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Topics - CutmanMike

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1
MM8BDM Discussion / MM8BDM Concepts and unused Assets [MASSIVE SPOILERS]
« on: November 08, 2020, 04:16:04 PM »
Greetings. In this thread I will be posting details around the development and conception of MM8BDM's story campaign. It's interesting to see how things developed over time, and how well things have aligned to my vision of the final game. The team did a great job at adapting what I had in mind and  I am 100% satisfied with how things turned out. However, everyone is different and I'm sure some of you will find interest in some of the unused things for the game, and maybe even disappointment some of these didn't make it in. Enjoy.  :)

Here be spoilers! You've been warned

Final Boss concept (2016)
(click to show/hide)

MM10 Final Boss
(click to show/hide)

MMV Final Boss
(click to show/hide)

MM8BDM Final Boss (Player)
(click to show/hide)

MM8BDM Final Boss (Boss)
(click to show/hide)

Hidden Boss:
(click to show/hide)

Other:
(click to show/hide)

I will post more should anything I've missed come up.

Here's full galleries of Pegg and BatteryBlack's artworks, some I omitted from this post:
https://imgur.com/a/PhN3AnT
https://imgur.com/a/LNkmXCz

2
MM8BDM Discussion / MM8BDM V6 - Released!
« on: October 23, 2020, 03:30:40 PM »


Virus outbreaks and invaders from space! MM8BDM V6 is the biggest version we've ever pushed, so thank you for being patient with us. Mega Man V for the gameboy holds a special place in many people's hearts as it had a cool theme and took a different spin on the story for a classic series Mega Man game. I decided to push MMV content very early into V6's development as I felt Mega Man 10, while still a great game, wasn't that exciting on it's own. V on the other hand, would allow use to go into unchartered territory with the weapons and maps, and provided a much more interesting challenge for us. I feel this helped inspire the team do such a good job with the new content, and judging by the response and hype for this release, I believe it as the right decision. The singleplayer story and gameplay is unlike any previous version of MM8BDM, and even does some things you won't see in any other Doom mod. I hope the excitement pays off, let's go :)

Keeping your save data!

Since this has become a big issue for most people, there are two ways you can keep your old save data:

    1. Extract the MM8BDM zip contents into your current and overwrite everything. This will NOT delete your save data, as it is stored in your unique .ini file.
    2. Create a new directory for the MM8BDM zip contents. Then, copy over your zandronum-(yournamehere).ini file into the folder.

We've also added a new feature to boost your save data to the MM10 campaign, should you not want to bother clearing all the old content. You can find it in the advanced options menu. You must be in Dr. Light's lab to use this feature.

Trailer



New Features

    * New Mega Man 10 and V campaign chapters, bosses and other secrets!
    * Mega Man 10 and Mega Man V weapons, maps and skins added!
    * Rebalancing of all weapon damage and health pickups, resulting in faster kills and gameplay!
    * New visual effects for strong damage and gibs!
    * Updated sprites for lots of skins and props!
    * New console background that no longer fries your optical sensors!

Download

Download MM8BDM V6 from MEGA


(additional mirrors will be added later)

Change log

Here is a more detailed log of changes. There are NO SPOILERS here. It does not include all under the hood changes and fixes, as there were too many to list. Get that scroll wheel ready!

View as a raw text file here: https://pastebin.com/raw/6q0ndxTW

(click to show/hide)


Notes

Once again, thank you for your patience. I hope it was worth the wait :) Special thanks to my team again, who all contributed oh so much of their time to make content for this thing and clean up my mess when I break something. Really couldn't have done it without them, and wouldn't. We're at a point now where we don't quite know what the future holds for 8BDM, as Zandronum development seems to be pretty much at a stand still and we haven't laid out any plans for MM11 content yet. Once we know what's happening, we'll let you know. Be sure to follow me on twitter (link at the top of this forum) to stay updated.

3
MM8BDM Discussion / MM8BDM V5D - Released!
« on: December 01, 2018, 09:22:51 PM »


Mega Man 8-bit Deathmatch V5D is here! This version is mainly a bug fix/cleanup build to provide several improvements for players and modders before V6 development goes into full gear! It also includes several revamped weapons, maps and skins. We also added some new post-game dialogue to prepare you for V6! Check out the patch notes below for more information!

Change List:

(click to show/hide)

Download:

Download from MEGA

4
MM8BDM Discussion / MM8BDM V6 - Development begins!
« on: October 23, 2018, 04:16:27 PM »


After a short(tm) break, the Mega Man 8-bit Deathmatch team will now begin development of version 6, also known as the Mega Man 10 expansion! This time the project's development will be lead by Dr. Freeman, with assistance from Korby and myself. The expansion will contain all that you can expect from a MM8BDM core expansion: New weapons, maps, skins, campaign, etc all based on Mega Man 10 content, along with some new surprises sprinkled in! In addition, we are also planning to release V5D to fix some annoying bugs that have persisted for far to long, which may also include some bonus map changes and other minor tweaks. Stay tuned for more info on that, and be sure to report anything you'd like to be fixed/changed in the bugs forum as soon as possible!

Please post any questions/concerns/hype in this thread and we will try to be as transparent as we can as we move forward with MM8BDM's development. Thanks for sticking with us, and hope we will have something to tease you all with sooner rather than later  :)

5
Cutstuff Discussion and Feedback / Hiatus
« on: December 16, 2017, 01:35:37 AM »
Hi,

This is a small announcement to say MM8BDM development is on hold and I am going on hiatus for, at the very least, half a year. During this time I will no longer be making or helping out in other MM8BDM or Doom projects. With Mega Man 11 being announced for late 2018, this is the perfect time for me to move on to something new while we wait for the game to come out and see how it's going to fit into 8BDM's development. In truth, 8BDM development has pretty much been frozen for months as many of the staff have either moved on to other projects, have full time jobs or are still completing their education. Sorry to disappoint any fans who were looking forward to playing the next version any time soon. The community and modders have been keeping 8BDM alive and will continue doing so even in my absence.

6
Projects & Creative / MM8BDM Fishing!
« on: December 02, 2017, 03:06:04 PM »
I made a fishing mod for MM8BDM. Currently only compatible with CBM and Comhotel.



Wait, what?

This mod injects into comhotel and allows players to go fishing in any body of water. For those who don't know, hotel maps are generally large open maps where people just hang out and talk or kill each other without any other goal. I found them pretty useful for practicing certain classes in CBM but I always thought it was a shame there wasn't an extra reason to be there, something to gain. Well now there is, you can go fishing! Fish range from useless to doing cool stuff in the game. One fish might allow you to shoot projectiles your class isn't meant to, or give you a temporary buff. Rarer fish might do things such as give your character a permanent visual upgrade, or summon a pet that follows you around!

Getting Started

Talk to Auto in the lobby of the hotel to get started, he'll give you a fishing rod. You use the rod by using the inventory item the same way you would use e-tanks etc. Use it over a body of water and wait patiently. When the fishing bobber vibrates, press use item again to reel in the goodies! Common fish have a grey border around them, and can be traded in to auto for upgrades which slightly reduce the amount of common fish you find. Rarer fish have blue borders and usually have an effect if you activate them. Gold borders are reserved for very rare items!

You can drop fish for your pals even if dropping is disabled! Use the new command dropfish followed by the fish you want to drop i.e dropfish spicyshrimp

Some fish are only obtainable in certain bodies of water. This is why comhotel was the perfect map choice as there are a TON of different places to fish from, some you may not expect. Fish everywhere! You never know what you'll find. Who knows what is lurking beneath the waves...?

Setup

Works in Coop and Deathmatch (be careful in deathmatch, you lose your fish if you die!) Requires comhotel and CBM. In the future these requirements may be lifted. There is usually a server up for comhotel + this mod so keep an eye on doomseeker.

Downloads

Comhotel - https://allfearthesentinel.net/zandronum/download.php?file=ch8.6.1.pk3
CBM - https://allfearthesentinel.net/zandronum/download.php?file=classes-v9ch.pk3
Hotel Fishing - https://allfearthesentinel.net/zandronum/download.php?file=hotelfishing-6d.pk3

Happy fishing!


7
MM8BDM Discussion / Mega Man 8-bit Deathmatch V5C - RELEASED!
« on: October 22, 2017, 04:11:09 PM »


Time for a new version once again! This time we've calmed down a bit and didn't decide to remake half of the singleplayer campaign  :shock:. V5C is mostly a bug fix/cleaning update as a lot was changed in the previous version and many annoying little bugs came with it. Meanwhile Zandronum 3.0 actually got released, so the final updated Zandronum version is included instead of some random beta build. In terms of new content, Pirate Man and Clown Man's maps have been completely remade! Check out the notes below for more details.

Change Log

Here is a more detailed change log. It does not include all minor changes and fixes.

(click to show/hide)

View in raw text format.

Download

Download from MEGA

Notes

Stay tuned for further details on V6.

8
Projects & Creative / Mission Mode Returns! - Basic Edition
« on: September 29, 2017, 03:38:26 PM »


For those who missed out the first time, Mission Mode is a 4 level singleplayer/co-op Mega Man experience. Play through 4 different maps with enemies, bosses and weapons from the Mega Man universe!

(old) VIDEO

(click to show/hide)

This is a build of Mission Mode that is compatible with V5B, and hopefully all future versions of MM8BDM. I get asked to be able to play this a lot and updating it for every new version of MM8BDM is a pain, so this version does not include any of the new player classes or unique weapons. You can play as the base class only. However, this means that other class/weapon addons should be compatible with this for people who want to experiment. Other than that, the mod is mostly unchanged.

For single player:
Download the file below and add it to the MM8BDM launcher using the "add file" button. Launch the game and away you go!

For server hosts:
The starting hub map name is MMSPHUB. I also recommend the game mode to be survival to add some challenge and a reason to not die, but cooperative is supported to. If you do not specify, the hub map will force the game to cooperative.

Download:
https://allfearthesentinel.net/zandronum/download.php?file=mmsp-basic-1.pk3

Let me know if there are any issues. It's been a long time since this has properly been tested with lots of players so there may be a couple of things I missed.

9


What is it?

Single Draft Mode is an add-on for CBM. It restricts what classes can be played and generates a random pool of classes that you are allowed to play as. Attempting to play as a disallowed class will boot you from the game. It supports LMS, TLMS and Duel. The mode is flexible and can be customized using it's custom settings which you can find below. By default the classes and amount of classes you can choose is randomized at the start of each match, and remains the same until the end of the match.

Server Settings

I STRONGLY recommend changing sv_lmscountdowntime / sv_duelcountdowntime to at least 12 seconds, so players have time to choose the class they want. Also if you're using duel, consider turning off sv_forcerepsawn so that dead players have time to decide if they want to pick another class out of the pool.

Here are some settings you can customize the game mode with:
    * singledraft_poolsize - Set how many classes players can choose from. If set to zero it will be randomly chosen from 5 to 16. (Default 0)
    * singledraft_reseteachround - If set to 1, the pool will be randomized after each round rather than each match (LMS only. Default 0).
    * singledraft_custom - If set to 1, the game will use a custom pool. See below for details. (Default 0).
    * singledraft_teamdraft - If set to 1, each team will have a different pool of classes to choose from. (Default 0).

Servers can set up their own custom pool of classes (up to 30) by using the following CVARs. If they are set to "" or an invalid class, it will generate a random class for that slot. Note that the game will still set up a random pool size so you will have to specify a singledraft_poolsize value too.
    * singledraft_slot1 - Class name for the first slot of the pool.
    * singledraft_slot2 - Class name for the second slot of the pool.
    * singledraft_slot3 - Class name for the third slot of the pool.
    * singledraft_slot... - etc etc up to 30.

If team draft is enabled, you can customize each team's class loadout:
    * singledraft_wslotX - Class name for Wily team (replace X with the slot number)
    * singledraft_cslotX - Class name for Cossack team (replace X with the slot number)
    * singledraft_kslotX - Class name for King team (replace X with the slot number)

Here is an example of a server that wants to set up a pool of electric based classes only:
Code: [Select]
singledraft_custom 1
singledraft_poolsize 4
singledraft_slot1 elecman
singledraft_slot1 sparkman
singledraft_slot1 cloudman
singledraft_slot1 dynamoman


Here is an example of a server that wants to set up a pool of heavy classes only:
Code: [Select]
singledraft_custom 1
singledraft_poolsize 6
singledraft_slot1 gutsman
singledraft_slot2 hardman
singledraft_slot3 stoneman
singledraft_slot4 frostman
singledraft_slot5 concreteman
singledraft_slot6 hyperstormh

Here is an example of a server that wants to set up a pure e-sports arena:
Code: [Select]
singledraft_custom 1
singledraft_poolsize 1
singledraft_slot1 slashman

Known issues

    * If you choose a class right before the round starts, Zandronum may decide to kick you for user info change flood. Not sure how to fix, for now just suck it up and type "reconnect" on the console to get back in there!

Download

Download Version 1c from TSPG

10
Tutorial Collection / [V5B] Setting up editing tools for V5B
« on: May 24, 2017, 04:43:21 PM »
Some of you may get a few errors if you attempt to edit V5B in Doom Builder or try to compile ACS using some of the new scripting functions. I have uploaded an editing package to help solve these issues.

Download here: http://cutstuff.net/public/v5b-editingpackage.zip

Doom Builder

Those familiar with Doom Builder may have encountered errors while trying to load the v5b pk3 file into their resources. This is my fault, so apologies for that. You will have to point it to the new pk3 included in the zip file above named "v5b-resourcepack.pk3". This is essentially v5b without the duplicate entries that are causing the errors and all irrelevant files (music etc) removed. Go into Game Configurations, select ZDoom in UDMF format and add the pk3. Remove any other mm8bdm pk3's in this list of files. See the screenshot below for what it should look like.



Doom Builder Scripting

For scripting, you may notice some functions do not work (especially if you are trying to add map cards). You need to manually add these to Doom Builder's acs. Find your way to the Doom Builder 2\Compilers\ZDoom directory and extract the files in the acs folder of the v5b-editingpackage zip into the ZDoom folder. Overwrite all files.



Slade Scripting

Repeat the steps above but for the directory SLADE is pointing to for it's ACS. You can find where that is by going into SLADE's Configuration -> Scripting -> ACS.


Let me know if you have any questions!

11
MM8BDM Discussion / Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 22, 2017, 11:16:59 AM »


V5B is finally here! Additional versions usually mean some map changes, maybe some minor tweaks here and there. But during the downtime of waiting for Zandronum 3.0 (which we are still waiting for...) I decided to go back and revamp the singleplayer bosses and story. This was something I originally had no intention of doing, but Ivory convinced me that people care about the singleplayer experience and the earlier content does not reflect the quality of the newest content. In a way it was like playing through time, you could see how the team and I got better with each new version of the game. But as cute as that is, it pains me to see new players fighting bosses like the Guts Dozer and Met Daddy so it had to be done. It took many months out of my life to rework everything but it's something I alone had to do. Hopefully it has been worth it!

The engine has also updated to Zandronum 3.0 beta (see here for more details on that). This gives modders quite a few new tools to play with. I won't list them here as many of you already know what they are and have been patiently waiting for a chance to use them.

But enough talk, it's been too long! Scroll down below and grab the download link!

Trailer



New Features

    * Revamped Story + Singleplayer Campaign! Fraglimits are lower, story is more fleshed out and more terrifying bosses await!
    * Easy Mode! For players new to FPS or have difficulty with the game. It makes bots and bosses weaker!
    * New revamped training map! Visit auto to check out it's new features!
    * More weapon and item reworks, including Junk Shield, Remote Mine, Wire and more!
    * Lots of updated older maps, including Wave Man, Gyro Man, Magic Man and more!
    * New maps! Wily's fortresses continue to appear! Mega Man 4, 5 and 6 now all have Wily Stages! (not included in campaign)
    * Don't forget CTF! Now we have 25 CTF maps!
    * Many, many, MANY map/weapon/skin tweaks and adjustments! Too much to list! You'll have to discover most of the new changes!

Change Log

Here is a more detailed change log. There are NO SPOILERS here. It does not include all minor changes and fixes.

(click to show/hide)

View in raw text format.

Download

Download from MEGA

Download from Cutstuff

Notes

Special thanks to the MM8BDM team who helped out in this version. This build was mostly handled by myself due to all the singleplayer stuff, but it could not have been completed without the artists, musicians, coders and testers who took time out of their day to help me keep this passion project updated. Thanks must also go out to the many community contributions we received (mainly in the art department). Your names will appear in the credits (and your medals are in the cutstuff post)!

I hope you have a blast playing the new stuff. Watching and hearing about people enjoying this monster of a Mega Man fangame is what keeps me going. MM8BDM V5C, if it is required, will not be a massive content package like this one and will just fix any remaining bugs. After that, I will back down for a while and allow the dev team to start working on V6. We may even have some new positions opening up in the future so stay tuned!

12
Looking to submit some improved/additional sprites to MM8BDM? That's great! HOWEVER due to the huge amount of submissions for minor sprite tweaks, it's important that you submit your new sprites correctly.

PNG files for sprite sheets!

A simple one but jpgs, gifs or any other compressed format is not suitable for raw sprites. Use PNGs!

Use the correct colors

I can't stress this enough as many sprites submitted have incorrect palettes or introduce new blacks and whites into the sprite. This is mostly important for skins or sprites that are cyan/blue, which usually means they will use translations in game to change their colors. Here is an image containing the correct colors for reference:



You can use graphic program's fill tool to check if you are using the correct colors!

Show a comparison

If you are submitting updated sprites, always include a comparison image (zoomed in if possible) to show what is different. This helps the development team decide if they should be included. Here is an example:



Submit a WAD or PK3 file!

Again if you are submitting updated sprites, try adding them to the game first! I know most of you are capable of doing this yourselves and it saves me a lot of time. Use SLADE to create an empty pk3 or wad file containing the new sprites. The sprite names/offsets aren't too important if you don't know what they should be. Here is a tool to help you split your sprite sheets into individual files, which can help speed things up a bit.

Please follow the guidelines above or your sprites will not be submitted for the core game!

13
MM8BDM Discussion / MM8BDM V5B using Zandronum 3.0!
« on: April 19, 2017, 01:26:39 PM »
Greetings!

Mega Man 8-bit Deathmatch V5B is currently using a beta build of Zandronum (the engine MM8BDM uses). We have ensured the beta build is stable enough for V5B's release, although there may be some remaining non-gamebreaking bugs left. Feel free to report anything you find in the bugs forum!

When you download MM8BDM from Cutstuff.net (this page), it will always be packaged with the latest version of the Zandronum beta. If a new one is released but you have MM8BDM V5B already, you can find the latest Zandronum beta from here under Development Builds. You should download this and extract it to your MM8BDM folder if you are getting incorrect version errors when connecting to servers.

TSPG (the service hosting most played MM8BDM servers) are now forcefully running a beta version of Zandronum. You can find instructions on how to join these servers via Doomseeker below.

(click to show/hide)

Please post here if you have any questions regarding Zandronum 3.0 and MM8BDM!

14
Tutorial Collection / (V5B) Creating Map Creator Cards for your maps!
« on: January 24, 2017, 06:29:25 PM »
Map creator cards are little boxes that pop up for players at the start of each map to let them know who created the map, what song is playing and where the song is from. They can be toggled off by player clients. They can also be used to define what boss music/victory music will be played in the map, without the need of including a complicated script for every map. Core MM8BDM will handle them with a global script but mappers can easily include their own by defining them in an OPEN script! Here's what they look like in game:

(click to show/hide)

To define a map card, paste the following code into an OPEN script in your map. You can use a new OPEN script or one you happen to use (but it should not be looping).

Code: [Select]
SetCvarString("mm8bdm_map_creator", "NAME");
SetCvarString("mm8bdm_map_icon", "ICON");
SetCvarString("mm8bdm_map_background", "BACKGROUND");
SetCvarString("mm8bdm_map_musicname", "MUSIC NAME");
SetCvarString("mm8bdm_map_musiccomposer", "MUSIC COMPOSER");
SetCvarString("mm8bdm_map_musicgame", "MUSIC GAME");

SetCvarString("mm8bdm_map_bossmusic", "BOSS THEME");
SetCvarString("mm8bdm_map_victorymusic", "VICTORY THEME");
SetCvarString("mm8bdm_map_intensemusic", "INTENSE THEME");

Replace the second argument (the text in CAPS) to customize the card. Note that you can use color codes here for non-graphic entries if you like:

mm8bdm_map_creator - The name of the creator of the map.
mm8bdm_map_icon - 32 x 32 icon. This can be any core graphic or new graphic in your wad/pk3 file. For some examples look in the mm8bdm pk3 under patches/faces. They don't have to be robot master mugshots, be creative! Default is MAPCARDI.
mm8bdm_map_background - 264 x 92 background image of the card. You can make your own or use one included in the mm8bdm pk3. Click here for an image gallery of all title cards and their graphic codes. Default is "MAPCD10".
mm8bdm_map_musicname - The name of the default song of your map. Note that it is not actually set here, this is just for player convenience without having to look up the name.
mm8bdm_map_musiccomposer - The composer of the default song of your map.
mm8bdm_map_musicgame - The song/movie/whatever your default map music is from.

The following are unrelated to the map card and can be used on their own to define music for your map:

mm8bdm_map_bossmusic
- The music code for the Boss music you wish to play when the game is almost over.
mm8bdm_map_victorymusic - The music code for the Victory theme you wish to play when the game is over.
mm8bdm_map_intensemusic - The music code for an "intense" scenario. Currently used when both teams are tied in TLMS and only 2 players remain.

Now let's look at an example of a map card that works in V5B:

(click to show/hide)

Produces:


15
Events / MM8BDM Tournament at MAGFest 2017
« on: December 27, 2016, 05:58:40 PM »


A Mega Man 8-bit Deathmatch tournament is being held at MAGFest on the 7th of January at 10PM EDT. Arranged by HalfEmptyETank for the Mega Man-athon 5 which is an event to help raise money for Charity. Details of the tourney are as follows:

Quote
This tournament will be held on version v5a of Megaman 8-Bit Deathmatch, obtained from http://cutstuff.net/mm8bdm/. This will be held in Deathmatch mode over the course of 10 six-minute rounds.  The top 5 players of each round will be awarded points (1st place gets 5 points, 2nd gets 4 etc) each round. Most points after 10 rounds wins. Ties will be handled in a playoff round, if needed (one more round consisting only of those players who are tied).  The rounds will be casted and streamed from the Mega-Manathon next door to the LAN room.
    All Magfest LAN General Tournament Rules apply, this is a flex attendance event.

Maplist:
    Default map list included with MM8BDM.

High Participation Precautions:
If more people sign up for this event than can comfortably compete on one server, entrants will be divided into X groups for the base number of rounds with the top 1/X players from each group moving on into a finals group (where X will be decided at the start). Example: We have 20 entrants but want no more than 12 per server. We divide the players into 2 groups of 10 and the top ½ (5) of each group move on to finals group.

You can find more information about Mega man-athon at http://megamanathon.tv where everything will be taking place (stream/donations etc).

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