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Author Topic: Mega Man 8-bit Deathmatch V5B - 22/05/17!  (Read 165910 times)

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September 21, 2016, 08:31:14 PM
Reply #225

Offline Orange juice :l

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #225 on: September 21, 2016, 08:31:14 PM »
Duly noted, I'll play it safe for V5A and hold out for V5B's changes. Of course, now that you mention that save updating is so irregular, it seems like a good idea to me to normalize it to as early as possible, just to be as generous as possible.

September 21, 2016, 11:14:32 PM
Reply #226

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #226 on: September 21, 2016, 11:14:32 PM »
So if I play v5b, I won't have my progress of v5a? I don't want to have all my progress lost.

September 22, 2016, 12:01:31 AM
Reply #227

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #227 on: September 22, 2016, 12:01:31 AM »
So if I play v5b, I won't have my progress of v5a? I don't want to have all my progress lost.
In your v5a files, you'll see a file titled "Zandronum-[USERNAME]." That's your save data. Just copy it and paste it to the v5b files.

September 22, 2016, 01:27:22 AM
Reply #228

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #228 on: September 22, 2016, 01:27:22 AM »
GameAndWatcher, you're like a savior for me :)

September 25, 2016, 05:57:51 AM
Reply #229

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #229 on: September 25, 2016, 05:57:51 AM »
I noticed something, in the readme file, it's written "compeltely free" and not "completly free", just advising you about an grammar mistake.  :mrgreen: . Also I can't wait for V5B, I wonder how many time will it take.

September 25, 2016, 04:13:31 PM
Reply #230

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #230 on: September 25, 2016, 04:13:31 PM »
it's written "compeltely free" and not "completly free"
"Completly" is also misspelled. It's spelled "Completely".

September 25, 2016, 04:56:54 PM
Reply #231

Offline Rokim21

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #231 on: September 25, 2016, 04:56:54 PM »
What's about jump sprites and jump and shoot sprites?

September 25, 2016, 09:22:50 PM
Reply #232

Offline fortegigasgospel

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #232 on: September 25, 2016, 09:22:50 PM »
What's about jump sprites and jump and shoot sprites?
Then every skin needs to have jump sprites and jump shooting sprites made which makes a lot of work and even more work for skin makers.

September 26, 2016, 12:20:31 AM
Reply #233

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #233 on: September 26, 2016, 12:20:31 AM »
I just wanted to pop in and say that 8-Bit Deathmatch is my favorite fan game, and one of my favorite games in general. I just love how faithful the weapons are to the games while still being balanced into a fun FPS. You guys on staff should feel very proud of what you done, and thanks for staying dedicated. V5 was definitely worth the wait!

September 26, 2016, 01:00:02 AM
Reply #234

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #234 on: September 26, 2016, 01:00:02 AM »
Thanks! Be sure to stick around for V5B later this year (I hope) :)

September 26, 2016, 08:12:33 AM
Reply #235

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #235 on: September 26, 2016, 08:12:33 AM »
*estimates release date at November 13*
Also, if you have complaints, suggestions, or nitpicks, take them to the Bugs and Suggestions forum, not here. In here, they get forgotten.
EDIT: *re-estimates release date for early December*

September 29, 2016, 01:59:06 PM
Reply #236

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #236 on: September 29, 2016, 01:59:06 PM »
Alright let's talk voxels!

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

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

Check out these screenshots:

(click to show/hide)

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

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

Want to get in on the voxel action early? Sonicfam has created a tutorial for creating and importing your own voxels.

We still have no idea when Zandronum 3.0 is going to hit so development is going at a slow and steady pace. Once we know we'll switch it back into high gear and start teasing stuff again. I will be requesting the community's feedback on a few topics soon so be sure to look out for those in this forum.

September 29, 2016, 03:15:20 PM
Reply #237

Offline Xhatahx

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #237 on: September 29, 2016, 03:15:20 PM »
* Cold Cylinder (Cold Man Stage)
Cold... Cylinders? I didn't know they were supposed to be cylinders! Of course, a part of that is that the sprite was made to look cuboidal.

Also, the cracked Concrete Shot block looks weird. But other than that, THANK YOU THANK YOU THANK YOU

September 29, 2016, 05:45:45 PM
Reply #238

Offline BlastDaSky

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #238 on: September 29, 2016, 05:45:45 PM »
EDIT: I dont understand half-a-pickle

September 29, 2016, 05:47:21 PM
Reply #239

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #239 on: September 29, 2016, 05:47:21 PM »
Will the voxels that sonicfam did that aren't in your list be added to v5b( or v5c or v6, whatever) of mm8bdm