Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Myroc on December 19, 2010, 08:31:18 PM

Title: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Myroc on December 19, 2010, 08:31:18 PM
Powered Up v1f - MediaFire (http://www.mediafire.com/download/jxyp9r7k1q5lmzc/PoweredUp-v1f.pk3)

Powered Up Skin Pack - MediaFire (http://www.mediafire.com/?jgmdfwn42mnz8on)

v1f changelog
(click to show/hide)

v1e changelog
(click to show/hide)

v1d changelog
(click to show/hide)

Pointlessly concise changelog of v1d map edits courtesy of Bunny Must Die, Yo. He put so much thought into it that I didn't have the heart to omit it.
(click to show/hide)

v1c changelog
(click to show/hide)

v1b Changelog
(click to show/hide)

Old Versions
Powered Up v1e (http://www.mediafire.com/?4ojx41x2dk5899w)
Powered Up v1d (http://www.mediafire.com/?8ducd174wt7ljjp)
Powered Up v1a (http://www.mediafire.com/?76ibvi2v88a2g3s)
Powered Up v1b (http://wadhost.fathax.com/files/PoweredUp-v1b.zip)
Powered Up v1c (http://wadhost.fathax.com/files/PoweredUp-v1c.pk3)

Credits

(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: The_Broker on December 19, 2010, 08:35:09 PM
Time Man and Oil Man (sprites and weapons) may or may not be in the Mega Man 8 expansion due to them being in Rock Man 8 FC. Might want to wait and see if that is true.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 19, 2010, 08:37:36 PM
Quote from: "The_Broker"
Time Man and Oil Man (sprites and weapons) may or may not be in the Mega Man 8 expansion due to them being in Rock Man 8 FC. Might want to wait and see if that is true.
Oh dear. I was not aware of this. That might complicate matters.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: The_Broker on December 19, 2010, 08:53:41 PM
Quote from: "Myroc"
Oh dear. I was not aware of this. That might complicate matters.

Well even if they are sir, their stages will assuredly not be made. So that's one thing your expansion can address. And if the characters/weapons aren't added, your expansion can add those things too.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 19, 2010, 09:00:38 PM
Hello.

Give me tilesets and I'll do your maps.
(Oil Man and Time Man, although your idea of re-doing maps sounds verrry similar to the Upgraded Maps project)

And have a shot at Oil Slider. Making no promises here but eheh.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on December 19, 2010, 09:03:53 PM
Someone redoing maps does not mean someone is stealing your idea.

Anyway, the mention of footholders made me die a little inside.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 19, 2010, 09:05:01 PM
You're signed up for Oil Slider then. Ashley is working on the Time Slow, and Lakister is going to sprite weapon icons. He's also going to try and dig up tilesets for the maps.

Quote from: "Korby"
Someone redoing maps does not mean someone is stealing your idea.

Anyway, the mention of footholders made me die a little inside.
I'm an evil man, what can I say.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 19, 2010, 09:06:32 PM
Quote from: "Korby"
Someone redoing maps does not mean someone is stealing your idea.


I never said he was stealing Skye's idea.
Not mine...whatever.

Just considering that we'd have 3 of the MM1 maps.

EDIT: Myroc, do you want me to make it float or not? I think it did in PU but it might be a little tricky.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on December 19, 2010, 09:07:20 PM
The more the merrier.

Plus, these guys are actually coding more gimmicks.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 19, 2010, 09:08:59 PM
Quote from: "Korby"
Plus, these guys are actually coding more gimmicks.
Well, we're contemplating that at least. So far we probably will have fire pillars in Fire Man's stage.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 19, 2010, 09:09:13 PM




Moosic
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on December 19, 2010, 09:10:55 PM
Quote from: "Yellow Devil"




Moosic

DAMN! I was about to do that!

GODAMMIT MYROC! IF YOU DIDN'T POST I WOULD'VE BEATEN YELLOW DEVIL TO IT!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 19, 2010, 09:12:32 PM
Quote from: "Alucard"
GODAMMIT MYROC! IF YOU DIDN'T POST I WOULD'VE BEATEN YELLOW DEVIL TO IT!
Quote from: "Myroc"
I'm an evil man, what can I say.

Also, ohgodspoilers.

Edit: YD, Lakister suggests that Oil Slider should float on top of water, but if implementing this is too hard, it can be overlooked.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 19, 2010, 09:18:50 PM
Quote from: "Myroc"
Edit: YD, Lakister suggests that Oil Slider should float on top of water, but if implementing this is too hard, it can be overlooked.

I can make it float on Death Water in Waveman's stage because that's a sector and is coded as such wheras the water in say, Ice Man's stage would likely sink as it would go staight to the bottom.
I'll see what I can do.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 19, 2010, 09:38:16 PM
I'm thinking about basing the Time Slow off Atomic Fire, if I can figure out what this last part of the code means..

Then, I'll just have it act as half a Time Stopper, so the person using it can move at normal speed, but everything around them would be half their speed.

I'm not sure if I could enable weapon switching during, but I could default the megabuster to be used if firing is active during the Time Slow..

Also, I can make the Bots, given the skins are made for me to use.
I'm also attempting to make the Music 8-bit.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 19, 2010, 10:01:12 PM
Yeah the cutom maps is kinda the same as the redone maps for mm1, BUT if you did add more gimmicks and such, id be willing to do a few stages, but ill have to see the gimmicks.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on December 19, 2010, 10:09:37 PM
If there's any enemies you want in that aren't already made, lemme know.
Despite never playing this game, I know a lot about it!

Quick question though;
Will a Ghost N Goblins level and a Wierd Japan level be placed in the Expansion?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 19, 2010, 10:11:24 PM
Quote from: "LlamaHombre"
If there's any enemies you want in that aren't already made, lemme know.
Despite never playing this game, I know a lot about it!

Quick question though;
Will a Ghost N Goblins level and a Wierd Japan level be placed in the Expansion?

Assume not. But if someone spontaneously makes one, and it's worth keeping, then it's possible.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: The_Broker on December 19, 2010, 10:17:12 PM
Well, if you guys are gonna make Time Man and Oil Man bots, then perhaps I'd better give you the official Time Man and Oil Man botchats. Whenever you need them, just let me know and I'll PM them over to you.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 19, 2010, 10:20:54 PM
Quote from: "The_Broker"
Well, if you guys are gonna make Time Man and Oil Man bots, then perhaps I'd better give you the official Time Man and Oil Man botchats. Whenever you need them, just let me know and I'll PM them over to you.

Now would be good, Broker.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: The_Broker on December 19, 2010, 10:22:26 PM
Should I just post them here or PM them to somebody?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 19, 2010, 10:30:59 PM
Either. Post here, or PM me them.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 19, 2010, 10:36:38 PM
Quote from: "LlamaHombre"
If there's any enemies you want in that aren't already made, lemme know.
Despite never playing this game, I know a lot about it!

Quick question though;
Will a Ghost N Goblins level and a Wierd Japan level be placed in the Expansion?
oh that would be cool

well i think a hot head that can through fire would be cool for oil man.
i think ice man is fine, guts man is fine, elec man might be cool to have those thing that moved up and down when you climb those ladders(maybe), cutman is probably fine....i really think oil man might be the only one with a interesting enemy.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: The_Broker on December 19, 2010, 10:48:12 PM
Quote from: "Ashley"
Either. Post here, or PM me them.

I will PM them to you in a few hours sir.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 19, 2010, 11:23:51 PM
Quote from: "The_Broker"
Quote from: "Ashley"
Either. Post here, or PM me them.

I will PM them to you in a few hours sir.

Alright. May I ask where you find these chats?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: The_Broker on December 20, 2010, 12:03:43 AM
Quote from: "Ashley"

Alright. May I ask where you find these chats?

I made them and Mr. CutmanMike said he would use them. Well, at least he did for my botchats for MM7, MM8, MM9 and MM10.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 20, 2010, 01:18:51 AM
Quote from: "The_Broker"
Quote from: "Ashley"

Alright. May I ask where you find these chats?

I made them and Mr. CutmanMike said he would use them. Well, at least he did for my botchats for MM7, MM8, MM9 and MM10.

So when do you think I could get those?
The bots are done, aside from the text.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on December 20, 2010, 02:02:01 AM
Quote from: "The_Broker"
Quote from: "Ashley"
Either. Post here, or PM me them.

I will PM them to you in a few hours sir.

Erm...Ashley's a girl :s
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 20, 2010, 02:12:04 AM
Quote from: "Alucard"
Quote from: "The_Broker"
Quote from: "Ashley"
Either. Post here, or PM me them.

I will PM them to you in a few hours sir.

Erm...Ashley's a girl :s
kk ive decided
imma do wily stage 1 and fire man
are we using the same tiles as before?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on December 20, 2010, 04:20:30 AM
Let him do the stages, but don't let him reserve anything. God, when are you going to learn that you can't do everything, Vyse?

Also, Time Slow should work like Time Man's version. Fire diagonal clock hands, charge to slow time. You can fire hands during the Time Slow, but don't let the user change weapons. Time Slow should consume about 40% of the ammo bar, Hands of Time should eat up very little ammo, around Search Snake.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 20, 2010, 09:09:31 AM
Quote from: "SmashBroPlusB"
Also, Time Slow should work like Time Man's version. Fire diagonal clock hands, charge to slow time. You can fire hands during the Time Slow, but don't let the user change weapons. Time Slow should consume about 40% of the ammo bar, Hands of Time should eat up very little ammo, around Search Snake.

Yes, this was what I was thinking. First half of Gyro Attack, middle of Atomic Fire and then write your own "slow time" coding.
If possible.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 20, 2010, 03:32:29 PM
Vyse, I've signed you up for Fire Man and Wily Fortress 1, but I'd recommend leaving those slots to someone else if they volunteer, since you seem to have stages to make for both the Upgraded Maps Project and the MM&B expansion. Try not to overload yourself with work, kay? ;)

Oh, and yes we are using the old tilesets for the remade maps.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ultima on December 20, 2010, 06:46:03 PM
I can make the 8-bit mixes for Time and OilMan if none are available.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 20, 2010, 07:09:13 PM
We have found some 8-bit remixes on youtube, but we don't really approve of them. By all means, go ahead.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 20, 2010, 07:12:41 PM
Quote from: "Myroc"
We have found some 8-bit remixes on youtube, but we don't really approve of them. By all means, go ahead.
ok ill get to working on them...maybe tomorrow
BTW did you get my pm?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 20, 2010, 07:50:53 PM
Quote from: "VyseTheLegend96"
Quote from: "Myroc"
We have found some 8-bit remixes on youtube, but we don't really approve of them. By all means, go ahead.
ok ill get to working on them...maybe tomorrow
BTW did you get my pm?

I did. Personally I don't care how much work you have. As long as it's of acceptable quality and you don't spend an unreasonably large amount of time on them, I won't send the hounds after you.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 20, 2010, 08:23:07 PM
Quote from: "Myroc"
Quote from: "VyseTheLegend96"
Quote from: "Myroc"
We have found some 8-bit remixes on youtube, but we don't really approve of them. By all means, go ahead.
ok ill get to working on them...maybe tomorrow
BTW did you get my pm?

I did. Personally I don't care how much work you have. As long as it's of acceptable quality and you don't spend an unreasonably large amount of time on them, I won't send the hounds after you.
sure thing
theyll be doen soon, and if you dont like them, then dont use them, thx
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 20, 2010, 09:37:03 PM
I had already done the music, Myroc. I'll send you them later.

The bots are done, too. (Even Megaman?'s)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 21, 2010, 06:40:49 PM
We have found acceptable music for both stages and are no longer looking for them.

No, they are not the ones from youtube.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 21, 2010, 06:41:15 PM
I'm about halfway on the coding.

Has anyone got the tilesets yet?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 21, 2010, 06:43:49 PM
Not yet. It might take a small while.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: squidgy617 on December 21, 2010, 11:59:41 PM
Sent you my reply. Also, nevermind my questions about what other skins you're making. It took me a sec to realize that uhh... there's nothing else TO skin.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CopShowGuy on December 22, 2010, 01:02:19 AM
Sounds like this is really close to finished then...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on December 22, 2010, 01:45:28 AM
So we just need maps.  :|

I could try Cut Man.
I'm a fucking noob at maps, but it'd give me something to do.
You may need to edit it in places such as item placement and music.

I would do Oil Man, but I hear the oil needs to be scripted in order to light fire, and I don't feel like doing things too advanced.

EDIT: Never mind, maps have never been my forte, and so far the result is terrible.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 22, 2010, 12:27:02 PM
I think I broke the Oil Slider.

(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on December 22, 2010, 01:32:46 PM
Quote from: "Yellow Devil"
I think I broke the Oil Slider.

(click to show/hide)
Correct me if I'm wrong: the slider should create a puddle that, when you step on, it puts you on constant acceleration.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 22, 2010, 02:07:51 PM
Yup.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on December 22, 2010, 02:40:43 PM
So, upon colision with ground, it should "turn into a pickup" that won't air a message. When picked up, this item should be forced into use, which will cause the player to slide and create something to cause "collision" damage (like Charge Kick's "slash")
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 22, 2010, 02:56:39 PM
Quote from: "tsukiyomaru0"
So, upon colision with ground, it should "turn into a pickup" that won't air a message. When picked up, this item should be forced into use, which will cause the player to slide and create something to cause "collision" damage (like Charge Kick's "slash")

Pretty much enable collision that triggers the "get on wavebike" method, like from Waveman's stage; if you step on one of the launchers, it'll send you out.

If you could incorporate it to turn into its own sprite upon hitting the ground when fired, the oil would work..

Touch the oil and trigger the latter event, on a custom jetbike sprite.

Whilst on it, check for collision so that you damage whoever when you run into them.
Charge kick would be a bad example due to it still being a projectile, Tsukiyomaru.

If possible, enable a secondary jump mid-air if on the oil slider. That may require an edit of the jump mechanic itself ("If on oilslider, enable second jump.."), though.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 22, 2010, 03:02:28 PM
...I'm not saying I don't know how to do it, I just fucked up and I thought the result was funny.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 22, 2010, 03:17:45 PM
Fair enough, YD.
Was a pretty funny result, either way.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on December 22, 2010, 04:25:52 PM
Quote from: "Yellow Devil"
...I'm not saying I don't know how to do it, I just fucked up and I thought the result was funny.
Funny, eh? Actually, yes... Imagine if it was a metool instead of wave rider! :lol:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on December 22, 2010, 05:11:31 PM
You could always have the oil slider form a bubble around the player that is constantly "exploding."
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 22, 2010, 05:14:57 PM
Currently I'm using a custom projectile constantly being fired in front of the player.

It's a coding nightmare.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on December 22, 2010, 05:17:28 PM
With a loop, you could easily just make it explode often. Correct me if I'm wrong, but I think it'd go something like
(click to show/hide)
Of course, you could just loop it to shoot as well.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 22, 2010, 05:18:30 PM
Code to go forwards is A_Recoil (-x)

I will try it but I need to get the Slider actually working first.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 22, 2010, 05:19:11 PM
I'm going to go make an attempt at Cut Man myself. If anyone else wants to have a try to one-up me, though, feel free to try.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 22, 2010, 06:14:36 PM
i gots a question(if this was already answered then :'()
but are you making a new tile set for cutman? i mean his mmpu one is quite different.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 22, 2010, 06:16:10 PM
I've completed the Oil Slider's coding. Has that Laki guy finished the icons, yet?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 22, 2010, 06:39:38 PM
Quote from: "VyseTheLegend96"
i gots a question(if this was already answered then :'()
but are you making a new tile set for cutman? i mean his mmpu one is quite different.
Lakister was actually thinking this very idea yesterday! It'll probably only be done if he ever runs out of things to do, though, which doesn't seem to be in a while.

Quote from: "Yellow Devil"
I've completed the Oil Slider's coding. Has that Laki guy finished the icons, yet?

Not yet.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Disco on December 22, 2010, 06:48:28 PM
You guys have a wiki over here (http://mm8bdm.wikia.com/wiki/Mega_Man_Powered_Up) to coordinate stuff/play around with/advertise/etc

 just fyis
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 22, 2010, 06:53:47 PM
hmm how exactly do i make those fire enemies that come out of the fire?
i checked the original stage out and i am still confused xD
i can do everything else with this stage, but im confused on that
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 24, 2010, 05:20:37 AM
well fireman is done, but i just need to know how those fire enemies come out the fire..
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on December 24, 2010, 05:34:13 AM
For the record, he means Tackle Fires.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on December 24, 2010, 06:42:53 AM
Quote from: "Korby"
For the record, he means Tackle Fires.
yeah thanks, i had forgotten what they were called for some reason..
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Blaze Yeager on December 24, 2010, 07:18:23 AM
Just thought i'd meantion this,i gave laki the Tile sheets for Time and Oil Man from the RM&FFC thing that they have,so in general they are complete

Also i could take on Bomb Man's stage...i'll see what i can do with it
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 24, 2010, 09:53:13 AM
Blaze, you're added to Bomb Man. And nice work with the tilesets, saved us a lot of work from having to sprite them ourselves.

Vyse, if you could PM Fire Man's map, we can always add the tackle fires ourselves. Regardless, we want to check it out and see how well made it is.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 24, 2010, 09:54:38 AM
...Then can I have the tilesets?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on December 24, 2010, 09:56:17 AM
Lakister has them, and he's not online yet. I doubt he'll be online today ever, since we swedes celebrate the holidays on Christmas Eve.

Oh, that reminds me. Merry Christmas, people!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CopShowGuy on December 24, 2010, 08:11:51 PM
And happy holidays to all!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 25, 2010, 03:51:47 AM
Quote from: "CopShowGuy"
And happy holidays to all!

Aye.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on December 29, 2010, 05:17:10 PM
I see that this expansion's almost done?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on December 29, 2010, 05:21:01 PM
The expansion was almost finished from the start.
Really, all they need are the Time Man and Oil Man weapons, stages, and skins.
Anything else is just kinda pointless...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on December 29, 2010, 06:11:19 PM
Done Oil Man's weapon, partly through stage... waiting on Ashley's Time Slow, really, then I can do Time Man's stage and we're pretty much finished.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Anonymous on December 30, 2010, 12:14:03 AM
i want to join laki in the testing fire man stage can i
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 30, 2010, 12:24:22 AM
If you have a Skype, yes.

We're currently only releasing Stage WADs to those on the team, or people we trust enough, over Skype.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Skye.EXE on December 30, 2010, 03:46:55 AM
Time Slow Vote: I Would say Time V1 And Weapon V1, it makes it more original  :)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Anonymous on December 30, 2010, 06:03:33 PM
Quote from: "Ashley"
If you have a Skype, yes.

We're currently only releasing Stage WADs to those on the team, or people we trust enough, over Skype.

 :(  I dont have skpe
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on December 30, 2010, 09:29:55 PM
Quote from: "Tynugent"
Quote from: "Ashley"
If you have a Skype, yes.

We're currently only releasing Stage WADs to those on the team, or people we trust enough, over Skype.

 :(  I dont have skpe

You could always get one! But if you cannot, I'm sorry. :x
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on January 02, 2011, 08:38:04 PM
Kind sirrah Myroc, you need to update the first post!

We've gotten PROGRESS done.

--Double post for progress?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 02, 2011, 08:43:13 PM
And I'm doing Time Slow now
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 02, 2011, 09:46:36 PM
Ah quit yer jibber-jabbering. Updated.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on January 03, 2011, 07:10:43 PM
Well shit. By the time I get here, nearly all the work's been done.

Yellow Devil, I promised you some "pretty pictures", so here they are! I present to you all... a blueprint of Time Man Clocktower!

(http://i544.photobucket.com/albums/hh355/smashbroplusb/8-Bit%20Deathmatch%20Blueprints/TimeManClocktower.jpg)

Tell me what you think! And if you have any questions, ask away.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 03, 2011, 07:13:47 PM
I'm not quite sure if we can do the gears...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 03, 2011, 07:38:32 PM
If we can invent some textures on the spot we could always make some conveyor belts and disguise them as gears.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 03, 2011, 07:39:41 PM
The command "carry" in DB2 only goes in the basic 4 directions, I could try making it go round but it'd be more hassle than it's worth.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on January 03, 2011, 07:46:50 PM
Oh... well, can we still do the vertical gear?

Maybe replace the round flat gears with some pistons that move up and down... I don't know, as long as it moves around! It's a clock tower, it's gotta have moving parts in it.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 03, 2011, 07:47:46 PM
Yes, we can do the vertical as long as people make the gear textures for me!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Jennifer on January 07, 2011, 01:02:29 PM
I'll do Iceman if ya want. *Fails at Making Gutsman's lifts D:*
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CutmanMike on January 07, 2011, 01:11:10 PM
Quote from: "Yellow Devil"
The command "carry" in DB2 only goes in the basic 4 directions, I could try making it go round but it'd be more hassle than it's worth.

I think in ACS you can set a sector to scroll in any direction you like. You'd have to create quite a few different sectors with different scrolling directions but it might be badass if you succeed! The problem is the texture on top, rotating textures is NOT easy.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 07, 2011, 03:10:24 PM
I'm just wondering if it'll be worth all the effort :/
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Jennifer on January 08, 2011, 01:11:47 PM
Could Someone Send me Iceman's MMPU decorate items? I'll need them to start. (Water pillars. Yay.)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on January 08, 2011, 08:44:13 PM
You should have Fire Pillars as well, since Iceman had Fire Pillars and Water Pillarz.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on January 09, 2011, 02:58:31 AM
Quote from: "Alucard"
You should have Fire Pillars as well, since Iceman had Fire Pillars and Water Pillarz.
i agree with this
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Jennifer on January 09, 2011, 03:28:55 AM
Still,Can I have the powered up Crud? >.>'
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on January 10, 2011, 09:40:20 PM
Quote from: "Yellow Devil"
I'm just wondering if it'll be worth all the effort :/

If CutmanMike approves, then it HAS to be good! *cheezy grin*
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MLDKF on January 12, 2011, 05:59:46 PM
So how long is it gonna take to finish this?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on January 12, 2011, 06:05:27 PM
It shouldn't take too much longer, really. Only thing we need to get done is stage gimmicks and the rest is a given.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: VyseTheLegend96 on January 12, 2011, 07:09:33 PM
Quote from: "Ashley"
It shouldn't take too much longer, really. Only thing we need to get done is stage gimmicks and the rest is a given.
is the guts man and elec man stages done?
so when do you think it will be done?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 12, 2011, 07:57:33 PM
I'm just here to inform that so far, no stage gimmicks have been coded. ">_> I'm contemplating skipping them entirely, but then most of you would probably be kind of disappointed after we said there will be new ones. If you'd like to code a stage gimmick for us, we'd appreciate it. ;)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on January 12, 2011, 09:14:24 PM
I'm not sure if you guys are still making Cut man and such stages, but if you aren't, you could just replace all of the textures with 8-bit powered up textures!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on January 13, 2011, 01:43:37 PM
YES.

I loved the woodsy look of Cutman's MMPU stage. The trees, the wooden stumps, the bright colorful look just seemed to fit the stage perfectly. Plus I loved Elecman's Tron-like neon city stage.

I'm voting YES to Korby.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ashley on January 13, 2011, 08:51:44 PM
Quote from: "Korby"
I'm not sure if you guys are still making Cut man and such stages, but if you aren't, you could just replace all of the textures with 8-bit powered up textures!

We're making them our own way. As far as original stage textures from MMPU go.. If nobody gets them for us, then it's staying the textures used in the normal stages in the official game.

Quote from: "SmashBroPlusB"
YES.

I loved the woodsy look of Cutman's MMPU stage. The trees, the wooden stumps, the bright colorful look just seemed to fit the stage perfectly. Plus I loved Elecman's Tron-like neon city stage.

I'm voting YES to Korby.

@Above

--Ideas are encouraged, but keep it simple.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Yuri Sakazaki on January 14, 2011, 12:32:23 AM
Quote from: "Ashley"
We're making them our own way. As far as original stage textures from MMPU go.. If nobody gets them for us, then it's staying the textures used in the normal stages in the official game.

As far as I remember, We are going to do MMPU tiles. Me and MrJ are working on them, but the progress with them has been quite slow, however.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on January 14, 2011, 06:00:25 PM
Apparenty, three stages are done... can we have some screenies? So everyone thinks this project is actually getting somewhere :geek:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Shooting Star on January 14, 2011, 06:16:01 PM
One question.

This levels will be like DeathMatch areas? Or levels like we must pass it and then kill boss?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 14, 2011, 06:21:39 PM
Quote from: "Shooting Star"
One question.

This levels will be like DeathMatch areas? Or levels like we must pass it and then kill boss?
Deathmatch maps. (Although a doom-like MM8BDM single player mode is a worthy idea in itself...)

As for the screenshots, I'll consider it. Might be a small while, though, since I'm currently revising MMPCUT.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 14, 2011, 06:23:09 PM
Shouldn't that be MMPUCUT?

That's what Oil and Time use.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 14, 2011, 06:28:12 PM
We're using MMP for the expansion map codes. Maybe I should have made a note of that in the first post, since Vyse also used MMPU for his maps. ">_>

So yeah, you might want to rename those to MMPTIM and MMPOIL.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MLDKF on January 15, 2011, 01:13:04 AM
How are Oil Slider and Time Slow working?

I know that last time we saw Oil Slider, it was screwing up. But how we'll Time Slow work? Will it work like turbo sphere with everything being purple?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on January 15, 2011, 06:28:24 AM
I started working on Sports Roll for you guys.
(http://i584.photobucket.com/albums/ss288/Mubarik1995/sportsrollediting2-1.png)
How is it?

I don't really want her to run like she does in her other skins.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 15, 2011, 10:11:22 AM
Quote from: "MLDKF"
How are Oil Slider and Time Slow working?

I know that last time we saw Oil Slider, it was screwing up. But how we'll Time Slow work? Will it work like turbo sphere with everything being purple?

I got Oil Slider working :)


Anyway Time Slow works oddly because of limitations, you fire diagonal clock hands and these slow enemies on hit
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 15, 2011, 01:21:48 PM
Quote from: "Yellow Devil"
Anyway Time Slow works oddly because of limitations, you fire diagonal clock hands and these slow enemies on hit
This is not quite what I had in mind, but it sounds like a brilliant weapon nonetheless.

Then again, slowing time gobally is, ironically enough, considerably harder than stopping time, atleast in Skulltag.

Quote from: "Kapus"
I started working on Sports Roll for you guys.
*snip*
How is it?

I don't really want her to run like she does in her other skins.
Neat. I'll include it if it's finished before this is.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on January 16, 2011, 12:38:14 AM
Ya know, I just had a thought about Oil Slider.  In Powered Up you could use it to surf across the surface of water.  I assume this behavior is not being replicated because of the difficulty and very limited usage?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on January 16, 2011, 09:54:45 AM
I'm done all the sprites!

(http://i584.photobucket.com/albums/ss288/Mubarik1995/sportsrollediting2-2.png)

Yeah, she doesn't run like the other Roll skins do.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: squidgy617 on January 17, 2011, 01:30:12 AM
Hey there. You guys can use my Roll outfits in this pack, alongside Kapus'. Here are the links:
Halloween Pack with Knight Roll: (image is download)
(http://img543.imageshack.us/img543/82/halloweenpreview.png) (http://www.mediafire.com/?962pdzt87st7vlj)

Holiday Pack with Christmas Roll:
Download (http://www.filefront.com/17661202/MegaHolidaySkins.zip)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on January 21, 2011, 07:36:51 PM
Does anyone have the fire pillar sprite? I can't seem to find it on the net.  I've checked Sprites inc etc but no luck.  I know I've seen it in some screen shots of weapon development.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Russel on January 21, 2011, 10:54:34 PM
Messastu, try looking here (http://www.spriters-resource.com/nes/mm/sheet/241)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on January 22, 2011, 03:42:09 PM
Dat be it, thank you!

Edit: Now have working Fire Pillars!  :D
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on January 22, 2011, 08:43:19 PM
Classic Roll is done.

(http://i584.photobucket.com/albums/ss288/Mubarik1995/classicrolltemplate.png)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 23, 2011, 12:20:16 PM
Here are some lovely Oil Man pictures!

(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: NitroBro on January 23, 2011, 02:05:43 PM
Whoa grey and white? Try using drill bomb's 192 for the outside colors
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 23, 2011, 02:06:01 PM
Looking good there, YD! I do look forward to the final result. ;)

Quote from: "BradeDude"
Whoa grey and white? Try using drill bomb's 192 for the outside colors

I actually kind of like the background gray. Fits the mood of an oil field and slight pollution.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 23, 2011, 02:07:26 PM
I just used the textures that were provided!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: NitroBro on January 23, 2011, 02:09:57 PM
Referring to wcolors the stage is good
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on January 23, 2011, 04:47:32 PM
Here. Have an aerial shot of MMPCUT.

(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 23, 2011, 05:07:55 PM
It seems to suffer the Alpha Cutman's disease of having too much height variation and not enough fighting space... maybe. Won't judge 'til tested.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Skye.EXE on January 24, 2011, 03:04:50 AM
Quote from: "Myroc"
Here. Have an aerial shot of MMPCUT.

(click to show/hide)
Interesting, The Left Really Brings Back Some Alpha Memories  :lol:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on January 25, 2011, 07:18:17 PM
Damn, Oil Man Stage looks sexy :p

I hope Time Man gets a clocktower, though. Even if there aren't any gears.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on January 25, 2011, 08:27:41 PM
Oil Man looks...Well, it looks symmetrical and it uses textures from Stone Man.

Plus, that dirt looks like crap, literally.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ivory on January 25, 2011, 08:30:47 PM
Oil Man is symmetrical, and looks far too open. And yeah, Stoneman textures.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on January 25, 2011, 10:06:13 PM
If you had played MMPU, you would know that dirt "crap" is how Capcom made 8-bit dirt look in Oil Man's "Old Style" Map Pack.

The dirt top looks nice. Maybe take away the dark bottoms of the other dirt tiles. Also, Stone Man FTW :p

EDIT: Damn, Touhou ninja'd.

EDIT AGAIN: And while saying I got ninja'd, YD goes and counter-ninja's me. :shock:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on January 25, 2011, 10:06:48 PM
The building is symmetrical but the outside isn't. Also I used Stone walls and floors because the only walls used in Oil's MMPU stage where the columns, and those looked terrible on a full wall. I didn't make the textures.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CopShowGuy on January 25, 2011, 10:23:59 PM
Maybe you can look through the endless stages I ripped for a good building material :mrgreen:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MLDKF on January 29, 2011, 05:31:02 AM
I liked the way Oil Man's stage looked. Also, I'm glad that for the Powered Up expansion, you're changing the weapon structure around.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: mrjnumber1 on February 01, 2011, 12:35:52 PM
Quote from: "Lakister"
Quote from: "Ashley"
We're making them our own way. As far as original stage textures from MMPU go.. If nobody gets them for us, then it's staying the textures used in the normal stages in the official game.

As far as I remember, We are going to do MMPU tiles. Me and MrJ are working on them, but the progress with them has been quite slow, however.
Yeah, cause this semester sucks a lot. <_<
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 02, 2011, 12:58:15 PM
Travis has given up on MMPICE and is now up for grabs to whoever wants to make it.

Edit: Too late! Messatsu grabbed it.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 06, 2011, 08:59:56 PM
Took me long enough, but here's Straw Roll!
(http://images3.wikia.nocookie.net/__cb20091016135626/megaman/images/9/93/StrawRoll.jpg)

(http://i584.photobucket.com/albums/ss288/Mubarik1995/StrawRolltemplate.png)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on February 06, 2011, 09:01:32 PM
shouldn't she be swinging it rather than just holding it out?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 06, 2011, 09:07:26 PM
Technically, yeah, but I can't have more than two firing frames!

So I just let her hold it out like she does wit her other weapons.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on February 06, 2011, 09:08:18 PM
More than two?

One held up, and use the one you have now as G.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 06, 2011, 09:09:36 PM
I think that might look a little clunky in game, but I'll see how it turns out.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 06, 2011, 09:30:39 PM
Looks like I was wrong!

(http://i584.photobucket.com/albums/ss288/Mubarik1995/StrawRolltemplate-1.png)

The swinging actually works quite well! Thanks for making me do that. Its good polish.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on February 06, 2011, 09:33:43 PM
Remember to do it with the rest of them!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 06, 2011, 10:05:07 PM
Speaking of which, you mind if you send me all the roll skins you've made for this expansion so we can make bots of them? Or you could even do it yourself if you so prefer.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 06, 2011, 10:21:16 PM
I planned to send you all the Roll skins once I was finished them all!

But I can send you the ones I've made so far if you want. I only have Rainy Day Roll and Sports Roll done(and classic Roll if you want to count that). Straw Roll just needs to be put into a pk3.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 08, 2011, 05:18:42 PM
Excuse my double post!

Straw Roll is done, so I went ahead and did Vacation Roll.
(http://i584.photobucket.com/albums/ss288/Mubarik1995/vacationrolltemplate.png)
Is this good?


Also, Ryuga Knight said that he already did Summer Roll. He was planning to release it during Easter. That's one less Roll for me to do!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on February 08, 2011, 05:19:21 PM
No swinging... again!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 08, 2011, 05:27:35 PM
I wanted her to "shoot" out of her parasol like she does with her umbrella in the Rainy Day Roll skin.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on February 08, 2011, 05:29:09 PM
Why don't you make it open and close as she's shooting?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 08, 2011, 05:31:25 PM
Sounds amusing. I'll give that a try.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 09, 2011, 02:28:48 AM
Done.

(http://i584.photobucket.com/albums/ss288/Mubarik1995/vacationrolltemplate-1.png)
Looks funny in animation.

All I need to do now is put this into a pk3, and then move on to Valentines Roll. Valentines day is right around the corner so I guess I might as well.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on February 09, 2011, 03:06:26 AM
That Vacation Roll skin is probably going to be the only skin that shows skin apart from the face and arms. And maybe the feet.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on February 09, 2011, 04:17:21 AM
Quote from: "Myroc"
Travis has given up on MMPICE and is now up for grabs to whoever wants to make it.

Edit: Too late! Messatsu grabbed it.

And Messatsu's finished with it  :mrgreen:

Save for tweaking and few other items once they're completed.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: squidgy617 on February 11, 2011, 03:30:35 AM
BTW, use my knight Roll and Christmas Roll. Kapus isn't making those two.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 21, 2011, 02:53:11 PM
People of Cutstuff! We require your aid in matter that we can't make up our mind about. Since you are the one's who will use this pack (hopefully), we figured it was best to put it out for a public vote.

The subject matter is about music. We're contemplating whether or not we should use the original 8-bit music for all the stages, plus 8-bit remixes of Time Man and Oil Man (plus a secret theme...), or if we should instead use the non-8-bit PSP versions of the theme. The latter is quite good, although it does feel somewhat out of place.

Here are some comparisons:

Cut Man (http://www.youtube.com/watch?v=bZc0qrEzwiw) - Powered Up (http://www.youtube.com/watch?v=bal-qWOxcY0)
Fire Man (http://www.youtube.com/watch?v=kIHh0no7pVs) - Powered Up (http://www.youtube.com/watch?v=zJNWLwFIhiA)
Elec Man (http://www.youtube.com/watch?v=Ns0NSzqnjvA) - Powered Up (http://www.youtube.com/watch?v=-42u5_N-OqM)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on February 21, 2011, 03:31:08 PM
Use the PSP versions.

They kick ass, and I have no shame of listening to non-8bit music.

COUGHCOUGHTHESESONGSCOUGH
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on February 21, 2011, 05:25:48 PM
Use the PSP songs!

Also, I'd lol if you used the Construction Theme somewhere.

.....
I just got an idea.

A Construction Mode stage. It could have elements from every stage, like Oil Pits, Fire Traps, Guts Lifts... and contains all the PU weapons.


It probably won't happen, but--
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MagnetMan497 on February 21, 2011, 07:29:25 PM
Mega Man 8 BIT Deathmatch.

That's my answer.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on February 21, 2011, 08:00:45 PM
Quote from: "MagnetMan497"
Mega Man 8 BIT Deathmatch.

That's my answer.

Buuuuuuuut some 8-bit musics were better than the others... Compare Final Fantasy I and III
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 21, 2011, 10:09:51 PM
Quote from: "LlamaHombre"
Use the PSP versions.

They kick ass, and I have no shame of listening to non-8bit music.

COUGHCOUGHTHESESONGSCOUGH
(click to show/hide)

This. I mean, I know its Megaman 8-bit deathmatch and all, but I REALLY like the PU songs. Besides, it'd make the levels feel more unique.

You can use the original 8 bit tunes if you want, though. I mean, I have a PU music pack so I can just change the music whenever I want.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 21, 2011, 11:06:33 PM
Yeah, I should probably mention that as well. We will include both the 8-bit version and the powered up version of all themes in this expansion. This poll only determines which music will be the default for the stages.

Edit: Now with actual poll!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Mr. X on February 21, 2011, 11:47:02 PM
Ordinarily, I'm all 8-bit, but if you're going to have 8-bit music in this pack, the first six robot master stages would be nothing more than yet another version of their maps.  They're already too similar as it stands.  Go the PSP route.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on February 22, 2011, 12:22:23 AM
I like Timeman and Fireman's PSP theme, I say go there for defaults.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on February 22, 2011, 01:13:23 PM
PSP is winning 13 to 4 :ugeek:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CopShowGuy on February 23, 2011, 12:15:56 AM
I also say use the PSP music.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: sipfried on February 23, 2011, 02:34:32 PM
wow you pritty far
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 23, 2011, 02:38:21 PM
Indeed we are! Time Man and Oil Man's stages are nearing completion, apart from that, the only thing we need are the weapons and some final tweaking, then this pack is pretty much good to go!

And it seems we're doing the PSP soundtrack then (which is a shame, since I actually preferred 8-bit but ah well. What can you do.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on February 23, 2011, 03:06:09 PM
Quote from: "Myroc"
... What can you do.
Dont' have Messatsu in your project.  That jerk ruins everything!  :mrgreen:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: sipfried on February 23, 2011, 03:10:12 PM
dont use me i am a big noob
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kenkoru on February 23, 2011, 04:56:03 PM
I have a question. If there are any answers besides something like, "It'd be more work" or "It would delay the expansion release", may I ask why we don't have skins in the Powered Up chibi style? I think those would be fun. :0
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on February 23, 2011, 05:10:04 PM
Quote from: "Kenkoru"
I have a question. If there are any answers besides something like, "It'd be more work" or "It would delay the expansion release", may I ask why we don't have skins in the Powered Up chibi style? I think those would be fun. :0

We already have the skins done for the most part, and 8-bit chibi for Megaman...not really a good mix.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 23, 2011, 05:11:01 PM
Quote from: "Alucard"
Quote from: "Kenkoru"
I have a question. If there are any answers besides something like, "It'd be more work" or "It would delay the expansion release", may I ask why we don't have skins in the Powered Up chibi style? I think those would be fun. :0

We already have the skins done for the most part, and 8-bit chibi for Megaman...not really a good mix.
Since when are you on the Powered Up expansion team?

Anyway, we haven't thought of it! I myself think that the original sprites are okay as they are, though. It is, however a neat idea, and if one were to supply those, we probably will sneak them in.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on February 23, 2011, 05:16:16 PM
Quote from: "Myroc"
Quote from: "Alucard"
Quote from: "Kenkoru"
I have a question. If there are any answers besides something like, "It'd be more work" or "It would delay the expansion release", may I ask why we don't have skins in the Powered Up chibi style? I think those would be fun. :0

We already have the skins done for the most part, and 8-bit chibi for Megaman...not really a good mix.
Since when are you on the Powered Up expansion team?

Anyway, we haven't thought of it! I myself think that the original sprites are okay as they are, though. It is, however a neat idea, and if one were to supply those, we probably will sneak them in.

Well, you know what I mean by "we" ...but I'm not a spriter, so...I can't exactly make them.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 23, 2011, 08:40:28 PM
I think making the 8-bit sprites any more "chibi" than they already are would be difficult.

But if you can, then go ahead.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Ivory on February 23, 2011, 08:41:44 PM
I don't think it would work too well. MMPU had it's own style that allowed the chibi look to work brilliantly. NES Megaman games? Not so much.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on February 23, 2011, 08:51:57 PM
How about you just work on getting the weps and such done before adding things that may not even work...?

Stop begging for stuff, selfish people! You're stalling progress :ugeek:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on February 23, 2011, 10:17:00 PM
Weapons will take forever, they just don't work in skulltag.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on February 25, 2011, 10:46:11 PM
Time Man WIP Screenshots:
(click to show/hide)

Textures are not aligned yet.
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on February 26, 2011, 12:17:29 AM
Speaking of WIPs...
(http://i52.tinypic.com/r1wvaa.png)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Mr. X on February 26, 2011, 12:57:21 AM
That...doesn't look much different than the original.  I just don't think it's truly possible to do PU in 8-bit style.  Also, the Time Man textures aren't remotely 8-bit, unless you're not going for 8-bit anymore.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on February 26, 2011, 01:03:21 AM
The Ice Man I made is actually the Genesis version, turned 8-bit.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Blaze Yeager on February 26, 2011, 01:06:30 AM
Quote from: "Mr. X"
That...doesn't look much different than the original.  I just don't think it's truly possible to do PU in 8-bit style.  Also, the Time Man textures aren't remotely 8-bit, unless you're not going for 8-bit anymore.
Blame him using OpenGL and using a Filter to make the texture look like that
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on February 26, 2011, 02:32:56 AM
Quote from: "Mr. X"
That...doesn't look much different than the original.  I just don't think it's truly possible to do PU in 8-bit style.  Also, the Time Man textures aren't remotely 8-bit, unless you're not going for 8-bit anymore.
You failed horribly to NOT notice that he plays using OpenGl with filters
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 26, 2011, 01:11:35 PM
You know what? Have some screenies.

MMPFIR
(click to show/hide)

MMPCUT
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: FCx on February 26, 2011, 02:30:44 PM
Why don't try add both musics (8-bits and psp musics)?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on February 26, 2011, 02:31:46 PM
Like, make two copies of the same map, one with PSP music, one with 8-bit music?

If so, that's not a bad idea.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on February 26, 2011, 02:34:05 PM
Someone needs to read more carefully.

We will distribute both the PSP music, and the 8-bit versions in this pack. This poll only determines which music will be the default for the stages.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on February 26, 2011, 02:36:53 PM
Ah. I didn't understand that until now, oops.  :?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Galaxy Sisbro on February 26, 2011, 10:49:45 PM
I really want to join this server. So bad i am spanish and quite frankly i suck at english. How bad  :ugeek:

There isn't any mode to get it without skype? :/
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MagnetMan497 on February 26, 2011, 11:21:28 PM
the skype thread has been dead for a while. They distributed it some other way
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Galaxy Sisbro on February 26, 2011, 11:30:35 PM
MMM i think via PM.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 26, 2011, 11:37:38 PM
Quote from: "MagnetMan497"
the skype thread has been dead for a while. They distributed it some other way
Just because the topic is dead doesn't mean they don't talk on Skype.

They're on Skype all the time.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Galaxy Sisbro on February 26, 2011, 11:41:32 PM
Bad notice for me. Well, now i have to deal with it.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on February 27, 2011, 08:04:50 AM
Valentines Roll is late. REALLY late.


I finally decided to stop neglecting the Roll skins(I only have 2 more to make!) so I got started on Valentines Roll

(http://i584.photobucket.com/albums/ss288/Mubarik1995/valentinesrollexample.png)

A little problem, though.. Valentines Roll apparently attacks with a "box of chocolates." I don't know how I would implement that into a sprite and make it work. Would you mind if she instead attacked with a regular Megabuster? Some of the other Roll skins already do that.
Title: Ooh!
Post by: Kenkoru on February 27, 2011, 08:32:22 AM
Ooh! Make her open the box and make the shots come out from there!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 01, 2011, 04:02:02 PM
Progress.
(http://i584.photobucket.com/albums/ss288/Mubarik1995/ValentinesRolltemplate.png)

I'm doing the firing frames last because they'll probably be complicated.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 05, 2011, 04:59:51 PM
How's this for the firing frame?

(http://i584.photobucket.com/albums/ss288/Mubarik1995/vrollfire.png)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 05, 2011, 05:15:18 PM
Good, but it needs to be heart shaped.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on March 05, 2011, 05:44:45 PM
I was unaware chocolate boxes had handles. Perhaps have her hold it horizontally with both hands, one on lid and one on bottom, and have her open it in a fashion similar to Pac-Man(Bottom and Top are equally diagonal) and have her shoot out of that?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 05, 2011, 05:58:40 PM
Disregard that last post. I GREATLY misinterpreted the box of chocolates. Its Heart Shaped, not oval shaped. Also, it doesn't have a handle.

Here's the fixed version.

(http://i584.photobucket.com/albums/ss288/Mubarik1995/vrollfire-1.png)

I could try your idea, Korby, but I don't think anyone would be able to tell it was heart shaped..
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 05, 2011, 07:05:49 PM
To be quite honest, I think it would look better if she just whacked people with it, like the rest of the Rolls.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 05, 2011, 07:09:33 PM
As you wish.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kenkoru on March 05, 2011, 08:57:09 PM
Quote from: "Korby"
I was unaware chocolate boxes had handles. Perhaps have her hold it horizontally with both hands, one on lid and one on bottom, and have her open it in a fashion similar to Pac-Man(Bottom and Top are equally diagonal) and have her shoot out of that?

^^This was what I was suggesting before. I need to clarify more often.
But yeah, whacking is perfect.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 06, 2011, 07:45:00 AM
All sprites are done

(http://i584.photobucket.com/albums/ss288/Mubarik1995/ValentinesRolltemplate-1.png)



(http://i584.photobucket.com/albums/ss288/Mubarik1995/ValentinesRollcolor.png)
Would this be a good color scheme?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 06, 2011, 09:33:11 AM
That looks awesome.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 06, 2011, 09:37:40 AM
Okay then! I'll have it in a pk3 by morning.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 07, 2011, 04:12:28 PM
What's this? A progress report? On something that isn't a map for a change?

(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 07, 2011, 04:24:46 PM
What about Oil Slider? Anything going on with that?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on March 07, 2011, 04:28:30 PM
I should probably redo Oil at some point, it was the second custom weapon ever after Blade's fire flower before the template was released
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CopShowGuy on March 07, 2011, 06:02:57 PM
Maps!  Now that's what I like to see!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on March 07, 2011, 06:09:24 PM
So, let me get this straight... all you need is to finish the Time Man and Oil Man stages, and to get Mikey to fix Oil Slider, and then you're done?

GET TO IT ALREADY Could you post a video (or two) of Time Slow and maybe one or two of the new stages?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 07, 2011, 06:24:43 PM
I don't have a youtube account, and I don't plan to get one for such a trivial matter, but I might intimidate Lakister to do it.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 07, 2011, 06:26:16 PM
I have a YouTube account...maybe you can send me the videos and I'll upload them?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on March 07, 2011, 06:54:24 PM
Quote from: "Yellow Devil"
I should probably redo Oil at some point, it was the second custom weapon ever after Blade's fire flower before the template was released
Technically, my unreleased Slingshot was the second, but...

Looks cool, Myroc. Will it have more than just the green bricks?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on March 07, 2011, 07:03:46 PM
Quote from: "Korby"
...Will it have more than just the green bricks?
Maybe  :geek:
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on March 07, 2011, 07:06:30 PM
Does it have pendulums? Gears? Windows? Clocks?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 07, 2011, 07:48:05 PM
Quote from: "Yellow Devil"
Clocks?

His stage is a clock, not to mention it's just begging to be an excuse to say:

"Yo dwag I herd u liek clocks so I put some clocks in your clock so you can tell time while you tell time!"

...seriously.

But as for the others, Myroc most likely doesn't want to spoil the entire stage in public.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 07, 2011, 07:51:06 PM
It does not have pendulums or any similar gadgets (yet), but we do have a certain other, original gimmick. That's all I will reveal...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on March 07, 2011, 08:40:07 PM
Quick 1 min video of a botmatch in DW2 Powered Up.
http://www.youtube.com/watch?v=VFLGRm7Isu4
(click to show/hide)
(That's NOT a 1up)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on March 07, 2011, 08:48:21 PM
I want to play this... I really do.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: sipfried on March 08, 2011, 08:35:21 PM
i want this really no joke its COOL
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on March 09, 2011, 01:41:37 PM
I'm glad that you posted that YouTube vid, I really am.

Not only have you given Deathmatch fans gigantic nerd boners in eager anticipation for this project... but I noticed a typo. :p

Time Slow's obituary is something along the lines of "Jake slowed in time by Finn's Time Slow". Shouldn't it be "Jake was slowed in time by Finn's Time Slow"? Or better yet, "Jake went back to the future with Finn's Time Slow".
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 09, 2011, 03:42:38 PM
This has already been spotted and dealt with. We hoped no one would notice.

>_>

<_<
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Shade Guy on March 11, 2011, 05:42:33 AM
Poisonally, I think you should go with the back to the future reference. Everyone loves not-so subtle references to old movies.

Right?

Intentional spelling error
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 11, 2011, 09:43:06 PM
Poisonally, I prefer the air!

Yeah, I agree with Shade Guy. I find it funny.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: mrjnumber1 on March 14, 2011, 03:48:24 AM
There Will Be Movie References.

Even that text is, kind of.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Yuri Sakazaki on March 24, 2011, 07:26:36 AM
Now this is a video I should have gotten done weeks ago, pah.

(click to show/hide)

So yeah, finally got that demo video done and it contains everything you need to know about the Time Slow  :ugeek:

Oh and a peek at MMPDW1 by Vyse
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: 305 Man on March 26, 2011, 12:33:10 PM
ZOMG Only 1 Map and 1 Weapons and that pack done ! I really want to try the Oil Slider !!!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 26, 2011, 12:53:03 PM
All the weapons are finished, and most of the maps are too. We just need to do even more playtesting on the maps and some additional secret content and we're pretty much good to go.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on March 26, 2011, 05:31:14 PM
Wait...A fan expansion that's going to be FINISHED?!

BLASPHEMY. I AM CLOSING THIS TOPIC RIGHT NOW. Actually, not even that would do anything.

Sweet. Good to see at least one getting done around here.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 26, 2011, 05:35:28 PM
Once the testing is done, and Orangemario's map is guaranteed to be done, the Expansion is most likely gonna be released! *fsjal*
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 27, 2011, 12:00:43 AM
Quote from: "Korby"
Wait...A fan expansion that's going to be FINISHED?!
For the record, I really think the Kirby's Adventure expansion has something going for it.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MagnetMan497 on March 27, 2011, 01:52:27 AM
If I get off my lazy ass and get some work done.

Going back to school Monday doesn't help. I reckon it should be done round the summer.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on March 27, 2011, 03:05:55 AM
Quote from: "Myroc"
All the weapons are finished.

OIL SLIDER VIDEO. NOOOOOOOOWWWWWWW.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: 305 Man on March 27, 2011, 09:56:23 AM
I can't wait for trying the Oil slider ! I want to try that NOW !!!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 27, 2011, 10:37:39 AM
Oil Slider is fun (I've played around with it) but I think I like Time Slow more.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: sipfried on March 27, 2011, 01:30:35 PM
wow only test and its done all OMG i think its a HIT
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: 305 Man on March 27, 2011, 04:08:57 PM
I wish the test be quick, i can't wait !
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CHAOS_FANTAZY on March 30, 2011, 10:15:09 PM
I hate to give you more work to do, BUT you said you were pretty much done, SOOOO...
Could you PLEASE give the Masters a sound clip from their script to have as a taunt?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 30, 2011, 10:18:17 PM
Quote from: "CHAOS_FANTAZY"
I hate to give you more work to do, BUT you said you were pretty much done, SOOOO...
Could you PLEASE give the Masters a sound clip from their script to have as a taunt?

But, Chaos, that would mean making skins that already exist, just with a taunt will just be edits of the original skins....if it can even be counted as that.

Not to mention that would further delay the release.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CHAOS_FANTAZY on March 31, 2011, 12:35:02 AM
Quote from: "Alucard"
Quote from: "CHAOS_FANTAZY"
Not to mention that would further delay the release.

> Pretty much saying that we're waiting for one guy to finish his work
> Talking about delays

I could understand if you guys are tired on this, but I really didn't think what I asked would be so hard to do.  Would it not take no more than a few minutes?  Seems the hardest part--to me--would be finding the desired voice clip online.
Also, if two skins are given the same name, one is considered "dominant," and takes the spot of that skin, and the other "recessive," and it is duplicated under the name of "Skin(insert number here)."  I honestly think it's something that should be in the main game's programming, but--if people like their tauntless bots--we could, theoretically, find a way for the taunt bots to appear in the place of the non-taunting bots, right?
((INB4SOMEONETELLSMETODOITMYSELF))
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 31, 2011, 01:12:05 AM
As much as I love hearing Fire Man shout "FIRE!", I think adding voice clip taunts would only end up being obnoxious. Just look at Shadow the Hedgehog and Darkwing Duck.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on March 31, 2011, 08:35:24 AM
Quote from: "CHAOS_FANTAZY"
((INB4SOMEONETELLSMETODOITMYSELF))
No really. Do it yourself. I love the Robot Master dialog from Powered Up as much as the next guy, but taunts are ludicrously annoying.

(Not to mention they're only found on custom skins, and you all know my stance on that.)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on March 31, 2011, 01:54:14 PM
SUCCESS!

(http://i584.photobucket.com/albums/ss288/Mubarik1995/Screenshot_Doom_20110331_083327.png)

Yeah, I took forever with Halloween Roll. Sorry about that.

Next I'll finish Ninja Roll and Alley Cat Roll. I may or may not have to make a Summer Roll skin, seeing how Ryuga already did that. I'll have to wait and see what his version looks like.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 31, 2011, 07:44:44 PM
Quote from: "Kapus"
*snip, but it has to do with the Halloween Roll skin*

My first impression on this was:
(click to show/hide)

My second impression was:

(click to show/hide)

Third impression...Well, just look at impressions 1 and 2.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on March 31, 2011, 08:53:11 PM
Quote from: "Kapus"
SUCCESS!

(http://i584.photobucket.com/albums/ss288/Mubarik1995/Screenshot_Doom_20110331_083327.png)

Yeah, I took forever with Halloween Roll. Sorry about that.

Next I'll finish Ninja Roll and Alley Cat Roll. I may or may not have to make a Summer Roll skin, seeing how Ryuga already did that. I'll have to wait and see what his version looks like.
For some stupid reason, I thought of Classic Marisa Kirisame.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 31, 2011, 09:03:53 PM
Quote from: "tsukiyomaru0"
For some stupid reason, I thought of Classic Marisa Kirisame.

Yeah, that was my 4th thought.

Also, it's PC-98 Marisa, not Classic Marisa. Just pointing it out. PC-98 was an important era, since it had Shinki and Yumeko, who (obviously) inspired the Sakuya and Remilia pair. However, Yumeko does not wear chest pads. Only Sakuya does.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Mr. X on March 31, 2011, 09:18:10 PM
I know this is a bit off topic but do you really have to both quote the post directly above you AND re-post the image every single time?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on March 31, 2011, 09:28:52 PM
...You're right, Mr. X, I could edit the pictures out...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Mr. X on March 31, 2011, 09:30:14 PM
Thank you.  It seems silly to me to have to scroll past the same image 4 times for no good reason.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: mrjnumber1 on April 04, 2011, 06:24:39 AM
Well, we've been testing the maps all the way throughout the process.

Currently, there's a lot of work being done to perfect and *tweak* the maps such that they'll be more pleasing to play and be immersed in. It might seem like a pointless step, but it's honestly the most important. Everything must be placed such that, if removed, then the entire map is ruined.

(which is funny, because the version afterward will require this step being re-done!)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on April 05, 2011, 08:08:46 PM
Warning: Image Heavy

(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on April 05, 2011, 08:29:03 PM
I just love those cropped screenshots.

I can't wait until this is done. Then Messatsu can host it with DM/Roboezna.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on April 05, 2011, 08:46:46 PM
Quote from: "Kapus"
I just love those cropped screenshots.
Thanks.

Quote from: "Kapus"
I can't wait until this is done.
Double thanks.

Quote from: "Kapus"
Then Messatsu can host it with DM/Roboezna.
Un-thanks.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Mr. X on April 05, 2011, 08:49:39 PM
As far as I can tell from the screenshots, those maps should be great fun.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on April 05, 2011, 08:49:53 PM
Damn, OilMan's stage looks sexy. :cool:

I love all of the stages you guys made. They all look very varied and fun to play on, especially with the new weapons! I honestly can't wait, I'm eager for the pack's release!

Question: when this is finally published, will you be making promotional Time Man and Oil Man classes? Yellow Devil helped with your project (I think he made the OilMan stage, if I remember correctly) so it would be cool to have these guys playable in his project.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on April 05, 2011, 08:51:26 PM
As an active playtester, I can tell you that these stages are very fun to play on.





Quote from: "Myroc"
Quote from: "Kapus"
Then Messatsu can host it with DM/Roboezna.
Un-thanks.
What's so bad about hosting it with DM/Roboenza?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on April 05, 2011, 08:57:38 PM
Kapus, lemme put it in perspective.

Finn: "Alright, I'm in the mood for 8-Bit Deathmatch."
[Launches DoomSeeker]
Finn: "Let's see.... ah! Someone's hosting the MMPU pack!"
Jake: "Ooh, really? Dude, join the server!"
[joins server]
[sees it's roboenza]
Finn: "..."
Jake: "..."
Finn: "FUCK THIS"
[raegquit]


... Yeah, as much as you (and anyone else) may like roboenza, the fact is, it's overplayed, and roboenza doesn't let you screw around with the cool new weapons.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on April 05, 2011, 09:00:07 PM
Quote from: "SmashBroPlusB"
Question: when this is finally published, will you be making promotional Time Man and Oil Man classes? Yellow Devil helped with your project (I think he made the OilMan stage, if I remember correctly) so it would be cool to have these guys playable in his project.
I asked YD if he was ever going to give a class to Oil Man and Time Man once this was released, upon which he said no.

Guess we'll just have to make them ourselves!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on April 05, 2011, 09:01:36 PM
Quote from: "SmashBroPlusB"
Kapus, lemme put it in perspective.

Finn: "Alright, I'm in the mood for 8-Bit Deathmatch."
[Launches DoomSeeker]
Finn: "Let's see.... ah! Someone's hosting the MMPU pack!"
Jake: "Ooh, really? Dude, join the server!"
[joins server]
[sees it's roboenza]
Finn: "..."
Jake: "..."
Finn: "FUCK THIS"
[raegquit]


... Yeah, as much as you (and anyone else) may like roboenza, the fact is, it's overplayed, and roboenza doesn't let you screw around with the cool new weapons.

..And? So what if there are people who don't like roboenza? If they don't like it, they can go play on the DM server that is hosting the same expansion. I don't see your point.



Roboenza isn't even that overplayed, anyway.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Max on April 05, 2011, 09:10:48 PM
Quote from: "Myroc"
Quote from: "SmashBroPlusB"
Question: when this is finally published, will you be making promotional Time Man and Oil Man classes? Yellow Devil helped with your project (I think he made the OilMan stage, if I remember correctly) so it would be cool to have these guys playable in his project.
I asked YD if he was ever going to give a class to Oil Man and Time Man once this was released, upon which he said no.

Guess we'll just have to make them ourselves!

Hey hey hey I said I wouldn't make them for the main mod! If this still isn't released by the time I get back I will make you guys classes!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on April 05, 2011, 09:13:05 PM
Erm... who now?

Are the classes going to be in YD's classes patch, or the MMPU patch? Because if it's in the MMPU patch, I can imagine lots of people trolling as TimeMan... :lol:

TimeMan: "TIME to finish this!" *Time Slow*
Everyone Else: "Oh my god will you STOP doing that!?"
OilMan: "Tell me about it!"
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: mrjnumber1 on April 05, 2011, 09:27:53 PM
You guys are silly. We all know that it's a gimmick. MMPU, coming soon!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Russel on April 06, 2011, 12:53:04 AM
Quote from: "Kapus"
Quote from: "SmashBroPlusB"
Kapus, lemme put it in perspective.

Finn: "Alright, I'm in the mood for 8-Bit Deathmatch."
[Launches DoomSeeker]
Finn: "Let's see.... ah! Someone's hosting the MMPU pack!"
Jake: "Ooh, really? Dude, join the server!"
[joins server]
[sees it's roboenza]
Finn: "..."
Jake: "..."
Finn: "FUCK THIS"
[raegquit]


... Yeah, as much as you (and anyone else) may like roboenza, the fact is, it's overplayed, and roboenza doesn't let you screw around with the cool new weapons.

..And? So what if there are people who don't like roboenza? If they don't like it, they can go play on the DM server that is hosting the same expansion. I don't see your point.



Roboenza isn't even that overplayed, anyway.

And it is possible to play Roboenza using those weapons, it just requires a tad of extra code to enable them in LMS, I did this with my custom weapons, it was pretty easy
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on April 06, 2011, 07:12:36 AM
Quote from: "Lego"
And it is possible to play Roboenza using those weapons, it just requires a tad of extra code to enable them in LMS, I did this with my custom weapons, it was pretty easy
This has already been taken care of really. The expansion pk3 automatically adds Oil Slider and Time Slow* to the LMS rotation.

*Maybe. We haven't decided yet.

We also do not plan to include Oil Man and Time Man classes for the initial release, but we'll probably make them later as a separate pk3 which you add to the classes mod and the Powered Up expansion.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on April 07, 2011, 05:16:37 PM
Oil slider wheeee!!!
(click to show/hide)

*Yes, Open GL Filtering FTW! (Triliniear + HQN4X filtering creates the smooth look)
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on April 07, 2011, 05:25:38 PM
I noticed this earlier in the Time Slow promotional video and was going to ask, but I forgot... then I saw the Oil Slider picture and HAD TO ASK.

How did you get your game to look like pastel watercolors like that? :lol: THE EDGES ARE ALL ROUNDED
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on April 07, 2011, 05:27:02 PM
Its an option in OpenGL mode. I forgot what it was called.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on April 07, 2011, 08:39:01 PM
Eew, Open GL edge smoothering!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MLDKF on May 06, 2011, 03:18:57 PM
So, what's keeping so long for this to be released?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: CopShowGuy on May 07, 2011, 12:18:55 AM
Same thing as nearly all of the other expansions, I guess.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MagnetMan497 on May 07, 2011, 01:04:19 AM
We're fixing minor issues. Be patient. Expect a soon release.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on May 07, 2011, 01:22:32 AM
"We're"? I wasn't aware you were part of this expansion.

Anyways, the list of things to do are as follows:

Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MagnetMan497 on May 07, 2011, 01:30:16 AM
^I'm not working on anything, but I have tested.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: tsukiyomaru0 on May 07, 2011, 01:30:53 AM
Quote from: "Kapus"
"We're"? I wasn't aware you were part of this expansion.

Anyways, the list of things to do are as follows:

    Finish Roll skins. Ninja, Alley Cat and Summer are all that is left.
     Finish FC Time Man skin
     Finish DW2
     Finish a little bonus we're adding to the expansion. (I'm not allowed to tell what it is!)
     Release, unless I forgot something.
I feel it'll take a good while...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on May 07, 2011, 01:32:58 AM
Quote from: "Kapus"
"We're"? I wasn't aware you were part of this expansion.

Anyways, the list of things to do are as follows:

    Finish Roll skins. Ninja, Alley Cat and Summer are all that is left.
     Finish FC Time Man skin
     Finish DW2
     Finish a little bonus we're adding to the expansion. (I'm not allowed to tell what it is!)
     Release, unless I forgot something.

Quote from: "Kapus"
[*]Finish Roll skins. Ninja, Alley Cat and Summer are all that is left.

Quote from: "Kapus"
Ninja and Alley Cat Roll.

*screwing the W.A.F.* Weren't Ninja and Alley Cat made by Ryuga_Knight? I coulda sworn...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on May 07, 2011, 01:41:27 AM
Kapus is making them better.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on May 07, 2011, 02:05:19 AM
So Kapus is just improving them?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kenkoru on May 07, 2011, 02:16:25 AM
He's polishing them, yes.
(click to show/hide)
Looking forward to that Ninja Roll. [insert witty sushi-related pun here]
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Alucard on May 07, 2011, 02:21:39 AM
Quote from: "Kenkoru"
[insert witty sushi-related pun here]

So you mean your hopes are SUSHI looks good?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on May 07, 2011, 05:16:19 AM
Summer Roll was also done by Ryuga Knight. He released it in the Easter Pack.

I'm redoing it for the same reason as the others.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MLDKF on May 07, 2011, 05:22:22 AM
Great, more Roll adorableness.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on May 07, 2011, 09:39:52 AM

Seeing as the Roll skins were pretty much a "sure why not", they are pretty much optional. If they're finished before the rest is, sure, but the above two are the only things that are necessary for release.

And DW2 was finished I believe.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on May 09, 2011, 12:30:31 AM
Then I'd better finish those skins ASAP!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Messatsu on May 11, 2011, 07:36:01 PM
Little teaser video for ya all.  Enjoy.
Keep in mind, things are still subject to change.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Hallan Parva on May 11, 2011, 07:53:59 PM
So Oil Slider's droplet is basically a weaker yet non-fading Flame Blast, and the jetski of power Oil Slider itself is basically the lovechild of Star Crash and a nonstop Charge Kick thrust?

SWEEEEEEEEEET. :cool:


EDIT:

Charge Buster looks like an OHKO... isn't that Atomic Fire's job?

GutsMan Stage looks sexy. Normally lots of bridges makes me go "aww man" but you made it work. Good job.

OilMan Stage gave me a raging retro boner when the oil lit up on fire. :D

Besides Flame Blast, can other fire weapons (namely Fire Storm in the video) light the oil?

My raging retro boner doubled in size when I saw FireMan Stage's fire traps. :mrgreen:

In Wily PU Stage 2, there was Oil Slider and water... can you slide on the water like in PU?

I like how you used existing weapons in the maps and didn't make them MMPU weapons only.

I hate to say it Mess, but these maps easily outclass the CSCM pack maps... hehehehe.

Oh, is the expansion going to add Time/Oil/Charge to the LMS rotation?

And regarding the above question, would you add Time/Oil to the RageRobo rotation as well?

If you're afraid of compatibility problems with RageRobo, then maybe a separate "Powered Up Rage" version?
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Yuri Sakazaki on May 11, 2011, 08:21:43 PM
Charge Buster actually isn't OHKO, I believe the bots had low health when he shot them.

Oil/Time/Charge is added to the LMS rotation.

And as for the Oil Slider, it can slide on death water but not in deep water  :ugeek:
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: 305 Man on May 11, 2011, 08:59:01 PM
OMG We really need to know the release date quickly !
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on May 11, 2011, 09:18:25 PM
Soon.

I loved that trailer so much.

Nice to know I was a SLIGHT part in testing!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on May 11, 2011, 09:21:19 PM
Congratulations. You'll probably release before MM7.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: LlamaHombre on May 11, 2011, 09:23:41 PM
Or you could release side-by-side and get twice the attention than you normally would
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MagnetMan497 on May 11, 2011, 10:15:06 PM
Oil is only lit by Flame, yeah.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Magnet Dood on May 16, 2011, 02:55:40 AM
So... has it already been released? Seems like everything is done.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on May 16, 2011, 07:23:53 AM
It has not yet been released, since we're just awaiting a few minor things. Hell, I'm half-contemplating releasing it without them.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on May 16, 2011, 07:38:13 AM
I predict that we will make a release in the next couple of weeks or so.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: pokepan on June 04, 2011, 04:03:25 AM
when will it come out? its been more than half a year...
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on June 04, 2011, 04:31:23 AM
Probably Monday, actually! We are very close to finishing right now. Just two more things to do, and both of them are more than half way done!


Stay Tuned!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Jc494 on June 04, 2011, 10:31:45 AM
Quote from: "Kapus"
Probably Monday, actually! We are very close to finishing right now. Just two more things to do, and both of them are more than half way done!


Stay Tuned!

Great, now don't pull a DTD on us and release it on the 13th. (In case you don't know, DTD said he'd release his hub map on a Monday, but then claimed he needed more time and decided to release the Monday after. )
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on June 04, 2011, 10:53:19 AM
I'll just make this clear, Monday isn't a definite release date. Seeing as the only thing left to do is to get a clear permission from one of our mappers to use an altered version of his stage, we probably will release it before then.

Seeing as everyone else in the team likes the altered version more, it should be quick to get an answer from him.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Korby on June 04, 2011, 11:43:07 PM
Quote from: "pokepan"
when will it come out? its been more than half a year...
Just letting you know, things like these take a long time to make!
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Tesseractal on June 05, 2011, 04:32:41 AM
Quote from: "Korby"
Quote from: "pokepan"
when will it come out? its been more than half a year...
Just letting you know, things like these take a long time to make!

And also the game is 100% playable as it is now, the trailer in Messatsu's post being proof. Do people actually doubt the validity of this expansion? It's real, it's playable, and it's coming very soon.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Kapus on June 05, 2011, 04:47:41 AM
Coming tomorrow, actually.

Keep your hats on.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: MagnetMan497 on June 05, 2011, 12:34:16 PM
I can assure you all will enjoy this.
Title: Re: [EXPANSION] Mega Man Powered Up
Post by: Myroc on June 05, 2011, 01:13:13 PM
It's out! Grab it while it's hot!

Power Up! (http://www.mediafire.com/?76ibvi2v88a2g3s)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Balrog on June 05, 2011, 01:18:17 PM
FIRST!!!!

Glad one of these custom expansions actually finished.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Max on June 05, 2011, 01:20:28 PM
SECOND!!!

Glad to be a part of it  ;)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 05, 2011, 01:26:20 PM
Very happy to be a part of this project. Thank you for hiring me. I had a lot of fun working with this team.


Now, let's go party!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Jc494 on June 05, 2011, 01:29:00 PM
THIRD! (although I haven't downloaded it..... yet)

Edit: Now wheres dat Blog Post Myroc?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: squidgy617 on June 05, 2011, 03:04:12 PM
Not to sound picky, but uh... I did Santa Roll and Knight Roll, and you only credited Kapus for the Roll skins. *shot*

Anywho, this is really awesome. I want to play. Anyone hosting this?

EDIT: You know what, maybe I'll host this.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: VGS2 on June 05, 2011, 03:22:34 PM
Oh bugger, don't tell me I missed the powered up party...  :(
Ah well, either way, glad to hear it out! Knowing you guys, this'll be awesome! :p
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 05, 2011, 03:33:15 PM
Quote from: "squidgy617"
Not to sound picky, but uh... I did Santa Roll and Knight Roll, and you only credited Kapus for the Roll skins. *shot*
Really? It should have credited you!

Ryuga Knght, too, since some of my Ninja Roll sprites are based off of his.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Myroc on June 05, 2011, 03:40:47 PM
Whoops. Sorry 'bout that. You are both credited now.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: The_Broker on June 05, 2011, 03:41:44 PM
Oh and I didn't receive credit for Time Man and Oil Man's bot chats sir.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Myroc on June 05, 2011, 03:44:44 PM
Hm. Not sure where that went. I'm sure that was in there originally...

Ah well. It's been added.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Dark Phil on June 05, 2011, 04:05:55 PM
How do you access it in the game? (Hopefully I am not the only person that doesn't know)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: squidgy617 on June 05, 2011, 04:16:28 PM
I see you also used alternate Oilman and Timeman skins. I personally like my Oilman better, but as for Timeman, I dunno, both are good in my opinion.

Anywho, I'm hosting this on my server. They're very fun. My only complaint is that since the skins are bundled in the same pk3, I don't think I can use them on any server. And then I end up with doubles if I put them in my skins folder.

Music is awesome and Oil Slider is really really fun to use.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 05, 2011, 04:22:22 PM
The skins were supposed to be bundled together in a separate download, but I guess Myroc forgot.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Deviddo on June 05, 2011, 04:29:06 PM
What's the name of your server Squidgy?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: squidgy617 on June 05, 2011, 04:58:07 PM
I host using hamachi. The Network is "The MM8BDM Network" (no quotes) and the password is bluebomber. I don't know if you use hamachi, but if you do, once you join the network you have to join the server manually by connecting to my hamachi IP. All the info is in this topic. (http://cutstuff.net/forum/viewtopic.php?f=34&t=2687)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 05, 2011, 05:01:00 PM
I don't have hamachi.

Guess I won't be playing.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Deviddo on June 05, 2011, 05:02:54 PM
...I don't really find it worth downloading this hamachi, figuring out how it works, then finally connecting to your server after about 30 minutes.  It'd be nice if you just had a regular server on MM8BDM with a password.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Deviddo on June 05, 2011, 05:17:51 PM
...I ended up downloading it, tried to join your network.

It's full.  Can't you make more room?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Max on June 05, 2011, 05:22:17 PM
HARDMAN SLIDIN'

Quote from: "Kapus"
I don't have hamachi.

Guess I won't be playing.

Also this
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: squidgy617 on June 05, 2011, 05:31:48 PM
Well, David, just to let you know, I can't host without Hamachi. I'm limited like that, because my IP is really dumb.
But, I'll make a second network for you to join. Everyone in either network can access my server.
Here's the info:
Network ID: MM8BDM Network 2
Network Pass: bluebomber
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Atticus on June 05, 2011, 06:07:29 PM
So I just played this and I must say, I'm impressed. I just want to know: What the hell does the time slow's charge shot do?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Yuri Sakazaki on June 05, 2011, 06:19:07 PM
Quote from: "coolguy773"
So I just played this and I must say, I'm impressed. I just want to know: What the hell does the time slow's charge shot do?
It slows down the enemy while giving you a faster fire rate for your arrows.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: NitroBro on June 05, 2011, 06:35:16 PM

footage, hey myroc was in it
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Tails on June 05, 2011, 06:53:35 PM
Any secrets we can look out for here?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Myroc on June 05, 2011, 07:03:14 PM
Oh a good deal of secrets. Some are elaborate easter eggs, some are just random crap we made which we included for shits and giggles. But they're there, so go look for them!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: WheelieCarbonate on June 05, 2011, 07:20:57 PM
Me,David5109,and Squidgy found a secret...
Not sharing...
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Dark Phil on June 05, 2011, 07:21:13 PM
Are these maps only for multiplayer or is a "story mode" to them as well?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Max on June 05, 2011, 07:23:05 PM
Type MMPCUT, GUT etc. to play a stage with bots! There is no selectable chapter or boss, because that kind of thing is way beyond our knowledge >.>

EDIT: I mean the ACS! Bosses are easy enough to code before somebody decides to come along and correct me...
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 05, 2011, 07:25:02 PM
There are Yashichis hidden in every level. Go find them!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Gummywormz on June 05, 2011, 07:29:13 PM
To make a custom episode select thing, you have to move all the mapinfo lumps from the map wads into one giant mapinfo in the pk3. Then play around with episode definitions (http://zdoom.org/wiki/MAPINFO/Episode_definition).

EDIT: I'll make for you guys now to stick in.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Deviddo on June 05, 2011, 07:29:23 PM
Will you guys ever release the Roll skins in a separate package?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Gummywormz on June 05, 2011, 07:42:20 PM
Okay, you don't need to combine the mapinfo stuff, this should work:

Code: [Select]
clearepisodes

episode MAP01
name "MM8BDM Single Player" //you can change the name to whatever
noskillmenu

episode MMPCUT
name "MM8BDM Powered up!" //you can change this to whatever as well
noskillmenu

episode CREDMAP
name "Credits"
noskillmenu

Just make a mapinfo in the main pk3 and put that in there.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: MagnetMan497 on June 05, 2011, 07:54:18 PM
Quote from: "Kapus"
I don't have hamachi.

Guess I won't be playing.
It's a really simple download, and takes five minutes to set up :P

Honestly guys, it's not that hard.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Dark Phil on June 05, 2011, 08:45:19 PM
Quote from: "Yellow Devil"
Type MMPCUT, GUT etc. to play a stage with bots! There is no selectable chapter or boss, because that kind of thing is way beyond our knowledge >.>

EDIT: I mean the ACS! Bosses are easy enough to code before somebody decides to come along and correct me...

Ok, where do I type this in (and what do I have to do to get there)? Sorry to ask questions but I just don't know.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Alucard on June 05, 2011, 09:13:44 PM
You use the console, Dark Phil. And if you do not know, use the ~ key to open the console. Just time in "MAP *mapcode here*" and you can go to the map, no quotes or asterisks, of course. For example...

MAP MM1CUT ? Cutman's stage (beofre expansion...)

MAP MMPGUT ? Gutsman's MMPU expansion stage.

Etc.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: NitroBro on June 05, 2011, 10:02:10 PM
an extra chapter in story mode would be nice, maybe have megaman? as the chapter boss
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Dark Phil on June 05, 2011, 10:42:02 PM
Quote from: "Alucard"
You use the console, Dark Phil. And if you do not know, use the ~ key to open the console. Just time in "MAP *mapcode here*" and you can go to the map, no quotes or asterisks, of course. For example...

MAP MM1CUT ? Cutman's stage (beofre expansion...)

MAP MMPGUT ? Gutsman's MMPU expansion stage.

Etc.


Thanks!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: KillerChair on June 05, 2011, 10:46:54 PM
Just wanted to say... Good job guys!
I enjoy the new weapons and stages ^^
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: CopShowGuy on June 06, 2011, 03:12:42 AM
I want to say that too, but I'll sound stale.  Great work!  Can't wait to try them out online.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 06, 2011, 03:14:54 AM
Now, let's have fun with this until MM7 is released.


Then we'll have fun with both.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: SmashTheEchidna on June 06, 2011, 03:50:46 AM
Megaman 7 Powered Up Expansion! :p
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Mrguy891 on June 06, 2011, 04:13:31 AM
I love this, it is fresh and will keep me more occupied than before. It will also make the wait for MM7 to be less painful.
YEAH!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Hunter_orion on June 06, 2011, 04:49:22 AM
Too cool. Everythjng just looks amazing, and the music... I do have a question about the wily 1 stage: are you ever supposed to be able to go in and fight the yellow devil, or is he just for shootig in the face just to make him mad and to hear the music play?

EDIT: oh lord. This tiny phone keyboard makes it so hard to spell
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 06, 2011, 04:53:41 AM
He's just an easter egg that changes the music. You don't fight him.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: SmashTheEchidna on June 06, 2011, 05:05:03 AM
Though if he did come out to fight you, that'd be both pretty cool and pretty crazy.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: ice on June 06, 2011, 05:26:49 AM
XD I couldent for the life of me get the door open so I nocliped, then I shot the crap out of the yellow devil but the music never changed, but I did notice something awesome about the yashichi by him
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: -FiniteZero- on June 06, 2011, 05:29:05 AM
Yeah, in this expansion pack, yashichis actually do something! That's pretty cool.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Deviddo on June 06, 2011, 06:37:36 AM
Squidgy, zeswisroll, and I never found out how to actually get the door open, we got it open, we just didn't know how.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 06, 2011, 07:33:09 AM
Find out how it works by yourself!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: -FiniteZero- on June 06, 2011, 07:40:17 AM
...Ugh... I tried everything I could think of to open the door, and nothing. So, not even a hint?
EDIT: Nevermind, I figured it out.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Hunter_orion on June 06, 2011, 12:58:19 PM
Quote from: kapus
He's just an easter egg that changes the music. You don't fight him
Oh. Shame. That would have been a funny trap, especially if more than one person got stuck in there.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Russel on June 06, 2011, 02:15:27 PM
DoomEd numbers are not that big of a deal, but it might be better to, in the code replace the stuff? Whatever This pack is really good, so much awesome stuff most of which I am unabale to do I really like Timeman's stage, weapon, and basically ALL of his gimmicks. (Hasterune, Ragerune) I never expected to see that. Why is there a Bass bust that shoots charged buster shots? Time Slow and Oil Slider, all I can say is wow.
There WAS a way to have the other fire weapons ignite the oil
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Korby on June 06, 2011, 06:56:43 PM
All fire weapons ignite oil, I think.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: tsukiyomaru0 on June 06, 2011, 07:01:57 PM
Quote from: "Korby"
All fire weapons ignite oil, I think.
Well, last time i used Fire Storm, it did as much as the Goggles.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Myroc on June 06, 2011, 07:02:12 PM
Quote from: "Korby"
All fire weapons ignite oil, I think.
Um, yeah, sure, whatever you say.

>_>

<_<

This is for balance purposes actually. Flame Blast is a little bit out of the way (and will be harder to reach in the next update), while Fire Storm is way out in the open. Not just anyone should be able to ignite oil like that.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Korby on June 06, 2011, 07:07:01 PM
Oh, I thought Fire Storm was the only weapon in the maps that could ignite it.

I figured all the weapons would be able to 'cause of LMS, but whatever you say.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Bikdark on June 06, 2011, 09:16:01 PM
Can I at least have a little hint on how to open the door to the Yellow Devil in wily stage 1?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: WheelieCarbonate on June 06, 2011, 09:17:58 PM
Do a dm.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Bikdark on June 06, 2011, 09:30:21 PM
FFFFFFF, got it.
Well that was stupidly obvious.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Anonymous on June 07, 2011, 12:38:27 AM
when i downloaded it was a pk3 file and when i tryed to play it, it wouldnt work (all files with paper icons dont work :( )
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: squidgy617 on June 07, 2011, 02:03:59 AM
You play it by opening the MM8BDM launcher, choosing add a file, and selecting the Powered Up file. Then you start up the game.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Hallan Parva on June 08, 2011, 06:04:37 PM
Quote from: "zeswissroll"
Do a dm.
Quote from: "Bikdark"
FFFFFFF, got it.
Well that was stupidly obvious.
Well I must be stupidly stupid. What does that even mean? How do you open the door?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Kapus on June 08, 2011, 06:08:46 PM
Find out yourself!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Messatsu on June 08, 2011, 08:07:43 PM
Here's a hint for opening the door:
STOP TRYING TO OPEN THE DOOR.

No, seriously, stop.  It's not triggered by anything you are doing.  It will open when it's good and ready.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Bikdark on June 08, 2011, 09:47:11 PM
Think of the game ending soon, do that, then the door'll open.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Messatsu on June 09, 2011, 02:46:09 PM
Just a quick note about the MM7 expansion here.  PU v1a will not be compatible with it due to the large number of weapon changes.  We will release a version that is compatible after v2a is available.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: CutmanMike on June 09, 2011, 04:20:20 PM
I expect this to be the case for a lot of mods unfortunately, but this won't happen too often I think. Gives you an excuse to slip some mm7 goodies in there though!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: TheBladeRoden on June 09, 2011, 05:35:47 PM
Tis why I'm waiting before i release anything
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: mrjnumber1 on June 10, 2011, 12:49:19 AM
Quote from: "CutmanMike"
I expect this to be the case for a lot of mods unfortunately, but this won't happen too often I think. Gives you an excuse to slip some mm7 goodies in there though!
But it'll require 2 versions: An immediate rerelease with the updated globals/wcolors/etc (so it won't be neglected), and then a version a week or so later to rebalance/add mm7 goodies.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Anonymous on June 12, 2011, 09:35:23 PM
Quote from: "squidgy617"
You play it by opening the MM8BDM launcher, choosing add a file, and selecting the Powered Up file. Then you start up the game.
Explain that in a more simple way.I'm not on board with all this stuff.I would make it step 1 and all that :?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Yuri Sakazaki on June 12, 2011, 09:56:51 PM
Step 1: On the Launcher, look for Extra Command Line Parameters and press Add File.
Step 2: Choose PoweredUp-v1a and then press Start
Step 3: You're done!

However, I do not recommend using it with MM8BDM V2 as PoweredUp is not compatible with that yet.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Messatsu on June 14, 2011, 12:45:59 AM
Here's the changes list for the upcoming v1b:

-Full compatibility with v2+ and MM7 weapons included
-Oilman stage's Oil Canisters now look more like oil and less like.....grape soda?
-Oil Slider shot damage increased from 15 to 20
-Oil Slider sled speed slightly increased
-Oil Slider droplets now damage enemies.  This also means you cannot pickup an opponents oil droplet
-Time Slow 'slow' animation changed to MM7 style
-DW1 now has 32 dm starts
-Secret upgrade added, can only be obtained by Eddie.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Russel on June 14, 2011, 01:32:45 PM
Actually, even incomatible packs will still work, the colors, bars, and ammo gives will not work for the MM7 will not work.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Messatsu on June 15, 2011, 12:00:11 AM
Update Released! - v1b!
http://wadhost.fathax.com/files/PoweredUp-v1b.zip

The post will be updated when Myroc returns.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: KillerChair on June 15, 2011, 11:32:19 AM
Nice!
So we will be able to play it with V2 of 8bdm now huh?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: Hallan Parva on June 15, 2011, 05:02:07 PM
I still don't see a clear difference between Roll Swing and Slash Claw. To me, Roll Swing just looks like a "rebalanced" Slash Claw (or vice versa), like Roll's the "Mario" with perfect balance, and Slash is "Luigi" with almost-perfect stats, but has a slight offset in one category.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1A]
Post by: LlamaHombre on June 15, 2011, 05:03:39 PM
Roll Swing's good for two things, and neither of them are damage.

1. Deflecting Projectiles with the first swing (Cannot reflect Charge Buster)
2. Knocking people away like v1d Wind Storm with the second swing.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Myroc on June 17, 2011, 07:05:53 PM
And with my return, the front page has been updated with Powered Up v1b. Sorry about the delay.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: shadowspirit on June 17, 2011, 07:51:44 PM
I really want to know what the boss theme is named.

I want to play it while I'm instagibbing everyone at the same time via IGMETALBLADE and FREEZE.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Myroc on June 17, 2011, 08:09:32 PM
MMPBOSS. Alternatively, MMP8BOSS for the 8-bit version.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Awbawlisk on June 17, 2011, 10:14:01 PM
Inb4 the Super Secret powerup that eddie gives is the Super Bass Buster...
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: sipfried on June 18, 2011, 10:15:56 AM
Quote from: "Obelisk"
Inb4 the Super Secret powerup that eddie gives is the Super Bass Buster...
+the super power weapon

proto strike
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Korby on June 18, 2011, 06:00:36 PM
Sipfried's right, it's Proto Strike. An apparently really rare powereup from Eddie that pretty much only fires charge shots.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: SmashTheEchidna on June 18, 2011, 06:56:44 PM
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Myroc on June 18, 2011, 07:54:19 PM
Proto Strike is Proto Man's buster from Mega Man Powered Up. It gives you the normal proto shield and allow you to fire charge shots at a moderate rate. Super Bass Buster is still a joke weapon and a horribly overpowered one at that, and it'll remain out of reach for standard non-cheating play.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: tsukiyomaru0 on June 18, 2011, 08:17:26 PM
Quote from: "Myroc"
Proto Strike is Proto Man's buster from Mega Man Powered Up. It gives you the normal proto shield and allow you to fire charge shots at a moderate rate. Super Bass Buster is still a joke weapon and a horribly overpowered one at that, and it'll remain out of reach for standard non-cheating play.
Hm... What about Powered Bass Buster from MM&B?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Myroc on June 18, 2011, 08:37:21 PM
That's Mega Man & Bass stuff so it's not going in here. Feel free to poke at Korby to include that if you so wish.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Myroc on July 14, 2011, 08:33:54 PM
Just a little heads up from me. V1c will be released once I kick enough life back into the rest of the team so they'll actually update all their stuff. In the meantime, here are all the skins from the Powered Up pack, so you can use them outside of Powered Up servers as well.

Grab it here! (http://www.mediafire.com/?q43jdwpf8dw5s8p)

Note, this pack does not contain the Shield Attacker, since that was included without my permission. It was only ever meant to be a prop in Time Man's stage, nothing more. If you want it, you're going to have to grab it from Kapus' skin thread.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: BiscuitSlash on July 14, 2011, 08:37:17 PM
YEESSSSS! More Roll skins! Don't be surprised if any of you see me as the upgraded ninja roll!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1B]
Post by: Korby on July 15, 2011, 07:23:04 PM
Well now we'll have to remove a file from our skins folder every time we join a Powered Up server unless we want tons of duplicate skins.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Myroc on August 01, 2011, 08:22:49 PM
*blows off dust*

Powered Up v1c has been released. This one has skin fixes in it, so there's also a new skin pack to grab. Note that skins are included in BOTH pk3s, so the original pk3 can still work standalone. Having both at the same time produces nothing more than a few duplication errors which does absolutely nothing of importance. In any case, they're both available in the first post, as well as the updated skin pack.

Aside from this, this version mostly consists of fixes, tweaking, and some minor feature creep of small shiny gimmicks that everyone loves so much. Here, have a changelog:

(click to show/hide)

Next on the agenda will be creating a single player campaign for this, complete with boss and secret boss. Somewhere along the line we will also retexture the stages of the original six Robot Masters to look more like their Powered Up counterpart.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: SmashTheEchidna on August 01, 2011, 08:35:57 PM
I was just thinking about igniting Oil Slider. Awesome.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Hunter_orion on August 03, 2011, 03:41:00 AM
Igniting it? I got one better. Freezeman stage + Oil slider = WHEEEEEEEEE!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: xColdxFusionx on August 03, 2011, 01:58:33 PM
Quote from: "Hunter_orion"
Igniting it? I got one better. Freezeman stage + Oil slider = WHEEEEEEEEE!

Sliding around on the lake in Iceman's stage sounds like more fun.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Hunter_orion on August 06, 2011, 08:53:03 PM
Well, your call, not mine.

Anyways, this may be a dumb question, but is there any plans for powered up classes? I personally would be interested in seeing a Roll, Oilman, and Timeman class.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: xColdxFusionx on August 06, 2011, 08:55:02 PM
Quote from: "Hunter_orion"
Well, your call, not mine.

Anyways, this may be a dumb question, but is there any plans for powered up classes? I personally would be interested in seeing a Roll, Oilman, and Timeman class.

+1 on that idea. INFINITE OIL SLIDIN' would be 100 times more awesome than any of the other classes. And that includes the ones in my mod.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Beed28 on August 06, 2011, 09:25:32 PM
Quote from: "xColdxFusionx"
+1 on that idea. INFINITE OIL SLIDIN' would be 100 times more awesome than any of the other classes.

sv_infiniteammo 1 is your friend. ;)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: xColdxFusionx on August 06, 2011, 09:43:09 PM
Quote from: "Beed28"
Quote from: "xColdxFusionx"
+1 on that idea. INFINITE OIL SLIDIN' would be 100 times more awesome than any of the other classes.

sv_infiniteammo 1 is your friend. ;)

...But LEGITIMATE INFINITE OIL SLIDIN'

IT WOULD BE 20% COOLER THAN INFINITEAMMO OILSLIDIN'
>inb4 shot for using "20% cooler"
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Hunter_orion on August 07, 2011, 12:33:30 AM
Where's the fun in that, though? Timeman, Oilman, and Roll are the reasons I actually own the Powered Up game: Because Timeman's new, powerful, and cool, Oilman has an interesting concept to his weapon, and Roll is just...Power of *****slap!!! :3.

I would be extremely interested in all of them, Especially Timeman and Oilman. My friends? Well...

Quote from: "Crimson Tomato"
Oh gods no. By giving you a Timeman, Yellow Devil would just be saying, "Here Orion, abuse the hell out of Time Slow until all your friends get pissed off and leave."

Maybe they're not as enthused as I would be...
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: xColdxFusionx on August 07, 2011, 12:36:11 AM
Quote from: "Hunter_orion"
Quote from: "Crimson Tomato"
Oh gods no. By giving you a Timeman, Yellow Devil would just be saying, "Here Orion, abuse the hell out of Time Slow until all your friends get pissed off and leave."

Maybe they're not as enthused as I would be...

The Classes team can balance it. They balanced Time Stopper (mostly.)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Tesseractal on August 08, 2011, 06:02:41 AM
The current Time Slow weapon in the expansion is based off Time Man's weapon, and not Mega Man's. (Mega Man can't fire arrows in the PSP game) Because of this, a Time Man class would be redundant unless Time Slow was changed.

Time Slow WASN'T based off of Mega Man's Time Slow (PSP) because it would be overkill. (freezing the entire screen, etc.) and not really as effective as a weapon, so the team went with Time Man's version instead. I wouldn't really count on a Time Man class.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: ice on August 08, 2011, 06:27:50 AM
Quote from: "Ice-IX"
The current Time Slow weapon in the expansion is based off Time Man's weapon, and not Mega Man's. (Mega Man can't fire arrows in the PSP game) Because of this, a Time Man class would be redundant unless Time Slow was changed.
I wouldn't really count on a Time Man class.
well if that was case then cutman's class shouldent exist (mm8bdm uses cutman's bouncing one, not megaman's no interaction hax cutters) besides, if time slow can be used and switch weapons, why the heck can't he just drop a timeslow wep minus the arrows

also you should really wait till you're wide awake before you post these things has no room to talk myself
Title: Wow, what a riddler! You sure pick your fights, mini-me.
Post by: Tesseractal on August 08, 2011, 08:39:16 AM
Quote from: "ice"
Quote from: "Ice-IX"
The current Time Slow weapon in the expansion is based off Time Man's weapon, and not Mega Man's. (Mega Man can't fire arrows in the PSP game) Because of this, a Time Man class would be redundant unless Time Slow was changed.
I wouldn't really count on a Time Man class.
well if that was case then cutman's class shouldent exist (mm8bdm uses cutman's bouncing one, not megaman's no interaction hax cutters) besides, if time slow can be used and switch weapons, why the heck can't he just drop a timeslow wep minus the arrows

also you should really wait till you're wide awake before you post these things has no room to talk myself

Cut Man's class is an unoriginal one, but the nature of that class's weapons allows for Classes Cut Man to have a significantly different Rolling Cutter than Mega Man. Knight Man's and Mega Man's (in 8BDM) Knight Crush attack varies as well, even if it's not a different attack. What I'm saying is: If a Time Man class was made based off Time Man (PSP), it would lack a significant difference from the Time Slow weapon. A significant difference, that classes such as Cut Man have.

I also did not mention drop weapons. Given that Time Slow is an AoE weapon, Time Man class wouldn't drop anything to be consistent with the other examples. (Bright, Centaur, etc.) If you're so confident that I'm wrong, why don't you just make it yourself and rub it in my face? Mega Man's Time Slow was considered for PU only on the basis that the future Time Man class would get the arrows exclusively. Yes, a Time Man class could be made by editing the weapon, just like most of the current classes. It wouldn't be as interesting, technicalities aside.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Shade Guy on August 08, 2011, 08:50:43 AM
While that is true, not all classes are that distinct from Mega's version of their weapons. Snake Man fires Search Snakes with a melee which doubles as climbing. Needle Man has a faster firing version of the Needle Cannon with a melee. Magnet Man fires Magnet Missiles with a melee. Cut Man throws a normal Rolling Cutter with a melee. Guts Man has a regular Super Arm with a melee. Top Man throws projectiles and has...Guess what? A melee (which in this case is actually his main fire).

The point is, we don't really need Time Man's method of firing to be that different from Mega's version. Heck, you could just give him Time Arrows as a primary and Time Slow as an alt.
Title: Re: Wow, what a riddler! You sure pick your fights, mini-me.
Post by: Myroc on August 08, 2011, 09:55:16 AM
Quote from: "Ice-IX"
*snip*

I'm pretty sure you shouldn't put words in our collective mouths.

Mega Man's version of Time Slow was not declined because it wasn't effective. We could easily have removed the arrows and simply gone with a slightly buffed version of the slow part that the current weapon has. Hell, we even tried that at one point. It just wasn't very interesting. Seeing as this expansion only added two weapons to the fray (okay so we added two additional ones but you get the point), we needed to make sure that both those weapons were a tad more fun to use than the rest, while still sticking somewhat true to their PSP counterparts. Hence we made it Time Man's version. Sure, we did contemplate a potential Time Man/Oil Man class back in those days but we didn't pay any special respect with that in mind, instead focusing on Powered Up as a DM-expansion(what irony)as a whole.

On the subject of non-interesting classes, a large majority of the classes really are just their main weapon plus an additional altfire. Hell, some even don't have that. Take a look at Metal Man for example. Or Star Man, before he had his altfire. Seeing as Time Slow is probably too powerful for a Time Man class to drop on death, this would mean that Time Man would have pretty much unique access to anything Time Slow related in any stage that isn't a stage with Time Slow (which, counting in both the Powered Up maps, the vanilla maps, and any eventual map packs that servers hosts, aren't that many.), or on the off chance someone gets it via Eddie.

I don't think that splitting up the current Time Slow for two different attacks on Time Man's class is that a big deal. Hell, with Time Slow he already has a role to play. Countering fast and hard-to-hit classes. Neither Mega/Proto/Bass can do this as easily since Time Slow is a lot harder for them to access, and consumes ammo like nobody's business when they do get it.

On the subject of the classes themselves, all YD needs to finish those classes are their respective HUDs. Hopefully a kind spriter will probably provide them.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Copy Robot on August 08, 2011, 05:53:24 PM
You could always have him be like Punk and have him shoot two different versions (maybe one fast ripper arrow and then the Mega Man version?)

But that's not important now.

Quote from: "Myroc"
On the subject of the classes themselves, all YD needs to finish those classes are their respective HUDs. Hopefully a kind spriter will probably provide them.

Hi.

(http://img845.imageshack.us/img845/5024/powereduphuds.png)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Korby on August 08, 2011, 05:57:20 PM
Time man's arm should be larger.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: xColdxFusionx on August 08, 2011, 06:01:08 PM
Quote from: "Korby"
Time man's arm should be larger.

Agreed. TimeMan's arm looks like a pool noodle.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Copy Robot on August 08, 2011, 06:04:13 PM
Its a good thing I kept the file open to edit.  :geek:

(http://img843.imageshack.us/img843/5024/powereduphuds.png)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Korby on August 08, 2011, 06:23:03 PM
Much better. Now give him outstretched hands so he can shoot arrows.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Tesseractal on August 08, 2011, 11:02:37 PM
I did not say Time Slow would be ineffective. I said it would be ineffective as a weapon, meaning that it would not kill people (like Time Stopper) as you would want a fun weapon to. I said that would also be overpowered first, because the "ineffective as a weapon" was only semantics. So let me clarify what I am trying to say. Messatsu said that a 50% time slow on the whole map would be overpowered, so Time Man's version was used instead.

I assumed you agreed with him because you made the project. If you didn't, then I'm wrong and judged incorrectly. If I offended you because I assumed you have good judgment, I won't do that in the future. I am not putting words in your mouth. Whether or not you said it is entirely irrelevant to my point.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: JaxOf7 on August 19, 2011, 10:49:02 AM
I never actually use the time arrows myself.
I've always charged it up, slowed people, and switched to a stronger weapon. One to conserve time ammo, and two because it's stronger and any accuracy problems it had before are solved.
Since day one, I wouldn't miss the time arrows.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Messatsu on September 08, 2011, 02:40:21 AM
Well, here's things that are changed for the next version so far.  I'm just posting these here as a place to store them and get feedback from folks.

- Secret Boss, Chapter Boss and Credits added. (Also possible to select the powered up chapter from the single player menu)
- Possession Stone changed.  Not shootable initially.  After a period of time, it will become shootable.  If it's not obtained after another period of time, the round ends like in vanilla 2c.  HOWEVER, the round ending can be disabled by the server admin.
- Various Stage / Texture tweaks. (3d bridge in Ice Man, new textures in Oil man etc)
- Time Slow arrow ammo consumption lowered and the variation on the arrow path reduced.
- Delay on firing Charge buster charge shots removed.  
- sv_maxlives fix.  Will only make players invulnerable if maxlives is less than 2.
- Weapon colors do not change in Team Possession.

More as I think of them.

What do you all think? Anything else that is broken or should be changed?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: SaviorSword on September 08, 2011, 03:55:42 AM
How about Instagib Team Poss colors? That fixed?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Messatsu on September 08, 2011, 12:55:29 PM
Ah, yes, I forgot I had fixed that.  Yup.  Added.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Tesseractal on September 08, 2011, 09:09:00 PM
Quote from: "Messatsu"
Well, here's things that are changed for the next version so far.  I'm just posting these here as a place to store them and get feedback from folks.

- Possession Stone changed.  Not shootable initially.  After a period of time, it will become shootable.  If it's not obtained after another period of time, the round ends like in vanilla 2c.  HOWEVER, the round ending can be disabled by the server admin.
- Time Slow arrow ammo consumption lowered and the variation on the arrow path reduced.

What do you all think? Anything else that is broken or should be changed?

Well, if Oil Slider is in use when the Hellstone is grabbed, the user becomes immobilized as long as they have the stone.

Couple of minor thoughts:
-Remove Time Slow from Possession. I would argue that even one person using it makes holding the stone impossible.
-Add weapons with higher ammo capacity (Screw Crusher, Quick Boomerang, etc.) to Oil Man's stage. Due to v1c, the stage really eats it in the "amount of weapon ammo you have" category. Making the stage bigger wouldn't hurt, either. (do some dilation magic if you must; walking around often feels like putting a dinosaur in a dollhouse - most paths / areas are really small and easy to fall off. I would say the same about Elec Man's stage, to a lesser degree)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Messatsu on September 09, 2011, 02:19:21 PM
Not quite sure how to fix that oil slider issue.  It's the same case for all weapons like that (hard knuckle and charge kick).  I'm up for listening for solutions though.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Hallan Parva on September 09, 2011, 02:22:58 PM
Replace Oil Slider with Star Crash (or Scorch Wheel) in Possession? :?

Also I fully support Screw Crusher in Oil Man stage. :cool:
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: NemZ on September 17, 2011, 10:56:05 PM
Okay, so Myroc put in a request for me to make powered up textures a while back and it's finally reached the top of my to do list.  Problem is I'm having a hell of a time finding stage maps for this game which makes it a real pain in the ass to work on.  Any idea where I can find something like that?  I've already checked the VGMaps.com, Sprites Inc. and the Spriter's Resource.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: mrjnumber1 on September 17, 2011, 11:49:55 PM
NemZ, do you have skype? we can provide you everything (add me as politankuzeh so i can put you in our dev chat).

but yeah taht's all covered we just need to be able to.. talk to you.
FAILING THAT JUST PM ME OR ANYONE ELSE AND WE'LL HELP YOU OUT YEP
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: NemZ on September 18, 2011, 04:15:38 AM
I'm not really interested in joining a whole chat thing... I have too damned many IRL people bothering me on Trillian all the time as it is!

Basically I need screencaped maps (or just ripped texture sheets if you've somehow managed to get those) so I know what the hell I'm doing.  I mean I guess I could watch a lets play in a second window and pause when interesting blocks show up but that's really inconvenient.  So I guess if anyone has that sort of thing or knows where I can find it either post it here or shoot me a PM.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: mrjnumber1 on September 18, 2011, 04:33:17 PM
Right then, check your PMs
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: NemZ on September 18, 2011, 08:43:47 PM
alright, coolness.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Hallan Parva on September 30, 2011, 01:12:14 PM
With the addition of new Powered Up tilesets, does this mean that certain maps will be getting complete layout overhauls? Consider Bomb Man, for example. His classic stage is mainly outside and has wide-open space all around, but his Powered Up stage has more walls and ceilings, and gives a much-more confined feeling as if you were in a store house. Obviously, a simple tileset swap wouldn't work with Bomb Man's current PU stage given how open and exposed it is. To a lesser extent, this "overhaul" logic can also be applied to Elec Man.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Myroc on September 30, 2011, 01:28:06 PM
Quote from: "SmashBroPlusB"
With the addition of new Powered Up tilesets, does this mean that certain maps will be getting complete layout overhauls? Consider Bomb Man, for example. His classic stage is mainly outside and has wide-open space all around, but his Powered Up stage has more walls and ceilings, and gives a much-more confined feeling as if you were in a store house. Obviously, a simple tileset swap wouldn't work with Bomb Man's current PU stage given how open and exposed it is. To a lesser extent, this "overhaul" logic can also be applied to Elec Man.
Nope.

The textures will be changed accordingly so that the stages still utilises the new textures, while at the same time modifying the aesthetics of stages so it feels more like its PU counterpart, but there will be no layout overhauls. It's merely a cosmetic change.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Hallan Parva on September 30, 2011, 01:42:10 PM
So how will Bomb Man PU work out, then? :?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Myroc on September 30, 2011, 02:00:28 PM
Quote from: "SmashBroPlusB"
So how will Bomb Man PU work out, then? :?
As I said. The layout will remain, but the aesthetics will be modified to more closely resemble the PU version. It's still possible to create a sense of enclosure in a map that's as open as Bomb Man.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Hallan Parva on September 30, 2011, 02:44:29 PM
While I'm on the subject of completely changing your expansion...

Remastered / remixed music. Similar to MMP8BOSS, I was thinking each stage could have an 8-bit version of the MMPU stage theme. There are a few noticeable differences, such as how Ice Man's theme feels more "arctic", and how Guts Man's theme is slower and doesn't repeat so often.

Expansion boss. With the new tile sets and 8-bit music, the only thing this expansion needs to make it a real "home run" would be the end-chapter boss. Heck, if you made a boss to go with this, I really don't see why CutmanMike can't go ahead and make this project "official". MMPU was an official series game, after all, and he doesn't even have to do any work! (lol pushing off the MM8 expansion) With a boss I feel like this could easily become MM8BDM v3.

Intro stage. There's a tile set by Nemz so why not? :cool:
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Myroc on September 30, 2011, 03:10:07 PM
Quote from: "SmashBroPlusB"
Remastered / remixed music. Similar to MMP8BOSS, I was thinking each stage could have an 8-bit version of the MMPU stage theme. There are a few noticeable differences, such as how Ice Man's theme feels more "arctic", and how Guts Man's theme is slower and doesn't repeat so often.
This has been brought up at several points, and I guess we can implement them if someone makes them.

Quote from: "SmashBroPlusB"
Expansion boss. With the new tile sets and 8-bit music, the only thing this expansion needs to make it a real "home run" would be the end-chapter boss. Heck, if you made a boss to go with this, I really don't see why CutmanMike can't go ahead and make this project "official". MMPU was an official series game, after all, and he doesn't even have to do any work! (lol pushing off the MM8 expansion) With a boss I feel like this could easily become MM8BDM v3.
Ehm. We've been confirming this for the longest time. Next version is going to have a single player chapter, end-boss and all. Hell, he's already programmed for the most part.

Quote from: "SmashBroPlusB"
Intro stage. There's a tile set by Nemz so why not? :cool:
Oh, we've been planning of making one far before you mentioned it. No one has started working on it yet, though.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: NemZ on September 30, 2011, 03:27:54 PM
I made a tiling background that can keep the open style while still making it feel like you're somewhere in a giant cavernous bunker.  The skybox might need to be adjusted to make it work right but nothing drastic.

Seriously, don't worry about it.  I am trying to take the existing stages into account as I'm working on these tiles.  PU Bomb Man doesn't have any fences for example, but I added one because the stage as it currently exists does.  

That said, there's no reason people can't go around tweaking things based on their much greater experience with the maps now that they've been out for a while at the same time the new textures get put on, and doing so should make the stages even better.  Try to think of this as an opportunity, not an obligation.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Yuri Sakazaki on September 30, 2011, 03:37:31 PM
Quote from: "SmashBroPlusB"
Remastered / remixed music.[/b] Similar to MMP8BOSS, I was thinking each stage could have an 8-bit version of the MMPU stage theme. There are a few noticeable differences, such as how Ice Man's theme feels more "arctic", and how Guts Man's theme is slower and doesn't repeat so often.
This is something I have been wanting for a long time, myself.   :|

Such a shame there exists so few PU Famitracker songs.
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Joseph Collins on December 09, 2011, 05:13:57 AM
Sorry to bump this after three months, but there's a number of bugs and weirdness I'd like to address that have gone unchecked presumably since before v1a.

When playing the maps in this expansion, I notice that the weapons don't go away when picked up.  Why is this of note?  Because my game settings have "weapons stay" disabled!  I really don't like priority overrides like this...  I like playing my game with some degree of -altdeath rules, such as weapons not staying when picked up (thus being able to be grabbed if you're low on ammo).
Edit: I take back what I said above, to an extent.  It's not just this expansion's maps.  AMP09 also makes weapons stay behind, ignoring the server's personal settings.  What I can't figure out, however, is why this happens.  I don't see anything in the maps themselves nor ACS scripting that would override the server's personal settings like that...

Edit 2: Nevermind.  I found out what the problem is.  The levels were being registered as Deathmatch levels, but unfortunately, that meant that SV_DefaultDMFlags could do its job, thus ruining my local settings.  SV_DefaultDMFlags has thusly been disabled on my end and the weapons are disappearing normally.  Sorry about that.

Also, are all the definitions files within the PK3 file really necessary?  KEYCONF doesn't seem to do anything, nor does LOADACS, SBARINFO, or CMPGNINFO (which might be too many letters for a definitions file anyway).  If any of this redundant stuff is doing anything, it's not doing it very well...

Lastly, I notice that a lot of things you've implemented override existing things.  Specifically, the Proto Upgrade 2, Bass Upgrade 2, Adaptor Upgrade 2, M-Tank PU, Yashichi Dropper (?), and Roll Dropper (?!).  Doing this causes some of these things to not exist as intended.  The Proto and Bass upgrades are still accessible both through the "give all" console command and on rare occasion Eddie, but Roll now wears a random costume every time the Light Lab map loads and the Yashichi functions as an item.

Anyway, just wanted to ask about this.  The expansion pack is pretty awesome otherwise.  Time Slow is my new favorite weapon, though Oil Slider is pretty high up there as well.  X3
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Messatsu on December 09, 2011, 02:07:54 PM
Quote from: "Joseph Collins"
Also, are all the definitions files within the PK3 file really necessary?  KEYCONF doesn't seem to do anything, nor does LOADACS, SBARINFO, or CMPGNINFO (which might be too many letters for a definitions file anyway).  If any of this redundant stuff is doing anything, it's not doing it very well...

Lastly, I notice that a lot of things you've implemented override existing things.  Specifically, the Proto Upgrade 2, Bass Upgrade 2, Adaptor Upgrade 2, M-Tank PU, Yashichi Dropper (?), and Roll Dropper (?!).  Doing this causes some of these things to not exist as intended.  The Proto and Bass upgrades are still accessible both through the "give all" console command and on rare occasion Eddie, but Roll now wears a random costume every time the Light Lab map loads and the Yashichi functions as an item.

Anyway, just wanted to ask about this.  The expansion pack is pretty awesome otherwise.  Time Slow is my new favorite weapon, though Oil Slider is pretty high up there as well.  X3
Short version, yes, all those things are necessary.
KEYCONF - Resets loaded player class so that custom pain states can be used (needed for Time Slow)
LOADACS - Loads some scripts specific to PU
SBARINFO - Needed for drawing ammo bars and other HUD visual items on the screen
CMPGNINFO - Adds bots to the maps when played single player.  The single player in v1d will have bosses

All the other items (Bass Upgrade 2 etc) are there because of a change in PU that requires a core item to be overwritten.  And yes, Yashichi is an item in v1c and the random roll costume is intended.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Myroc on December 09, 2011, 02:54:13 PM
Although concerning the yaschishi and RollDropper, those are being removed/likely to be removed anyway since they were pretty much random things we added in "because we could", and in hindsight there were a lot of such decisions that I/we shouldn't have made in the first place.

Though we're contemplating including a separate placable and collectable yaschishi item for people who decides to make maps utilizing Powered Up items, but seeing as that currently involves a grand total of zero people, we will most likely drop it completely.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Gumballtoid on December 20, 2011, 11:00:15 PM
Quote
Expansion boss. With the new tile sets and 8-bit music, the only thing this expansion needs to make it a real "home run" would be the end-chapter boss. Heck, if you made a boss to go with this, I really don't see why CutmanMike can't go ahead and make this project "official". MMPU was an official series game, after all, and he doesn't even have to do any work! (lol pushing off the MM8 expansion) With a boss I feel like this could easily become MM8BDM v3.

While I don't think it could become v3, I think it COULD be a revision to the MM1 chapter. Not full-course revision, but simply adding in Time Man and Oil Man, plus their respective maps and weapons. It's bugging me, and possibly some others, that MM1 only had 6 Robot Masters. Obviously, Time Man and Oil Man would fix that.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: Galaxy Sisbro on December 22, 2011, 03:55:34 PM
I don't think so. First, considering the case, CMM isn't going to make any layout change as the current state of MM8BDM, so it includes noticeably adding new maps to the chapters already placed. that, without including therefore the CTF maps (That aren't classified as part of the original storyline, mind you), the MM7 expansion and the incoming ones.

Second, as CMM keeps repeating, he ISN'T changing the Classic chapters. What I'm trying to say here, is that CMM needs the enclosure of the original games' feelings preserved. PU was a better revision, we know that, though you can't compare it with the original NES game counterpart, where bad graphics and silly robot masters had a sense of nostalgia and memories of childhood for most of us.

Third, this custom expansion serves the purpose of what you just said.

And, finally, if it bugs you that Chapter 1 only has 6 robot masters, you have almost 50 other maps to play it, plus the customs maps (CSCM has almost 40, IX pack has 25, AMP map pack has 10), and, without including that Chapter 1 has the fuction of helping you to incorporate to the game's main gameplay. It's only normal that this chapter has the smallest maps in both terms of numbers and size.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
Post by: NemZ on January 20, 2012, 04:35:57 AM
Last of the tile sheets was put up on my emporium thread today.  I'll be very interested in seeing how it all ends up looking in-game!

Oh, and don't hesitate to ask me if something needs tweaking.  I'm perfectly willing to help make my tiles as functional and good looking as possible.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Myroc on January 31, 2012, 05:30:34 PM
Powered Up v1d has been released. The most prominent things included in this update is the single player campaign complete with boss and the editing of several weapons, including some vanilla ones.

Download from Mediafire (http://www.mediafire.com/?8ducd174wt7ljjp) or Wadhost (http://wadhost.fathax.com/files/PoweredUp-v1d.pk3).

Changelog:
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Hallan Parva on January 31, 2012, 05:40:52 PM
The changes sound beautiful. The solo campaign is enough to warrant a huge announcement, but the vanilla changes like better LMS spread and fixing the infamous Flash Stopper exploit seem heavenly.

Now go pester Mike to make this a new 8BDM build. :ugeek:
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on January 31, 2012, 07:27:11 PM
So far what stands out as the most positive change is making the firetraps staggered in some hallways so it isn't a complete roadblock half the time.

Most amusing exploit of the single player campaign so far has been just camping on the hyper bombs in elec for a 20-0 win.  I don't think the bots even took a single shot at me, and there are several places within striking distance from that perch where they get caught "admiring the view".
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Tesseractal on February 01, 2012, 04:00:54 AM
Quote from: "SmashBroPlusB"
The changes sound beautiful. The solo campaign is enough to warrant a huge announcement, but the vanilla changes like better LMS spread and fixing the infamous Flash Stopper exploit seem heavenly.

Now go pester Mike to make this a new 8BDM build. :ugeek:
This mod contains numerous elements that are inconsistent with MM8BDM: particularly, a set of standards that the main build is consisten to ("the core"). PU is not a canon mega man game; the main focus of PU was a graphical update / revision of Mega Man 1. This expansion does not capture that - mainly, the graphic update, instead just adding the other features of PU on at a whim. In order to actually capture the purpose of PU (the game) a new graphical style would be necessary. 3D models would be an example of a new graphical style. I am not referring to simply textures - the expansion is more "Mega Man 1 Deluxe" than Powered Up for this reason.

Elements of the expansion that conflict with the core:

-Behavior of custom weapons. Super Bass Buster and Proto Strike are both simply edits of existing weapons; Proto Strike contains the same icon as Proto Buster and is incapable of being incorporated into DM weapon placement naturally. Both weapons are designed with the intent of being OP; or exist merely to distort Eddie's inventory. This leads to scenarios in which ONLY one person will have these weapons at a time - and usually be unstoppable.

-Multifunctional custom weapons. Stock weapons are usually one single attack, occasionally two different - such as Gyro Attack having a single gyro and a gyro split attack. Time Slow has 3, Oil Slider has 3. Oil Slider contains a double bar and consumes a generally superficial amount of ammo per use. (You could potentially argue that Burst Wrap has 3 attacks, but the two weapons above are more clear-cut in the attacks being different.) Time Slow, similar to the buster upgrades, gives an immediate advantage upon use (your opponent becomes a sloth) and the charge attack leaves enough ammo to be used again.

-Excessive skins. Mike has stated for alternate skins (in the core) that "one or two is fine".

-Presence of the Energy Balancer.

-Low quality custom textures. (Note that the MM7 textures are limited, but otherwise useable.) Certain areas of Time Man's stage, in particular the "wood" sections are not visually pleasing.

-Presence of runes in multiple maps. Using runes (particularly ragerune) overly centralizes maps around it in a way that cannot be made up for.

There are probably other things that I haven't mentioned. I'm certain that the PU team is aware of all these changes and made them knowing it would be separate from the core. Galaxy brings up a good point in describing the expansion as well. Were it added to the core, PU would only add "bells and whistles" which are either designed outside of core standards or capable of going into the core by themselves.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on February 01, 2012, 04:40:51 AM
I'm going to break down what you've said Ice since I feel this needs a point-by-point reply.  
Quote from: "Ice-IX"
Elements of the expansion that conflict with the core:

-Behavior of custom weapons. Super Bass Buster and Proto Strike are both simply edits of existing weapons; Proto Strike contains the same icon as Proto Buster and is incapable of being incorporated into DM weapon placement naturally. Both weapons are designed with the intent of being OP; or exist merely to distort Eddie's inventory. This leads to scenarios in which ONLY one person will have these weapons at a time - and usually be unstoppable.
Super bass buster is a joke and is intended to be stupidly OP.  It's nothing more than a gag and cannot be obtained in any way in normal play.  Proto strike is an eddie only item that now has a unique icon and was toned down in v1d to not be so powerful. From your above quote I'm guessing that you didn't even look at it.  
Quote from: "Ice-IX"
-Multifunctional custom weapons. Stock weapons are usually one single attack, occasionally two different - such as Gyro Attack having a single gyro and a gyro split attack. Time Slow has 3, Oil Slider has 3. Oil Slider contains a double bar and consumes a generally superficial amount of ammo per use. (You could potentially argue that Burst Wrap has 3 attacks, but the two weapons above are more clear-cut in the attacks being different.) Time Slow, similar to the buster upgrades, gives an immediate advantage upon use (your opponent becomes a sloth) and the charge attack leaves enough ammo to be used again.
The weapons were designed to mimic their PSP counterparts as closely as possible.  While it's true Oil Slider has multiple functions, they are in line with the game this expansion is based off of.  Time Slow is a different beast.  We opted to use Time Man's version of the weapon rather than Mega Man's because of the nature of being slowed.  If we were to use MM's version it would basically be an immediate slow which you describe as an instant advantage.  The Time man version was decided upon because the charge up acts as both a visual and audible warning that something powerful is nearby so that players would notice it quickly and generally target the user.
Quote from: "Ice-IX"
-Excessive skins. Mike has stated for alternate skins (in the core) that "one or two is fine".
All the skins, including the multiple Rolls were from PU.  Besides, I don't think I've ever heard anyone complain about having too many choices for skins.  
Quote from: "Ice-IX"
-Presence of the Energy Balancer.
From MM6,7,8,9,10 ...native in PU.  Not sure what you're point is here?
Quote from: "Ice-IX"
-Low quality custom textures. (Note that the MM7 textures are limited, but otherwise useable.) Certain areas of Time Man's stage, in particular the "wood" sections are not visually pleasing.
This is fairly subjective, but if you want to yell at someone about it, go complain to the FC guys, it's their stuff.
Quote from: "Ice-IX"
-Presence of runes in multiple maps. Using runes (particularly ragerune) overly centralizes maps around it in a way that cannot be made up for.
Yes yes, you've made it quite clear your feelings on runes before.  However, this sounds more like your opinion than anything else.  Also once again, that centralizes maps comment makes me believe you haven't even looked at v1d yet.  Please correct me if I'm wrong.
Quote from: "Ice-IX"
There are probably other things that I haven't mentioned. I'm certain that the PU team is aware of all these changes and made them knowing it would be separate from the core. Galaxy brings up a good point in describing the expansion as well. Were it added to the core, PU would only add "bells and whistles" which are either designed outside of core standards or capable of going into the core by themselves.

If you're trying to say that elements of PU don't belong in the core, then I'd 100% agree.  Powered Up was a PSP game that does not adhere to the limitations of the NES, thus certain parts do not jive with the core.

The one thing I'd like to point out is that everyone has their OPINIONS on what works and what doesn't.  This is what we felt would be enjoyable to a large number of players.  You don't have to agree with the choices and we'd rather hear everyone's opinions to work out issues.  However, if 10 people report something works great and 1 person says it doesn't, we may not change it.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on February 01, 2012, 04:53:40 AM
Quote
Time Slow has 3, Oil Slider has 3. Oil Slider contains a double bar and consumes a generally superficial amount of ammo per use. (You could potentially argue that Burst Wrap has 3 attacks, but the two weapons above are more clear-cut in the attacks being different.)

...3?  what on earth are you talking about?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Ivory on February 01, 2012, 05:07:23 AM
Basically what Roc was saying:

Time Slow:
1) Arrow Projectile
2) Time Slow's Effect
3) Rapid Fire Arrows

Oil Slider: (is actually 4, maybe 5 depending on if you group 5 with 2.)
1) Arcing Oil Glob projectiles
2) Oil Sliding (like Star Crash on wheels)
3) Oil Slide over water
4) Oil Globs can be burned by fire weapons to be somewhat like a longer lasting flame blast.
5) Technically you can also jump off Oil Slider for an extra bit of height.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Mr. X on February 01, 2012, 05:55:46 AM
Quote from: "Messatsu"
If you're trying to say that elements of PU don't belong in the core, then I'd 100% agree.  Powered Up was a PSP game that does not adhere to the limitations of the NES, thus certain parts do not jive with the core.

Actually, that was what his entire post was trying to say.  He was pointing out things that wouldn't work in the core because SmashBroPlusB said it should be in the core.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on February 01, 2012, 08:38:28 AM
Quote from: "Ivory"
3) Oil Slide over water

...huh, that's one I didn't know about.  Interesting.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Myroc on February 01, 2012, 03:11:52 PM
Quote from: "Ice-IX"
PU is not a canon mega man game; the main focus of PU was a graphical update / revision of Mega Man 1. This expansion does not capture that  - mainly, the graphic update, instead just adding the other features of PU on at a whim. In order to actually capture the purpose of PU (the game) a new graphical style would be necessary. 3D models would be an example of a new graphical style. I am not referring to simply textures - the expansion is more "Mega Man 1 Deluxe" than Powered Up for this reason.
The original intent of the Powered Up rerelease of Mega Man 1 on the PSP was, which was retroactively changing MM1 to be more consistent with today's standard Mega Man game. This is not the intention of this expansion. This expansion exists to expand upon and improve the core gameplay, using the Powered Up weapons and items, as well as changing elements in the vanilla game that we feel could be improved. Surely you should be familiar with this since you're in the same situation with KY Classes vs YD Classes.

Quote from: "Ice-IX"
-Behavior of custom weapons. Super Bass Buster and Proto Strike are both simply edits of existing weapons; Proto Strike contains the same icon as Proto Buster and is incapable of being incorporated into DM weapon placement naturally. Both weapons are designed with the intent of being OP; or exist merely to distort Eddie's inventory. This leads to scenarios in which ONLY one person will have these weapons at a time - and usually be unstoppable.
Super Bass Buster is a gag item that is unable to be obtained in normal gameplay never will be. Proto Strike is nothing more than an easter egg that was never intended to be as stupidly powerful as it used to be.

Quote from: "Ice-IX"
-Multifunctional custom weapons. Stock weapons are usually one single attack, occasionally two different - such as Gyro Attack having a single gyro and a gyro split attack. Time Slow has 3, Oil Slider has 3. Oil Slider contains a double bar and consumes a generally superficial amount of ammo per use. (You could potentially argue that Burst Wrap has 3 attacks, but the two weapons above are more clear-cut in the attacks being different.) Time Slow, similar to the buster upgrades, gives an immediate advantage upon use (your opponent becomes a sloth) and the charge attack leaves enough ammo to be used again.
...so you're implying there's something wrong with weapons that possess multiple functions? There's nothing wrong with them being versatile, as long as they're not One Weapon To Rule Them All, which has never been observed in any form, whether it is in theory, personal testing, observation of real games and matches, or what have you. All the weapons do have disadvantages. Time Slow is despite the recent ammo buff still quite ammo consuming, and Oil Slider can be cumbersome to use and a good way of sending yourself into certain doom if you're not careful.

Quote from: "Ice-IX"
-Excessive skins. Mike has stated for alternate skins (in the core) that "one or two is fine".
I'll admit that not all of the decisions for Powered Up have been that wise in retrospect. The excessive amounts of extra skins were one of them and would be the first thing to go if I would remake this from scratch. With all due respect, however, few people have voiced discontent because of these.

Quote from: "Ice-IX"
-Presence of the Energy Balancer.
Energy Balancer was present in Powered Up, you were always equipped with it. I fail to see your point.

Quote from: "Ice-IX"
-Low quality custom textures. (Note that the MM7 textures are limited, but otherwise useable.) Certain areas of Time Man's stage, in particular the "wood" sections are not visually pleasing.
So you think the textures are ugly? Fine, that's your opinion. We have yet to see anyone agree with this, though.

Quote from: "Ice-IX"
-Presence of runes in multiple maps. Using runes (particularly ragerune) overly centralizes maps around it in a way that cannot be made up for.
We implemented the ragerune/hasterune gimmick into Time Man's stage as an experiment and found it to be an interesting and amusing feature. And there are several maps in the core that are overly centralized around a common gimmick as well, like, for example, Quick Man, Gravity Man, and MM7DW4. And as Mess said, this sounds more to be a personal opinion of yours.

Quote from: "Ice-IX"
There are probably other things that I haven't mentioned. I'm certain that the PU team is aware of all these changes and made them knowing it would be separate from the core. Galaxy brings up a good point in describing the expansion as well. Were it added to the core, PU would only add "bells and whistles" which are either designed outside of core standards or capable of going into the core by themselves.
We understand that not all of our decisions go hand to hand with what would work in the core. Our highest priority is enjoyable and interesting gameplay before core inclusion. If the latter would be possible it will just be an added bonus. I can see that one might not want everything from this expansion thrown directly into the core, there would most likely be some selective cutting.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: fortegigasgospel on February 01, 2012, 05:13:11 PM
I would like to point out also, via the DM's bot apoc server, I've always seen at least one or two people on the server using some of the PU Roll skins. Hell any server I've been in that has a lot of people in it theres ussually 1 or 2 Rolls
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Hallan Parva on February 01, 2012, 05:56:50 PM
I really don't see much of a problem adding this to "the core", really.

PU weapons are already greatly widespread and I don't think Mike would turn down a few new free toys to put in vanilla maps. The amount of skins is negligent compared to the amount of both stock AND custom skins already in existence, and they're "canon" skins to boot. Plus, a lot of the changes (like the "fixed" Flash Stopper and the addition of Energy Balancer) patch up or enhance things that are already there. The Flash Stopper exploit has been a KNOWN concern and the vanilla buster upgrades ALWAYS wasted any ammo pick-ups you found. At minimum the flash fix and the buster ammo fix could be used in the "core" if nothing else, and last time I checked nobody seems to frown at the idea of extra bosses and such.

Really, besides the "problems" of the joke weapons and "gimmicky" stages I don't see why this couldn't be put in.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Hunter_orion on February 01, 2012, 06:24:22 PM
Quote from: "fortegigasgospel"
I would like to point out also, via the DM's bot apoc server, I've always seen at least one or two people on the server using some of the PU Roll skins. Hell any server I've been in that has a lot of people in it theres ussually 1 or 2 Rolls

Because whether people want to admit it or not, Roll looks badass in most of her skins. Granted, I'm normally playing as a different custom skin while playing PU, but if I don't have that option (Not on Tomato's server), I pick Ninja Roll.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Isaac940 on February 01, 2012, 06:32:40 PM
Coming from the DM server, I like the changes to Flash Stopper and Wind Storm. With old Flash stopper, you could still kinda see out of the sides while under its effect, but with the new one completely whiteouts the screen for a shorter time, which raises its effectiveness in my opinion. And Mess said that the changes to Wind Storm were to make it a better weapon on its own and it definitely does that. The lower throw height means it's easy to hit multiple times with one tornado and the throwing can really mess with the aim of the victim. It definitely seems like an improvement over the old one which seemed to only be good for using in conjunction with Gravity Hold or for delaying people with how high it threw them. And speaking of Gravity Hold, it seems it can still be effective when used with the new Wind Storm, but it just requires more/better aimed shots of Wind Storm for it to work well.

Also, the campaign is pretty good in my opinion. The hidden boss is interesting and I thought the final boss was great, especially once I figured out that you actually get the MM1 and PU weapons and discovered the trick behind using them.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on February 01, 2012, 07:16:10 PM
Quote
So you think the textures are ugly? Fine, that's your opinion. We have yet to see anyone agree with this, though.

I'll agree, most of Time Man's stage is ugly... but then again I think it's ugly in PU as well even with all that extra graphic horsepower, so what is there to do about it?  Making it look good would make it unrecognizable, and that defeats the point.

In general I'm not really a fan of the powered up graphic style (too many big flat blocks of color and incoherently jumbled textures to fill in areas) but that's what this expansion needs... and in any case it's still better than most of the astoundingly bad tiles in the original mm1.  If anything I think it's actually BETTER when converted to 8-bit because the color limitations force the chaos to get in line and make some kind sense.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Galaxy Sisbro on February 01, 2012, 07:19:50 PM
Actually, I get Roc's point of "Ugly" textures. Basically, Some of Time man's textures aren't that appealing, Especially the wood. As for Oilman, it is a complete different topic, since the number of colors in that stage and the poorly selection of these makes the stage looks fuzzy.

I'm pretty sure Nemz fixed the later. Not sure about Time man, though.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on February 01, 2012, 07:28:12 PM
I did some color correction on both and added more frames of animation here and there, but left the textures otherwise mostly alone.  Here, judge for yourself (and do realize that the current in-game FC tiles use non-NES colors and far too many palettes):

Time
(click to show/hide)
Oil
(click to show/hide)

Hmm... did you guys add new tiles to oilman's stage in the update?  Either that or I missed those green wall tiles when I pulled them out of the wad earlier.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Awbawlisk on February 02, 2012, 02:53:26 AM
Awesome Campaign I enjoyed it!  :D

But I was kinda expecting you to use the actual Powered Up tile sets that NemZ posted.... Still very good though, and I like the changes.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Hallan Parva on February 02, 2012, 02:56:41 AM
Quote from: "Awbawlisk"
I was kinda expecting you to use the actual Powered Up tile sets that NemZ posted
SO MUCH THIS
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Magnet Dood on February 02, 2012, 02:58:30 AM
Yeah, I'm a little suprised you didn't do that.

Considering, y'know, he actually MADE them for you.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Kapus on February 02, 2012, 04:57:27 AM
The tilesets made by Nemz will be used in this expansion. They will be in the next release.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on February 02, 2012, 05:22:04 AM
I just finished them like last week guys, and clearly there's been a lot of work to refine the stage layouts and weapon placements in the meantime to justify a new release.  Relax.

...I sure do miss the bombs up on the ledge in wily1 though, and think you could have simply not put any ammo or life up there to help balance out the advantages of the placement.  Oh well, guess I'll be sticking to my plan of cutter/guts/oil rampage in the long room.  :)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: MusashiAA on February 02, 2012, 05:23:22 AM
Where can I see these PU-styled tiles? Are they the actual tiles used in the PSP game, or 8-bit renditions?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on February 02, 2012, 05:35:07 AM
I have a thread for tilesets in the map subforum.  They're 8bit.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on February 02, 2012, 03:41:08 PM
Quote from: "NemZ"
Hmm... did you guys add new tiles to oilman's stage in the update?  Either that or I missed those green wall tiles when I pulled them out of the wad earlier.
No, no no no no no ......okay yes.  Blame Lak, but yea, there are new sexy sexy textures.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on February 02, 2012, 06:59:44 PM
no problem, I already posted a recolored version.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Beed28 on February 02, 2012, 11:49:36 PM
Just played through the campagin. You did a brilliant job on the final boss!

When can we expect a new version with the updated tilesets?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: xColdxFusionx on February 03, 2012, 01:46:52 AM
My experience with the MMPU Boss:

(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Korby on February 03, 2012, 02:46:13 AM
I buster only'd the boss on my second try, but I don't know if it was made harder from the version I tested.
Title: Cover this bitch y/n
Post by: MusashiAA on February 03, 2012, 02:56:47 AM
As with every single campaign in MM8BDM, I did a YDQuint run of this campaign.

I hate Fire Men. And Flash Men. And Heat Men. And Guts Men. And Bomb Men. And Ice Men.

Good job on the last boss as well. Can't wait for the new style tile update.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Knux on February 03, 2012, 04:30:04 AM
Wow, that campaign was intense! I still remember from a long time ago how frustrating I used to feel when I first played the 8bitDM one, but that's because the only thing I did was looking for bomb weapons in levels. I breezed through this one on the first try, won the secret fight handily but... yeh, spoiler time.
(click to show/hide)
With the confidence I have now, I should go back and re-play the classic campaign. Anyway, you guys did a great job on this! Congrats!  :D
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Hunter_orion on February 03, 2012, 07:56:24 PM
Oh, boy. From the sounds of it, I will not enjoy the campaign boss much. (I can't get very far because I keep getting error'd mid campaign, usually at Evil Mega Man)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Lobsters on February 17, 2012, 11:24:41 AM
Not sure if you guys are aware of this yet but the new Flash Stopper is kinda useless. Now what I mean is, IF used on a player in GL they are blind for with a white screen for eh approx. 3-5 seconds. IN SOFTWARE I get a flash of white then it fades out during the time a GL user would have there eyes mutilated with white. Sorry if you are aware of this or if it is intentional. (Don't know why it would be.)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: HD_ on February 17, 2012, 11:32:36 AM
Quote from: "Knux"
Wow, that campaign was intense! I still remember from a long time ago how frustrating I used to feel when I first played the 8bitDM one, but that's because the only thing I did was looking for bomb weapons in levels. I breezed through this one on the first try, won the secret fight handily but... yeh, spoiler time.
(click to show/hide)
With the confidence I have now, I should go back and re-play the classic campaign. Anyway, you guys did a great job on this! Congrats!  :D

*psst* I made a campaign improvement that's in my topic. Don't tell anyo- Wait, did I just say that out loud? Derp.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Myroc on February 17, 2012, 04:33:16 PM
Quote from: "Lobsters"
Not sure if you guys are aware of this yet but the new Flash Stopper is kinda useless. Now what I mean is, IF used on a player in GL they are blind for with a white screen for eh approx. 3-5 seconds. IN SOFTWARE I get a flash of white then it fades out during the time a GL user would have there eyes mutilated with white. Sorry if you are aware of this or if it is intentional. (Don't know why it would be.)
We are aware of this problem and are trying to look into the issue and fix it, while simultaneously considering a genocide against all software users.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on February 17, 2012, 04:42:51 PM
Considering? I'm already in the planning stages Myroc!  I've tracked down the problem.  Turns out the problem was that I'm an idiot.  :lol:   So it will be fixed when the next version comes out.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Lobsters on February 17, 2012, 05:14:48 PM
Okay looking forward to my eyes molested. Can you make it not so bright atleast? I mean still white screen but not as bright of a white.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Dark Phil on February 17, 2012, 10:19:32 PM
I know how to get the expansion into the game but how do you access it to play it through from beginning to end with the boss included?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Beed28 on February 17, 2012, 10:50:29 PM
Go into the single player menu, and it should be listed along with "Start" (Dr. Light's lab), "Credits" and "Powered Up Credits". You don't access it through Dr. Light's chapter selector.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Hallan Parva on February 26, 2012, 06:57:38 AM
NemZ posting Bit Man textures reminded me of a thing

will you be making an intro stage inspired map (SAY YES GOSH DARN IT) and will there be WILY 3 / WILY 4 maps
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on February 29, 2012, 04:36:03 PM
BTW, for the laughs, here's an early version of what the boss looked like  :p
(click to show/hide)
Yea, the final version is only a bit better right?  :lol:
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Gumballtoid on March 09, 2012, 02:24:37 PM
is there a means to add time man and oil man's weapons and textures into a map without use of the powered up pack? is there a seperate wad to do something like that?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Russel on March 09, 2012, 02:34:33 PM
Allow me to answer that.

No.

Well...you can, but would be easier to just use PU.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: RedMettaur16 on June 13, 2012, 01:01:40 AM
I'm gonna get hate for not seeing the last post's date. I did.

But can I use the time man FC skin for my bot pack?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Knux on September 02, 2012, 11:54:51 PM
My apologies for bumping this thread, but I have a question.

Is it possible for me to use the oil barrel coding for the gas tanks in the Storm Eagle map I'm building? I might need it modified a little though, to make the barrels not move when shot. Is that fine?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: ice on September 03, 2012, 01:28:23 AM
Just make the mass of the barrels 9999

at default, things that are shot move slightly, but giving it a max mass of 9999, it will never move
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Myroc on September 04, 2012, 05:14:38 PM
Quote from: "Knux"
My apologies for bumping this thread, but I have a question.

Is it possible for me to use the oil barrel coding for the gas tanks in the Storm Eagle map I'm building? I might need it modified a little though, to make the barrels not move when shot. Is that fine?
Don't see why not. You'll have to edit the code yourself, though.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Gumballtoid on September 04, 2012, 07:09:54 PM
Oh good, someone bumped this thread. I didn't want to do it myself.

Since it seems v3a is using the NES palette, do you mind if I pitch a new palette for Oil Slider? Black is very limited on that palette.

(http://img94.imageshack.us/img94/7467/oilslider.png)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on September 04, 2012, 09:06:23 PM
Ack! Grape Soda Slider.  Actually, we've got a new color scheme for it that looks better, so we are not using the FC version at this time.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Knux on September 04, 2012, 09:51:21 PM
Quote from: "Myroc"
Don't see why not. You'll have to edit the code yourself, though.
That's nice, thanks! I'll look into it once I'm free from all the studying I have ahead. Exams begin this week starting from Friday.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Darkus4223 on December 09, 2012, 03:31:14 PM
When i try to load megaman 8 bit deathmatch with this expansion it says that there's a script error with MegamanP
Does anyone know how to fix this >_<
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Zard1084 on December 09, 2012, 04:16:27 PM
Quote from: "Darkus4223"
When i try to load megaman 8 bit deathmatch with this expansion it says that there's a script error with MegamanP
Does anyone know how to fix this >_<
You may have a old version of MM8BDM or a Old version of the mod
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Darkus4223 on December 09, 2012, 09:13:09 PM
Quote from: "Zard1084"
You may have a old version of MM8BDM or a Old version of the mod

I'm using MM8BDM v2c and im downloading v1d yet it's still not working  :(
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Knux on December 09, 2012, 09:17:50 PM
Why would you download v1d if you have v2c?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Laggy Blazko on December 09, 2012, 10:17:10 PM
Errr.. I think he means MMPU V1D.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Darkus4223 on December 15, 2012, 04:29:58 AM
Quote from: "Laggy Blazko"
Errr.. I think he means MMPU V1D.
You're right really, I don't even know about a regular megaman 8 bit deathmatch v1d :roll:

Never mind for this problem thenew update of mm8bdm has powered up
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: The_Broker on December 23, 2012, 08:19:47 PM
Greetings Mr. Myroc! Several of the skins from this mod have had their primary colors broken due to the change in palette. I am going to fix the ones I have downloaded and I was curious if you wished for me to send them back to you so other can get them too?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Myroc on December 23, 2012, 08:22:57 PM
Sure! Saves us the work, at least.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: The_Broker on December 23, 2012, 08:25:31 PM
I'll be doing the following skins:

Shield Attacker
Sports Roll
Straw Roll
Vacation Roll
Summer Roll
Alley Cat Roll
Ninja Roll
Valentine Roll

I don't have the older Time Man or Oil Man skins so I do not know if they're broken (or if you'll be keeping them anyway.)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: The_Broker on December 24, 2012, 05:34:14 PM
Sorry for the double post, I tried replacing the primary blues in the skin but it did not fix the problem. I don't know what else to do, sorry to let you down!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on May 08, 2013, 02:46:06 PM
Bump for new version

MediaFire Link: Powered Up v1e (http://www.mediafire.com/?4ojx41x2dk5899w)

Changelist:
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: SmashTheEchidna on May 08, 2013, 03:39:05 PM
Oh wow I never thought this would happen. But wouldn't it be V2A instead of V1E? Maybe not, but still feels like it should be.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on May 08, 2013, 03:42:20 PM
The intention is for v2a to be the full re texture using NemZ's textures iirc.  This is more of an incremental update so it only gets the letter bump.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: SmashTheEchidna on May 08, 2013, 03:44:15 PM
Ooohhhh. Bigger plans in store, eh? Well, looking forward to it!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Kapus on May 08, 2013, 03:45:28 PM
The topic title still says V1d.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: FTX6004 on May 08, 2013, 03:50:29 PM
Quote from: "Kapus"
The topic title still says V1d.

becuz messatsu did the version not myroc.

:EDIT: The small weapon capsules are not flashing can you fix that?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: Messatsu on May 08, 2013, 03:56:27 PM
Myroc will update the topic....eventually....

edit: Small capsules don't have a 'flash' graphic in MM1, at least according to sprites inc.
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
Post by: Myroc on May 08, 2013, 04:18:35 PM
First post updated. And again, because I forgot to change the title the first time. My forum-fu is weak.

Happy fragging!
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
Post by: NemZ on May 08, 2013, 05:01:18 PM
Quote from: "Messatsu"
The intention is for v2a to be the full re texture using NemZ's textures

Can't wait to see how that works out.  That was the first set where I pretty much had do it all from scratch because I couldn't find a good map pic to go on.   :mrgreen:
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
Post by: Beed28 on May 09, 2013, 12:02:44 PM
The sprite offsets for the MM1 health/ammo could do with being raised up by one, since they look wierd with the very bottom of the sprite clipping into the ground.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
Post by: Geno on July 01, 2013, 05:01:44 PM
I know this is a rather large bump, but it appears that this expansion did something to the Laser Buster. The Laser Buster's flashing is unable to be seen on the actual player sprite (the HUD is fine) when this expansion is loaded, so instead of players flashing green in 3rd person view, they stay with the default colours.

This is what I mean.
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
Post by: Messatsu on July 01, 2013, 06:11:45 PM
Ah crap, you're right.  Apparently I forgot to include
Code: [Select]
#DEFINE LASERCHARGE1 106
#DEFINE LASERCHARGE2 107
in wcolors.  Ah well, v3b is going to require some small rewriting anyway so we'll probably pop out a v1f at that point.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
Post by: Geno on July 15, 2013, 12:53:52 PM
Wow, I found another thing.

Attempting to add a custom bot WAD AFTER adding the Powered Up Expansion PK3 causes whatever bots added after it to be unusable.
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
Post by: Messatsu on July 15, 2013, 09:44:56 PM
Can you go into more detail?
Title: Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
Post by: Geno on July 16, 2013, 01:22:15 PM
Well, after I loaded the Powered Up expansion with the launcher, I added several other extra bots (also with the launcher).
When I went to the add bot list in Offline Skirmish, all the bots from the default game, the extra ones inserted BEFORE MMPU, and the MMPU ones appeared on the list, but NOT the ones I added after PU.
I was also unable to use the ADDBOT command to add them.

And after removing MMPU, the extra bots all reappeared.

I`m pretty sure this happens with ALL bots, but the ones I experienced it with were Rokko Chan, my Dalek bot, and geminibro`s Honey Woman.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Myroc on November 15, 2013, 06:54:00 PM
We just released version v1f (http://www.mediafire.com/download/jxyp9r7k1q5lmzc/PoweredUp-v1f.pk3).

Changelog for this version:
(click to show/hide)
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Beed28 on November 15, 2013, 07:01:14 PM
Quote from: "Myroc"
- New Jump Canceling script from v4a
- Energy Balancer from v4a
Whoa whoa whoa whoa

MM8BDM-v4a adds an official Energy Balancer and a new Jump Canceling script? :shock:
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Myroc on November 15, 2013, 07:12:00 PM
Quote from: "Beed28"
MM8BDM-v4a adds an official Energy Balancer and a new Jump Canceling script? :shock:
Fascinating! How do you manage to get a stable internet connection down in the cave you live in?
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Knux on November 15, 2013, 07:20:24 PM
Beed, look in here:

viewtopic.php?f=34&t=6152&start=10#p266408 (http://cutstuff.net/forum/viewtopic.php?f=34&t=6152&start=10#p266408)

Specifically, where Mendez starts talking about Flash Stopper.

Myroc, are there any plans to change the MM1 weapons for this mod somehow? I'm just wondering if it was ever considered, but I really wouldn't mind either way.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Beed28 on November 15, 2013, 07:24:21 PM
Ah, I remember just quickly skimming through that post (I can't remember why), so I must have missed the Energy Balancer.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: -Daiki-TheOni on November 15, 2013, 11:33:01 PM
Reporting for cookies!!

-Wily castle nomber 2 has a "thing" in the skybox, you shold move the textures a bit, maybe reducing a bit the skybox can solve this.

-Also, I noticed some skyboxes are cuadrangular, żis that intended?

Anyways, congratulations!!! the new skyboxes make more apealing some levels, like wily castle 1 :3
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Messatsu on November 19, 2013, 09:09:00 PM
Oh, on a related note: Two small changes I forgot to tell Myroc in the changelog

- Weapon energy cannot be picked up if you are full on your current weapon (unless you have the Energy Balancer)
- Gravity Hold and Wind Storm cause a special death animation for the player.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Goomba98 on November 24, 2013, 02:25:17 PM
Also, the inner pits in Bomb Man's stage are still blue instead of using the skybox, which is now mostly black.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: William0918 on July 05, 2014, 01:54:03 PM
A problem I have. When I play it on MM8BDM v4a, when I load it up, I get an error that says "MrXFlag not a valid item" or something along those lines. Can you update to make it compatible with v4a?
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: PotatoStrike on July 07, 2014, 08:54:50 AM
Quote from: "William0918"
A problem I have. When I play it on MM8BDM v4a, when I load it up, I get an error that says "MrXFlag not a valid item" or something along those lines. Can you update to make it compatible with v4a?

Ah you too?
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Zard1084 on July 07, 2014, 04:21:51 PM
This mod has not been updated yet so don't bother trying to play it right now.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Linnie on July 12, 2014, 01:41:13 AM
Yeah, I was wondering, it's been a couple months since V4 came out; are there any plans to release a compatibility patch for this?
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Messatsu on July 12, 2014, 09:31:10 PM
If there's enough interest I can update it.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Gumballtoid on July 12, 2014, 11:41:45 PM
I myself would love to see Powered Up Deathmatch on Doomseeker once again. It used to be a go-to gamemode for me.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: fortegigasgospel on July 12, 2014, 11:47:06 PM
I enjoy this expansion very much, I would like to see it updated. Back when I first started every server had it except the vanilla ones, cause there was no reason NOT to.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: rodolfo20013 on September 10, 2014, 11:44:52 PM
Version 4a of MM8BDM doesn't work.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: The_Broker on September 11, 2014, 03:49:30 AM
Mr. rodolfo20013, your question should be posted here:
viewforum.php?f=27 (http://www.cutstuff.net/forum/viewforum.php?f=27)

Please do not post off-topic. Thank you.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Russel on September 11, 2014, 05:52:18 AM
I'm...pretty sure he meant that this mod doesn't work with v4a.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: rodolfo20013 on September 12, 2014, 03:40:49 PM
I found can't load extra .pk3s and .wads link http://www.cutstuff.net/forum/viewtopic.php?f=27&t=7284 (http://www.cutstuff.net/forum/viewtopic.php?f=27&t=7284)
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Russel on September 12, 2014, 06:50:22 PM
No the stuff he was talking about were not updated to the new version of the game. This is one of those cases.

In general, assuming the mods you're trying to load are compatible with the core game's current version, should work just fine.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: rodolfo20013 on September 12, 2014, 08:33:57 PM
SickSadWorld updated the Rockman No Constancy for MM8BDM v4a
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Russel on September 12, 2014, 08:40:37 PM
Rockman No Constancy isn't Powered Up. The release cycles for these two mods are completely different and have absolutely nothing to do with each other. Just because a whole lot of mods update doesn't mean all of them have or even will.

I have spoken with Myroc about updating to v4, he said he will talk with the developers about having it done at some point.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Messatsu on September 12, 2014, 09:21:43 PM
Quote from: "Lego"
RockmanI have spoken with Myroc about updating to v4, he said he will talk with the developers about having it done at some point.

 :ugeek:  Gee, I wonder who.  Ugh, okay, fine I'll update this.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: rodolfo20013 on September 18, 2014, 04:15:12 PM
I waiting. You passed 6 days without updating.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Knux on September 18, 2014, 05:27:52 PM
It's done when it's done. Good things come to those who wait, and that's not to mention Messatsu is a very busy person. Be patient like everybody else.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Messatsu on September 20, 2014, 09:08:39 PM
As Knux said.  As a side note, I will NOT be updating this for v4a as v4b is right around the corner.  Expect a release after that.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: rodolfo20013 on September 21, 2014, 10:41:33 PM
From MM8BDM v4b Roll Call.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Messatsu on September 23, 2014, 03:04:01 AM
I'm afraid I don't understand?
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Lucky104 on September 18, 2017, 12:36:20 AM
Hello new to this wandering if there is a v5 update?
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: GameAndWatcher on September 18, 2017, 03:38:33 AM
The last post was almost two years ago, so very much no.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Hilman170499 on March 10, 2021, 01:45:59 PM
Hi. Please pardon the necro-post, but just dropping by to ask something real quick.

Let's say someone else wants to take charge of this expansion and give it an update, would that be okay?
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: NES Boy on March 11, 2021, 07:37:07 AM
Looking up Myroc's profile, it appears his last activity on this forum was on March 27, 2020. That's almost a year from now.

The chances of him answering your question here are low. Try checking if he's active in Discord.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Hilman170499 on May 29, 2021, 09:03:19 PM
Sorry for bumping again, but I'm just dropping by to make a quick announcement.

With permission from the original creators, I have taken the helm of updating the project.

As a step to updating this expansion, I have restored the original maps to be more stable with the current versions of MM8BDM.
Here are the changes which I have made:
-The general layouts of the maps are largely unchanged, though there might be a few minor tweaks here and there.
-To be compatible with core, the expansion weapons have been removed. Namely, Charge Buster is replaced with Arrow Buster whereas Roll Swing is replaced with Flame Sword. Time Slow and Energy Balancer use their core counterparts.
-Several gimmicks have been updated to be more in line with newer standards.
-Map cards have been added.
TSPG download link:
https://allfearthesentinel.net/zandronum/download.php?file=mmpu-v1f-maps-v6.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=mmpu-v1f-maps-v6.pk3)

Feedback will be appreciated.
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Hilman170499 on July 29, 2023, 06:56:15 AM
Yet another bump.

I've updated the old map pack yet again, for compatibility with v6b. This time, the map pack will be designated as "Old Style".
-Map codes have an O added at the end, to denote their status as legacy maps.(MMPCUTO, MMPGUTO, etc.)
-Team spawns added.
-Death pits, burning oil and horizontal elec beam traps now have frag credit added.

TSPG download link:
https://allfearthesentinel.com/zandronum/download.php?file=mmpu-oldstyle-v1a.pk3 (https://allfearthesentinel.com/zandronum/download.php?file=mmpu-oldstyle-v1a.pk3)
Title: Re: [EXPANSION] Mega Man Powered Up [Release v1f]
Post by: Hilman170499 on August 12, 2023, 06:01:31 PM
Made a quick update to the map pack.
-Fixed a slight typo with the intense music in MMPTIMO.
-Added map previews for the map voting system.

TSPG download link:
https://allfearthesentinel.com/zandronum/download.php?file=mmpu-oldstyle-v1b.pk3 (https://allfearthesentinel.com/zandronum/download.php?file=mmpu-oldstyle-v1b.pk3)