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Author Topic: Mega Man 8-bit Deathmatch V5B - RELEASED!  (Read 30617 times)

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May 28, 2017, 03:39:56 PM
Reply #60

Offline Gothic

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #60 on: May 28, 2017, 03:39:56 PM »
Question about the Quint battle: When the MM10 chapter is released, will the Solar Man phase of his battle going to be changed for something Stardroids related?

May 28, 2017, 11:11:34 PM
Reply #61

Offline nehuenloco

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #61 on: May 28, 2017, 11:11:34 PM »
Any tip on the Power Musclers?

May 28, 2017, 11:13:11 PM
Reply #62

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #62 on: May 28, 2017, 11:13:11 PM »
Use Metal Blades, this should work

May 28, 2017, 11:14:58 PM
Reply #63

Offline nehuenloco

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #63 on: May 28, 2017, 11:14:58 PM »
Use Metal Blades, this should work

Thanks!

May 28, 2017, 11:22:22 PM
Reply #64

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #64 on: May 28, 2017, 11:22:22 PM »
No problem!  :mrgreen:

May 29, 2017, 03:57:28 PM
Reply #65

Offline Badz

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #65 on: May 29, 2017, 03:57:28 PM »
I see that ResetPlayerStats was commented out in this version. Is there a new replacement for it?

May 29, 2017, 08:37:58 PM
Reply #66

Offline Joseph Collins

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #66 on: May 29, 2017, 08:37:58 PM »
I just found out something horrible about this version.

Survival in Numbers doesn't work with Zandronum v3!!  :cry:

Yes, I know Mega Man World does, but it's not the saaame.
For one thing, that variant doesn't have a "resetgame" puke alias.  Or a puke command for it to begin with...


Funny enough, I seem to have driven up interest in the mod again, though, after I got Zombie to fix his server...

May 29, 2017, 09:29:58 PM
Reply #67

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #67 on: May 29, 2017, 09:29:58 PM »
I see that ResetPlayerStats was commented out in this version. Is there a new replacement for it?

No. That actor was bad practice as you'd have to constantly update it when new inventory/status effects/etc were added. Reggae was the only thing using it in core.

June 01, 2017, 02:34:18 PM
Reply #68

Offline FiremanX

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #68 on: June 01, 2017, 02:34:18 PM »
In Slash Man stage there's a typo in Pharaoh Man's name bot and it can load him because of that.



Also...
Spoiler for Hiden:
why half of Bomb Man is underfloor?


June 01, 2017, 02:36:25 PM
Reply #69

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #69 on: June 01, 2017, 02:36:25 PM »
The Pharaohman typo has already be acknowledged, and the other bug should go in the "Bugs/Suggestions" sub-forum.

June 03, 2017, 04:01:37 PM
Reply #70

Annonymous

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #70 on: June 03, 2017, 04:01:37 PM »
How do you fight the wily capsule in v5b?

June 03, 2017, 07:39:58 PM
Reply #71

Offline NES Boy

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #71 on: June 03, 2017, 07:39:58 PM »
Just don't use the Super Armor when fighting Bass.

June 07, 2017, 02:39:59 PM
Reply #72

Offline Promestein

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #72 on: June 07, 2017, 02:39:59 PM »
I have a situation. I'm currently trapped in the past.

I must have gone back to the start of chapter 11 using Magic Man, because that's where I am, but Magic Man is gone. I've still got my letter from The Mysterious Hero and my trophies.
Spoiler for Hiden:

I'm not sure if something will mess up when I go through the rest of chapter 11, but I guess I'll just have to play and find out. Worst case scenario, I could just replay the campaign.

EDIT: Rocketed through the rest of chapter 11. Everything is back as it was before. I imagine this could be agitating if it happened with, say, chapter 1.

June 07, 2017, 04:27:26 PM
Reply #73

Offline JohnVyttalRay

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #73 on: June 07, 2017, 04:27:26 PM »
I always wondered if you used magic man to go the past and play an stage while in the past, the memory would be lost. It looks like I was right, or was this just a unlucky bug?

June 07, 2017, 08:36:29 PM
Reply #74

Offline TheDoc

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #74 on: June 07, 2017, 08:36:29 PM »
No, when you use Magic Man, it creates a completely separate save that boots up by default. When you use Magic Man to return to the "present", it sets your magic save to 0, so that your original save will load by default.