Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on August 19, 2011, 05:42:42 PM

Title: MM8BDM V2C Released!
Post by: CutmanMike on August 19, 2011, 05:42:42 PM
Changelog and download below! (to the right of the donate button *COUGH**WHEEZE*)

http://cutstuff.net/mm8bdm/?p=115 (http://cutstuff.net/mm8bdm/?p=115)
Title: Re: MM8BDM V2C Released!
Post by: Beed28 on August 19, 2011, 05:48:01 PM
Brilliant! Downloading now! :D

Is there any changes in the WCOLORS and GLOBAL acs files and the SBARINFO? If so, do we have to update our mods?
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 19, 2011, 05:49:21 PM
Only minor things that shouldn't effect them. I try my best to keep everything compatible with older mods.
Title: Re: MM8BDM V2C Released!
Post by: BiscuitSlash on August 19, 2011, 05:50:03 PM
Downloading it now. It looks very promising! Although I hope I still like those weapons that have had ammo nerfs.
Title: Re: MM8BDM V2C Released!
Post by: Ivory on August 19, 2011, 05:53:00 PM
Since Mike forgot to mention it, I've changed the weapon layout in MMCTF09 slightly and, once again, hopefully for the last time, altered MMCTF08's layout.
Title: Re: MM8BDM V2C Released!
Post by: Laggy Blazko on August 19, 2011, 05:53:23 PM
Whoa! GvHV3b3 and MM8BDM V2C Released the same day! My Connection will explode. XD
Title: Re: MM8BDM V2C Released!
Post by: SaviorSword on August 19, 2011, 05:55:54 PM
Wow! Lookin' forward to the changes! Thanks Mike for yar hard work and effort!  :mrgreen:
Title: Re: MM8BDM V2C Released!
Post by: Nuy on August 19, 2011, 06:00:55 PM
I donated 0.60 GBP, does that help Mike?
It was all the money I had D:
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 19, 2011, 06:03:32 PM
Yup! Thanks
Title: Re: MM8BDM V2C Released!
Post by: Orange juice :l on August 19, 2011, 06:07:51 PM
In Possession, if the circuit board is not picked up after so long the match ends.
Any chance we could get a specific time limit?  :cool:
 
Junk Shield has been completely changed. Activating it creates three orbiting junk pieces that can damage enemies and block non-ripping projectiles.
I tried it out; do the chunks stay if they make contact? If they do, a passive hugger could cause other issues. Time will tell, though.
 
 Gravity Hold can now be obtained again in Duel.
HEAR YE HEAR YE, RJ IS DEAD! HUZZAH!

Some weapon layouts changed (mostly less Wild Coil, no Wind Storm/Gravity Hold combo)
SO IS WINDHOLD! HUZZAH!

Treble Sentry fires faster and has faster projectiles.
What why he was strong already

Search Snake is now in weapon slot 2.
JUSTICE
 
Leaf Shield no longer reflects Treble’s shots.
Whyyyy

Noise Crush does less damage.
60 damage, to be precise

Silver Tomahawk does less damage.
It's still 3 shotting not that that's a bad thing anyways... Mike, did you break something?

Ballade Cracker uses more ammo.
There are now 7 per clip (How many before?)

Drill Bomb uses more ammo.
7 also

Rolling Cutter uses more ammo.
Again, 7, although it's enough to do the job anyways

Hard Knuckle uses more ammo.
Guess how many uses. Go ahead.

Mirror Buster uses ammo faster.
Quick draw, anyone?

MM7SHA secret is now blocked off.
And so nobody ever camped the yas again

Possibly other minor tweaks!

Like Super Arm and Cutter nerfs?  ;)
Title: Re: MM8BDM V2C Released!
Post by: LifeCraft J on August 19, 2011, 06:11:31 PM
Awesome! Can't wait to download!
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 19, 2011, 06:12:15 PM
Quote from: "Orange juice :l"
Silver Tomahawk does less damage.
It's still 3 shotting not that that's a bad thing anyways... Mike, did you break something?

Bleck? I just tried it on both a bot and the megaman class and it was 4.

Edit: Nevermind I screwed up. Next version then!
Title: Re: MM8BDM V2C Released!
Post by: Orange juice :l on August 19, 2011, 06:22:34 PM
ALSO WindHold still works on Needleman. Fun times.

ALSO ALSO Coil still OHKOs at point blank.
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 19, 2011, 06:23:23 PM
BUMS I knew I forgot one level.

Also I forgot to mention Wild Coil now fires the springs more open so it's harder to OHKO.
Title: Re: MM8BDM V2C Released!
Post by: BiscuitSlash on August 19, 2011, 06:24:25 PM
Quote from: "Orange juice :l"
Hard Knuckle uses more ammo.
Guess how many uses. Go ahead.
Aww please say it's 9 instead of 7. I really liked this weapon. Hopefully I still will, and it was probably a necessary nerf anyways.
Title: Re: MM8BDM V2C Released!
Post by: Captain Barlowe on August 19, 2011, 06:25:43 PM
Guess CMM loves to be lucky with all these sevens. Heck, Silver T is now 35 damage, which is a multiple of seven...

So far I haven't played this version, but it sounds good.
Title: Re: MM8BDM V2C Released!
Post by: Korby on August 19, 2011, 06:26:41 PM
Does it use a new version of Skulltag?
Title: Re: MM8BDM V2C Released!
Post by: Nuy on August 19, 2011, 06:27:13 PM
Mirror (http://www.mediafire.com/?zx64s3x8hh9738h)
Title: Re: MM8BDM V2C Released!
Post by: Captain Barlowe on August 19, 2011, 06:27:31 PM
I think so, yeah. I think it's 0.98e alpha.
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 19, 2011, 06:28:10 PM
Quote from: "Korby"
Does it use a new version of Skulltag?

It's an alpha AFTER the latest main release of skulltag so yes. We SHOULD have 3d floors now in software/opengl.
Title: Re: MM8BDM V2C Released!
Post by: LifeCraft J on August 19, 2011, 06:29:55 PM
So does the hard knuckle do less damage, and what do you mean by 3d floors Mike?
Title: Re: MM8BDM V2C Released!
Post by: BiscuitSlash on August 19, 2011, 06:30:14 PM
Is this little thing still here? Or was my game being weird at the time....
(click to show/hide)
Title: Re: MM8BDM V2C Released!
Post by: Rawk Hawk on August 19, 2011, 06:31:19 PM
Hard Knukles just fires less shots. Still 80 damage Lifeup J.
Title: Re: MM8BDM V2C Released!
Post by: LifeCraft J on August 19, 2011, 06:32:42 PM
Oh ok. because that weapon is too good.
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 19, 2011, 06:33:32 PM
You will use another engine rather than skulltag for V3A? cool! I wonder what would it be like. But it's hard to find an engine that has less limitations and yet can support 8-bit flat sprites as models. or you would mod it so it can The only engine I know for FPS games is the Sauerbraten engine.
Title: Re: MM8BDM V2C Released!
Post by: Orange juice :l on August 19, 2011, 06:37:43 PM
AHAHAHAHHAHAH WE STILL BUGGED GUTSMANG  :p
Get someone to land on your head when you go down. You'll get punched but stay down, and then he'll ignore you. Guy on top can't get down or he'll be punched, though.

(http://img18.imageshack.us/img18/2586/screenshotdoom201108191.png)
Title: Re: MM8BDM V2C Released!
Post by: Captain Barlowe on August 19, 2011, 06:40:12 PM
But you can already make him bugged without doing that.
Title: Re: MM8BDM V2C Released!
Post by: Orange juice :l on August 19, 2011, 06:40:48 PM
Wallhugging was fixed, so I took it upon myself to find a new method.
Title: Re: MM8BDM V2C Released!
Post by: Rawk Hawk on August 19, 2011, 06:42:12 PM
Well OJ, it still requires the assistance of someone else, so I find it to hardly be that big of a deal.
Title: Re: MM8BDM V2C Released!
Post by: Captain Barlowe on August 19, 2011, 06:42:32 PM
I swear, I'm going crazy...
(click to show/hide)
Title: Re: MM8BDM V2C Released!
Post by: LifeCraft J on August 19, 2011, 06:47:31 PM
Quote from: "thatguy74"
I swear, I'm going crazy...
(click to show/hide)


I think its coincidence.
Or maybe CMM planned this whole thing.
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 19, 2011, 06:50:38 PM
Poor guts man G, oh well

(http://img405.imageshack.us/img405/2587/28103608.jpg)

viewtopic.php?f=27&t=3239 (http://www.cutstuff.net/forum/viewtopic.php?f=27&t=3239)
Title: Re: MM8BDM V2C Released!
Post by: Messatsu on August 19, 2011, 08:46:54 PM
I'm not sure what's going on, but there's a big problem with Roboenza.  The script that removes weapons (Changes out plant barrier for rain flush for example) doesn't seem to work.  There's a problem in the 'check inventory' part.  This wasn't a problem before the update and I'm concerned at 98e might be the culprit.  I'm going to mess around with skulltag versions to find out more.  Has anyone else noticed any weirdness?

UPDATE: I just tested this with 98d (official) and didn't have any issues.  There's definitely some bug in this build of 98e.
UPDATE2: Well I can seem to get it to work by increasing the delay before the checkinventory is called.  Unsure why that's needed comparative to the old version, but whatever, something to note I suppose.
Title: Re: MM8BDM V2C Released!
Post by: Laggy Blazko on August 19, 2011, 09:44:54 PM
Quote from: "Messatsu"
I'm not sure what's going on, but there's a big problem with Roboenza.  The script that removes weapons (Changes out plant barrier for rain flush for example) doesn't seem to work.  There's a problem in the 'check inventory' part.  This wasn't a problem before the update and I'm concerned at 98e might be the culprit.  I'm going to mess around with skulltag versions to find out more.  Has anyone else noticed any weirdness?
Yep. And for some reason i was getting different weapons than the rest.
Title: Re: MM8BDM V2C Released!
Post by: JaxOf7 on August 20, 2011, 12:26:33 AM
Oh god, you didn't +CLIENTSIDEONLY any part of the new junk shield.
Title: Re: MM8BDM V2C Released!
Post by: Balrog on August 20, 2011, 12:43:36 AM
>3d floors that don't suck
(http://media.moddb.com/images/members/1/382/381761/house-do-want.jpg)
Title: The return of Crashing Crash Man!
Post by: Tesseractal on August 20, 2011, 01:12:07 AM
I'm having a frequent problem with my game crashing while on servers. I'm using Software mode. It generally seems sporadic and I can't really pinpoint any specific cause; after it crashes, I get a message similar to "Failed to realloc 400 (million~) bytes". Are there particular maps that could be more prone to crashes?
Title: Re: MM8BDM V2C Released!
Post by: JaxOf7 on August 20, 2011, 02:58:16 AM
So just in case you release another version immediately afterwards (like last time), perhaps you should consider this junk shield.
http://www.mediafire.com/?dqox54la8z8i3kf
It client sides the stuff that are derived from one synced actor anyway, so it should work out.
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 20, 2011, 03:02:47 AM
Clientside's what? The things spawned are projectiles, if they're client side they won't send the damage information.
Title: Re: MM8BDM V2C Released!
Post by: Nuy on August 20, 2011, 03:16:05 AM
I'm kinda confused on what 3D floors actually ARE.
Title: Re: MM8BDM V2C Released!
Post by: Orange juice :l on August 20, 2011, 03:25:30 AM
I vote we pull a v2b and downgrade ST versions again, all in favor say "why"
Title: Re: MM8BDM V2C Released!
Post by: ice on August 20, 2011, 03:32:41 AM
Sigh, this is so embarrassing to post but, what file was I supposed to replace to transfer all of my skulltag settings?
Title: Re: MM8BDM V2C Released!
Post by: Orange juice :l on August 20, 2011, 03:43:23 AM
Skulltag-(NAME).ini
Title: Re: MM8BDM V2C Released!
Post by: Korby on August 20, 2011, 03:45:31 AM
Betcha the temporary break in Roboenza was a plot to kill it.

Excuse me while I go enjoy my apparent endless stunlock with new Junk Shield.
Title: Re: MM8BDM V2C Released!
Post by: TheMetalManu on August 20, 2011, 03:58:33 AM
"Why" Because i got crashed 15 times in 5 hours.
Title: Re: MM8BDM V2C Released!
Post by: JaxOf7 on August 20, 2011, 06:04:50 AM
Quote from: "CutmanMike"
Clientside's what? The things spawned are projectiles, if they're client side they won't send the damage information.
Welp, I faild.
Title: Re: MM8BDM V2C Released!
Post by: Jennifer on August 20, 2011, 12:30:24 PM
I see a Few things wrong with Junk shield:

1:Ammo consumption. 4 Uses and it's gone? Plus,You can't switch with it on anymore.

2:Infinite stunlock.As OJ said,Junk shield's Shield parts don't disappear when hit,Making this Basically OP'd.Tried it myself in LMS against 5 Bots.Didn't die or take that much damage.

3:The Shots it shoots seem weak,and it would be hard to Blind-fire Junk shield due to it's Triangular fire pattern.

Just a Few things,That's all. :L
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 20, 2011, 12:53:44 PM
I upgraded MM8BDMu to be v2c. Just to tell you
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 20, 2011, 03:27:48 PM
Ok here's the deal. I want to get to the bottom of the crashing ASAP. Once that's done I can probably spew out a new version to fix these little niggles.

Help out if you can here: viewtopic.php?f=25&t=3242 (http://www.cutstuff.net/forum/viewtopic.php?f=25&t=3242)
Title: Re: MM8BDM V2C Released!
Post by: Bikdark on August 20, 2011, 10:49:01 PM
Quote from: "Nuy"
I'm kinda confused on what 3D floors actually ARE.
As far as I know: Floors above floors
Title: Re: MM8BDM V2C Released!
Post by: Balrog on August 20, 2011, 11:58:09 PM
Not entirely applicable, but the basic concept is the same: http://wiki.srb2.org/wiki/Floor_Over_Floor (http://wiki.srb2.org/wiki/Floor_Over_Floor)
Title: Re: MM8BDM V2C Released!
Post by: BiscuitSlash on August 21, 2011, 05:08:09 PM
There's a little problem with a weapon that I'm making right now. It's pretty much done except for one thing, which is that ever since I upgraded to v2c it now longer uses any ammo. I don't remember changing anything to do with ammo stuff. Does it happen to be related to the v2c upgrade?
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 21, 2011, 05:14:15 PM
That could depend on a lot of things. How is the ammo taken away?
Title: Re: MM8BDM V2C Released!
Post by: BiscuitSlash on August 21, 2011, 06:06:36 PM
Like a normal weapon, it takes 2 units out of 28 away when fired.

Here's the weapon coding
(click to show/hide)
Title: Re: MM8BDM V2C Released!
Post by: Max on August 21, 2011, 06:09:10 PM
Quote from: "Michael712"
TBUR B 0 A_FireCustomMissile("ToxicBlobShooter",random(-5,5),0,0,4)

Wa?
You're not seeing the problem??
You're telling it to use no ammo!
It should be ("ToxicBlobShooter",random(-5,5),1,0,4)
Title: Re: MM8BDM V2C Released!
Post by: BiscuitSlash on August 21, 2011, 06:14:08 PM
Quote from: "Yellow Devil"
Quote from: "Michael712"
TBUR B 0 A_FireCustomMissile("ToxicBlobShooter",random(-5,5),0,0,4)

Wa?
You're not seeing the problem??
You're telling it to use no ammo!
It should be ("ToxicBlobShooter",random(-5,5),1,0,4)
Aaaaaaahhhh.....*epic facepalm*. Really wish SlumpEd referenced codes like Doom builder does.
Sorry for wasting your time, but thank you for fixing my weapon!
Title: Re: MM8BDM V2C Released!
Post by: Gummywormz on August 21, 2011, 06:24:06 PM
Which is why you use slade.
Title: Re: MM8BDM V2C Released!
Post by: Starrodkirby1 on August 21, 2011, 08:32:36 PM
I can't seem to logon to ANY of the mm8bdm servers with the Skulltag update.
It says to check skulltag.net, I did, and downloaded it, but it STILL doesn't work after that.
Please reply.  :(
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 21, 2011, 09:00:28 PM
Your post is confusing, but from what I got you downloaded the wrong skulltag binaries. The V2C version is 98e build 3216
Title: Re: MM8BDM V2C Released!
Post by: Gummywormz on August 21, 2011, 09:04:32 PM
Just gonna point out that sv_maxlives works in lms now. Which means you can have survival style brawl matches and stuff. No one is hosting it so I assume no one knows it exists.
Title: Re: MM8BDM V2C Released!
Post by: Copy Robot on August 21, 2011, 09:05:51 PM
inb4 someone makes a 1UP item just for that.
 :geek:
Title: Re: MM8BDM V2C Released!
Post by: Orange juice :l on August 21, 2011, 09:08:05 PM
But not DM I would assume?  :(
Title: Re: MM8BDM V2C Released!
Post by: Nuy on August 21, 2011, 09:45:13 PM
sv_maxlives doesn't work as it makes you invincible after the first or second death. Ofcourse pepole have been suggesting for you to make a patch, gummy.
Title: Re: MM8BDM V2C Released!
Post by: Messatsu on August 21, 2011, 10:05:00 PM
New item that came up:  Junk shield generates a HUGE data spike creating massive lag.  Unsure the exact cause, but it's pretty consistent in my servers when multiple people use it (LMS for example)

Also in LMS, the weapons are not consistent across players.
Title: Re: MM8BDM V2C Released!
Post by: Russel on August 21, 2011, 10:11:01 PM
Well, it DOES spawn a whole bunch of non-clientsided items at once, this is actually the way I thought of WaterShield working, but a friend of mine found a better way...

But you must admit, this is better than the way it worked before.
Title: Re: MM8BDM V2C Released!
Post by: Gummywormz on August 21, 2011, 11:17:23 PM
Quote from: "Nuy"
sv_maxlives doesn't work as it makes you invincible after the first or second death. Ofcourse pepole have been suggesting for you to make a patch, gummy.

Patch'd (http://cutstuff.net/forum/viewtopic.php?f=28&t=2341)
Title: Re: MM8BDM V2C Released!
Post by: HertzDevil on August 22, 2011, 08:59:35 AM
Real spoiler:
(click to show/hide)
I don't think what you did to we three composers are very nice. The RM themes are NOT taken from RM7FC after all.
Title: Re: MM8BDM V2C Released!
Post by: CutmanMike on August 22, 2011, 04:34:30 PM
Quote from: "HertzDevil"
Real spoiler:
(click to show/hide)
I don't think what you did to we three composers are very nice. The RM themes are NOT taken from RM7FC after all.

Oh blah, I swear I fixed this, it's still the Nes one???
Title: Re: MM8BDM V2C Released!
Post by: ice on August 22, 2011, 07:40:58 PM
Edit: disregard this, I posted in the wrong thread
Title: Re: MM8BDM V2C Released!
Post by: HertzDevil on August 22, 2011, 10:47:00 PM
Quote from: "CutmanMike"
Oh blah, I swear I fixed this, it's still the Nes one???
Unless the music file is located somewhere other than
(click to show/hide)
but i did some exhaustive search and found none anywhere else
Title: Re: MM8BDM V2C Released!
Post by: squidgy617 on August 23, 2011, 02:53:14 PM
Wait, what's this I read about 8BDM using an engine other than Skulltag? I dunno if its true, but I don't know if I'd want to see it switch from Skulltag. I actually thoroughly enjoy all of the features Skulltag offers. I guess I haven't tried many of the other ones, though. I did use Odamex, but I think I still preferred Skulltag.
Title: Re: MM8BDM V2C Released!
Post by: Kapus on August 23, 2011, 03:01:20 PM
Huh?

It hasn't changed from Skulltag.
Title: Re: MM8BDM V2C Released!
Post by: squidgy617 on August 23, 2011, 03:08:36 PM
Someone said something about him changing it in the next version. Not yet, but later.
Title: Re: MM8BDM V2C Released!
Post by: Ivory on August 23, 2011, 05:37:25 PM
It's not changing. Skulltag is offers the best multiplayer support for Doom, why change what works.
Title: Re: MM8BDM V2C Released!
Post by: ice on August 23, 2011, 05:47:09 PM
I think he's refering to this


Quote from: "CutmanMike"
Re: CutmanMike pokes UDK


Progress...(?)

(click to show/hide)

Also, the answer to the question is in the spoiler
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 23, 2011, 07:48:57 PM
Quote from: "CutManMike"
Firstly, because a fun and easy as it is, I’m tired of the Doom engine and would like to move to something  fresh (and without limits

The MM8 Expansion will probably be on UDK.
Title: Re: MM8BDM V2C Released!
Post by: Ivory on August 23, 2011, 07:55:32 PM
MM8BDM is staying on skulltag, any new project Mike does on it will be a new project.
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 23, 2011, 07:56:48 PM
Hmmm, I wonder what he will use for V3A then.
Title: Re: MM8BDM V2C Released!
Post by: LifeCraft J on August 23, 2011, 07:58:35 PM
A new skulltag engine...?
Atleast all the MM8 weapons are already done. thats like maybe less than 1/4 of the work done.
Title: Re: MM8BDM V2C Released!
Post by: Tails on August 24, 2011, 02:03:24 AM
That depends if CMM might remake them or not.
Title: Re: MM8BDM V2C Released!
Post by: squidgy617 on August 24, 2011, 02:53:29 AM
Quote from: "Trollman"
You will use another engine rather than skulltag for V3A? cool! I wonder what would it be like. But it's hard to find an engine that has less limitations and yet can support 8-bit flat sprites as models. or you would mod it so it can The only engine I know for FPS games is the Sauerbraten engine.
This is what I was referring to.
Title: Re: MM8BDM V2C Released!
Post by: Nuy on August 24, 2011, 03:21:59 AM
I doubt he would care about it enough to remake the ENTIRE game.
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 24, 2011, 05:27:34 PM
Re-reading the post, CutManMike actually said that he wants to get a development team for V3A rather than doing it himself because he is tired of the DooM engine and he hates MM8. Sorry for the confusion.
Title: Re: MM8BDM V2C Released!
Post by: Ivory on August 24, 2011, 05:36:17 PM
Trollman, will you stop assuming things? He has his personal life as well to deal with, that's the main reason he's just going to go the quality control route this time around is because MM8BDM doesn't put money in his pocket. He can't make a profit out of it, so as much as he loves MM8BDM, he can't spend the full development time on the project.
Title: Re: MM8BDM V2C Released!
Post by: Duora Super Gyro on August 24, 2011, 08:26:55 PM
The MM8 Weapons are done, All the music is ready, I think there are textures somewhere in the maps forums, im not sure but I'd definetly like to help with the MM8 thing... as long as I get an easy map... *Goes to look at some MM8 stuff because I never even seen it before*
Title: Re: MM8BDM V2C Released!
Post by: Korby on August 24, 2011, 09:47:58 PM
The 8 weapons aren't done, they were made by a fan. There's a chance they'll be used, yes, but it does not mean they are 100% going to be used.
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 24, 2011, 09:56:54 PM
Um... for me their quality is so high that I dare to say that its at the official weapons' level.
Title: Re: MM8BDM V2C Released!
Post by: Duora Super Gyro on August 24, 2011, 09:57:31 PM
...eh, im only good at making maps so... yeah... Im not good at coding either so id probably do a map that doesent have naything special in it.
Title: Re: MM8BDM V2C Released!
Post by: LifeCraft J on August 25, 2011, 01:50:28 AM
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.
Title: Re: MM8BDM V2C Released!
Post by: Red on August 25, 2011, 02:12:27 AM
Why are we suddenly discussing Mega Man 8 here?
Title: Re: MM8BDM V2C Released!
Post by: Korby on August 25, 2011, 02:15:05 AM
Because that's probably going to be the next update.
Title: Re: MM8BDM V2C Released!
Post by: Galaxy Sisbro on August 25, 2011, 06:26:27 PM
Quote from: "Lifeup J"
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.

That's just worthless and silly. Just go and play MM8BDM and then you should notice why.
Title: Re: MM8BDM V2C Released!
Post by: Laggy Blazko on August 25, 2011, 06:35:10 PM
Quote from: "Galaxy"
Quote from: "Lifeup J"
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.

That's just worthless and silly. Just go and play MM8BDM and then you should notice why.
No, that would be cool... But you can't slide in MM8BDM.
Title: Re: MM8BDM V2C Released!
Post by: Trollman on August 25, 2011, 07:36:34 PM
YD's classes has Megaman, Protoman and Bass's alt as sliding. So it's possible to implement it or maybe on that area you are given charge kick to replace sliding (as it works the same).
Title: Re: MM8BDM V2C Released!
Post by: Nuy on August 25, 2011, 07:45:49 PM
No one would map alt fire for one thing. Its pointless.
Title: Re: MM8BDM V2C Released!
Post by: Ivory on August 25, 2011, 07:47:06 PM
Trollman, The MM8BDM core isn't ever going to use alt fire, only primary fire.
Title: Re: MM8BDM V2C Released!
Post by: Galaxy Sisbro on August 25, 2011, 08:38:39 PM
Quote from: "Laggy Blazko"
Quote from: "Galaxy"
Quote from: "Lifeup J"
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.

That's just worthless and silly. Just go and play MM8BDM and then you should notice why.
No, that would be cool... But you can't slide in MM8BDM.

1- Using Top Spin in a snowboard is ridicously stupid and broken. Even used in a wavebike is annoying.
2- Just a big path to get a weapon is completely silly, And doesn't belong to MM8BDM normal gameplay.
3- The maps should be compatible with most of the game modes. In this case, You're just implementing the normal megaman gameplay when this is supposed to be a deathmatch game. Roboenza would be a really pain in the ass if that is implemented.
4- Wave Man has it's own reasons to do not have any path in it.


There are most than sufficent reasons for not implementing that, And I have a lot more.
Title: Re: MM8BDM V2C Released!
Post by: LifeCraft J on August 26, 2011, 05:32:37 AM
K, Galaxy explain why godly weapons like Gravity Hold is in a high place in MM5DAR, or in MM2FLA, Time Stopper is in a high spot?
Thats because cheap weapons like Gravity or Top should require hard work to get them.
Title: Re: MM8BDM V2C Released!
Post by: Korby on August 26, 2011, 10:16:09 AM
You don't have to go completely out of your way to get them. While you're still battling, you can hop up there, grab it, and continue your daily life.

What you proposed is taking a completely different path and jump jump/slide sliding your way to it.
Title: Re: MM8BDM V2C Released!
Post by: Duora Super Gyro on August 26, 2011, 10:20:20 AM
Quote from: "Laggy Blazko"
Quote from: "Galaxy"
Quote from: "Lifeup J"
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.

That's just worthless and silly. Just go and play MM8BDM and then you should notice why.
No, that would be cool... But you can't slide in MM8BDM.

What about if the SLIDE part be charge kick. then it would be cooler. An please no snow board. I hate wavebikes more then anything in this game already. PLEASE no snow boards unless its a raceing level. And put it in the middle of the stage, if you guys do the snow boards, just make the path go around it.
Title: Re: MM8BDM V2C Released!
Post by: Tails on August 26, 2011, 12:28:06 PM
It wouldn't be Frostman without snowboards though :/
Title: Re: MM8BDM V2C Released!
Post by: Shade Guy on August 26, 2011, 01:10:03 PM
Unfortunately, not all gimmicks from Mega Man stages make the transition into the MM8BDM world.

That's like how there are no springs in Plant Man...Or in Knight Man. And there are no platforms in MM7DW1 that make the lights go out. Or...Um...More will come to me later.

...Mega Man 6 went a little overboard with springs.
Title: Re: MM8BDM V2C Released!
Post by: Tails on August 26, 2011, 01:21:46 PM
Since snowboards became basically a giant "meme" for MM8, what I mean is a very well known section of the game, I wouldn't be surprised if it was in it.
But whatever happens, I don't really care. If it gets in, dandy.
Title: Re: MM8BDM V2C Released!
Post by: BiscuitSlash on August 26, 2011, 01:55:49 PM
I do kinda agree that they could at least be there somewhere. I mean, what was Waveman's stage most known for? Jetskis! What was Quickman's stage most known for? LAAZZOOORRSS!! Since Frostman's gimmick played a big part in the stage, along with Waveman's and Quickman's, we could have Frostman's gimmick in the map!
Title: Re: MM8BDM V2C Released!
Post by: Laggy Blazko on August 26, 2011, 04:08:53 PM
Well, MM8 Has a lot of crazy stuff which would be weird in DM: Snow boards, Rush jet battle, Those "surprises" in Clownman's stage, the entire Astroman's stage....
I think someone would make a "challenge" WAD with all that stuff once the MM8 expansion is finished... Or put those challenges in the expansion itself but in different maps.
Title: Re: MM8BDM V2C Released!
Post by: Galaxy Sisbro on August 26, 2011, 06:19:35 PM
I don't see any problem implementing the snowboard, Or clown man surprises. Rush battle is meaninless, since there is already a rush jet item. And astro man stage would be a maze, Like bubble man one, Just with an outside area in it.

Also, If you think the snowboard and clown man surprises as "Crazy" stuff, Then I'll recommend you to check Wave Bikes and the kyorowns. Yeah, These are "Crazy" stuff
Title: Re: MM8BDM V2C Released!
Post by: Beed28 on August 26, 2011, 07:05:15 PM
Also, bear in mind that both mazes in Astroman's stage warped around in all four directions, if I remember correctly.

I wonder how that will transition smoothly into MM8BDM (if it will).
Title: Re: MM8BDM V2C Released!
Post by: Galaxy Sisbro on August 26, 2011, 07:34:41 PM
I think it can be done by putting cameras and wall transitions.
Title: Re: MM8BDM V2C Released!
Post by: NemZ on October 02, 2011, 06:36:16 AM
Finally getting around to looking this over.  I'm rather disappointed my PLAYPAL edit to make the true NES colors work in software mode wasn't included.
Title: Re: MM8BDM V2C Released!
Post by: Jakeinator on December 20, 2011, 05:38:13 PM
Maybe we could just put certain parts have a snow board section to get to the other half of the map?
Title: Re: MM8BDM V2C Released!
Post by: Knux on January 19, 2012, 05:16:59 AM
It recently occurred to me that a script could be done for MM1DW2 that would make the water hallway section have a current for a moment, then go back to static water in intervals. Just to make it more interesting than just another symmetric map.
Title: Re: MM8BDM V2C Released!
Post by: Rozark on January 21, 2012, 04:13:53 AM
if mm8 expansion does get released, and it does come with a snowboard.. hehe.. imma implement it into my icecap zone like map's second or third version (seeing as chances are extremely high ill finish this soon without the boards :D)
Title: Re: MM8BDM V2C Released!
Post by: Duora Super Gyro on January 21, 2012, 10:33:02 AM
I was thinking sometime during summer brake would be good to start this since we would have more time.
Title: Re: MM8BDM V2C Released!
Post by: fortegigasgospel on January 21, 2012, 04:45:21 PM
The MM8 expansion not being done it actually why I don't expect much for the Strategy expansion yet, cause it had MM8 bosses in it so mixing in weapons from 8 would make it better as well as having more things to work with.
Title: Re: MM8BDM V2C Released!
Post by: Rozark on January 21, 2012, 05:01:46 PM
Quote from: "fortegigasgospel"
The MM8 expansion not being done it actually why I don't expect much for the Strategy expansion yet, cause it had MM8 bosses in it so mixing in weapons from 8 would make it better as well as having more things to work with.


i dont get it.. its mm8 isnt being done because it had mm8 bosses and putting in mm8 weapons would make it easier? thats all i got out of it.. :L


summer break sounds good for making the expansion,(or earlier lol its been delayed forever >.<) but we need a team to work on it
Title: Re: MM8BDM V2C Released!
Post by: fortegigasgospel on January 21, 2012, 05:10:18 PM
Quote from: "Rozark"
Quote from: "fortegigasgospel"
The MM8 expansion not being done it actually why I don't expect much for the Strategy expansion yet, cause it had MM8 bosses in it so mixing in weapons from 8 would make it better as well as having more things to work with.


i dont get it.. its mm8 isnt being done because it had mm8 bosses and putting in mm8 weapons would make it easier? thats all i got out of it.. :L


summer break sounds good for making the expansion,(or earlier lol its been delayed forever >.<) but we need a team to work on it
From what I understand there is a team working on it. I could be wrong.
As for what I said, I ment the Rockman Strategy expansion, because that expansion will need elements of the MM8 one.
Title: Re: MM8BDM V2C Released!
Post by: Rozark on January 21, 2012, 06:17:09 PM
ah... makes more sense now.