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Author Topic: Mega Man 8-bit Deathmatch V5B - 22/05/17!  (Read 166187 times)

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October 29, 2016, 01:33:32 AM
Reply #300

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #300 on: October 29, 2016, 01:33:32 AM »
Spooky


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October 29, 2016, 04:51:06 AM
Reply #301

Offline Brash Buster

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #301 on: October 29, 2016, 04:51:06 AM »
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October 29, 2016, 12:42:52 PM
Reply #302

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #302 on: October 29, 2016, 12:42:52 PM »
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October 31, 2016, 08:09:21 PM
Reply #303

Offline Shep

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October 31, 2016, 10:37:18 PM
Reply #304

Offline NES Boy

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #304 on: October 31, 2016, 10:37:18 PM »
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance, and not the one he has in the Nintendo Power poster?

November 01, 2016, 01:29:16 AM
Reply #305

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #305 on: November 01, 2016, 01:29:16 AM »
Unless someone wants to volunteer, sadly no.

November 01, 2016, 02:20:15 AM
Reply #306

Offline fortegigasgospel

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #306 on: November 01, 2016, 02:20:15 AM »
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance, and not the one he has in the Nintendo Power poster?
That also isn't really canonical, it was a design based off Giant Robot/Gigantor

November 01, 2016, 04:22:03 PM
Reply #307

Offline Brash Buster

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #307 on: November 01, 2016, 04:22:03 PM »
That also isn't really canonical, it was a design based off Giant Robot/Gigantor
Also, it has a much shorter build than Gamma does right now. If that was used, Gamma would either have to be made shorter (which would make him marginally easier), or he would have to be made wider (which would probably make the battle a royal pain comparable to the Chapter 9 boss)

November 04, 2016, 04:16:13 PM
Reply #308

Offline DarkClawXD

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #308 on: November 04, 2016, 04:16:13 PM »
There will be an easy mode and a normal mode. Normal mode is the standard way to play the game.

I'd shudder to think how a "Hard Mode" would work...

November 04, 2016, 05:46:33 PM
Reply #309

Offline DarkAura

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #309 on: November 04, 2016, 05:46:33 PM »
I'd like to see a duplicate set of bots for the "Hard Mode" campaign that have all their stats at 4 (the highest it can go) and their names altered slightly to differ them from their "normal" cousins, maybe like MEGAMAN-H or something akin to that.

I'll admit that I tried the current campaign on my own with a mod that does that and MM3DW1 was INFURIATING to win.

November 04, 2016, 07:29:33 PM
Reply #310

Offline DarkClawXD

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #310 on: November 04, 2016, 07:29:33 PM »
I think I can see how bosses would work base on difficulty level.

Let's take Trio/Evil Robot for an example...

Maybe on Easy, he might die in only 4 hits rather than 8, and bosses might do less damage to you compared to normal, and perhaps their attacks are slower to come out/easily more telegraphed?

But if there was a Hard mode, maybe Evil Robot would take 12 hits instead of 8? And bosses move faster and do more damage? And attacks are harder to dodge or go in different patterns?

Basically it's dealing with modifiers and whatnot...Just a thought.

November 05, 2016, 06:42:59 AM
Reply #311

Offline Megaman

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #311 on: November 05, 2016, 06:42:59 AM »
Sorry, but...  After trying it out and reading the opening post, I think I'd like to make some critiques myself.  Just a few issues I have.  I'll put it under a spoiler since I feel it'll get pretty lengthy.
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At any rate, that's just my input on the whole thing.  I have to say, I'm not exactly too fond of those specific changes, but I am happy that v5 is out.

November 05, 2016, 09:41:08 AM
Reply #312

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #312 on: November 05, 2016, 09:41:08 AM »
I agree with most of what you say, Megaman. I also think Skull Barrier should've stayed the same. But I don't agree with the Centaur Flash tidbit.

You could say similar things about Gravity Hold (Gravity Hold doesn't increase gravity in MM5) and Flash Stopper (Flash Stopper stopped time in MM4). Problem is, the screen clearing attacks in the original games were a bit bland, especially Centaur Flash, which didn't stop time, or remove pickups, or give you invisibility frames, or decrease gravity, or do anything other than making the entire screen white, removing some ammo, and damaging enemies.

The pre-v5 Centaur Flash did have the ability to reflect projectiles, but it was hard to use except under specific circumstances, and even then it isn't easy to do, and the projectile reflection ability wasn't easily conveyed, causing me, and probably others, to not know that that feature existed just from playing the game. I personally welcomed the invisibility change, and felt it added some new strategic possibilities.

November 05, 2016, 03:00:43 PM
Reply #313

Offline chuggaafan1

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #313 on: November 05, 2016, 03:00:43 PM »
old skull barrier had to be reworked almost every patch, it needed a revamp

leaf shield and centaur flash both bogged down the code by requiring a "noflash" script on every new weapon that could go through leaf shield, and, by extension, centaur flash. old leaf shield was unfun to fight against because maybe ten weapons could fight it.

atomic fire has a laundry list of problems with it, making the move speed different really doesn't change much.

November 05, 2016, 06:09:43 PM
Reply #314

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« Reply #314 on: November 05, 2016, 06:09:43 PM »
A lot of the weapon changes were based on user feedback. Though these weren't my personal feelings on these weapons this is what was implied by the community and made us take action (if anyone on the dev team wants to correct me here feel free).

Proto Buster: Too good in duel and having projectiles constantly blocked before getting nailed by a very powerful charge shot was frustrating to play against. The window of opportunity to hit your opponent from the front was very small and was especially too good in Duel.

Atomic Fire: I heard lots of different things about this and I'm not sure if the nerfs we applied even hit the right feedback. The main one I kept hearing was being OHKO'd across the map randomly is not fun. Maybe it's REALLY good in duels/LMS? Who knows. I can't find a thread about it now.

Leaf Shield: The whole x weapons can deal with y shields is something many hate (even though this is a mega man fangame) because it adds an extra layer of complexity to a mostly simple game where you run around, pick up weapons and shoot people. We were also using a horrible inflexible feature (Blast artifact from Hexen) to make it work which was something every modder had to think about when implementing projectiles. Leaf Shield has been overdue for a rework and we're happy with the current mechanics of it, though I haven't heard much feedback on the damage values etc.

Skull Barrier: We're trying to get rid of all the "activate this then run away" weapons because they don't add anything to the game and is not very compelling. Weapons that have that feature as an option are fine, but dedicating a weapon to this strategy is not very fun. We have some tweaks planned for Skull Barrier so it isn't as annoying to fight against in LMS but mechanically it will probably stay the same.

Centaur Flash: I don't think many people hated this weapon, but it's implementation was just not very interesting. It was also using the Blast Artifact stuff Leaf Shield was, and we wanted to get rid of it.

We're still waiting for 3.0 to really start digging into what weapons need to be changed for V5B so keep that feedback coming!