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Messages - Dr. Freeman

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1
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 14, 2019, 08:29:29 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak. While Light's Lab continues to work hard to create a cure, our team is still hard at working keeping you folks at home up to date with the situation as it unfolds.

As we have learned before, many of the infected robots have been gathering in specific locations such as a castle, an icy outpost, and even a highway. However, we were rather surprised to hear that a group of infected robots have taken over a sewer system. Naturally, we sent our best photographers on the scene to take a look.



And as before, one robot seems to have taken a leader position over the other infected robots. Naturally, the Robot Master, Pump Man has taken the lead this time around.



As you might expect from a sewer system, there isn't a lot of space to maneuver in, which leads to hectic skirmishes both below water, and above. However, there are a number of bubble jets in the underwater areas. Perhaps if a robot was to time it up well, they could get a boost to the upper levels...



On the upper levels, it seems there are heavy torrents of sewage leaking from the pipes above. As disgusting as that might sound, we noticed that these streams were powerful enough to prevent any of the robots who are directly under them from jumping and would quickly push them back underwater if there was no grate underneath. Truly a dangerous sewer system if I have ever seen one.

But that is not all today! While our photographers were returning back to the news station, one of them came across a very interesting sight. The notorious Wily Robot, Bass could be seen testing some form of weapon on a nearby infected robot... Upon closer inspection, our photographer discovered it was a modified version of Bass's very own Treble Boost! Naturally, we took some footage of this updated weapon. Please take a look!

Spoiler for Hiden:

Isn't that fascinating? Upon closer inspection of this footage, it would seem that Treble Boost no longer has the ability to fly freely. Instead, it appears the user can either get a small vertical boost, or perform a quick dash in other directions!

When our photographer asked for his comment on the changes, Bass said, "Get out of my face."
According to our photographer, he was very intimidating and they quickly obliged.

However, that is all the time we have for you today. Thank you for tuning into Channel 7 News, and stay safe.

2
Bugs/Suggestions / Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« on: October 02, 2019, 08:43:40 PM »
We noticed this issue during development of v6a and it should be resolved by release.

Regardless, thanks for bringing it up!

3
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 05, 2019, 08:56:18 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak. Our team has been hard at work since our last broadcast getting whatever information we can on both the outbreak, the robots, and Light Labs efforts in stopping the mysterious virus.

This time, our team noticed a number of robots gathering in a much... chillier location. We took extra precaution to not only avoid the wrath of these infected robots, but to stay warm. Thankfully, our efforts have paid off and we have some new photographs to share.



Naturally, the infected robots holding up in this arctic base are lead by none other than the Robot Master, Chill Man. While I would normally remind you viewers at home to stay away from these robots at all costs, I imagine the cold weather would keep you at home safe and warm.



Whether it's braving the cold landscape outside, or diving into the arctic warehouses indoors, these infected robots are ready for a fight!  Of course, there are patches of ice about, which we all know can turn any fight into a slippery one, even for robots.



How fascinating, there also seem to be a number of ice blocks around the arena. Some blocking off a path while others potentially provide cover for shots. From the looks of things, these blocks do seem rather fragile and look as if they will shatter with little pressure... It would be best for anyone to use these blocks to their advantage.

We are not done there, folks. Light Labs has been kind enough to give us some new information on what they have been working on!



The Exit Unit is an important item that I'm sure most of our viewers at home are familiar with. But for those who aren't aware, it's an item that will teleport you to a random location on any given arena, essentially acting as a quick escape... granted that you don't teleport in the same area you just left. I do wonder what Dr. Light could have possibly changed about this rather simple item.

Hmm, what's this?



Would you look at that! It appears that after picking up the Exit Unit, the holder of the item can see a simple hologram standing in place. Light Labs was kind enough to explain that Exit Unit no longer teleports you to a random location on an arena. Instead, it will take you to the same location that you spawned in from! Of course, Light Labs realized it might not be easy to remember where you spawned in at any given moment, so the hologram marks the spot so the user will know for sure where they will end up!

Perhaps this new element to a simple item will not only avoid situations where you would appear in the same spot as before, but even perhaps add a level of strategy to the mix...

But that isn't all the news for tonight, folks. Light Labs was also kind enough to reveal to us a classic item, reworked for the arena environment. Here, take a quick look.



I can hardly believe it! Item-3 finally joins the ranks of Item-1 and Item-2! Upon picking it up, you get two uses of Item-3, although it works a little differently than the other items. You can't activate it anywhere you want like many other items, but it only activates when you use it against a wall. When you do, Item-3 will spawn directly under you and carry you up the wall and stop at either the top, or the nearest ledge.

Thankfully, Light Labs also provided us with a short clip showing this new item in action!

Spoiler for Hiden:

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

4
Since its on your to do list still, Id be happy to quickly loop some songs for you a little later.
Maybe make a map too but I make no promises there

5
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 10, 2019, 08:25:02 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro live once again, keeping you viewers at home up to date with the Roboenza Outbreak. Since our last broadcast, we have been unable to get in touch with Light's Lab but our news team has managed to track down yet another site the infected robots are gathering at.

As before, our team managed to make it down to the site and were able to take some photographs of this new gathering place...



From what we can gather, it looks like a number of infected robots have made this remote desert outpost their base of operations. As before, one robot leads the pack, and he has been identified as the Robot Master Commando Man. As a reminder, these robots can not be reasoned with, please remember to keep this in mind. Especially when the robots are armed with extra dangerous weapons such as Commando Man.



Going through the sand or underground tunnels, officials have been monitoring this desert bunker hoping to find anyway to subdue these robots, to no avail. Despite the infection, it would seem that these robots know all the ins and outs of the area better than anyone else.

What's that? I'm getting a new report on the desert outpost right now. They're saying a vicious sandstorm is crossing through the area!
How interesting, the sandstorm isn't affecting the robots at all... but it seems to be building up plenty of sand at key locations.



Perhaps one could use these sandstorms to their advantage...

Regardless, that is all of the time we have for you today. Thank you for tuning in and stay safe.

6
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: May 27, 2019, 12:12:09 AM »
Good evening. Thank you again for tuning in. This is Jonathan Metro with Channel 7 News, keeping you viewers up to the date with the dangerous Roboenza Outbreak. While no info has come out about actually combating the virus, scientists from around the globe have continued to keep watch on the behavioral patterns of the infected robots. Once again, it seems that they are gathering at strange locations, leaving chaos in their wake.

While it was a dangerous task, we sent down a team to one of these new sites to see if we could learn any new information.



It would seem a number of these robots have taken the local highways for their own. From what we could tell, it would look as if the Robot Master Nitro Man is leading this pack of infected robots. Perhaps he and the other robots are attracted to the high speed thrills of the area...? A mystery for another time.

With its sprawling roads and out of control trucks whirling on by, this starry highway is incredibly dangerous and has been shut down until further notice. Remember viewers, do not even think about going out there unless you're a professional and you know exactly what you're doing. Even if the infected robots seem to be taking each out at times, they are still very dangerous. You have been warned.




In other developments, we have once again reached out to Light's Lab. While they are still working very hard on finding a cure, there are more weapon developments to be had! Here is one example video they have sent us, showing off recent changes to Thunder Claw.

Spoiler for Hiden:

Would you look at that, folks? The speed on that weapon is incredible! When asked about the changes, a representative from Light's Lab had this to say.

"While Thunder Claw was actually a very powerful weapon, it felt awkward to use and did not feel powerful, so players tended to avoid utilizing its power to its full potential.
In an attempt to alleviate these pains, we've reworked the weapon's behavior. Now its movement is snappier and more responsive.
We did have to actually low the weapon's damage a little because of this, but the increased speed should more than make up for this."

But that is not all. Light's Lab was also very eager to show us something else they have been working on. Here, take a quick look.

Spoiler for Hiden:

That's right! From the looks of things, it seems that Beat Call has been completely overhauled. With such a surprising development, we just had to ask Light's Lab all about it!

"The original Beat Call was really starting to show its age. Its original concept was not a bad one; a way to avoid the instant death pits that littered maps in v1 and a way to include Beat in the game in arguably its most iconic form. However, in practice Beat Call was used primarily to intentionally jump into pits on Bomb Man to use it as a poor man's Rush Jet. This made it a good candidate for some work.
Instead, we have reworked Beat Call so it has become an item with a more general use. Upon using it, Beat will launch you up into the air (but not as high as the likes of Rush Coil) and slowly glide you down until you have reached the ground safely, or until you cancel it yourself by tapping jump."

That seems to be all the time we have for tonight. Thank you for tuning in and stay safe.


7
MM8BDM Discussion / Re: Question on Gamma boss theme in V6
« on: April 01, 2019, 09:38:58 PM »
Gamma's boss theme will remain the MM10 Wily Machine theme.

8
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 19, 2019, 02:05:32 PM »
Good evening. Thanks for tuning in. This is Jonathan Metro with Channel 7 News, here to keep you updated with what experts have been calling the Roboenza Outbreak. As of this report, no cure has been found for this mysterious cybernetic virus that is sweeping our nation. So for the time being, it is best to stay indoors for your own safety. We urge you to deactivate any robots you may have to prevent them from contracting this virus. Any robot who contracts this "Roboenza Virus" will go berserk and attempt to harm anything it sees- robot or human.
 
However, while there is currently no lead on stopping the virus, fascinating developments have occurred. It seems that some of the infected robots have begun gathering together at specific locations. We thought this was strange, so we sent our best team out to try to snag some pictures of this unorthodox behavior.



A number of infected robots have taken up residence at this old castle site. It would appear that the Robot Master Blade Man has taken complete control of the castle and will not hesitate to attack anyone who comes close. Luckily our team here at Channel 7 News is one of the best, and were able to take these stellar photographs and get out of there without coming in harm's way.
 
That said, with the sprawling halls of the castle, the rocky cliffs surrounding it, and the large courtyard out front, this old castle seems terrific for a Deathmatch Arena... if we didn't have a national emergency on our hands.



In other news, Light Labs has released footage today of some changes they are pushing out to their tournament-ready weapons! Let's take a look at an exclusive before and after comparison!




Did you see it? Tomahawk Man's Silver Tomahawk has become even stronger! You may be wondering why, but Light Labs made it very clear in a press release later that day. They stated that nearly every weapon has been made approximately 33% stronger! I cannot claim to know the reasoning behind this change, but thankfully we have received a note that sheds a little more light on this change.

"You might be thinking to yourself 'What's the point of all this change? The game's been like this for years!' In truth, one of the biggest criticisms we've heard from our players is that Mega Man 8-bit Deathmatch is just too slow compared to alternatives, and that defensive play is simply too good. There were many avenues we could have taken to attempt to alleviate this issue, but most of them would have come at the cost of increasing the complexity of the game even further. Our chosen solution is to simply increase the damage of most weapons in the game while also increasing the amount of HP you gain from health pickups.
This might seem counter-intuitive, but let me explain. Increasing the amount of damage projectiles do lowers what is called "Time-To-Kill," or how long it takes to frag someone. That part is obvious, and already helps increase game speed. The second prong, to nerf defensive play, is that when Health Pickups are STRONGER, then players will reach full health quicker and therefore be looking for their next fight quicker.
Now, we have consistently said that nearly every weapon is around 33% stronger. This is because there are some standout weapons that are just too powerful when given the blanket buff. These are things like Slash Claw and Homing Sniper that will become too overbearing if they become capable of killing players with one shot. Hopefully you understand where we are coming from, and we look forward to hearing from you on the forums.
TL;DR: Most weapons deal more damage to make people die faster, HP heals more to make people fight more often, and some weapons will be more fine tuned to not kill you instantly."

Well it's a good thing I'm a reporter and I don't have to understand what any of that meant!

Either way, it looks like that's all I have for toda- ...
Wait, this just in! It would seem that Dr. Light and Auto have finally finished their research in the training simulator and have implemented a brand new feature!
...Wait, "Data Corrupted"? Well, show it anyway, we might as well try to make out what we can.



Hmm... What could it mean?

9
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: September 10, 2018, 11:53:01 PM »
I think I ran into a problem with some Paper Jam maps. Atleast on my end, the Defiler of Taboos map (PAP07) has a ton of objects with common names with objects from other well known mappacks (The most obvious is the way it breaks the RNCCLA map by replacing it's platforms with just some jumble of sprites)

I think a simple renaming of those objects can fix it though. Also, there is some map in this pack that has a heart object that for some reason it replaces the small bushes from the RNCFLA map.

It's because the object IDs are the same. Keeping track of all the IDs that custom objects use in all the different map packs is next to impossible unfortunately as right now I can't do much about it. I can change the ID numbers later down the line, but that would have to wait for the next version.
If RNC was loaded after Jampack instead of before it would have the opposite effect. The RNC objects would appear in PAP07.

Thank you for reporting though. I knew it was only a matter of time before these map packs started fighting each other with objects like that.

10
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: August 30, 2018, 08:27:25 PM »
There are things to fix and I hate waiting a long time to fix it.
So here's another version 3 days later because I'm insane.

Most of it is just minor bugfixes and the such, but Jam17 has also got a brand new map. So that's pretty cool

plsdon'tbreakagainidon'twanttodoanotherversion

https://allfearthesentinel.net/zandronum/download.php?file=8bdm_jampack-v4b.pk3

11
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: August 27, 2018, 09:45:37 PM »
wow

https://allfearthesentinel.net/zandronum/download.php?file=8bdm_jampack-v4a.pk3

Here is the map list
Spoiler for Hiden:
PAP01- "Ride On!" by Lego
PAP02- "Underground Rain Zone: The Broken Relic" by Serperior
PAP03- "Why are you holding a tournament match at a construction site please stop we have to finish this in like 3 days or else we will lose the contract and I will starve please why are you doing this" by Gummywormz
PAP04- "They're Here" by Korby
PAP05- "Time Is What You Don't Have" by Kraven
PAP06- "Jamblasted!" by Galactan
PAP07- "Defiler of Taboos" by Rozark
PAP08- "Probably A Vegan" by SmashBroPlusB
PAP09- "Flying Machine" by Gumballtoid
PAP10- "Fadeout" by Thunderono
PAP11- "Wired Wasteland" by Brash Buster
PAP12- "Mount Stopmore" by ForteGigasGospel
PAP13- "Floral Flightways" by Hilman170499
PAP14- "Flare in the Desert"- by Caprice
PAP15- "Beneath Sand and Rock" by LlamaHombre
PAP16- "Meltwater Magma" by Rui
PAP17- "Pete's Pressure Palace Training Video" by Dr. Freeman
PAP18- "A Bunker Floating on the Ocean" by Yair
PAP19- "Vimana" by Nemu
PAP20- "The King's Return" by Watzup7856
PAP21- "Power Colony" by A. Rosie

12
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: August 14, 2018, 09:24:02 PM »
By request of multiple people (and the fact that deadline ended up being in the middle of me being in a play so I wouldn't really have time to compile the pack anyway), the deadline has been extended by one week. So maps are now due by 11:59 pm est on August 26th.

13
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: June 09, 2018, 03:10:51 AM »
Just asking real quickly, but is there a naming standard for the map codes, or are you going to handle that after the fact?

I handle all the map codes and all that while compiling.

14
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: June 01, 2018, 05:17:38 AM »
And two weeks have passed! It's time to rock and roll!

So now onto the mapping phase! Everyone will get their two words and their two pieces. I wanna make sure everyone has plenty of time to make maps, so they're not going to be due until Sunday, August 19th at 11:59 EST. That way, even if people are busy, they should still have time to make a map!

Speaking of maps, it's mostly freegame from this point out, but there are still a few guidelines.

-Each map must use both of the pieces it gets assigned and they both must be in playable area. You CAN make changes to the piece as you see fit. Change textures of course, but you can also make other smaller changes. Want the height of something changed a bit? You got it. Wanna get rid of a pesky pillar or add one? Get on it! As long as the piece is still recognizable as the piece, I will accept it!

-Each map must somehow be related to the two words assigned. It could be something minor, it could be something more. Let's say you get FIRE FACTORY. Pretty self explanatory. There should be some factory aspect, there should be some fire aspect. Or you could just set the factory on fire. And there are many ways to do it. As with pieces, if you're unsure if something will slide, ask me and I'll be free to help! Though when it comes to the word phase, if you can convince me, I'll most likely buy it. The definitions can be very loose! As long as something is there!

-Feel free to use custom assets as you see fit! You don't have to use core assets if you don't wish!

-Please make your song 8-bit. If you don't I will change it. You do not and should not add a boss theme. And any map card icon/border will be replaced so don't get too attached to those.

-I can deny maps if they either fail completely to use the pieces or the words, or if they're just really really poor quality. However, me and I'm sure countless others are willing to help you out if you're struggling with your map. This isn't a competition, so I'm sure there are plenty of people who are ready to help you out!

I think that's it. So in the spoilers below, I'll list everyone's names in alphabetical order, what pieces they have to use, and what words they got.
Here we go.

Spoiler for Hiden:
Ambrose
Map Pieces- LlamaHombre / Nemu
Words- Power + Colony

Brash Buster
Map Pieces- Mendez / Caprice
Words- Circuit + Doom

Caprice
Map Pieces- Serperior / Gummywormz
Words- Steel + Desert

Freeman
Map Pieces- Yairdude / Korby
Words- Space + Train

Galactan
Map Pieces- Gumballtoid / SmashBroPlusB
Words- Tropical + Evil

Gospel
Map Pieces- Watzup7856 / Yairdude
Words- Highway +  Ruins

Gumballtoid
Map Pieces- Spikeboy / LlamaHombre
Words- Death + Boat

Gummywormz
Map Pieces- Jatea / Kraven
Words- Treacherous + Bomb

Hilman
Map Pieces- Freeman / Ambrose
Words- Sky + Garden

Jatea
Map Pieces- Rui / Gumballtoid
Words- Lonely + Jump

Korby
Map Pieces- SmashBroPlusB / Rui
Words- Deep + Animal

Kraven
Map Pieces- Korby / Mendez
Words- Time + Rage

Lego
Map Pieces- Galactan / Serperior
Words- Temple + Sweet

LlamaHombre
Map Pieces- Lego / Spikeboy
Words- Castle + West

Mendez
Map Pieces- Gummywormz / Jatea
Words- Station + Lightning

Nemu
Map Pieces- Caprice / Hilman
Words- Cosmic + Skeleton

Rozark
Map Pieces- Gospel / Watzup7856
Words- Fast + Mechanical

Rui
Map Pieces- Brash Buster / Thunderono
Words- Cool + Volcano

Serperior
Map Pieces- Nemu / Galactan
Words- Underground + Rain

SmashBroPlusB
Map Pieces- Hilman / Rozark
Words- Fighting + Flower

Spikeboy
Map Pieces- Thunderono / Brash Buster
Words- Cyber + Spooky

Thunderono
Map Pieces- Ambrose / Freeman
Words- Desolate + Weed

Watzup7856
Map Pieces- Rozark / Gospel
Words- Festive + Ice

Yairdude
Map Pieces- Kraven / Lego
Words- Floating + Bunker

You can find all the map pieces right here! https://www.dropbox.com/sh/40hhm3q7b6fxvvv/AAA6VjnrGkVdAOP6yWkEFrK0a?dl=0

Let's go out there and make some maps! See you later!

15
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: May 29, 2018, 02:34:35 PM »
I've got a good number of map pieces in already (from both old and new mappers, so that's exciting!) but here's my obligatory reminder that only three days remain to submit map pieces!

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