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Author Topic: Mega Man 8-bit Deathmatch V5B - 22/05/17!  (Read 166400 times)

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September 29, 2016, 07:31:59 PM
Reply #240

Offline Korby

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #240 on: September 29, 2016, 07:31:59 PM »
No. Only the listed objects will be getting voxels.

September 30, 2016, 02:04:38 AM
Reply #241

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #241 on: September 30, 2016, 02:04:38 AM »
Ok. Another question, why does ruined street (MM7(MMM7RUI)) gets too slow, it's not lag, it's just too slow, the framerates drop too much. Does this has an explanation, all the other maps doesn't get a low framerate to me (only if it's on multiplayer( also, I'm saying that ruined street is slow in SINGLE player)), but somehow ruined street does;

September 30, 2016, 02:07:49 AM
Reply #242

Offline Gumballtoid

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #242 on: September 30, 2016, 02:07:49 AM »
I was skeptical of voxels until I saw screenshots. Now I'm just really impressed and excited.

I'm also glad they're being used in places where they make sense -- actors that are platform-centric.

October 01, 2016, 02:43:59 AM
Reply #243

Offline Copy Robot

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #243 on: October 01, 2016, 02:43:59 AM »
Hey. Who likes Hyper Storm H's conveyors. Yeah. I bet you all do. Well I got something better. Who likes Hyper Storm H's conveyors...

(click to show/hide)

October 01, 2016, 02:51:19 AM
Reply #244

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #244 on: October 01, 2016, 02:51:19 AM »
Hey. Who likes Hyper Storm H's conveyors. Yeah. I bet you all do. Well I got something better. Who likes Hyper Storm H's conveyors...

(click to show/hide)

I like this.

October 01, 2016, 12:01:17 PM
Reply #245

Offline Xhatahx

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #245 on: October 01, 2016, 12:01:17 PM »
I noticed you said "other" instead of "all other". Will "clarity" be added to the MM2MET conveyors?

October 01, 2016, 10:00:50 PM
Reply #246

Offline Rozark

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #246 on: October 01, 2016, 10:00:50 PM »
I noticed you said "other" instead of "all other". Will "clarity" be added to the MM2MET conveyors?

Yea, they will be. It only makes sense.

October 04, 2016, 08:32:33 PM
Reply #247

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #247 on: October 04, 2016, 08:32:33 PM »
Cutmanmike, I think this is a bug, I was trying to restore a Quint 4th phase save, then the console apearred saying "expected a name, but got something else", is this a bug?

October 04, 2016, 08:36:36 PM
Reply #248

Offline Yoshiatom

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #248 on: October 04, 2016, 08:36:36 PM »
Doom-style saves aren't really meant to used in MM8BDM, so even if this was a bug odds are it won't be fixed because your not supposed to use them.

(Although I'd imagine ZDoom would let you remove menu options, maybe that'll happen when Zandronum 3.0 comes out?)

October 05, 2016, 03:19:59 AM
Reply #249

Offline Gummywormz

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #249 on: October 05, 2016, 03:19:59 AM »
I wouldn't be for disabling random menu options. 2ndcoop and other co-op mods make use of DOOM style saving.

October 05, 2016, 03:40:58 AM
Reply #250

Offline Korby

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #250 on: October 05, 2016, 03:40:58 AM »
I mean, technically, they could just add them back themselves with their own menudef, but I don't think we'll remove them when MENUDEF comes around.
Things could change, of course.

October 10, 2016, 10:24:04 PM
Reply #251

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #251 on: October 10, 2016, 10:24:04 PM »
Okay it's time to talk what is coming for V5B Single Player mode!

STORY

Mega Man 8-bit Deathmatch has always been fairly light on the story side of things. The game was never intended to tell a story. Until V3 hit and Duo appeared mid campaign, the story was basically about the 2nd Robot Master Tournament and chasing Dr. Wily. Other than a few lines of dialogue spoken by Dr. Light, there was not much of in-game plot. Looking back at the campaign now you can see it gradually improving over time, really kicking off when King appears in V4 (the Genesis Unit appearing is still my favourite). Ever since then I've tried to make funny and epic cutscenes to keep the player invested in the fairly stale botmatch campaign (with occasional juicy bosses!) While it's cool to keep the game's history in tact, I realize that simply leaving it alone is not an option if I want people to recommend playing the singleplayer for the story.

So we're giving it a big overhaul! From Chapter 1 (MM1) to 9 (MM&B), we're rewriting and inventing new story elements to the game. Each chapter will start with a cutscene (and sometimes end with one), to show you what is going on with the characters in the story. The NPCs in Dr. Light's lab will move around, giving you new info on what's going on. Characters and Robot Masters that had no involvement in the story are now getting involved! Why are you fighting Yellow Devil? There's a cutscene for that! Where is Dr. Cossack anyway? You'll find out! How does Dr. Wily reprogram all the Robot Masters? All will be explained!

Obviously I can't reveal too much of the plot without giving things away, so for now I'll just post a little taste of a new cutscene that happens at the start of Chapter 4!

(click to show/hide)

We're adding lots of tiny little additions to make you want to go back and check out these new additions from the past. Hopefully this is a nice treat for those who actually care about the game's story. And if you don't? No worries! You can simply ignore it and continue blazing through the game. The new "Game Saved" notification will also give you an indication of when you can quit out of the game and skip waiting through a cutscene.

Speaking of going back and checking stuff out...

BOSSES

The bosses from the past sure show their rust compared to the newer ones, which is why every single boss in the game (before Evil Robot) will be getting either a complete remake or new enhancements to bring them up to quality! This ties into the story too. Every boss will have a cutscene before it, giving you a reason for being there fighting the boss in the first place. Sadly I can't reveal anything too huge yet, but I can say bosses that you probably thought were terrible will probably become some of your favourites!

Also this should go without saying, but the newer bosses will be getting some balance tweaks too.

I'm super excited to show you what we've cooked up. It's so exciting that I'll be making a V5B trailer specifically to show some of it off! As for multiplayer, we're kind of holding back on that for now while we wait for Zandronum 3.0 to be released (before the end of the year I hope)! We'll have map, weapon and other cool updates coming in the future so stay tuned!

October 10, 2016, 10:30:08 PM
Reply #252

Offline Orange juice :l

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #252 on: October 10, 2016, 10:30:08 PM »
Quote
The new "Game Saved" notification will also give you an indication of when you can quit out of the game and skip waiting through a cutscene.

Does this appear every time or only the first time?

October 10, 2016, 10:39:18 PM
Reply #253

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #253 on: October 10, 2016, 10:39:18 PM »
Only the first time at the moment (unless you reset your save progress.)

October 10, 2016, 10:42:48 PM
Reply #254

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #254 on: October 10, 2016, 10:42:48 PM »
Wow, that's definitely looking amazing. I'm pretty glad that campaign's getting an overhaul. Looks like I'll have to replay the entire campaign once v5b is out.