockman's remix of that same theme. My original intention for the Wily Tower songs was for them to reference MM1, MM2 and MM3's musical style in the form of their instrumentation being predominant.

I did GROMUS with its Chiptuned Rockman remix in mind, like, even before it was made.
I knew I wasn't crazy for always imagining the next part of the Ground Man remix starting up.
While I'm at it, thanks for MWSMUS. It's fantastically done.

Quote from: "Perfectlylegit"
I don't blame you. I just wish it was something more. I know ninjas are supposed to be sneaky, but how many ninjas have you seen tiptoe?

Shinobi III on Genesis and Live A Live on SNES have tip-toeing ninja. I do see what you mean, but I don't think there's a ton of room for improvement, so I think it should be left alone.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on June 18, 2014, 04:06:26 PM
when you look down at shadowman from chasecam mode, he looks more like this one that Korby posted (note the tip toe dash)
(http://pad2.whstatic.com/images/thumb/b/b8/Run-Like-a-Ninja-Step-1.jpg/670px-Run-Like-a-Ninja-Step-1.jpg)
It looks sort of like thats what they were going for but he looks too vertical

Though it did look sort of normal sped up in my ninja class, I think it only looks weird due to the walking speed
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on June 18, 2014, 11:16:05 PM
Maybe he want shadow to run more like in the arcade games.
(http://www.sprites-inc.co.uk/files/Classic/PowerBF/Boss/shadowmanbf.gif)
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 18, 2014, 11:44:01 PM
That's the one that Korby hates, the blurry mess. I don't like it either.

Maybe Shadowman could instead use a 2-framer running animation, more akin to Quickman's, but also keeping the ninja pose? I also hate the way the tippy-toeing was made for Shadowman, but that IS how some ninjas walk...it's just how he literally never puts pressure on either foot what I hate about it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: NES Boy on June 19, 2014, 10:06:04 PM
I realise that since MM9 is most likely the next expansion, we'll be seeing the MM9 Robot Masters in Dr. Light's Lab. I could see Splash Woman sitting in the pond outside, and Plug Man in Auto's room (since Plug Man likes shopping).
Title: Re: MM8BDM V4A - RELEASED!
Post by: DarkClawXD on June 19, 2014, 11:34:29 PM
The blurry legs for Shadow Man wouldn't even work. Then that would make him look way too much like Sonic.

I was going to suggest probably giving Shadow Man a similar running style Espio had in Sonic Heroes. It still emphasizes the stealthy, snooping nature ninjas have, but at the same time, he's not running like a complete madman.

His sprite could use work in the legs so it wouldn't look like he's using almost no leg movements.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on June 22, 2014, 01:29:09 PM
Quote from: "NES Boy"
I realise that since MM9 is most likely the next expansion, we'll be seeing the MM9 Robot Masters in Dr. Light's Lab. I could see Splash Woman sitting in the pond outside, and Plug Man in Auto's room (since Plug Man likes shopping).

Concrete Man could be in the under-construction room!

Galaxy Man could be lazily flying around outside...But still close enough to the ground for you to talk to him.

Jewel Man could be in the Sprite Changer room...

Magma Man could be making smores over Fire Man's fire.

Tornado Man could be chilling out with Ice Man, I guess.

Hornet Man? Put 'im near the tire tree.

I'm excited!
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on June 22, 2014, 04:10:26 PM
Quote from: "DarkClawXD"
The blurry legs for Shadow Man wouldn't even work. Then that would make him look way too much like Sonic.

I was going to suggest probably giving Shadow Man a similar running style Espio had in Sonic Heroes. It still emphasizes the stealthy, snooping nature ninjas have, but at the same time, he's not running like a complete madman.

His sprite could use work in the legs so it wouldn't look like he's using almost no leg movements.

Isnt the blurry mess always a sign of Speed?

Sonic is the fastest but ninjas are pretty fast to?
I think the blurry mess is just fitting

<(|||°,°)
Bees
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on June 22, 2014, 04:14:32 PM
Sonic has fairly loud footsteps.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Atticus on June 24, 2014, 02:42:32 AM
Just wondering, who did all the music remixes for the expansion? I really like them, particularly Dynamo Man and the Robot Museum.
Title: Re: MM8BDM V4A - RELEASED!
Post by: LlamaHombre on June 24, 2014, 02:46:12 AM
Most of the music was done by OrangeMario and MusashiAA, but I helped out for a couple of songs here and there.

Read back in the thread to check out who specifically did what tracks.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 24, 2014, 05:23:53 AM
Quote from: "LlamaHombre"
Most of the music was done by OrangeMario and LlamaHombre, but Baiisilisk, MusashiAA, HertzDevil, RushJet1 and Blaze helped out for a couple of songs here and there.

Read back in the thread to check out who specifically did what tracks.

Fixed that for you, m8.

Here is the (perhaps complete) list of all tracks made for v4, and the people who made them:

MM&B - Robot Museum: OrangeMario
MM&B - Astro Man: OrangeMario
MM&B - Burner Man: OrangeMario, MusashiAA
MM&B - Cold Man: OrangeMario
MM&B - Dynamo Man: OrangeMario, MusashiAA
MM&B - Ground Man: MusashiAA
MM&B - Magic Man: OrangeMario
MM&B - Pirate Man: Baiisilisk
MM&B - Tengu Man: Baiisilisk
MM&B - Boss Battle: Baiisilisk
MM&B - King Stage: OrangeMario, Llamahombre
MM&B - Wily Stage: OrangeMario
MM&B - Fortress Battle: OrangeMario
MM&B - Save Select: OrangeMario (Used as King team's victory theme)
MM&B - Game Over: OrangeMario (Used as King team's defeat theme)

MM:WT - Buster Rod G.: Baiisilisk
MM:WT - Mega Water S.: OrangeMario, MusashiAA
MM:WT - Hyper Storm H.: OrangeMario
MM:WT - Boss theme: OrangeMario
MM:WT - Stage Clear: OrangeMario
MM:WT - Wily Tower 1: Llamahombre, MusashiAA
MM:WT - Wily Tower 4: HertzDevil
MM:WT - Final Boss: OrangeMario, RushJet1, Blaze
MM:WT - All Stage Clear: MusashiAA
MM:WT - Staff Roll: OrangeMario
MM:WT - Light Lab: MusashiAA (Used as Light team's victory theme)
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 27, 2014, 12:01:20 PM
Can anyone put these v4 tracks on Youtube?Like a 30-minute version of all of the tracks?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 27, 2014, 12:33:06 PM
For once, I know what you mean. They're all very well-done, with only one of the new songs having issues (Wily Tower boss).

However, it'd be entirely pointless. Anybody who has MM8BDM has the songs, by default. In the meantime (and I know this is pointless) you'd be best off just using SLADE to extract them and then just play them on your system.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 27, 2014, 12:43:55 PM
It'd be fun, though if someone uploaded a video with all the original 8BDM tracks. Like it was some sort of album.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on June 27, 2014, 01:39:48 PM
Quote from: "Dr. Crasger"
It'd be fun, though if someone uploaded a video with all the original 8BDM tracks. Like it was some sort of album.

Awesome idea
i gonna do it
iam gonna call it
Mm8bdm cs tracks

GENUIS
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 27, 2014, 02:12:49 PM
Quote from: "Doctor Jughu"
GENUIS

Well, how evident.

Good luck with your venture, then.

You know how to rip music from the game, right?
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 27, 2014, 11:09:12 PM
Can anyone post the color palette of this game?
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on June 27, 2014, 11:33:51 PM
Could you please stop bumping this thread only to persistently ask people to hand you things that are just way too easy-to-get to ask for?
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 27, 2014, 11:42:08 PM
Oh,sorry.I do know how to rip the color palette.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 28, 2014, 03:31:53 AM
Quote from: "MusashiAA"
Could you please stop bumping this thread only to persistently ask people to hand you things that are just way too easy-to-get to ask for?

Well, he doesn't know how to run SLADE.
Even when we kept telling him how.

Man, that was quite the predicament.

It was saddening-- it was maddening.
Quote from: "sa173533"
Slade said that it was missing a .dll file, so I got something to fix it, but if it had continued scanning, the family computer would've broke. The .dll fixer was malware!
Quote from: "Dr. Crasger"
Wh-why did you get a "dll fixer" without asking us first and checking if it was safe? You just googled for a random thing, thought it was legit without checking and without asking for verification from us or some other forum?

ALSO:
The answer to your DLL problem was already here:

Quote from: "Ivory"
Quote from: "Slade3's download page"
SLADE 3.1.0 beta requires the 32-bit Microsoft Visual Studio 2013 Runtimes (x86) to be installed, which can be downloaded from the link below:
Microsoft Visual C++ 2013 Runtime (http://www.microsoft.com/en-ca/download/details.aspx?id=40784)
Spending more than 3 seconds looking at the page could of answered your problem before you even had it.
Quote from: "sa173533"
I'm sorry...I didn't bother to do that...
Quote from: "Dr. Crasger"
Now what?

So you won't try to install Slade anymore or...
Quote from: "sa173533"
I didn't bother to check the link that you provided.
Quote from: "Ivory"
I am getting tired of this, this isn't even the correct topic for asking this in! You continue to be completely unreasonable, when the solution to your answer is in front of you, you ignore or find excuses to avoid doing it. You just want someone else to rip you all the sprites and put them on a convenient sheet for you.
This part made me lose it.
Title: Re: MM8BDM V4A - RELEASED!
Post by: OtakuAlex on June 28, 2014, 04:19:47 AM
If he proceeds to do useless bumps, someone should just lock this. Just sayin'.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on June 28, 2014, 04:30:20 AM
A more legit reason to lock this thread would be because there's a map feedback one already, and even then, this thread is useful to talk about the update and MM8BDM in general.
Title: Re: MM8BDM V4A - RELEASED!
Post by: LlamaHombre on June 28, 2014, 04:31:51 AM
It's kind of hard to bump a stickied thread anyways. :geek:

Maybe when talk of v4b gains some momentum, but for now this is honestly the best place to talk about the game in general.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 28, 2014, 04:35:28 AM
Quote from: "OtakuAlex"
If he proceeds to do useless bumps, someone should just lock this. Just sayin'.

Well, what if people were to actually want to talk about v4?

Why not just temp-ban or warn him if he bumps the thread with offtopic stuff again?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Darkpaladin109 on June 28, 2014, 08:41:44 AM
Since I don't know if there's a thread where I should be asking this, I'l post this here.

I managed to beath the boss of the Megaman 8 part, but after going to single player from the credits, it resets me back to Clownman's level.
EDIT: Found the topic with the progress codes, and seems like that works.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on June 30, 2014, 11:07:31 AM
I've been trying out some maps and I think that Mr.X Fortress to me is the best map in the entire game by far.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on June 30, 2014, 12:47:52 PM
Quote from: "sa173533"
I've been trying out some maps and I think that Mr.X Fortress to me is the best map in the entire game by far.

It only gets better, man.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Promestein on June 30, 2014, 07:05:22 PM
I personally like Wily Tower 1 the most. I like that the two Wily Tower stages serve as compilation stages, which I think is a pretty good way to do things, assuming 7 will be the only one getting the full treatment.

EDIT: I have to ask. MM8DW1 uses 8DW2MUS. Was it just a choice by the staff to go with that instead of 8DW1MUS? I noticed the tileset seems to be almost exclusively from Wily 1 in MM8, and sorry for asking so long after that was released, but it has just bugged me for so long.
Title: Re: MM8BDM V4A - RELEASED!
Post by: KillerChair on July 04, 2014, 10:28:48 PM
Sweet!
Time to toy around again for a bit.
You people might even find me online again sometime soon :P
Title: Re: MM8BDM V4A - RELEASED!
Post by: rtist on July 05, 2014, 03:39:54 AM
Quote from: "Mr. Sean Nelson"
Rtist would roll in his grave
You say my name, and I appear!  :p
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on July 06, 2014, 08:27:05 PM
Hm. I have a question or two regarding the "recent" update. So, for the final boss, Doctor Wily, I noticed that he...really doesn't take a whole lot of damage to defeat. Kind of disappointing. My question is, why was he given such low health? Because as far as I can remember, the other final bosses for other Expansions were all pretty difficult. Gamma. Wily Machine 7. EVIL ROBOT. So why the sudden health drop?
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on July 06, 2014, 09:04:48 PM
King and the Genesis Unit are the final bosses of both new campaigns of this expansion. Wily at the end of the Wily Tower campaign was more of a cutscene fight that seemed to fit the entire comical vibe of the previous boss fight.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on July 08, 2014, 02:02:46 PM
Oh, okay! That makes sense.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on July 09, 2014, 03:45:59 AM
If I may ask, why does king's walk look so unnatural, and why is his firing animation so...bad, for lack of a better term? Why couldn't it be the axe spinning one?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Korby on July 09, 2014, 04:30:58 AM
The walking looking unnatural probably has to do with how he holds the axe horizontally. If it were more diagonal, it'd probably look nicer.

The firing, while(mostly) accurate to &B, is hard to convey in two frames. It's incredibly likely that it'll be changed to either the spinning animation or a more vertical choppy-choppy.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on July 09, 2014, 04:40:48 AM
Could the legs also be a slight bit thicker? They make him look a bit like the heavy in terms of anatomy.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Jakeinator on July 09, 2014, 05:28:59 AM
Thank god the firing is going to be changed, I once thought someone was aim-botting because he was charging atomic fire and it looked like he was suddenly turning to fire =P.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Lego on July 09, 2014, 11:07:53 AM
While yes, the animation is a tad funky like that, it isn't unusual for someone to suddenly turn to fire Atomic Fire, or any weapon for that matter. More often than not, people will try and lead their shots in order to hit their opponent, which often causes them to spin and shoot at weird as heck angle in order to land said shots.
I did this once in a duel server and killed someone as I was getting teleported by Reggae. I think they were trying to dodge the shot they knew I was going to fire and they dodged into it. [I think I wound up losing that duel, but that shot was still amazing.]
Title: Re: MM8BDM V4A - RELEASED!
Post by: Legtendga on July 11, 2014, 11:54:09 AM
Yeah, but the frames do not convey were the person is looking. I always seems as though they're looking away, and that affects how you fight them. If even just the head was changed, that'd be enough for me, but his firing frames run counter to what you look for to see what that person is doing.
Title: Re: MM8BDM V4A - RELEASED!
Post by: sa173533 on July 11, 2014, 05:06:00 PM
How do I turn the camera to make it face my character?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Dr. Crasger on July 11, 2014, 05:23:27 PM
Quote from: "sa173533"
How do I turn the camera to make it face my character?
Umm you don't. You can't see the skin's face on chasecam, only the back.
You can only see it through a mirror.

Also we've gone through this.

This isn't the appropriate thread to post these questions.
Title: Re: MM8BDM V4A - RELEASED!
Post by: CopShowGuy on July 18, 2014, 11:48:19 PM
Quote from: "Carprillo"
Hm. I have a question or two regarding the "recent" update. So, for the final boss, Doctor Wily, I noticed that he...really doesn't take a whole lot of damage to defeat. Kind of disappointing. My question is, why was he given such low health? Because as far as I can remember, the other final bosses for other Expansions were all pretty difficult. Gamma. Wily Machine 7. EVIL ROBOT. So why the sudden health drop?
There was supposed to be a fight?  I accidentally clicked fire while he was talking and he exploded.
Title: Re: MM8BDM V4A - RELEASED!
Post by: -FiniteZero- on July 18, 2014, 11:58:51 PM
Yeah. The Genesis Unit is the final boss. Wily is what is considered a "Joke Boss". He's not meant to be a serious threat.
Title: Re: MM8BDM V4A - RELEASED!
Post by: TailsMK4 on July 19, 2014, 06:35:34 PM
He just stands there doing his signature eyebrow-moving motion looking at you. Nothing else to him. Not one of his brightest ideas to taunt you like that, though having all three Genesis Unit members fight at once was a good idea on his part.
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on July 20, 2014, 01:56:41 AM
want to have a laugh, just have a staring contest with him
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on July 20, 2014, 02:00:11 AM
I dont approve this ending
He should doing his eyebrow signature only if hes in his Such irritating capsule of noise
Title: Re: MM8BDM V4A - RELEASED!
Post by: ice on July 21, 2014, 06:39:12 AM
Actually, in my head canon, the reason he does the eyebrow thing at all times in the capsule is cause it's eyebrow powered... probably the reason he has such a huge head too... who would of thought it would be possible to have a ripped forehead
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on July 23, 2014, 08:54:15 PM
I know I probably already asked this, but is MegamanV gonna get a release in this?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magnet Dood on July 23, 2014, 09:32:58 PM
Mega Man V is already in the game, bruh.

(http://brokenanalog.com/wp-content/uploads/2012/12/Mega-Man-5-title.jpg)
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on July 23, 2014, 09:38:36 PM
That's MeguhMang Five, not MeguhMang V.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on July 23, 2014, 09:44:58 PM
Quote from: "Perfectlylegit"
That's MeguhMang Five, not MeguhMang V.

pretty sure thats
MEGAMAN
Arrow pointing down
Title: Re: MM8BDM V4A - RELEASED!
Post by: Kapus on July 23, 2014, 11:56:16 PM
Mega Man Isosceles.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Megaman94 on July 24, 2014, 09:22:56 PM
Quote from: "Perfectlylegit"
I know I probably already asked this, but is MegamanV gonna get a release in this?

I would love to see a Neptune map, a Saturn map, and a Venus map.

heh, and Ur-anus
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on July 24, 2014, 11:15:48 PM
It's quite possible. Now the real question is should they be in color or canned spinach?
Title: Re: MM8BDM V4A - RELEASED!
Post by: ScrapHeap on July 24, 2014, 11:24:19 PM
COLORED CANNED SPINACH
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on July 25, 2014, 12:01:57 AM
Colour, please.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on July 25, 2014, 12:04:41 AM
Clearly, a secret clientside command should be created to change the entire palette to Gameboy colors when MMV expansion is made.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on July 25, 2014, 02:10:16 AM
Not a bad idea...
Or maybe it is.
I dunno.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magnet Dood on July 25, 2014, 09:43:07 PM
Quote from: "MusashiAA"
Clearly, a secret clientside command should be created to change the entire palette to Gameboy colors when MMV expansion is made.

That would actually be really cool. I love the pea-soup green the Gameboy's got going on.

...Okay, I don't actually like it, but I still think that would be neat.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Beed28 on July 25, 2014, 10:00:28 PM
Quote from: "Magnet Dood"
Quote from: "MusashiAA"
Clearly, a secret clientside command should be created to change the entire palette to Gameboy colors when MMV expansion is made.

That would actually be really cool. I love the pea-soup green the Gameboy's got going on.

...Okay, I don't actually like it, but I still think that would be neat.
(http://i.imgur.com/Zhs2hLA.png)
Nobody remembers this ever existed. Not even one comment after the latest update. :cry:
Title: Re: MM8BDM V4A - RELEASED!
Post by: -Daiki-TheOni on July 25, 2014, 10:04:08 PM
Quote from: "Beed28"
Quote from: "Magnet Dood"
Quote from: "MusashiAA"
Clearly, a secret clientside command should be created to change the entire palette to Gameboy colors when MMV expansion is made.

That would actually be really cool. I love the pea-soup green the Gameboy's got going on.

...Okay, I don't actually like it, but I still think that would be neat.
(http://i.imgur.com/Zhs2hLA.png)
Nobody remembers this ever existed. Not even one comment after the latest update. :cry:
I use that chaos efect along with dead rising.... both are original and funny.
Title: Re: MM8BDM V4A - RELEASED!
Post by: fortegigasgospel on July 25, 2014, 10:08:06 PM
Quote from: "Beed28"
Quote from: "Magnet Dood"
Quote from: "MusashiAA"
Clearly, a secret clientside command should be created to change the entire palette to Gameboy colors when MMV expansion is made.

That would actually be really cool. I love the pea-soup green the Gameboy's got going on.

...Okay, I don't actually like it, but I still think that would be neat.
(http://i.imgur.com/Zhs2hLA.png)
Nobody remembers this ever existed. Not even one comment after the latest update. :cry:
I was getting ready to mention it, but you ninja'd me already.
Title: Re: MM8BDM V4A - RELEASED!
Post by: MusashiAA on July 25, 2014, 10:32:49 PM
Well, it's already a thing, so it COULD be integrated into the MMV expansion as a secret client command.

Imagine if it also affected music and sound effects to an extent...nah, not a chance, fatto.
Title: Re: MM8BDM V4A - RELEASED!
Post by: NemZ on July 26, 2014, 08:50:37 AM
Making it impossible to tell what weapons other people are using until they shoot at you seems like a bad idea.
Title: Re: MM8BDM V4A - RELEASED!
Post by: *Alice on July 26, 2014, 09:10:59 AM
It would be a great optional feature!
Not to forget, you could make it a server-side setting and create an exciting new way to play!
Because as NemZ said, you wouldn't be able to spot which weapon other players are using as easily.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magnet Dood on July 26, 2014, 05:07:03 PM
No offense, Beed, but sometimes it's hard to remember the other chaos effects in that mod when you only seem to talk about Jelly World.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on July 27, 2014, 02:45:36 AM
Quote from: "Magnet Dood"
No offense, Beed, but sometimes it's hard to remember the other chaos effects in that mod when you only seem to talk about Jelly World.

i guess he likes JELLY in his WORLD
Title: Re: MM8BDM V4A - RELEASED!
Post by: Tfp BreakDown on July 27, 2014, 04:49:53 AM
Quote from: "Doctor Jughu"
Quote from: "Magnet Dood"
No offense, Beed, but sometimes it's hard to remember the other chaos effects in that mod when you only seem to talk about Jelly World.

i guess he likes JELLY in his WORLD

That wasn't even a pun, it wasn't even funny at all. Go hang your head in shame No.. And lrn2wordplay.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Watzup7856 on July 27, 2014, 04:57:58 AM
that was really mean wow
Title: Re: MM8BDM V4A - RELEASED!
Post by: Magnet Dood on July 27, 2014, 04:58:37 AM
Dude, come on. Too far.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Legtendga on July 31, 2014, 02:47:58 AM
...why not the Color palette that the SuperGameBoy/GBC/GBA gives it? I'm sure that's how most of us played the game.
But, the next exanison is MM9... and this is the V4 thread, anyway... `-`
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on July 31, 2014, 01:28:05 PM
I'm actually really excited for MM9. The big question is, where will the 9th Gen Robot Masters be? Because they ARE all Light Bots.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ceridran on July 31, 2014, 02:04:24 PM
Quote from: "Carprillo"
I'm actually really excited for MM9. The big question is, where will the 9th Gen Robot Masters be? Because they ARE all Light Bots.

We've been told they will be in the lab. There's an area where you can see that more of the lab is under construction.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Carprillo on July 31, 2014, 10:45:01 PM
Ohhhhhh...I get it now!

I WONDERED what that was!
Title: Re: MM8BDM V4A - RELEASED!
Post by: CopShowGuy on August 19, 2014, 12:52:32 AM
Quote from: "NemZ"
Making it impossible to tell what weapons other people are using until they shoot at you seems like a bad idea.
You already can't tell in team games.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Megaman94 on August 23, 2014, 12:37:19 AM
Quote from: "CopShowGuy"
Quote from: "NemZ"
Making it impossible to tell what weapons other people are using until they shoot at you seems like a bad idea.
You already can't tell in team games.

Unless they are on your team.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Doctor Jughu on August 23, 2014, 08:41:40 PM
Quote from: "Megaman94"
Quote from: "CopShowGuy"
Quote from: "NemZ"
Making it impossible to tell what weapons other people are using until they shoot at you seems like a bad idea.
You already can't tell in team games.

Unless they are on your team.

is thar really a problem
since your avoiding the most attack
its kinda easy to tell what for attack
when they get close to you they do topspin slash etc
and when they are ranged well just avoid

pretty basic stuff
Title: Re: MM8BDM V4A - RELEASED!
Post by: remixman on September 03, 2014, 01:01:18 AM
Hey cutmanmike i found one mistery search in the stage of astroman MMBAST use fly and search i found....
Slashman lost heatlh MM7 (Damage), i use the screenshot (I NO USE THE MAPEDITOR AND NO IS WAD..)
(http://Screenshot_Doom_20140902_195544) (http://Screenshot_Doom_20140902_195634)
the screenshot no loaded ? (im new in this).
Title: Re: MM8BDM V4A - RELEASED!
Post by: Ivory on September 03, 2014, 01:15:25 AM
You have to upload the images to a site in order to link to them, such as Imgur.
As for what you are referring to, the Slashman wall is a reoccurring easter egg to sneak into some maps. It originated in IX-Pack IDM24 in a location you have to cheat to see. It also exists in Light's Labs by the same cheat means. Although the one in Astro B is legitimate to see, it just involves Treble Boost and a bunch of W Tanks.
Title: Re: MM8BDM V4A - RELEASED!
Post by: Knux on September 03, 2014, 02:14:15 AM
Or spectating and floating over there. Hell, I expected to find the Yashichi there in the first days of release, and came across that thing.  :ugeek:
Title: Re: MM8BDM V4A - RELEASED!
Post by: BombHornet on September 17, 2014, 12:35:42 AM
So how do I carry over my save file from v3b to v4a?
Title: Re: MM8BDM V4A - RELEASED!
Post by: Messatsu on September 17, 2014, 08:48:49 PM
Install v4a OVER v3b and that will carry over your saves and convert them to the new format.  It's all stored in your Zandronum-%username%.ini file anyway, so just don't delete that and you'll be good.
Title: MM8BDM V4A - V4B Roll Call!
Post by: Ivory on September 20, 2014, 12:55:43 AM
I'm hoping to get a v4 release out within the week. This v4b release is less focused on doing anything big, but more so focused on fixing up bugs, oversights, etc from v4a.

So with that, I begin the v4b roll call.
If you have any more bugs/suggestions/oversights/etc then please let the dev team know immediately. What we're not focusing on is any more map updates or weapon changing unless it's absolutely necessary. The purpose of this update is more for stability than anything else.

Current v4b changelog (more or less)
[Core/Misc]
Special v4b Surprise!
Player Class animations look smoother. (aka, that weird jerk is gone)
Cloud, Grenade and the Genesis Unit Bot chats updated.
The Toad Man comment in the skin selector has been corrected.
MM8AQU properly saves now.
Cold Man water terrain defined.
Weapon & Item pick up messages are located in the language lump.
MMBTEN Oni robots now animate online.
Turboman Baccones are no longer shootable.


[Skins]
Bright Man: Redone.
Drill Man: Redone.

[Weapons]
Super Arm  - Damage buffed to 60, hitbox buffed to 30x30
Atomic Fire - Level 1 charge ammo consumption reduced to 1 unit.
Noise Crush - Fixes an oversight where ammo would not be consumed on charged fire switch out.

[Assists]
- Eddie reworked: Eddie now scans player inventory using the weapon array + buster (and time stopper) array to generate a random weapon that the player does not have yet.
Eddie actors has been moved into utility.txt.
(Thank Smashbro for spawning this idea when he did that v4a trailer video and ripped on eddie for a minute or two)

[Maps]
All Water Maps feature new water scripts to deal with a possession bug.
Map load order slightly changed: Cossack, Dark, MrX and King are now grouped with the wily stages.

MM1CUT - Replace Thunder Claw with Napalm Bomb, replace Freeze Cracker with Flame Blast, replace Flame Blast with another Bubble Lead.
MM2AIR - Revamped (by Ivory)
MM2DW1 - Caves removed, battlefield revamped.
MM3HAR - New pathway to Power Stone added.
MM4DUS - Removed the one way path / flash stopper area, replaced Hard Knuckle area.
MM4RIN - Has a Yashichi, finally.
MM5CRY - Map revamped again(by Copy Robot)
MM5DAR - removed Bubble Leads, moved Water Wave spawns to Bubble Lead’s old position.
MM6PLA - Yashichi appears in gamemodes now.
MMBAST - Fixed a bug where spectating after activating a platform would keep it in the air for the rest of the match.
MMBCOL - Scaled down the map a bit.
MMBBUR - Lag issues should be fixed now, various map changes.
MMWTBRG - Window fixed
MMWTDW1 - Moved two spawn points stuck in the wall.

V4B Remaining Items (more or less)
Will be done for v4b
Skull Barrier rework
Ring Boomerang nerf

On the eventual to do list, but I'm not holding back the release any longer waiting for it to happen
Leaf Shield rework
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Beed28 on September 20, 2014, 01:05:24 AM
That reminds me. I was thinking of refining the bot fixer script so that it doesn't turn the bot while the bot has a "flag item" instead of outright terminating if it detects the "boss weapons" from the Unknown map. Might be useful for bots in the classes mods since if they get frozen on the spot the bot fixer interferes and messes them up. I'll get to work on it during the weekend.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: SmashBroPlusB on September 20, 2014, 01:08:55 AM
Quote from: "Ivory"
I'm hoping to get a v4 release out within the week. This v4b release is less focused on doing anything big, but more so focused on fixing up bugs, oversights, etc from v4a.
oh boy oh boy oh boy oh boy oh boy oh boy oh bo--

Quote from: "Ivory"
On the eventual to do list, but I'm not holding back the release any longer waiting for it to happen
Leaf Shield rework
FUCK THIS I'M OUT


you literally had two versions to do the thing you promised to do FIVE MONTHS before v4a came out
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Ivory on September 20, 2014, 01:15:26 AM
You also said you were going to do a new crystal, but that never happened.
 :ugeek:
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: LlamaHombre on September 20, 2014, 01:19:18 AM
clearly smash should compensate by coding new leaf shield
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Knux on September 20, 2014, 03:31:15 AM
Regarding MM1CUT, please omit Atomic Fire from the map entirely. Everytime I have vanilla matches in the map, Atomic Fire becomes overwhelmingly centralizing to gameplay, causing most people to forego everything else in favor of spamming it. What I suggest is to place Cutter in the middle instead, and place an assist or shield where Cutter previously stood.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Lego on September 20, 2014, 03:35:55 AM
Atomic Fire in general is just ridiculous in my opinion, this isn't an issue that would exist here and here alone.
Not to mention I don't usually see people who spam 100% atomic fire in a deathmatch with 3 people or more actually winning easily, considering people will resort to less bursty weapons to counter the long warmup time of the Atomic Fire.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Knux on September 20, 2014, 03:51:16 AM
But the problem in MM1CUT is that it will almost never miss due to the small hallways, so it definitely shouldn't exist in that map.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Rozark on September 20, 2014, 05:05:01 AM
A weapon synergizes with the map?
Ohhhhhhhhh Noooooooooo
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ice on September 20, 2014, 05:49:19 AM
BFG's are not supposed to Synergize, that's the issue
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Emmanuelf06 on September 20, 2014, 05:57:58 AM
Cool, v4b !

And yeah, Ring boomrang was a little too much effective in DM.... :/ Good to see It was nerfed.
Super Arm will do a lot of damage! It's not too much?
Need to see the Skull Barrier Rework. And cool to see a new version of the game..again! =3
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Zard1084 on September 20, 2014, 06:58:14 AM
oh nice! a update! too bad i don't have a computer.... DAMN YOU REALLIFE!!!!
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: -Daiki-TheOni on September 20, 2014, 08:21:41 AM
Wow, an update already? this is going fast....

I like the idea of the superarm wep of having more hitbox, but may the damage buff.... I don't know.

Anyway, keep working like that!
Title: I would define this as absolutely necessary
Post by: Max on September 20, 2014, 09:59:06 AM
Can MM4DIV and MM5WAV get overhauls pls
I know you guys are trying to release but nobody likes those maps
Title: Re: I would define this as absolutely necessary
Post by: Emmanuelf06 on September 20, 2014, 10:09:58 AM
Quote from: "Max"
Can MM4DIV and MM5WAV get overhauls pls
I know you guys are trying to release but nobody likes those maps

It's the kind of map where people can start to leave the servers because it's boring to play in.... like for the map of MegaWaterS (even if there is a "up" part).
I dont like when a map is too opened.....Need more corridors or "road"....in Diveman and Waveman maps, you can make a bigger part with corridors and relief.. i dont know....(maybe because i prefer the maps like mm4sku, mm5nap or mm1dw1 )
Title: dog
Post by: Gumballtoid on September 20, 2014, 12:53:43 PM
Quote from: "Ivory"
V4B Remaining Items (more or less)
Skull Barrier rework
well hi there

Just saying this is still viable (http://www.cutstuff.net/forum/viewtopic.php?f=32&t=6784)
Title: Re: I would define this as absolutely necessary
Post by: ScrapHeap on September 20, 2014, 05:16:21 PM
Quote from: "Emmanuelf06"
Quote from: "Max"
Can MM4DIV and MM5WAV get overhauls pls
I know you guys are trying to release but nobody likes those maps

It's the kind of map where people can start to leave the servers because it's boring to play in.... like for the map of MegaWaterS (even if there is a "up" part).
I dont like when a map is too opened.....Need more corridors or "road"....in Diveman and Waveman maps, you can make a bigger part with corridors and relief.. i dont know....(maybe because i prefer the maps like mm4sku, mm5nap or mm1dw1 )

I really like Mega Water, though. Has corridors so that you can use all them bouncy weps, has water so it's not hard to hit and get hit, and it's friggin' MEGA WATER S. He's 2cool4criticism.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Rozark on September 20, 2014, 07:06:02 PM
It really comes down to personal opinion on favorite map styles. However, when a map or two is agreed upon to be bad by a large number of people of varying opinions (Dive and Wave, for instance) then something should be considered about them.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Bikdark on September 20, 2014, 09:49:38 PM
Quote from: "Rozark Kyouko"
A weapon synergizes with the map?
Ohhhhhhhhh Noooooooooo
Didn't you say you were bad with weapon layouts?

There's a difference between synergy and centralization.

-Weapon synergy with a map is when a weapon is more powerful when used in specific areas of the map. A simple instance of synergy would be Water Wave spawning on a map with a lot of height variation. Water Wave would be powerful at high elevations, but would suffer in lower sections.

-Centralization is when a single weapon goes above and beyond the possible power of any other weapon located in the map. You have no reason NOT to use this weapon because it's too good. Centralization would exist in extremely open maps with homing weapons like Magnet Missile. Just spam away, it's the only weapon you need.

Atomic Fire is a weapon that applies infinite amounts of pressure to enemies, punishes extremely small mistakes very harshly, and is easy to use. It doesn't punish the player using it at ALL, either. When placed on a small map made up of extremely narrow hallways, it's GOING to be good.

This wouldn't be as big of an issue if it actually took effort to get and despawned once somebody grabbed it like Skull Barrier, but nah, it's just plopped right in the center, which just so happens to be within arm's reach of every player spawn in the map.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Rozark on September 20, 2014, 10:17:19 PM
You forgot where bursty weapons prevail over a "charge-up ohko that leaves you vulnerable during and after firing" dominate in DM/this is a DM based game.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Korby on September 20, 2014, 10:39:29 PM
I do not suggest starting up an argument like that in this thread.

If you really want to go at it, take it to either Skype or make a topic in Bugs/Suggestions and discuss like mature people.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: fortegigasgospel on September 20, 2014, 10:44:59 PM
This is map based, but has always bothered the crap out of me
(http://i.imgur.com/bfu9sQ6.png)
(http://i.imgur.com/W7xgGRT.png)
Two sides of the same wall. Both sides show going off into the distance, despite being only just around the corner of each other.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: NES Boy on September 21, 2014, 02:02:50 AM
This topic (http://www.cutstuff.net/forum/viewtopic.php?f=32&t=6271) draws some attention to pronoun blunders regarding Dr. Wily addressing the player (specifically, when you are about to fight the Robot Masters at the end of Chapter 6, and when you wait a while during the encounter with Wily after defeating the Genesis Unit). There's also the issue of the V1 Epilouge referring to the player as "it" regardless of whichever gender you chose for yourself.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ScrapHeap on September 21, 2014, 02:20:03 AM
I don't mind the broken Wily text. Makes for some hilarious phrases.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: fortegigasgospel on September 21, 2014, 04:27:50 AM
And you are supposed to be a robot, technically you don't really have a gender.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Max on September 21, 2014, 09:47:38 AM
If that's true then why do we have over 10 games of robots being called Man
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ScrapHeap on September 21, 2014, 09:55:41 AM
Because it's better calling something 'Magnetman' than calling it 'Magnet Robot'.

Plus, then we wouldn't get 'Magnet Dude'
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Kapus on September 21, 2014, 10:24:07 PM
Quote from: "fortegigasgospel"
And you are supposed to be a robot, technically you don't really have a gender.
Well, most the robots still technically still do have gender. Otherwise we wouldn't be calling Mega Man "he" and calling Roll "she". Nobody calls them "it".
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: rodolfo20013 on September 21, 2014, 10:33:43 PM
Where's the download?
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Kapus on September 21, 2014, 10:51:30 PM
If you are referring to V4b, then it has not been released yet. There is no download.

If you are referring to the original V4a release, it is on the first post.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Yuri Sakazaki on September 22, 2014, 06:24:41 AM
Quote from: "Kapus"
Well, most the robots still technically still do have gender. Otherwise we wouldn't be calling Mega Man "he" and calling Roll "she". Nobody calls them "it".
I'm fairly certain too that, say, a robot programmed to have a male personality would be considered male.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: CopShowGuy on September 26, 2014, 03:59:46 AM
Why do so many robot names end with MAN then?!
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Legtendga on September 26, 2014, 09:03:15 AM
-Robots do not have a genuine gender
-So they can have male looking designs, "Man" takes up less space that "Woman", many of the were conceived by men, and I'm sure they had other reasons.

Anyway, this is indeed the V4 thread, right y'all?
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ScrapHeap on September 26, 2014, 02:55:11 PM
Then let's talk about v4, shall we?

HOW 'BOUT DEM SMASH BROS.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: NES Boy on September 26, 2014, 10:35:44 PM
Okay, so here are the text changes that need to be changed in the script for UNKNOWN.wad:

Replace 2340 with...
Code: [Select]
switch(GetPlayerInfo(0,PLAYERINFO_GENDER))
{
case 0:
Log(s:"cfDR. WILY:c- Destroy him, my new minions! Wahahahaha!");
break;

case 1:
Log(s:"cfDR. WILY:c- Destroy her, my new minions! Wahahahaha!");
break;

case 2:
Log(s:"cfDR. WILY:c- Destroy it, my new minions! Wahahahaha!");
break;
}
Replace 2710 with...
Code: [Select]
switch(GetPlayerInfo(0,PLAYERINFO_GENDER))
{
case 0:
hudmessageBold (s:"nnnnnnnnnnnnWHEN THE HERO ROBOT'S EXPIRATION DATE CAME TO PASS,nnHE WAS REFITTED WITH GOLD COMPONENTS AND DISPLAYEDnnIN THE ROBOT MASTER MUSEUM FOR CENTURIES TO COME."; HUDMSG_FADEINOUT, 3, 9, 240.4, 20.1,999.0, 1.5,0.0);
break;

case 1:
hudmessageBold (s:"nnnnnnnnnnnnWHEN THE HERO ROBOT'S EXPIRATION DATE CAME TO PASS,nnSHE WAS REFITTED WITH GOLD COMPONENTS AND DISPLAYEDnnIN THE ROBOT MASTER MUSEUM FOR CENTURIES TO COME."; HUDMSG_FADEINOUT, 3, 9, 240.4, 20.1,999.0, 1.5,0.0);
break;

case 2:
hudmessageBold (s:"nnnnnnnnnnnnWHEN THE HERO ROBOT'S EXPIRATION DATE CAME TO PASS,nnIT WAS REFITTED WITH GOLD COMPONENTS AND DISPLAYEDnnIN THE ROBOT MASTER MUSEUM FOR CENTURIES TO COME."; HUDMSG_FADEINOUT, 3, 9, 240.4, 20.1,999.0, 1.5,0.0);
break;
}
Replace 3750 with...
Code: [Select]
switch(GetPlayerInfo(0,PLAYERINFO_GENDER))
{
case 0:
Log(s:"cfDR. WILY:c- Bah! I guess his circuits fried at the sight of my amazing wily armor!");
break;

case 1:
Log(s:"cfDR. WILY:c- Bah! I guess her circuits fried at the sight of my amazing wily armor!");
break;

case 2:
Log(s:"cfDR. WILY:c- Bah! I guess its circuits fried at the sight of my amazing wily armor!");
break;
}
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ScrapHeap on September 26, 2014, 10:41:09 PM
Wait, waitwaitwaitwaitwait. When the hell does that last one come in?
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Beed28 on September 26, 2014, 10:46:04 PM
The last one comes in if you wait long enough before Wily in his skull suit after beating the Genesis Unit.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: leoalex50 on September 27, 2014, 04:23:56 AM
Does it change in the game when you change your gender?
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Lego on September 27, 2014, 07:16:41 AM
The lines he specified do not change based on gender, but other lines, like Buster Rod G's "Ugh! W-who/what is this guy/chick/thing?!" there are things to reference the multiple genders.

I really love that detail and it being extended to fit on all the pronoun references like that would be great.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Geno on September 28, 2014, 02:19:12 PM
Wow, I reported some of those lines during v4a's development.....

Ah well. Good to know that they're FINALLY being fixed.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Ivory on September 29, 2014, 04:58:41 AM
Due to Zand 1.3 being released soon, we will be holding off on a v4b release.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: The_Broker on September 29, 2014, 01:24:58 PM
Was it Zandronum 1.3 that had .NSF support or am I mistaken?
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Beed28 on September 29, 2014, 01:47:45 PM
Nope, that's Zandronum 2.0, as far as I'm aware.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Ivory on September 29, 2014, 02:12:32 PM
1.3 is still going to be introducing some new features which could prove useful for MM8BDM scripting, mainly the EVENT script type.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: tsukiyomaru0 on September 29, 2014, 04:11:25 PM
I wonder if ZDN1.3 will work with OGL on my end... I need to test stuff, but it can only be done on OGL.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Lego on September 29, 2014, 04:30:05 PM
What specifically do you need to test that requires Open GL? The only things I can think of that require it are models, dynamic lights, and fog.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Laggy Blazko on September 29, 2014, 04:31:01 PM
And 3d floors with slopes.
EDIT: wait, what kind of fog requies OpenGL?
EDIT2: Oh, MAPINFO fog does.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Lego on September 29, 2014, 04:38:35 PM
Sector_SetFade doesn't work in software...and 3D Floors have always worked in Zandronum's software renderer.

edit: Whoops misread what you said sorry
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: tsukiyomaru0 on September 29, 2014, 06:57:18 PM
Quote from: "Lego"
What specifically do you need to test that requires Open GL? The only things I can think of that require it are models, dynamic lights, and fog.

Just some effects and gimmicks.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: BiscuitSlash on September 30, 2014, 04:45:52 PM
Honestly I can't say I'm too happy about the Eddie thing. Yeah, it would help you out slightly, but one of the main things that Eddie is known for is giving you an item that you won't value, and getting a weapon you already have in 8BDM make Eddie seem more like his usual self. Heck, the reason he can give you worthless items in the first place is because he doesn't even know what item he's going to give and is therefore unable to choose.

I get that it's supposed to improve the gameplay slightly (with slightly being a keyword here), but I would rather sacrifice making the gameplay very slightly better for extra accuracy and staying true to the source material. This is why I was never happy with no longer being able to collect health and ammo pickups if already at full health/ammo. The biggest thing it effects is the faithfulness to the source, not the gameplay.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Messatsu on September 30, 2014, 07:05:05 PM
Actually, few things about that.  Generally for 8bdm, gameplay > accuracy.  If it helps the overall game, then typically gameplay wins out.  This is in part why you have shields that aren't all the same thing.  Also, the not pickup up ammo thing IS actually accurate for MM&B iirc.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Gumballtoid on September 30, 2014, 07:15:36 PM
Agreed. Really, the only scenarios in which I would choose accuracy are in the case of aesthetics, where they don't really impact how the game plays, such as the infamous Crash Bomber vs. Crash Bomb debate. It'd be really tacky to go and eat up all the ammo in team games when you don't need it.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: BiscuitSlash on September 30, 2014, 11:38:58 PM
What I'm saying is, the games faithfulness outweighs the improvement of gameplay in the case of Eddie and health/ammo pickups.

Normally I would agree with improving the gameplay, but Eddie giving me something I already have and picking up health/ammo refills when not needed (which could be used for strategy) seems incredibly minor and not worth changing.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Laggy Blazko on September 30, 2014, 11:56:48 PM
Yep. The "luck" factor is essential in eddie. And having some "luck" in the gameplay may be part of its fun.
I don't agree with picking up health/ammo refills when not needed, though, because of the potential griefing in team games
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: MusashiAA on October 01, 2014, 12:00:23 AM
Gameplay > accuracy

No discussion there. Some things can be both accurate and playable or balanced, or a non-detriment to the gameplay...but just some things, and they're generally not gameplay-related, because 2D NES platformer design cannot fit in directly in this game without being flawed or reworked. Eddie's already random (which is accurate enough) and with too many choices, and that's generally not good design. Making random things less cumbersome is good, keeping them cumbersome is bad.

EDIT: In better words, randomness in games is not really that bad, it's just not wanted, it's something you may want to avoid when it's not necessary. Eddie's random because that's accurate, but the randomness shouldn't be an obstacle in a fast-paced game, so limiting the randomness is a good approach at this.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: BiscuitSlash on October 01, 2014, 12:40:32 PM
Quote from: "BiscuitSlash"
What I'm saying is, the games faithfulness outweighs the improvement of gameplay
I don't remember ever being frustrated at Eddie giving me something I already have in 8BDM. This "improvement" seems far to minor to warrant dropping the accuracy to the original games.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Ivory on October 01, 2014, 02:09:43 PM
The world doesn't revolve around you though, there are people who despise getting a weapon they already have and I do agree from a gameplay standpoint, getting something you don't already have will always feel like eddie never wasted your time.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ScrapHeap on October 01, 2014, 02:23:02 PM
Unless he gives you Copy Vision.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Lego on October 01, 2014, 02:52:23 PM
Irrelevant. The point of the conversation was talking about how Eddie's v4b changes will remove Eddie's ability to give you a weapon you already have. Your statement makes absolutely no sense in this context.

Not to mention it doesn't even pose a claim...you aren't saying him dropping copy vision is positive or negative and your statement isn't even a complete thought.

Please make sure you have a full thought before posting, otherwise it just clutters things up.
Thank you.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Laggy Blazko on October 01, 2014, 02:59:11 PM
You sure get angry when someone makes a short post, Lego.
EDIT: and PerfectlyLegit's post was just an opinion, lel.
Title: ....
Post by: BiscuitSlash on October 01, 2014, 03:22:21 PM
Quote from: "Ivory"
The world doesn't revolve around you though
I'm not commanding what should happen in this update, I'm just giving my own personal opinion.

This is a forum. People are allowed to politely post opinions and ideas.


Me repeatingly posting here is due to me getting the impression that people are not understanding what I'm trying to say, not due to trying to force something into the game.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ScrapHeap on October 01, 2014, 03:26:32 PM
Would it have been better if I did this, Lego?
Quote from: "Ivory"
getting something you don't already have will always feel like eddie never wasted your time.
Unless he gives you copy vision.
Better yet, why don't we just ignore things like that and stick to the topic at hand?

Copy Vision is nearly useless. I know it's a sentry-type thing, but the projectiles don't do much of anything in direct engagements, and fighting defensively with it is worse since it doesn't last long enough to set up a defensive zone. I understand it's supposed to be a support-type power, but it feels more like it's just there rather than a help.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Lego on October 01, 2014, 03:49:20 PM
You likely aren't using it correctly, then. It's meant to be basically a second mega buster while you pelt the person you're aiming at with something else...it's quite effective if you use it when it's hard for your opponent to escape for adding onto how much DPS you're dealing.

And yes, that is a much better way of putting it, it primarily annoyed me because "unless Eddie gives you copy vision, getting something you don't already have will always feel like eddie never wasted your time" didn't feel like it made sense. I wasn't angry at the opinion, I was angry at the lack of an obvious side.
And yes, I do get angry when a post doesn't feel like it bears a complete thought.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: ScrapHeap on October 01, 2014, 04:02:57 PM
But in contrast, when is it going to be hard for your enemy to escape when the least they can do is run, and the most is rebuttal with attacks of their own, usually overpowering your puny little support? And yes, I know you can switch weapons while it's out, but on the maps where copy vision is, there usually aren't weapons that work well with it, although correct me if I'm wrong. My main point was, Copy Vision doesn't feel significant enough to be anything other than an annoyance at best.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: MusashiAA on October 01, 2014, 07:11:25 PM
Quote from: "BiscuitSlash"
Quote from: "BiscuitSlash"
What I'm saying is, the games faithfulness outweighs the improvement of gameplay
I don't remember ever being frustrated at Eddie giving me something I already have in 8BDM. This "improvement" seems far to minor to warrant dropping the accuracy to the original games.

Eddie's still random in what he gives you, which is accurate (so your point is moot). He just won't give you something you already have, and thus don't need.

NES Eddie was a thing in a single player 2D platformer, it was manipulable and abusable, and the types of drops were limited to the most useful, instead of just all kinds of drops. The odds were in your favour the whole time, and if they weren't, you could easily manipulate them.

You can't manipulate odds online, in a game where all enemies are human players, and they're searching and shooting at each other constantly, and where health/ammo pickups respawn in set places. Oh, and Eddie's potential drop list skyrockets, so it's far, far more random.

Please let perfect 1 to 1 accuracy go: 8BDM was never about perfect replication of Classic Mega Man, that was dropped even before alpha. It doesn't always work.

EDIT: And yeah, never been a fan of Copy Vision myself, but that's just me. I mean, I find Metal Blade useless, but that doesn't mean someone else can, and it's not like Copy Vision doesn't work, I just don't like it.
Title: Re: MM8BDM V4A - V4B Roll Call!
Post by: Ivory on October 01, 2014, 11:34:31 PM
What I don't understand about all of this is that MM8BDM Eddie doesn't even drop the items he drops in Mega Man games. he drops weapons in MM8BDM, and real Eddie never did such a thing. It's hard to take a complaint/opinion/etc about this seriously when the mm8bdm functionality of him isn't even canon to begin with.

Game mechanics from a single player platformer does not carry over to an online arena shooter 1:1.