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Author Topic: MM8BDM v5 Public Thread - MM9 Expansion  (Read 200478 times)

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November 26, 2015, 09:37:46 PM
Reply #165

Offline meGAMEr

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #165 on: November 26, 2015, 09:37:46 PM »
Quote from: "Mendez"
At this point, you might as well create a bot that posts once a month asking for screenshots so that Korby gets a reminder to get off his butt and get more work done. Or just hire me back for one map please ):
I don't know about that.  I think he got immunity against my posts.  :D

November 26, 2015, 11:31:36 PM
Reply #166

Offline MusashiAA

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #166 on: November 26, 2015, 11:31:36 PM »
Quote from: "Mendez"
At this point, you might as well create a bot that posts once a month asking for screenshots so that Korby gets a reminder to get off his butt and get more work done.

I wouldn't mind a monthly bot that reminds Korby to get off his butt and get more work done.


In fact, make it daily.

November 27, 2015, 01:14:33 AM
Reply #167

Offline Superjustinbros

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #167 on: November 27, 2015, 01:14:33 AM »
Quote from: "Dr. Freeman"
Don't worry, I got you covered.
One V5 Screenshot coming right up.

(click to show/hide)
Is this Plugman's stage?

If so, it is the most beautiful stage ever witnessed.

November 27, 2015, 05:15:43 PM
Reply #168

Offline tsukiyomaru0

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #168 on: November 27, 2015, 05:15:43 PM »
Quote from: "Dr. Freeman"
Don't worry, I got you covered.
One V5 Screenshot coming right up.

(click to show/hide)

(click to show/hide)

November 27, 2015, 11:28:47 PM
Reply #169

Offline CopShowGuy

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #169 on: November 27, 2015, 11:28:47 PM »
Looks like the stage could use some work.  The floor textures blend with the wall textures too much.

December 02, 2015, 07:25:13 PM
Reply #170

Offline Megaman94

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #170 on: December 02, 2015, 07:25:13 PM »
Quote from: "Dr. Freeman"
Don't worry, I got you covered.
One V5 Screenshot coming right up.

(click to show/hide)

Bright Man's stage is looking great, guys

December 06, 2015, 12:34:42 AM
Reply #171

Offline Russel

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #171 on: December 06, 2015, 12:34:42 AM »
Hey everyone I have an early Christmas present for you all!

(click to show/hide)

I know this isn't quite as good as a KD update but hey it's still worth showing off some newly polished content.

December 06, 2015, 03:45:19 PM
Reply #172

Offline The_Broker

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #172 on: December 06, 2015, 03:45:19 PM »
Good to see another picture! Especially one of a spooky, scary, Shady stage. I really like that the pillars are more like the ones in the original Shade Man stage. And the addition of a teleporter should hopefully be nice.
But wouldn't this have been more appropriate to post during Halloween? Or is this a.... Nightmare Before Christmas?

December 07, 2015, 08:14:04 AM
Reply #173

Offline tsukiyomaru0

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #173 on: December 07, 2015, 08:14:04 AM »
It doesn't include the idea of follow-me eyes on Wily's portrait, does it?

December 08, 2015, 10:16:06 AM
Reply #174

Offline SickSadWorld

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #174 on: December 08, 2015, 10:16:06 AM »
Quote from: "tsukiyomaru0"
It doesn't include the idea of follow-me eyes on Wily's portrait, does it?

Though this is a cute idea, at first blush the computational complexity needed to establish a true tracking would become problematic quickly for what is arguably a marginal benefit "feature" (easter egg?) especially in multiplayer game modes.

The first idea that comes to mind is doing a line vector like other FPS games. ZDR has the capacity for a "turret" system that you could use to represent individual eyes, working in a pair. Yet even if you were successful, this would amount to the typical number of sprites used to represent rotation in the game engine and the resolution would be poor as a visual output for such a computationally complex feature.

I'm sure someone out there could think of a very clever way to do this, but I would personally struggle to justify limited development time pondering over something seemingly trivial like this, when you could achieve the same or similar user experience through an animated sidedef of some type. This method would fit much better with how the game engine is designed and has the bonus of being abstracted mostly to clientside. You probably couldn't make it track, but you could add some delays in the frame definitions to give the player the illusion of an inanimate object that seems to come alive! You could even use the internal RNG for extra flavor. Using the RNG is probably as computationally intense as I would go here, as there's plenty of cycles I would rather use on the core gameplay experience.

December 08, 2015, 08:08:54 PM
Reply #175

Offline ice

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #175 on: December 08, 2015, 08:08:54 PM »
It's already been done, it's just the portate with the eyes removed and there's a wall behind it with pupils on it, basicly a perspective trick. In fact there WAS a download for it somewhere, probobly buried in the suggestions forum

December 08, 2015, 11:33:43 PM
Reply #176

Offline tsukiyomaru0

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #176 on: December 08, 2015, 11:33:43 PM »
Quote from: "SickSadWorld"
Quote from: "tsukiyomaru0"
It doesn't include the idea of follow-me eyes on Wily's portrait, does it?

Though this is a cute idea, at first blush the computational complexity needed to establish a true tracking would become problematic quickly for what is arguably a marginal benefit "feature" (easter egg?) especially in multiplayer game modes.

(...)

Quote from: "ice"
It's already been done, it's just the portate with the eyes removed and there's a wall behind it with pupils on it, basicly a perspective trick. In fact there WAS a download for it somewhere, probobly buried in the suggestions forum
Exactly what Ice said. I think it was I who made that suggestion, but seems the files didn't work on everyone for some odd reason (Might be my luck because I was testing it in Software Mode?). I'll look up my threads and see if I can find it.

In case you wonder, the inspiration was an Instructable

December 16, 2015, 07:05:29 PM
Reply #177

Offline NES Boy

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #177 on: December 16, 2015, 07:05:29 PM »
Tomorrow is Mega Man's 28th anniversary. Is there any special planned regarding MM8BDM news?

December 19, 2015, 01:07:18 AM
Reply #178

Offline NES Boy

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #178 on: December 19, 2015, 01:07:18 AM »
Aww, an opportunity wasted...

December 19, 2015, 02:16:00 AM
Reply #179

Offline Ivory

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #179 on: December 19, 2015, 02:16:00 AM »
A 28th anniversary isn't really that big of a milestone anyways. Now, a 30th anniversary on the other hand...