Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: Ivory on August 18, 2013, 04:49:16 PM

Title: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on August 18, 2013, 04:49:16 PM
Hey all you Mega Man fans! It's time for the new Public Thread for the new expansion!
I think by now mostly everyone knows that the upcoming expansion is: Mega Man & Bass
Release Date: May 17th 2014

Trailer now available:
http://cutstuff.net/mm8bdm/ (http://cutstuff.net/mm8bdm/)

What does this expansion hope to achieve?



Hypothetical Q&A
Q: How are Tengu and Astro being treated in MM&B?
A: They featured entirely new stages, unique tilesets and music in MM&B. They have entirely new weapons as well, therefore, Tengu and Astro will be getting two stages and two weapons. The only thing they don't get is new skins.

Q: Oh two weapons? Can other Robot Masters get new weap-
A: Hold up, no. No other Robot Master gives a unique weapon in a non-spinoff game (i.e., Power Battles/Fighters)

Q: What about Korby's Expansion?
A: Korby's expansion IS this one. Korby gave me control over his expansion after MM8BDMv3a was released and Mike later allowed it to be the next official expansion. Korby is fine with this, he just wants to see MM&B get completed.

Q: So what exactly has been completed as of now (Aug,18,2013)? How much was done prior to being announced?
A: All the skins, 1/4 of the maps, a few of the weapons. v4 is farther along than v3 was when it was announced.

Q: Great! Can I help?
A: Chances are, no. MM&B has been technically in the works for years, as such a lot of the content has already been done/started. While there is more than enough for the dev team to finish up, there isn't much room for inviting too many new people to the Dev Team. If you want to apply anyways, then ask me, not Mike. I'm the lead manager of MM8BDM and the one who handles all the managing of the team and game. Mike will just redirect you to ask me anyways. Just keep in mind, the more you ask, the more likely you'll be getting a "no".

Q: Will there be an intro stage?
A: Yes, that is one of the planned stages.

Q: What about MM9?
A: MM9 is about 99% likely to be the next expansion after MM&B. We want to go through all the main series games first, and MM&B is a main series game that fell between MM8 and MM9.

Q: What about my fan expansion?
A: Chances are no. Korby's was also accepted because he was doing a main series game. MMV is something we would love to have in the future, everything else is unlikely. Especially DOS.

Q: What is the point of this thread?
A: This is where we will be posting any development screenshots and other things. You can also speculate, ask questions, etc.

Official Screenshots of v4
New Stages!
(click to show/hide)
Updated DM Stages!
(click to show/hide)
Updated CTF Stages!
(click to show/hide)
Everything Else!
(click to show/hide)


v4 Announcements
UDMF Format is now the new MM8BDM Standard (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=5957&p=257931#p257931)
New Plant Barrier Mechanics (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=5957&p=259954#p259954)

All content, screenshots, announcements, etc are works in progress (WIPs) and are not set in stone and subject to change.
Title: Re: MM8BDM v4 Public Thread
Post by: CHAOS_FANTAZY on August 18, 2013, 04:52:26 PM
Quote from: "Ivory"
A new campaign style: Team Deathmatch. The player is joined by Mega Man and Bass to fight against King's Rebellion.

I never thought I'd see the day.

So quick question:  what about the bots?  Will Tengu and Astro keep their MM8 weapons as their Favorite Weapons, or will they get their MM&B weapons instead?
Title: Re: MM8BDM v4 Public Thread
Post by: FTX6004 on August 18, 2013, 04:53:16 PM
This got to quick.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 18, 2013, 04:54:16 PM
Quote from: "CHAOS_FANTAZY"
So quick question: what about the bots? Will Tengu and Astro keep their MM8 weapons as their Favorite Weapons, or will they get their MM&B weapons instead?
Favorite weapons doesn't really do much, so those will probably stay as is.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 18, 2013, 04:55:34 PM
I forget how Tengu Blade worked. Is there a way to make it different from Slash Claw if it worked that same way?
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on August 18, 2013, 04:55:52 PM
Quote from: "Ivory"
Q: Will there be an intro stage?
A: Yes, that is one of the planned stages.
I have one thing to say-FireMet.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on August 18, 2013, 04:57:02 PM
Quote from: "Zerokk"
I forget how Tengu Blade worked. Is there a way to make it different from Slash Claw if it worked that same way?

Well, it does shoot out a rising bouncing projectile.
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on August 18, 2013, 04:59:49 PM
Intro stage! Yes!  <3

"A new campaign style: Team Deathmatch. The player is joined by Mega Man and Bass to fight against King's Rebellion."

Interesting!  :)
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on August 18, 2013, 05:02:45 PM
I still bet that the Jet King Robo (http://megaman.wikia.com/wiki/Jet_King_Robo) will be the final boss (or at least part of the final boss).
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on August 18, 2013, 05:11:46 PM
Quote from: "Ivory"
everything else is unlikely. Especially DOS.

Everyone just HAS to use my expansion when it comes to this, don't they.

Any plans on adding the missing MM7 stages? The tiles were all made, after all...
Title: Also do we get to watch Proto Man get sliced in half?
Post by: Gumballtoid on August 18, 2013, 05:41:31 PM
Being joined by Mega Man and Bass makes for a 3-person team. Does this mean that the opposing team will also be 3 players?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 18, 2013, 05:58:19 PM
Quote from: "Gumballtoid"
Being joined by Mega Man and Bass makes for a 3-person team. Does this mean that the opposing team will also be 3 players?
Haven't figured that out yet, you will probably be out numbered since the player is generally better than the bots. But we will test it out since having the bots on teams will be a different game than free for all.

Quote from: "Magnet Dood"
Any plans on adding the missing MM7 stages? The tiles were all made, after all...
Can't give away everything asked, but something will be done.

Quote from: "Zerokk"
I forget how Tengu Blade worked. Is there a way to make it different from Slash Claw if it worked that same way?
Weapons in general are still up in the air. They were by far the least developed part of the expansion and most of them had coding dating back to 2010.

Quote from: "FTX"
This got to quick.
I don't even understand what this means.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 18, 2013, 05:59:38 PM
Quote from: "Magnet Dood"
Quote from: "Ivory"
everything else is unlikely. Especially DOS.

Everyone just HAS to use my expansion when it comes to this, don't they.
Seeing as it is the only official Megaman game expansion that has any progress that isn't a main game, yea, seems fitting to use it as the example.

Why use M&B2 as an example, there is nothing for it but tilesets?

Quote from: "Ivory"
Quote from: "FTX"
This got to quick.
I don't even understand what this means.
Think he means the topic was made quick.
Title: Re: MM8BDM v4 Public Thread
Post by: FTX6004 on August 18, 2013, 06:00:29 PM
Quote from: "Ivory"
Quote from: "FTX"
This got to quick.
I don't even understand what this means.
Thats...nothing just forget it.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 18, 2013, 06:30:51 PM
What about projectiles sprites? Done yet?
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on August 18, 2013, 06:40:41 PM
Mostly. We technically have all the sprites we need, but some of them need to be touched up a bit. We've got that covered, though!
Title: Re: MM8BDM v4 Public Thread
Post by: Tengu on August 18, 2013, 07:08:45 PM
I have a quick question:


How will the Ice Wall mechanics work? As in, is it possible to make it so you can ride it, will it do damage or just push you?

Could it to collision damage if you hit a wall?
Title: Re: MM8BDM v4 Public Thread
Post by: LifeCraft J on August 18, 2013, 07:09:38 PM
Quote from: "Ivory"
[*] A new campaign style: Team Deathmatch. The player is joined by Mega Man and Bass to fight against King's Rebellion.
Wait so are Mega Man and Bass bots or are they P2 and P3 or something? I'm confused. :?
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on August 18, 2013, 07:13:56 PM
Quote from: "Lifeup J"
or are they P2 and P3 or something
I'm not sure if this is even in the realm of "possible" but a co-op campaign mode with one player as Mega Man and the other as Bass?

My body would never be ready for that.




also Mega Upgrade for President 2016 :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on August 18, 2013, 07:16:26 PM
In the campaign, will the Bass bot start out with Bass Buster?

Also, will the standard team colouring (Player, Mega Man and Bass are blue while the enemies are red) apply?
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 18, 2013, 07:30:03 PM
Quote from: "Beed28"
In the campaign, will the Bass bot start out with Bass Buster?

Also, will the standard team colouring (Player, Mega Man and Bass are blue while the enemies are red) apply?
This. Perhaps it's about time that a variable for "Team Colors" becomes a thing, no?
Title: Re: MM8BDM v4 Public Thread
Post by: Dark Phil on August 20, 2013, 12:06:28 AM
Once the chapter is beaten will there be a potential for playing the stages without bass and Mega Man helping you? Also, would this unlock the ability to have them fight along side you in older stages?
Title: Re: MM8BDM v4 Public Thread
Post by: MagVanisher on August 20, 2013, 06:02:03 AM
I'm so glad Megaman and Bass is included on the next version... If only the Wily Wars was included as well just like the stillborn FC version of the game.
Title: Re: MM8BDM v4 Public Thread
Post by: Accel on August 20, 2013, 09:38:40 PM
Wait. I just realized. When this comes out, I can officially use Burner Man. Oh hell yes.
Title: Re: MM8BDM v4 Public Thread
Post by: ice on August 21, 2013, 06:49:42 PM
did my copy vision and magic card weapons make it in or do they have to be redone? (already knows the coldman skin, tengu blade, and remote mine was somewhat rejected)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 21, 2013, 07:02:22 PM
If you provided those two weapons to Korby's old expansion, then yes, they were the base for the updated versions. All the old weapons were used as the bases for the new ones and none of the weapons function as the old ones did. Some of them because they featured 2 year old cold that was in dire need of optimization, and others to make their functionality better.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on August 21, 2013, 07:03:17 PM
Magic Card will have built-in Vampirism right
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 21, 2013, 07:04:56 PM
Are there any minor things lying around that I might be able to sprite within a day or so? I don't have time for something that's going to take multiple days at the moment.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on August 21, 2013, 08:44:39 PM
90% of the spritework for this expansion has already been completed and we have more spriters on the team then we probably need at the moment, so I don't think so.

Who knows, though! Ivory might ask the community for another project like he did for v3.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 21, 2013, 08:55:34 PM
How about make a compo for something related to V4? You know, just to spice things up...
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 21, 2013, 11:22:57 PM
I'm thinking this time around do Duel oriented maps. On the smaller side for our 1v1ers out there. Huge maps like Shade and Knight aren't very suited for Duels, where smaller ones like Drill, Flash and Cut are perfect for it.
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on August 21, 2013, 11:30:45 PM
What in the world is perfect about Cutman of all maps, in terms of duel?
You need to only control Rolling Cutter and the map is almost entirely yours.
And it is so small that a skilled player with at least one weapon with at least half ammo can easily kill a respawning player before he/she can reach a strong weapon. (Atomic Fire is too slow and mashing the fire button does not do too much damage, Needle and Gemini do low damage, Napalm/Ice/Rolling Cutter/Air Shooter require you to climb a ladder, i.e. becoming an easy target).
Guess why it was only chosen TWICE in the last duel tournament.

I do love Flashman for duel, though.
Title: Re: MM8BDM v4 Public Thread
Post by: Tengu on August 21, 2013, 11:52:24 PM
Quote from: "*Alice"
What in the world is perfect about Cutman of all maps, in terms of duel?
You need to only control Rolling Cutter and the map is almost entirely yours.
And it is so small that a skilled player with at least one weapon with at least half ammo can easily kill a respawning player before he/she can reach a strong weapon. (Atomic Fire is too slow and mashing the fire button does not do too much damage, Needle and Gemini do low damage, Napalm/Ice/Rolling Cutter/Air Shooter require you to climb a ladder, i.e. becoming an easy target).
Guess why it was only chosen TWICE in the last duel tournament.

I do love Flashman for duel, though.


Allow me to break this up. Cutman is okay for duel, not my personal favorite, but it's nice and symmetrical. And Rolling Cutter is NOT the problem weapon on this map, it's in fact Atomic Fire. A skilled player doesn't need to use rolling cutter (which is far from broken) to get frags anyway. Needle cannon is very viable on that map for duel. It was only chosen twice in the tournament, eh? I'd say that's a fair number, picked more than Centaurman.

I suggest you go actually play some active duel before you criticize a map for it's *ahem* duelability (totally a word).

Also Flashman is bad for dueling not to bash your tastes. Opinions.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 22, 2013, 12:00:26 AM
Quote from: "Tengu"
Also Flashman is bad for dueling not to bash your tastes. Opinions.
I only said Flash cause it was made as a duel map, as stated by Dr. Light pre-V3. As with Drill.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 22, 2013, 12:00:49 AM
The focus on duel is hardly a concern of this expansion (or in general). If a map is more suitable for duel, it's more suitable for duel, but the primary focus of the game has always been DM and the direction the maps will be for DM.

We live in a community where modders can make their own mods, mappers can make their own maps, etc, yet duelists are probably the only major group who I don't see making their own duel-centric content. I know -Ran tried to do one, but then he vanished. Heck, I was even going to help him map for it at the time. The only reason that duel balance mod is being made is because the core game took out the duel related checks in order to stabilize the main game. So why can't a duel mappack be created by duelists for duelists? They would play a heck of a lot better than maps that are focused on DM, no matter what the size of it is.
Title: Re: MM8BDM v4 Public Thread
Post by: Awbawlisk on August 22, 2013, 12:01:01 AM
Air Shooter IMO, is one of the dominate weapons on that map. As well as Napalm Bomb (When you know how to use it on that map). Atomic Fire is a good option if you can aim. But can be frowned upon when spammed, but thankfully, even people like Rtist, Sora, and Fyone realize this. Also, do no not underestimate, I REPEAT, DO NOT EVER UNDERESTIMATE GEMINI LASER! It can seriously do some damage in those hallways, and think of Needle Cannon as your "Chaingun" of the map. I usually use it to counter my opponent when they're charging Atomic Fire. One more thing, unless you know your opponent wallhacks do not be hesitant to climb the ladders. Ice Slasher can really rip your opponents apart with good enough aim, or if you're up close and personal (like me 8D).

Like Tengu said, Rolling Cutter IS NOT THE PROBLEM! I can't stress this enough due to Ivory's reason on changing Toadman. Just dodge and keep your distance. IT'S EASY!

I just felt like posting this cause yeah.
Title: Re: MM8BDM v4 Public Thread
Post by: Copy Robot on August 22, 2013, 12:08:39 AM
Quote from: "fortegigasgospel"
Quote from: "Tengu"
Also Flashman is bad for dueling not to bash your tastes. Opinions.
I only said Flash cause it was made as a duel map, as stated by Dr. Light pre-V3. As with Drill.

If this is your excuse then Knight Man is perfect for duel since Dr. Light said that there too.
 :ugeek:

Either way those were just context clues on the MMK
Title: Re: MM8BDM v4 Public Thread
Post by: Awbawlisk on August 22, 2013, 12:10:10 AM
Quote from: "Copy Robot"
Quote from: "fortegigasgospel"
Quote from: "Tengu"
Also Flashman is bad for dueling not to bash your tastes. Opinions.
I only said Flash cause it was made as a duel map, as stated by Dr. Light pre-V3. As with Drill.

If this is your excuse then Knight Man is perfect for duel since Dr. Light said that there too.
 :ugeek:

Either way those were just context clues on the MMK

A lot of us actually liked MM6KNI for duel. As it was picked multiple times during previous duel tourneys.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 22, 2013, 12:14:01 AM
Quote from: "Copy Robot"
Quote from: "fortegigasgospel"
Quote from: "Tengu"
Also Flashman is bad for dueling not to bash your tastes. Opinions.
I only said Flash cause it was made as a duel map, as stated by Dr. Light pre-V3. As with Drill.

If this is your excuse then Knight Man is perfect for duel since Dr. Light said that there too.
 :ugeek:

Either way those were just context clues on the MMK
Quote from: "fortegigasgospel"
I'm thinking this time around do Duel oriented maps. On the smaller side for our 1v1ers out there. Huge maps like Shade and Knight aren't very suited for Duels, where smaller ones like Drill, Flash and Cut are perfect for it.
Actually no, Light specifically said "this map is perfect for duels" and then "it is said a certain character may challenge you here" for Flash.
Light never said Knight was good for duels, and I don't think he even hinted for Ballade.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 22, 2013, 12:16:27 AM
What you are missing is huge maps do not necessarily mean they are bad for duel. I barely duel and even I know MM6KNI is liked a lot. Knight Man may be big, but most of the map is large and open which makes it easier to find people than a large map with dozens of rooms.
Title: Re: MM8BDM v4 Public Thread
Post by: beta on August 22, 2013, 08:31:56 PM
Will there any original buster weapons in v4?
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 25, 2013, 05:41:39 AM
call me slowpoke but...
Quote
11 new stages: Intro, 8 Robot Masters, 2 Castle Stages.
This means we will have Robot Museum, MMBAST and MMBTEN?! I wonder what will be their gimmick.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on August 25, 2013, 06:21:59 AM
Robot Museum is cool because it's pretty much free reign for the dev team
they could have a "best of 8-Bit Deathmatch" and I'd still love it


Astro Man was boring and unless weapons come out of a wall mural it's just a normal stage
Tengu Man had balloons and platforms and balloon platforms and spikes and pain
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 25, 2013, 11:41:59 PM
Quote from: "SmashBroPlusB"
Astro Man was boring and unless weapons come out of a wall mural it's just a normal stage
They could also always do the raising/dropping floors for mixing and matching.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 25, 2013, 11:47:12 PM
Quote from: "fortegigasgospel"
Quote from: "SmashBroPlusB"
Astro Man was boring and unless weapons come out of a wall mural it's just a normal stage
They could also always do the raising/dropping floors for mixing and matching.
Trap floors I guess?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 28, 2013, 10:02:35 PM
Been close to 2 weeks since announcement, have a screenshot~!

(http://i.imgur.com/uPhGBeH.png)
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on August 28, 2013, 10:05:32 PM
Argh there's still that ugly line spacing in the font.
Title: Michael712: should say Lightnig Bolt on the pickup messag
Post by: Gumballtoid on August 28, 2013, 10:14:46 PM
My first thought was that it looked like a Pharaohman/Swordman splice.

Still, that's beautiful.
Title: Re: MM8BDM v4 Public Thread
Post by: Accel on August 28, 2013, 10:22:58 PM
Wow, this update seems to be moving pretty quickly. I'd have to assume that's because it was already a work in progress, correct?
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on August 28, 2013, 10:30:08 PM
Wow, looks neat.


Can't wait to gain the ability to play it.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on August 28, 2013, 10:31:08 PM
Quote from: "Accel"
Wow, this update seems to be moving pretty quickly. I'd have to assume that's because it was already a work in progress, correct?
Well, v3 was also a WIP when it was announced. MM&B was already a custom expansion in the works when v4 was started, though, so we used all the materials and resources available to get a great head start.

EDIT: Drill Man, Sword Man, Stone Man and Pharaoh Man. Nice selection of bots for that map, Ivory.
Title: Re: MM8BDM v4 Public Thread
Post by: Rozark on August 28, 2013, 11:57:14 PM
Quote from: "Ivory"
Been close to 2 weeks since announcement, have a screenshot~!

(http://i.imgur.com/uPhGBeH.png)

My eyes.
Do want.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on August 29, 2013, 12:15:38 AM
please tell me you told Flame Sword to calm the fuck down
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on August 29, 2013, 12:26:15 AM
Upon closer inspection

I spy with my little toids

A Copy Vision obscured by falling sand
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on August 29, 2013, 12:46:55 AM
Oh, so screenshots ahoy eh? Alright....here's the shiny new Lightning Bolt

(click to show/hide)

Edit:
Ok, fine, here's one in Software without the filters...
(click to show/hide)
Now, no more screenies from me for now or Ivory will have my head.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on August 29, 2013, 12:51:14 AM
Whoa whoa whoa!

I don't like the coloring on the hand but that lightning is awesome.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 29, 2013, 12:52:09 AM
Quote from: "Messatsu"
Oh, so screenshots ahoy eh? Alright....here's the shiny new Lightning Bolt

(click to show/hide)
It works nicely with that filter
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on August 29, 2013, 12:55:17 AM
Should have had rainy weather for better effect.

Also, I see no changes to that "under construction" room in the back there (I still see a wee tiny glimpse of that girder). :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: KillerChair on August 29, 2013, 05:17:08 PM
After being gone from the forums for quite a while now i thought i'd check in to see whats up with the mm8bdm community.
And suddenly i find an awesome update that re-made some maps and i find that a new expansion is being worked on.

Looking good guys ;)
Title: Re: MM8BDM v4 Public Thread
Post by: beta on August 29, 2013, 06:39:55 PM
Needs more screenshots to impress me.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 29, 2013, 07:08:25 PM
Quote from: "beta"
Needs more screenshots to impress me.
Well then you have a long while to go to be impressed. As they are only giving out teasers. Don't expect them to give away everything before release.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 29, 2013, 07:10:00 PM
spoiler alert Wily is the final boss after all
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on August 30, 2013, 02:15:03 AM
Very nice screenshots! On one hand I'm glad the weapon colours are staying consistent, but on the other I'm a bit saddened at no "keeping colours closer to boss versions via using a mixture of Mega Man and Bass' weapon colours". (That was a mouthful huh?)
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on August 30, 2013, 02:31:17 AM
I hate the weapons being consistent



hey guys want another boring fire weapoRED AND FUCKING ORANGE

YOU'RE WELCOME
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on August 30, 2013, 03:04:06 AM
Quote from: SmashBroPlusB

Well there is still the chance they'll set it up so it randomly chooses either Mega Man's or Bass' colour schemes but who am I kidding? That'd confuse too many people (not to mention I'd prefer what I said above anyway.)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 30, 2013, 03:22:48 AM
Btw, I'll be posting all the screenshots and stuff on the front page for everyone's convenience.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on August 30, 2013, 02:02:22 PM
From what I can see in this staggering Ground Man's stage, Mega's weapon color scheme was adopted. This would means this green weapon Gumballtoid noticed in the extreme left, in the background, would be C. Vision.

Oh and since we're still on the color scheme
Quote from: "The_Broker"
Very nice screenshots! On one hand I'm glad the weapon colours are staying consistent, but on the other I'm a bit saddened at no "keeping colours closer to boss versions via using a mixture of Mega Man and Bass' weapon colours". (That was a mouthful huh?)
That would means the weapons won't have neither Mega or Bass's colors... it would be completly original colors.

Also I wonder how will Lightnig Bolt be different from a normal AoE weapon. Its graphics look more Megadriving than NESish... aren't they pixelated ?
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on August 30, 2013, 02:12:59 PM
The reason for the Lightnig Bolt looking the way it does in that screenshot is because the one taking the screenshot has a filter active.
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on August 30, 2013, 03:06:43 PM
Lightning bolt looks HD and ship.

Wow.
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on August 30, 2013, 03:11:18 PM
No it doesn't normally.
If you want to have such ... "Fake High-Quality" graphics, do the following:
You can already tell that I never use it. To me it just looks wrong to have everything unpixellated.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 30, 2013, 03:17:32 PM
Why would you use Trilinear
ever
no that's ugly

-

1 > Set OpenGL

2 > Options>Display Options>OpenGL Options>Texture Options

hey I know that's essentially the same thing Alice did, but..

3 > High Quality Resize Mode. Set it to Scale4X. There's also HNQ, but that doesn't scale as many things as Scale does.

-

Then again, Trilinear goes alright with Scale4X if you really want that added on.
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on August 30, 2013, 03:18:57 PM
Well, I never use either of them. I like my graphics raw.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 30, 2013, 03:20:28 PM
It tends to work better with Doom 2 if you're into this sort of thing.
Title: Re: MM8BDM v4 Public Thread
Post by: beta on August 30, 2013, 06:36:51 PM
Quote from: "fortegigasgospel"
Quote from: "beta"
Needs more screenshots to impress me.
Well then you have a long while to go to be impressed. As they are only giving out teasers. Don't expect them to give away everything before release.
I'm expecting 3 more screenshots for proof.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 30, 2013, 07:02:22 PM
Proof for what?
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 30, 2013, 07:11:43 PM
Apparently he doesn't believe we're getting a V4. With all the hard work people have put into this expansion, though, it'd be silly to think otherwise.

- Offtopic

Beta, you really need to fix the dimensions on your avatar.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 30, 2013, 07:22:01 PM
You mean that trailer/intromap that took me weeks to put together wasn't enough proof? The MM&B Medal isn't enough proof (http://www.cutstuff.net/forum/medals.php)? A teaser screenshot of Ground Man with 2 &Bass weapons in the screenshot and Spread Drill can even be seen in action isn't enough proof? Mess' screenshot of lightning bolt in use isn't enough proof?

Sheesh, proving v4 is a thing to Beta is a lot of work. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Korby on August 30, 2013, 07:23:34 PM
I dunno, we've gone pretty deep into dupes before, Ivory.

like megaman 9!
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 30, 2013, 07:44:03 PM
I'm thinking he actually means 3 more screenshots for proof if Ground is going to be good.  But seeing as it is a core map, I'm pretty sure it will be good in it's own regards.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on August 30, 2013, 08:28:52 PM
Quote from: "Stardust"
That would means the weapons won't have neither Mega or Bass's colors... it would be completly original colors.

Nah, closer doesn't mean identical sir. You know how Bass' Wave Burner is closer to the one that Burner Man uses than the Wave Burner used by Mega Man? That's what I meant.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on August 30, 2013, 10:05:21 PM
I just want Bass Wave Burner because it's fuckin GREEN

GREEN FIRE, GUYS


GREEN
FIRE





and it doesn't make me want to puke from Fire Storm syndrome
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on August 30, 2013, 10:14:12 PM
How about, the core uses the Mega Man colour weapons, and then, after release, someone (probably me) will make a modification to change the colours to Bass ones.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on August 30, 2013, 10:20:35 PM
Quote from: "SmashBroPlusB"
I just want Bass Wave Burner because it's fuckin GREEN

GREEN FIRE, GUYS


GREEN
FIRE

(http://img818.imageshack.us/img818/8049/5zdq.png)
Ooooohhh. So that's why you want Green Wave Burner.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 30, 2013, 11:27:00 PM
I want green wave burner for a few reason.
1) meh another red and orange fire weapon.
2) more accurate to Burner man's own version.
3) Another green weapon (we only have 2 so far in core and 3 as copy vision (though black copy vision would be good too cause not a lot of weapons using that shade at all)
4) Green fire would make the weapon a bit more unique.

Unless you guys are hiding that you are really doing something similar to 2 where Forte's versions function slightly differently like one WB waves horizontally and the other vertically.
Title: Re: MM8BDM v4 Public Thread
Post by: Dark Phil on August 30, 2013, 11:51:57 PM
Quote from: "fortegigasgospel"
I want green wave burner for a few reason.
1) meh another red and orange fire weapon.
2) more accurate to Burner man's own version.
3) Another green weapon (we only have 2 so far in core and 3 as copy vision (though black copy vision would be good too cause not a lot of weapons using that shade at all)
4) Green fire would make the weapon a bit more unique.

Unless you guys are hiding that you are really doing something similar to 2 where Forte's versions function slightly differently like one WB waves horizontally and the other vertically.

I Honestly hope not, It should function the same. One thing that I did not like about MM&B was that they had different colors, but as a result, I think the "right" colors were split between them. The only thing I see against having green as the color is, Burner man would not have his colors when he is himself. So they could do Red & orange with green flames...maybe, we shall see.

Keep up the great work team!
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 31, 2013, 12:09:43 AM
Quote from: "Dark Phil"
Quote from: "fortegigasgospel"
I want green wave burner for a few reason.
1) meh another red and orange fire weapon.
2) more accurate to Burner man's own version.
3) Another green weapon (we only have 2 so far in core and 3 as copy vision (though black copy vision would be good too cause not a lot of weapons using that shade at all)
4) Green fire would make the weapon a bit more unique.

Unless you guys are hiding that you are really doing something similar to 2 where Forte's versions function slightly differently like one WB waves horizontally and the other vertically.

I Honestly hope not, It should function the same. One thing that I did not like about MM&B was that they had different colors, but as a result, I think the "right" colors were split between them. The only thing I see against having green as the color is, Burner man would not have his colors when he is himself. So they could do Red & orange with green flames...maybe, we shall see.

Keep up the great work team!

Bubbleman wouldn't have the right colors. Metalman wouldn't have the right colors. Quickman wouldn't have the right colors. Tomahawkman wouldn't have the right colors.

I'm fine with Green Burnerman in Vanilla.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on August 31, 2013, 12:41:04 AM
Quote from: "Kapus"
Quote from: "SmashBroPlusB"
I just want Bass Wave Burner because it's fuckin GREEN

GREEN FIRE, GUYS


GREEN
FIRE

(http://img818.imageshack.us/img818/8049/5zdq.png)
oh damn it I forgot I had that avatar when I wrote that
I'm sure subliminally I was thinking of the Green Thunder but


to be honest it's more of "not red and orange" than it is "oh yeah Luigi time"

because really
Bass's colours are vastly superior
we could have some goddam PURPLE LIGHTNING

HOLY SHIT
TOO SEXY FOR ME
MY BODY WAS NOT READY FOR THIS



also people seem to like mixing and matching colours so screw consistency
we need more green weapon love
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 31, 2013, 12:45:13 AM
Quote from: "Ceridran"
Quote from: "Dark Phil"
Quote from: "fortegigasgospel"
I want green wave burner for a few reason.
1) meh another red and orange fire weapon.
2) more accurate to Burner man's own version.
3) Another green weapon (we only have 2 so far in core and 3 as copy vision (though black copy vision would be good too cause not a lot of weapons using that shade at all)
4) Green fire would make the weapon a bit more unique.

Unless you guys are hiding that you are really doing something similar to 2 where Forte's versions function slightly differently like one WB waves horizontally and the other vertically.

I Honestly hope not, It should function the same. One thing that I did not like about MM&B was that they had different colors, but as a result, I think the "right" colors were split between them. The only thing I see against having green as the color is, Burner man would not have his colors when he is himself. So they could do Red & orange with green flames...maybe, we shall see.

Keep up the great work team!

Bubbleman wouldn't have the right colors. Metalman wouldn't have the right colors. Quickman wouldn't have the right colors. Tomahawkman wouldn't have the right colors.

I'm fine with Green Burnerman in Vanilla.

Not to mentions Burner is Red and White, not Red and Orange, so even with Mega's WB he wouldn't have his own colors.
Title: Re: MM8BDM v4 Public Thread
Post by: SickSadWorld on August 31, 2013, 12:48:20 AM
Quote from: "SmashBroPlusB"
I just want Bass Wave Burner because it's fuckin GREEN

GREEN FIRE, GUYS


GREEN
FIRE





and it doesn't make me want to puke from Fire Storm syndrome

[7:43:59 PM] Llama: your opinion is loud

lol
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on August 31, 2013, 01:22:33 AM
I personally like Mega Man's colors more. Sue me.  :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on August 31, 2013, 01:24:38 AM
Quote from: "beta"
Quote from: "fortegigasgospel"
Quote from: "beta"
Needs more screenshots to impress me.
Well then you have a long while to go to be impressed. As they are only giving out teasers. Don't expect them to give away everything before release.
I'm expecting 3 more screenshots for proof.


Poor beta, he doesn't BEELIEVE!!!


Maybe we should just have a mix of MegaMan's and Bass's colors for the weps.
Purple and black lightning.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 31, 2013, 01:36:03 AM
Hold on! I had a brilliant idea! How about make it use colors based on PLAYERINFO_GENDER? 0 or 1, Mega Man's color. 2, Bass's color.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 31, 2013, 01:48:14 AM
Brilliant...? The solution needs to be something self explanatory. There is no way in hell anyone would figure out that your gender changes color schemes. If you want to do something like that, then we're better off just having a custom var to set colors. But even then, that isn't doable because of HUD weapons. And no, we're not jumping through complicated hoops just to support both color schemes. The final result will be one color scheme per weapon, that's it.

The other reason is because two weapon colors would then require you to memorize two separate color schemes for the same weapon in a game where the color scheme gives you a good idea of what you are up against.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 31, 2013, 01:52:44 AM
Quote from: "Ivory"
The other reason is because two weapon colors would then require you to memorize two separate color schemes for the same weapon in a game where the color scheme gives you a good idea of what you are up against.
Quote from: "Ivory"
memorize two separate color schemes for the same weapon in a game where the color scheme gives you a good idea of what you are up against.
Quote from: "Ivory"
the color scheme gives you a good idea of what you are up against.

hey how many fire weapons do we have

that use the same color scheme

okay maybe only two or three but

I know what it is once they bludgeon my face with it.

+vote Green Wave Burner
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on August 31, 2013, 01:57:44 AM
Quote from: "tsukiyomaru0"
Hold on! I had a brilliant idea! How about make it use colors based on PLAYERINFO_GENDER? 0 or 1, Mega Man's color. 2, Bass's color.
Conglaturation!
(https://dl.dropboxusercontent.com/u/5237238/rollbass.png)
This will be a skin soon!


Anyway, I am really here to re-state what I said to the dev team:

The Robot Masters were given MEGA MAN'S weapon copy abilities, not BASS'S, which is clearly the reason behind this whole different colours for same weapon fiasco.

+1 for Mega Man colours, but mainly for consistancy/storyline sake.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on August 31, 2013, 02:35:24 AM
If there can not be a mix and match of weapon colours (IE, one colour scheme for the weapons, but some are Bass' and some are Mega Man's), then I vote for consistency. But I doubt this is being put to vote anyway sirs.

To keep this from being a useless post, which new skin are you looking forward to most? I'll probably be using Dynamo Man myself.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on August 31, 2013, 02:42:08 AM
I somehow have Dynamo Man already. :

I'm looking forward to Cold Man. I don't know why, but I like his design.
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on August 31, 2013, 03:06:33 AM
I look forward to GroundMan.
Will his Drill form be used for walking?
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on August 31, 2013, 03:32:39 AM
Quote from: "ThePlayer"
I look forward to GroundMan.
Will his Drill form be used for walking?

The mod was going to use it, so maybe they are keeping it for the official update (I sure hope so. I love those transformation walk animations.)
Title: Re: MM8BDM v4 Public Thread
Post by: Max on August 31, 2013, 09:58:15 AM
Quote from: "MM8BDM Intro"
As agreed with Dr. Light, all robots must be refitted with Mega Man's powers, to see which robot truly has the better design!

Mega Man colours are canon broskis
Title: Re: MM8BDM v4 Public Thread
Post by: JaxOf7 on August 31, 2013, 12:46:07 PM
Quote from: "MM8BDM Intro"
As agreed with Dr. Light, all robots must be refitted with Mega Man's powers, to see which robot truly has the better design!
Reeeaaallly been wanting to bring this up.
Story-wise, this really doesn't seem to be a tournament anymore.
MM7 and MM8 explicitly say that you are investigating Wily's castle and intercepting his mobilized robots (as well as Duo).
MM&B continues this trend with you teaming up with Megaman and Bass to fight King's revolution (a year after the previous events nonetheless).
Why the hell is everyone still using Mega's weaponry?
Title: Re: MM8BDM v4 Public Thread
Post by: Jafar on August 31, 2013, 01:07:19 PM
In MM8BDM canon, Classes is less popular than vanilla DM.
Title: Re: MM8BDM v4 Public Thread
Post by: DarkAura on August 31, 2013, 02:59:05 PM
Speaking of the storyline, Mr. X is considered non-canon since he was only played as an alternate identity for Wily.

So, like most-to-any other Megaman-esque fan project, this game inserts it's very own fan-based character.

(Am I 3 years too late? I probably am.)
Title: Re: MM8BDM v4 Public Thread
Post by: Metanightmare22 on August 31, 2013, 04:21:10 PM
Well, in Mega Man 2 - The Power Battle, Centaur Man gave you the Centaur Arrow for beating him, though that's the only instance of a new weapon in that series.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on August 31, 2013, 04:22:40 PM
It won't count due to being a spinoff. MM&B, while I believe it's a spinoff, is close enough to canon.
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on August 31, 2013, 04:27:58 PM
Quote from: "Ceridran"
It won't count due to being a spinoff. MM&B, while I believe it's a spinoff, is close enough to canon.

MM8.5 is canon, as it was established by MM9. In fact, MM8.5 might be more canon than the Gameboy games at this point.

EDIT: And yes, Mr. X as a standalone character is a fan character.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 31, 2013, 04:45:08 PM
Quote from: "MusashiAA"
Quote from: "Ceridran"
It won't count due to being a spinoff. MM&B, while I believe it's a spinoff, is close enough to canon.

MM8.5 is canon, as it was established by MM9. In fact, MM8.5 might be more canon than the Gameboy games at this point.

EDIT: And yes, Mr. X as a standalone character is a fan character.
Wait, if MM8.5 is canon, and its database includes MMKs and Stardroids... Does it mean that RW5 and others are canon too?
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on August 31, 2013, 04:51:25 PM
Quote from: "tsukiyomaru0"
Quote from: "MusashiAA"
Quote from: "Ceridran"
It won't count due to being a spinoff. MM&B, while I believe it's a spinoff, is close enough to canon.

MM8.5 is canon, as it was established by MM9. In fact, MM8.5 might be more canon than the Gameboy games at this point.

EDIT: And yes, Mr. X as a standalone character is a fan character.
Wait, if MM8.5 is canon, and its database includes MMKs and Stardroids... Does it mean that RW5 and others are canon too?

All of the ones released in America are canon.
Although MM&B2 might be considered canon too.
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on August 31, 2013, 05:14:07 PM
Quote from: "ThePlayer"
All of the ones released in America are canon.
No, they aren't.

There was a Mega Man game on the Sega Game Gear. And I am 99.9% sure that that game is nowhere near canon (even though it was licensed by Capcom).
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on August 31, 2013, 05:19:18 PM
Quote from: "*Alice"
There was a Mega Man game on the Sega Game Gear. And I am 99.9% sure that that game is nowhere near canon (even though it was licensed by Capcom).
I highly doubt that Dr. Cossack's citadel exploding instead of Wily's Castle is going to be canon. If not, the reusage of previous Robot Masters and their stages from the NES games with no justifying reason unlike the Game Boy games.
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on August 31, 2013, 05:32:22 PM
Actually, I recall someone making the Gameboy games have some sense regarding the timeline:

GB1 (RMs from MM1 and MM2) can only happen after MM2 and before MM3

GB2 (RMs from MM2 and MM3) can only happen after MM3 and before MM4

GB3 (RMs from MM3 and MM4) can only happen after MM4 and before MM5

GB4 (RMs from MM4 and MM5) can only happen after MM5 and before GB5

GB5 (Wily is not imprisoned in the end) can only happen after GB4 and before MM6.

But alas, we're deviating from the topic.

One way I think of why all robots fought in the game still posses Mega Man's powers is because they're mass-produced copies of the original masters, refitted with them in order to be more powerful or something. After all, maybe Wily had access to Mega's schematics and just went with the idea of an army of Megafied robots.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on August 31, 2013, 05:43:20 PM
Like I said earlier about weapon colors, it would probably be best to choose among Megaman's and Bass's weapon colors to avoid further repetitions as much as possible. Naturally, that means I'd love having green Wave Burner.
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on August 31, 2013, 05:49:28 PM
With the wave burner in mind, will we be unable to move while we shoot or will it be reworked akin to the BassBuster?
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on August 31, 2013, 05:51:36 PM
Quote from: "Knux"
Like I said earlier about weapon colors, it would probably be best to choose among Megaman's and Bass's weapon colors to avoid further repetitions as much as possible. Naturally, that means I'd love having green Wave Burner.

How about this: all Light and Cossack bots get Mega Man's weapon colors. All Wily bots get Bass' weapon colors.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 31, 2013, 05:54:07 PM
Quote from: "ThePlayer"
With the wave burner in mind, will we be unable to move while we shoot or will it be reworked akin to the BassBuster?
You do realize Mega Man's wave burner allows him to move right? It was only Bass' wave burner that kept him in place.
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on August 31, 2013, 06:02:57 PM
Quote from: "Ivory"
Quote from: "ThePlayer"
With the wave burner in mind, will we be unable to move while we shoot or will it be reworked akin to the BassBuster?
You do realize Mega Man's wave burner allows him to move right? It was only Bass' wave burner that kept him in place.

Oh my bad. I really need to play MM&B with Megaman now.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on August 31, 2013, 06:10:58 PM
Oh man, I don't think I remembered that detail. I have the GBA game right here, but nowhere to play it on. So, were there any other differences between Mega and Bass's RM weapons?
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 31, 2013, 06:46:35 PM
Quote from: "Knux"
Oh man, I don't think I remembered that detail. I have the GBA game right here, but nowhere to play it on. So, were there any other differences between Mega and Bass's RM weapons?
Other than color and, in rare cases, sprite? Only the fact Mega Man can move while firing and Bass can't. Except Tengu Blade, which only allows attack movement as a dash/slide attack. Or so happened while I toyed with MM&B here.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on August 31, 2013, 06:50:45 PM
Mega Man stands still when: Lightning Bolt, Magic Card, Tengu Blade.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on August 31, 2013, 07:23:32 PM
Quote from: "MusashiAA"
How about this: all Light and Cossack bots get Mega Man's weapon colors. All Wily bots get Bass' weapon colors.
The problem is they're Blue, Yellow and Red because it's team based. Unless I'm missing a detail here...

Oh right, it would still be the same problem as the gender colors suggested by Tsuki anyway.  :|
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on August 31, 2013, 07:28:47 PM
Quote from: "Knux"
Quote from: "MusashiAA"
How about this: all Light and Cossack bots get Mega Man's weapon colors. All Wily bots get Bass' weapon colors.
The problem is they're Blue, Yellow and Red because it's team based. Unless I'm missing a detail here...

Oh right, it would still be the same problem as the gender colors suggested by Tsuki anyway.  :|
You mean the whole "confusing colors" and "hud-translation mismatch"? Yes, unless the check happened upon selection of the weapon.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on August 31, 2013, 11:50:27 PM
Quote from: "ThePlayer"
Quote from: "tsukiyomaru0"
Quote from: "MusashiAA"

MM8.5 is canon, as it was established by MM9. In fact, MM8.5 might be more canon than the Gameboy games at this point.

EDIT: And yes, Mr. X as a standalone character is a fan character.
Wait, if MM8.5 is canon, and its database includes MMKs and Stardroids... Does it mean that RW5 and others are canon too?

All of the ones released in America are canon.
Although MM&B2 might be considered canon too.
DOS was US only release and is not canon.
M&B2 is incredibly debatable.
M&B was originally going to take the place of 9 and continue the story as such, but due to it's lack of a US release originally the whole plan fell through.
The Best of Megaman (aka the Game Gear Game) is not canon.
The Game Boy games have been stated as canon, and take place after the game the second set of bosses are from, V takes place between IV and 6.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on September 01, 2013, 01:22:47 AM
Quote from: "tsukiyomaru0"
Yes, unless the check happened upon selection of the weapon.
I'm completely unsure about what you're talking about here. >_>
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on September 01, 2013, 08:26:15 PM
Of anything, I sure hope Time and Oil's stages get reverted back to their v3A themes, even if it's made off the available sound hardware of MM1. (plus, the ear-rape Yong Yong Game Boy music from Tengu's is ridden of, joke theme or not it's crap).

Plant and Frost should get stage redesigns, IMO (especially Plant to utilize the springs from the second half of his stage in MM6). As for games past V4, I'm really only looking for official games in the official expansions (V would be done in Version 7). All the licensed Mega Man games (DOS, DOS3, &BassWS) and fan-games should stay to fan-made expansions, at least in my opinion.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on September 02, 2013, 12:38:38 AM
Quote from: "Superjustinbros"
Of anything, I sure hope Time and Oil's stages get reverted back to their v3A themes

Plant and Frost should get stage redesigns
...In the spirit of keeping the game fresh, which is an actual goal, I support these suggestions!
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on September 02, 2013, 03:51:30 AM
Quote from: "Knux"
...In the spirit of keeping the game fresh, which is an actual goal, I support these suggestions!
So, in the spirit of keeping the game fresh, you'd want to roll back to the crappier FC themes rather than the custom famitracked ones? I'm afraid I don't follow that logic.

Also I personally think Frost is FINE.  I'll never understand the hate that map gets.  Plant on the other hand is definitely due for a retooling.
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on September 02, 2013, 04:32:08 AM
No offense, Mess, but it clearly shows Knux crossed out Frost's name in the quote.

Anyway, uh, good work I guess?

I really have nothing else to say
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on September 02, 2013, 05:01:29 AM
Quote from: "Messatsu"
Quote from: "Knux"
...In the spirit of keeping the game fresh, which is an actual goal, I support these suggestions!
So, in the spirit of keeping the game fresh, you'd want to roll back to the crappier FC themes

> crappier FC themes
No, I'm afraid the new ones grind my ears down to a pile of rape juice. In fact, I think they're total shit.
Quote from: "Messatsu"
Frost Man
I crossed it out for a reason. I think it's fine as it is.

I still stand by the earlier point of Plant Man needing a remake, too.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on September 02, 2013, 06:10:12 AM
I would not mind having my Favorite Robot Master getting a new stage With some springs. Not to the extent of Spring Man, obviously, but having some would be awesome.

Abd as an idea, what i the layout included a river going through the middle of the map, since this stage IS supposed to take place in the Amazon Rainforest.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on September 02, 2013, 01:29:22 PM
I don't like the new Oil & Time neither, I think there is too much stuff in these 8-bit covers. Also, on servers, I heard more people whining about the new themes than people enjoying them.

I haven't any problem with Frost. Through, concerning Plant, I don't think it should include these springs... even if they're here in the original stage, they may not be the best gimmick to use. How about these platforms you can open, in the second part of the original stage, for instance ? We could put a series of them, raising (like the three appearing/disappearing platforms in MM8AST), with Eddie hooked at the end, on a high tree...
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 02, 2013, 01:36:09 PM
I haven't really had a chance to compare the old and new Time/Oil man themes, is there any way I can hear both sets without having to re-download the older version of MM8BDM? (Sort of on this subject, I always replace Time/Oil man's boss themes with the normal MM1 boss themes to make them sound more like they came from the actual original MM1.)

EDIT: Nevermind, I've now heard both versions.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 02, 2013, 01:37:31 PM
The new themes are inconsistent with the existing ones, in a sense.

oh hey 1500 posts that's pretty neat
Title: Re: MM8BDM v4 Public Thread
Post by: Fyone on September 02, 2013, 01:41:54 PM
Quote from: "Messatsu"
Quote from: "Knux"
...In the spirit of keeping the game fresh, which is an actual goal, I support these suggestions!
So, in the spirit of keeping the game fresh, you'd want to roll back to the crappier FC themes rather than the custom famitracked ones? I'm afraid I don't follow that logic.

Also I personally think Frost is FINE.  I'll never understand the hate that map gets.  Plant on the other hand is definitely due for a retooling.

I think the new Time and Oil themes are much worse than the old ones as well. They use too much effects and such that would not be possible in an 8-bit environment and Oil especially uses terrible instruments.

But I agree, I've never found any problem with frostman other than Ballade cracker is extremely easy to get.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on September 02, 2013, 01:46:28 PM
I'm aware that Knux crossed it out, but SJB made the original comment, which is where that was directed...sorry that wasn't more clear.  :?

Quote from: "Fyone"
I think the new Time and Oil themes are much worse than the old ones as well. They use too much effects and such that would not be possible in an 8-bit environment and Oil especially uses terrible instruments.

So, the fact they were composed in famitracker means nothing at all? Seriously? ... I'm not sure what limitations the FC versions are under, but the current themes are more accurate to NES hardware. (afaik)
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on September 02, 2013, 04:03:49 PM
Personally I thought the old ones were harder on the ears.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 02, 2013, 04:32:34 PM
Never mind my request, I've heard both versions and I'm gonna have to say I liked the newer versions more. (But I still prefer the normal MM1 boss theme to the PU versions.)
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on September 02, 2013, 06:06:21 PM
Heh, the PU theme is still FC......someone should hopefully be able to Famitrack that one soonish.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on September 02, 2013, 06:35:41 PM
I suppose the Time and Oil themes were remade to have better accuracy to the original PSP songs, but even with that both songs don't exactly use the best instruments, as mentioned earlier. The new Oil is much more harsh on the ears than TIme Man's new theme, to be honest.

My original idea was if we were going to change Time and Oil's BGMs, we would compose versions of the themes that would use instruments from the original Rockman/Mega Man 1. So if someone went and made a homebrew edit of MM1 that added Time and Oil, their themes would better blend in with the other themes in the game without having to change or add to the list of available instruments.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 02, 2013, 06:48:20 PM
But they would never blend in no matter what. The entire composition of the tracks themselves do not fit the MM1 tracks. Unlike something like Duck Tales Remastered where the new songs were done so well they felt like they belonged with the game the entire time.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 02, 2013, 06:52:21 PM
Quote from: "Messatsu"
Heh, the PU theme is still FC......someone should hopefully be able to Famitrack that one soonish.

I say just switch them to the MM1 boss theme, I mean that's what PU was trying to emulate anyway right? (unlike the themes of Time Man and Oil Man.)

Quote from: "Ivory"
But they would never blend in no matter what. The entire composition of the tracks themselves do not fit the MM1 tracks.

Quite saddening indeed Mr. Ivory. If they were gonna make a game based on MM1, they could at least have the decency to better emulate MM1.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 02, 2013, 07:15:48 PM
Quote from: "The_Broker"
I say just switch them to the MM1 boss theme, I mean that's what PU was trying to emulate anyway right? (unlike the themes of Time Man and Oil Man.)
Don't count on it. The whole reason the PU theme was used in the first place was because I (and some others) hate the MM1 Boss theme. PU version did the song great justice in not being a repetitive mess. I'd rather replace the MM1 Boss theme with the PU version if anything.  :ugeek:  :ugeek:  :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 02, 2013, 07:48:23 PM
Quote from: "Ivory"
Quote from: "The_Broker"
I say just switch them to the MM1 boss theme, I mean that's what PU was trying to emulate anyway right? (unlike the themes of Time Man and Oil Man.)
Don't count on it. The whole reason the PU theme was used in the first place was because I (and some others) hate the MM1 Boss theme. PU version did the song great justice in not being a repetitive mess. I'd rather replace the MM1 Boss theme with the PU version if anything.  :ugeek:  :ugeek:  :ugeek:

I guess it's a case of agree to disagree and anyway I'll just keep getting rid of the PU version, so that keeps me content. Just like with the MM1/MM3 Wily stages and their missing songs.
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on September 02, 2013, 07:54:49 PM
Hey, that reminds me, are the missing wily themes getting added to the game? You guys did it for MM8, why not add the rest into the core?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 02, 2013, 10:28:18 PM
Except all the Dr. Wily themes in MM8 were used.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on September 02, 2013, 11:53:42 PM
And they don't feel like adding all those extra Wily levels.
Title: Re: MM8BDM v4 Public Thread
Post by: DiegoGamer1820 on September 06, 2013, 01:10:41 AM
MMM .. maybe I could do it in 8-bit

(click to show/hide)

maybe...
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 06, 2013, 01:12:09 AM
Rush Search? There are already plenty of NES Rush sprites to work from. Shouldn't be too hard.

This has nothing to do with v4, though! What gives?
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on September 06, 2013, 03:52:25 AM
Quote from: "Kapus"
Rush Search? There are already plenty of NES Rush sprites to work from. Shouldn't be too hard.

This has nothing to do with v4, though! What gives?
Someone mentioned Rush Search in a screenshot (even though it was confirmed as not going to be in V4) and he thinks just because he has ideas devs will use them.

FYI, we've had plenty of suggestions on Rush Search. It will likely not be in the core game though.
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on September 06, 2013, 03:54:45 AM
I don't think we really need Rush Search at all.
It would have been nice if we were using a database esque thing, but it seems that it won't be included.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 06, 2013, 06:56:08 PM
Hey all you Mega Man fans, it's time for an announcement! Rather than spring this on you at release, I'm going to be announcing this now.

MM8BDMv4 Maps will no longer be in Hexen format. We have ported all the maps over to UDMF (Universal Doom Mapping? Format).

So what does this mean for mappers? Nothing really, Hexen format maps are not going to break or anything. However the new standard for MM8BDM will be UDMF now and all the core maps are now in UDMF. All future maps are made in UDMF.

Though some of you may have no idea what UDMF even is, so a quick run down. UDMF is an XML based map format which allows for greater amounts of control over what you can do with a map without scripts. Many things that required scripts (such as floor panning, rotating, sector coloring, etc) can be done to the sector itself. Identification has no use in UDMF as anything you would use it for (transparency, rails, wrapping, lineIDs) can now be done to the lines themselves. More or less what I'm getting at is UDMF makes mapping even easier.

That's it for this announcement, I can go into more details if requested.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on September 06, 2013, 07:04:32 PM
Well, as long as I can keep making my maps in Skulltag in Hexen format, I really don't mind. I tried out UDMF once and found it too complicated, though that was years ago.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 06, 2013, 07:06:15 PM
I've mapped in UDMF format before. A custom map I made for the GZDoom mod Reelism was made in UDMF, as well as the custom boss rush map I did for CutmanMike's Mission Mode.
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on September 06, 2013, 07:34:47 PM
So does that mean mappers can't make maps in Hexen format anymore?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 06, 2013, 07:43:22 PM
Nope. You can use whichever format you wish. All I'm announcing is that MM8BDM's new standard is UDMF and I would recommend taking the time to learn UDMF as it is a far better format than Hexen, but ultimately the choice is yours. Hexen format will not suddenly break or anything.

However, any future mapping event for the core will require the maps to be in UDMF.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on September 06, 2013, 07:47:13 PM
...Can the current version of MM8BDM use UDMF?
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 06, 2013, 07:48:45 PM
Yes. The maps in Mission Mode (and its Strength In Numbers addon) are in UDMF format.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on September 06, 2013, 07:51:02 PM
Hmmm... That should help me come up with ideas for Volt Man's map, yes?
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on September 07, 2013, 12:32:53 AM
I suppose there will be no support for taller maps than what's currently allowed?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 07, 2013, 12:34:45 AM
I'm not sure I'm following what you mean by taller maps.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 07, 2013, 12:38:50 AM
I just had a thought about UDMF map formats; will bots no longer get stuck on certain cliff edges (even with the bot unstuck script), or is that to do with the node builder?
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on September 07, 2013, 12:41:49 AM
Another question as well, can the bots stop being useless in offline CTF?
They just run around and shoot but nothing elese.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 07, 2013, 12:54:53 AM
No, we have no control over the bots AI.
Title: Re: MM8BDM v4 Public Thread
Post by: ice on September 09, 2013, 07:53:10 PM
Can we add a script that slows a bot's movement? I ask due to the bots habits of strafe running and sr50ing to move. Also we really need a block monster line around charge kick due to the fact that bots are borderline broken when they grab it
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 11, 2013, 05:27:07 PM
Think it's about time for a new look into what v4 has to offer. So no more clowning around, it's time for a little magic! And Magic Man does have a little something up his sleeve to show off too... something that didn't make v1a...

(http://i.imgur.com/SHjJk53.png)

...what does it do? A magician won't reveal~
Title: Re: MM8BDM v4 Public Thread
Post by: FTX6004 on September 11, 2013, 05:30:20 PM
The map looks like a evil version of clownman, wheres the trains but wait do i see a Reggae item?
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on September 11, 2013, 05:56:30 PM
I definitely like the look of the stage. It really does differentiate itself from Clown Man's stage!
Title: don't make me post a topic for it
Post by: Hallan Parva on September 11, 2013, 06:29:20 PM
where's my Bass weapon colours
Title: Re: MM8BDM v4 Public Thread
Post by: beta on September 11, 2013, 07:33:43 PM
Interesting.
Title: Re: MM8BDM v4 Public Thread
Post by: ice on September 11, 2013, 07:37:49 PM
*pops around corner* Raggae O_O my body is ready
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 11, 2013, 08:22:16 PM
Quote from: "ice"
*pops around corner* Raggae O_O my body is ready
YOUR BODY IS REGGAE! :D
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 11, 2013, 08:23:13 PM
That screenshot is terrible. Clown Man is supposed to be there, not Top Man! :p

I wonder if that Magic Man is the same skin Copy used in CSCC...
Title: Re: MM8BDM v4 Public Thread
Post by: Balrog on September 11, 2013, 08:37:59 PM
Oh wow Reggae is back. Does he summon friendly monsters like he did before? Also, you might want to call the item "Reggae Question" to emphasize the randomness of the thing, and because that's exactly the kind of name you'd expect from a Mega Man game after it's been run through Google Translate localization.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on September 11, 2013, 08:58:05 PM
Ah, but you're assuming it's random.  Is it random? Is it not? Who knows, it's MAGIC!
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 11, 2013, 09:05:27 PM
I'm totally calling for it. One of the things Reggae will do is Jelly World.
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on September 11, 2013, 09:06:37 PM
Quote from: "Messatsu"
Is it random? Is it not? Who knows, it's MAGIC!

I don't believe in magic, I believe in "it's stage-dependant"





gic
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 11, 2013, 09:28:22 PM
Oh boy! I never was around when Reggae was in the game and now so many new (and returning old things) to look forward to in this upcoming update!

And it's nice to see how the botchats look in-game.
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on September 11, 2013, 09:50:07 PM
Only remains of Reggae's code was ever in the official builds. Reggae himself has never appeared functional in a final MM8BDM build but the idea behind it was he would appear and a random effect would occur. One of them was a ring of atomic fires. I took it out because I didn't want the game to end up just being an RNG fest like smash bros brawl. Reggae's role in the game has been completely changed. :)
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 11, 2013, 10:14:22 PM
Quote from: "CutmanMike"
Only remains of Reggae's code was ever in the official builds. Reggae himself has never appeared functional in a final MM8BDM build but the idea behind it was he would appear and a random effect would occur.

Ah, I see. Well, it's nice that he's being brought back.

Quote from: "CutmanMike"
One of them was a ring of atomic fires. I took it out because I didn't want the game to end up just being an RNG fest like smash bros brawl. Reggae's role in the game has been completely changed. :)

Well, at least in SSB, you could go the "NO ITEMS, FOX ONLY, FINAL DESTINATION." route. Here, that couldn't have happened, so it's a good thing to eliminate a bit of uncontrollable randomness.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 11, 2013, 10:25:28 PM
Quote from: "The_Broker"
Here, that couldn't have happened,
Dunno, people have removed items from duel that they deemed unfair.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 11, 2013, 11:21:36 PM
Quote from: "Kapus"
Quote from: "The_Broker"
Here, that couldn't have happened,
Dunno, people have removed items from duel that they deemed unfair.

Doesn't removing items from a map require all players who wish to play without those items to download an edited version of a map? Seems like a rather cumbersome option.
Title: #SuccessfullySax'd
Post by: *Alice on September 11, 2013, 11:24:05 PM
Not any more cumbersome that constantly re-downloading new revisions of other wads.

And doing that is really really popular right now, you know.

I also don't think that the item removal is solved by changing the maps (considering the size of the pk3 used for duel being less than a kilobyte) ... but I don't know exactly. Maybe the creator of 2mandmitemremovalv3a.pk3 can enlighten us.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 11, 2013, 11:57:18 PM
Quote from: "The_Broker"
Doesn't removing items from a map require all players who wish to play without those items to download an edited version of a map? Seems like a rather cumbersome option.
No, it only requires people to download the item removal mod. It's not a modification of a specific map to change the item layout, it's completely removing specific items and weapons from the game.
Title: Re: MM8BDM v4 Public Thread
Post by: GameAndWatcher on September 12, 2013, 12:35:01 AM
Quote from: "The_Broker"
Well, at least in SSB, you could go the "NO ITEMS, FOX ONLY, FINAL DESTINATION." route.
I believe FD is considered a Counterpick stage now (even if it was just APEX), Battlefield's the new competitive stage.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 12, 2013, 01:14:45 AM
Quote from: "Game&Watcher"
I believe FD is considered a Counterpick stage now (even if it was just APEX), Battlefield's the new competitive stage.

I know, I was just quoting that old meme of SSB as an example.

Quote from: "Kapus"
No, it only requires people to download the item removal mod. It's not a modification of a specific map to change the item layout, it's completely removing specific items and weapons from the game.

Ah, that does make it easier.

But anyway, Mr. CutmanMike has said it's been fixed up and that most likely means it won't be super random anymore. I wonder what uniqueness it will bring?
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 12, 2013, 01:16:53 AM
It's very true to Reggae's obnoxious character, I'll say that.
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on September 12, 2013, 01:33:55 AM
Quote from: "Ivory"
Think it's about time for a new look into what v4 has to offer. So no more clowning around, it's time for a little magic! And Magic Man does have a little something up his sleeve to show off too... something that didn't make v1a...

(http://i.imgur.com/SHjJk53.png)

...what does it do? A magician won't reveal~


*^* by my dog! thats wonderfulltastic! Reggae is in? hohohohoh!
Awesome work like always, the dev team never stop to impress me!

also... if theres some work done already....¿¿can we expect v4a for crhistmas??
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 12, 2013, 01:50:17 AM
I wouldn't count on it.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 12, 2013, 01:58:46 AM
I wouldn't say so. I don't want to rush it out the door.
Title: Re: MM8BDM v4 Public Thread
Post by: albtoonlink on September 12, 2013, 09:05:28 PM
hablo y esribo español me gusta este nuevo ajuste
 xD
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on September 12, 2013, 09:09:05 PM
what

*Puts that through Google Translate


Oh.

Yes Magic Man Stage looks pretty neat, doesn't it?
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on September 12, 2013, 09:25:25 PM
Quote from: "albtoonlink"
hablo y esribo español me gusta este nuevo ajuste
 xD

"tranquilo, no eres el único :3"

relax, you aren't the only one :3

Also, yes, every new expansion makes the game more wonderfull and adds a lot on playability.
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on September 13, 2013, 12:35:17 AM
Sorry to be a party pooper, but that green and orange floor tile looks bad and kind of eye-strainy if it's put everywhere. Mind cutting down on its use?
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 13, 2013, 12:57:59 AM
I don't think it looks that bad in actual gameplay. It's mainly just used in that one area.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 13, 2013, 01:18:43 AM
I do agree with Kapus. After all, I have seen something much more eye-strainy before...
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 13, 2013, 01:55:29 AM
I often find that still screenshots can make things appear worse than they actually are, but as Kapus said, it's really not that bad during actual gameplay.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on September 13, 2013, 06:04:45 AM
With the amount of time it takes for each new release of MM8BDM, including reversions, I'd say it'd take until somewhere around late Spring of 2014 before the &Bass expansion would be completed and ready to release. The most we may see for something in Christmas is a v3C somewhere in December or Janruary.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 13, 2013, 06:07:29 AM
Um, no. No v3c.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 13, 2013, 07:11:55 AM
Unless major engine changes are coming, I say it takes at least one month to make and half of a month to debug it completely, but that is considering they have no interruptions and on a scheduled creation. But maybe V4 comes by december or january, correct?
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on September 13, 2013, 07:14:19 AM
Isn't it a bit early to be predicting release dates?
Title: Re: MM8BDM v4 Public Thread
Post by: JaxOf7 on September 13, 2013, 10:30:49 AM
For the release date, I'm going with what the v4 trailer said.

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: NemZ on September 13, 2013, 12:48:01 PM
I gotta say it feels really nice seeing these tiles finally getting put to use.  :D  Now if only the rest of these projects would get it together already...

Quote from: "SmashTheEchidna"
I don't like the coloring on the hand but that lightning is awesome.

The official colors for Lightning Bolt are a bit of an annoyance to me too.  To the best of my knowledge it's the only time in the entire series where mega's cyan gets replaced with the darker of the two new colors rather than the lighter, and as such it will make every skin that tried to use those colors for shading look completely screwed up when that's equipped.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on September 13, 2013, 04:12:50 PM
So any reason why Slashman bots use Slashman's sprites from RM7FC instead of the ones from MM10?
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 13, 2013, 04:49:14 PM
Quote from: "Superjustinbros"
So any reason why Slashman bots use Slashman's sprites from RM7FC instead of the ones from MM10?

I'm just guessing it was because RM7FC used those sprites instead of the MM10 Slash Man sprites (unlike what they did with Frost Man in RM8FC.)
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on September 13, 2013, 05:59:01 PM
Quote from: "The_Broker"
Quote from: "Superjustinbros"
So any reason why Slashman bots use Slashman's sprites from RM7FC instead of the ones from MM10?

I'm just guessing it was because RM7FC used those sprites instead of the MM10 Slash Man sprites (unlike what they did with Frost Man in RM8FC.)

The whole MM7 expansion was based off RM7FC...so I guess it is to match the content, too.
Title: Re: MM8BDM v4 Public Thread
Post by: YGP1111 on September 13, 2013, 07:28:23 PM
May i ask. to see one screenshot of Coldman's stage? :o
Just one.
If Coldman's stage's map layout is complete that is.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on September 13, 2013, 10:18:43 PM
It isn't' done yet, so a screeny is unlikely.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 13, 2013, 11:12:44 PM
That would be like me demanding to see a screenshot of Pirate Man's stage when it probably hasn't even been started on.
Title: Re: MM8BDM v4 Public Thread
Post by: Tfp BreakDown on September 13, 2013, 11:16:35 PM
I suppose on the subject of maps, how many are currently done so far? And might I say that the progress on v4 is looking pretty good.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on September 13, 2013, 11:31:26 PM
I can't give an exact number (please, where would the suspense be?) but I can say that all the maps look amazing.  Ivory's maps in particular are crazy awesome, I'm jellyworld.
Title: Re: MM8BDM v4 Public Thread
Post by: YGP1111 on September 14, 2013, 12:16:46 PM
Quote from: "Messatsu"
I can't give an exact number (please, where would the suspense be?) but I can say that all the maps look amazing.  Ivory's maps in particular are crazy awesome, I'm jellyworld.

Jellyworld? haha. very funny Mess >3>

Also the reason i asked originally is because Coldman is my favorite robotmaster from MM&B and his theme is my all-time favorite megaman theme of any robotmaster. :D
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on September 14, 2013, 01:11:38 PM
A little late, but from the Magic Man screenshot, I guess/notice two things : the Thunder Claw seems to be recolorated in cyan colors (it makes it more "lightning"). And secondly, according to this map's structure, I think Magic Card does catch energy and health, because these health/weapon capsules seem to be placed on the top of taller pillars that don't seem to be accessible by normal jumping. Aside from that, I wonder how much gimmicks from the original stage were implanted. Between the skull lifts, the bouncy "midboss", the choochooes, and the ding-a-lings players, there's quite a lot to choose from. It's a large stage, isn't it.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on September 14, 2013, 01:21:23 PM
I'm pretty sure they mentioned earlier that they changed Thunder Claw's colors.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 14, 2013, 04:50:05 PM
Quote from: "Stardust"
because these health/weapon capsules seem to be placed on the top of taller pillars that don't seem to be accessible by normal jumping.
Are you blind to the the big huge elevated platforms located by said pillars? You can jump to them.
Title: Re: MM8BDM v4 Public Thread
Post by: YGP1111 on September 14, 2013, 04:55:04 PM
I assume the 3rd official screenie, is a screenie of Burnerman's stage? :P
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 14, 2013, 05:39:10 PM
Why would it? Tengu Man and Magic were unlocked by beating Ground Man. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 14, 2013, 06:10:17 PM
beep beep old page reply incoming

Quote from: "JaxOf7"
For the release date, I'm going with what the v4 trailer said.

(click to show/hide)

Considering that alot of the materials already exist, no.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 14, 2013, 06:39:01 PM
Hmm, V3a was released on the 21st December 2012, and introduced that battle. Since it says one year, it should be released on 21st December 2013.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 14, 2013, 06:43:40 PM
Or you know, it could just be one year plot wise.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on September 14, 2013, 07:11:00 PM
Quote from: "Ivory"
Are you blind to the the big huge elevated platforms located by said pillars? You can jump to them.
Well, I'm not sure we're talking about the same platforms. And anyway, it's not like I can play the level now, so my eye can be troubled with the perspective. Take this very close peg hook to the player.
From how it's placed, I'd say the hook touches the floor, whereas it should be hooked mugh higher. Or even this Reggae picture in the corner, I couldn't tell if it's a HUD icon or a the weapon in the World.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 14, 2013, 07:22:24 PM
Quote from: "Ivory"
Or you know, it could just be one year plot wise.

Exactly

we should've just waited 100 years for Megaman X, 200 years for Megaman Zero, and we should've waited 300 years for Megaman ZX
Title: Re: MM8BDM v4 Public Thread
Post by: YGP1111 on September 14, 2013, 07:56:58 PM
Quote from: "Ivory"
Why would it? Tengu Man and Magic were unlocked by beating Ground Man. :ugeek:

Lol. i thought the stage with dynamo lighting in use was the 3rd screenie instead of the 2nd. :P

So, i assume The 2nd screenie is of burnerman's stage (and dynamo lighting being used) XP
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 14, 2013, 08:15:07 PM
Nope, that's Dr. Light's lab.
Title: Centaur Woman is now canon to MM8BDM
Post by: Ivory on September 19, 2013, 05:40:31 PM
Time for some new screenshots! Sadly, won't be showing off any new MMB stage today. Instead, we'll be looking at some revamped content for v4a. So we'll start off with a stage that was commonly disliked due to being really tiny and really cramped. A stage that Rolling Cutter loved dearly and Plant Barrier loathed despite being the robot master's weapon.

That's right, I'm talking about Plant Man! But it wasn't just Plant Man's map that got a revamp...

(click to show/hide)

Plant Platform (Credit: Ukiyama)
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on September 19, 2013, 05:44:03 PM
This is going to be awesome.
What? It wasn't Pirate Man? BUT TALK LIKE A PIRATE DAY :'(
Title: Re: MM8BDM v4 Public Thread
Post by: FTX6004 on September 19, 2013, 05:45:36 PM
I see springs. I want to see more! :D
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on September 19, 2013, 05:47:30 PM
New version of the Plant Barrier! Yay!

And the new stage looks awesome, too.

Great to see my favorite Robot Master getting a revamp!
Title: I see what you did there Ivory
Post by: Magnet Dood on September 19, 2013, 05:49:36 PM
Toad Man looks determined to intercept you.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on September 19, 2013, 05:54:42 PM
you can still heal with it right
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on September 19, 2013, 05:55:48 PM
It looks good, but for some reason it reminds me a lot of Searchman's stage. That might wear off once I see the rest of the stage, though, so I'm excited to see the end product.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 19, 2013, 05:59:51 PM
Allow me to explain.

Plant Barrier now works like this: Pressing fire brings up the shield. The shield now functions like most other shield weapons and stays active. If your heath is at 100, then it just idles around and looks pretty. If your health is under 100, it eats up one bar of ammo to heal 4 hp. The heal is gradual, but you heal about the same amount of health back as you would with old Plant Barrier in the same timeframe as Old Plant Barrier's delay. At any time you can fire off the shield as a projectile. Which is reasonably fast and a 4 hit kill. Firing Plant Barrier does cost ammo.

Overall, the revamp has greatly boosted Plant Barrier's usefulness as both a healing tool and allows it to be a respectable weapon. While it sounds like you heal less than the old one, due to ammo consumption rates, you actually get more healing out of it.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on September 19, 2013, 06:19:14 PM
Sounds great. Also I recall that map from one of the map packs. Glad to see the platforms being added.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 19, 2013, 06:22:41 PM
Quote from: "Ivory"
Allow me to explain.

Plant Barrier now works like this: Pressing fire brings up the shield. The shield now functions like most other shield weapons and stays active. If your heath is at 100, then it just idles around and looks pretty. If your health is under 100, it eats up one bar of ammo to heal 4 hp. The heal is gradual, but you heal about the same amount of health back as you would with old Plant Barrier in the same timeframe as Old Plant Barrier's delay. At any time you can fire off the shield as a projectile. Which is reasonably fast and a 4 hit kill.

Overall, the revamp has greatly boosted Plant Barrier's usefulness as both a healing tool and allows it to be a respectable weapon. While it sounds like you heal less than the old one, due to ammo consumption rates, you actually get more healing out of it.

I'd been hoping it'd do something like that in a future update! Will the Skull Barrier be receiving similar changes? (Maybe it could be a far weaker Star Crash type? "X 's skull was crushed by Y's Skull Barrier")
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 19, 2013, 06:30:31 PM
FINALLY! That map finally stopped looking like a poor man's CTF map!

Anyway on shields: If anything is planned for Skull Barrier, may I give a suggestion? Have it last longer, but have the shield's ammo "take damage" for the user.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on September 19, 2013, 09:17:36 PM
Quote from: "FGG"
Also I recall that map from one of the map packs.
IX-Pack's Silent Bog. I also thought that's what it was, but on closer inspection, it's not.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 19, 2013, 09:35:05 PM
I'll just clear up the confusion here.

It's a 100% new map from scratch that reuses the key features from Plant Man's stage (so why it gets mistaken for being like Search man I have no idea.). I did adopt the idea of the bridge between two buildings like in my IX Silent Bog, but the buildings are more developed but they still feature the "look out points" like the old plant. It also introduces Springs and Plant Platforms which was definitely not in any Silent Bog or the original. Essentially it's like a bigger Plant Man with new buildings.
Title: Re: MM8BDM v4 Public Thread
Post by: Accel on September 21, 2013, 08:17:14 PM
Quote from: "Ivory"
Allow me to explain.

Plant Barrier now works like this: Pressing fire brings up the shield. The shield now functions like most other shield weapons and stays active. If your heath is at 100, then it just idles around and looks pretty. If your health is under 100, it eats up one bar of ammo to heal 4 hp. The heal is gradual, but you heal about the same amount of health back as you would with old Plant Barrier in the same timeframe as Old Plant Barrier's delay. At any time you can fire off the shield as a projectile. Which is reasonably fast and a 4 hit kill. Firing Plant Barrier does cost ammo.

Overall, the revamp has greatly boosted Plant Barrier's usefulness as both a healing tool and allows it to be a respectable weapon. While it sounds like you heal less than the old one, due to ammo consumption rates, you actually get more healing out of it.
Dear god, yes. I already loved using Plant Barrier, especially in Duel. Now it's actually going to be something I can use beyond just healing? Yes. You guys rock for this.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 21, 2013, 08:27:57 PM
You do know you could turn old Plantman's stage basic layout into an improvised Cutman's stage yet with some changes to make it less trashy, right?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 21, 2013, 08:33:50 PM
Umm... did you miss all those screenshots where I overhauled the map layout?
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 21, 2013, 10:17:40 PM
Quote from: "Ceridran"
You do know you could turn old Plantman's stage basic layout into an improvised Cutman's stage yet with some changes to make it less trashy, right?
Now, why would we do that?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 21, 2013, 10:19:02 PM
Cutman's stage isn't trashy. It's an excellent learning stage for newcomers and the first stage the game sends you too. It's not changing.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 21, 2013, 10:28:54 PM
Quote from: "Ivory"
Cutman's stage isn't trashy. It's an excellent learning stage for newcomers and the first stage the game sends you too. It's not changing.
You know... This still makes me question why have Cutman stage be like that, if it is as simple (or even more simple) than the "simulation room".
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 21, 2013, 10:33:42 PM
Game design perhaps? Don't want to throw a curve ball and make the first level have gimmicks or something. Should be a simple and easy to understand level to get accustomed to the game. Cut Man features a layout that is easy to get. A weapon set that lacks any of the more complex weapons. It introduces you to concepts like charging weapons, weapons that have delays, etc. It's a perfectly good level.

The simulation room is for testing out weapons, it's hard a good learning tool for actual gameplay level design.
Title: Re: MM8BDM v4 Public Thread
Post by: The Killer Nacho on September 21, 2013, 10:34:36 PM
Quote from: "Ceridran"
You do know you could turn old Plantman's stage basic layout into an improvised Cutman's stage yet with some changes to make it less trashy, right?
Maybe this was a misplaced modifier referring to MM6PLA being trashy.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 21, 2013, 10:40:59 PM
The problem with that is that new map reuses most of the layout concepts of original Plant Man. In other words reusing the old layout would result in two maps having very similar layouts.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 21, 2013, 11:03:09 PM
Quote from: "Ivory"
Cutman's stage isn't trashy. It's an excellent learning stage for newcomers and the first stage the game sends you too. It's not changing.

I meant Plantman's stage was sort of trashy. Could take out the water and merge in a few aspects of each of them, but yeah, not happening.

I just feel that Cutman's stage needs a few more interesting aspects at least, while not butchering simplicity.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 21, 2013, 11:17:18 PM
Quote from: "Ceridran"
Quote from: "Ivory"
Cutman's stage isn't trashy. It's an excellent learning stage for newcomers and the first stage the game sends you too. It's not changing.

I meant Plantman's stage was sort of trashy. Could take out the water and merge in a few aspects of each of them, but yeah, not happening.

I just feel that Cutman's stage needs a few more interesting aspects at least, while not butchering simplicity.
Yeah, some old simple maps were good, like Topman and Shadowman.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on September 21, 2013, 11:29:16 PM
Quote from: "Ceridran"
I just feel that Cutman's stage needs a few more interesting aspects at least, while not butchering simplicity.
There's not much material to use to make an interesting map for Cutman. Cutman's original stage in MM1 did not have much to it, aside from the boxes that shoot rolling cutters, which would be a hazard. Adding some sort of hazard would break the simplicity of the map.

Cutman's map is about as simple as it gets: It's a square room surrounded by a square hallway, with simple, easy to use weapons scattered about. It doesn't need to be any more than this to serve its purpose as an introductory map.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 21, 2013, 11:30:26 PM
Quote from: "tsukiyomaru0"
Quote from: "Ceridran"
Quote from: "Ivory"
Cutman's stage isn't trashy. It's an excellent learning stage for newcomers and the first stage the game sends you too. It's not changing.

I meant Plantman's stage was sort of trashy. Could take out the water and merge in a few aspects of each of them, but yeah, not happening.

I just feel that Cutman's stage needs a few more interesting aspects at least, while not butchering simplicity.
Yeah, some old simple maps were good, like Topman and Shadowman.

They were both too big for their flatness.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 21, 2013, 11:58:15 PM
Quote from: "Ceridran"
They were both too big for their flatness.
Even if they were almost as small as current Cutman map, they would still be great maps.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on September 22, 2013, 01:09:57 AM
Yea really guys, stop trying to change Cutman's map. It is perfect for what it is.  With a game like this and how many maps we have and will have it doesn't hurt to have a few overly simplistic maps perfect for beginners. Look at the 4 maps from the demo, Cutman (beginner map), Metal (intermediate), Needle (rather simple) and Megaman 3 Wily (another rather simple map).
You don't introduce people to something using a map that is too complex. Cut shows off basic terrain, a decent selection of easier to use weapons, and even shows off how ladders work. All on an easy map to to get around in.
Title: Re: MM8BDM v4 Public Thread
Post by: FTX6004 on September 22, 2013, 01:19:06 AM
Well i don't agree about this, cutman stage looks like a prison to me just make a exit from it.
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on September 22, 2013, 01:57:12 AM
Go make a custom wad. Cut Man's map isn't changing for reasons Ivory has already stated several times. It's one of the few remaining small maps in the game and what better place to have one on a level with barely any gimmicks or textures to make use of.

Other core maps that don't flow to well or house unfun gimmicks are going to continue to change. This will probably stop happening after v4 is released though.
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on September 22, 2013, 02:02:16 AM
Quote from: "CutmanMike"
Cut Man's map isn't changing for reasons Ivory has already stated several times. It's one of the few remaining small maps in the game and what better place to have one on a level with barely any gimmicks or textures to make use of.

I thought it hasn't been changed because it was one of the first MM8BDM maps ever made. I'd like to think it is a posterity map.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on September 22, 2013, 11:41:39 AM
I'm not sure such a narrow stage, is the best place to learn for newcomers. This level isn't nicknamed Rape cage #1 for nothing. I'd rather have proposed a large, flat layout for easy mobility, like in Centaur Man's stage. Besides, the stage right after Cut's, which is Guts', contains way harder layout, some advanced/technical weapons (Time Slow, Tornado Hold) and already involves items.

I came to ask if v4 will add new CTF stages.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on September 22, 2013, 01:28:48 PM
Cut isn't built for too many players at once. 5-6 players can be there comfortably and not make the map too cramped.
Title: Re: MM8BDM v4 Public Thread
Post by: VGS2 on September 22, 2013, 04:29:50 PM
Guys, remember Battlefield from the Smash Brothers series? It's best to think of it like that. The stage whose gimmick is not having any gimmicks, as well as being pretty basic. Perfect for beginners and quick fights!
Not the best example, seeing as it was a secret stage in melee, and a CPU only stage in the first game, but ya catch my drift.

And like Mike said, 'tis especially appropriate that this stage be the tutorial one, considering that most people start with Cut Man's stage first in the original game due to its simplicity (Unless they're feeling ballsy and go for Elec and Ice, or some shit like that).
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on September 22, 2013, 04:34:03 PM
I'm a bit on the fence here about Cutman's stage. While I like it how it is and agree with Mike and Ivory, I can also understand where the complaints are coming from. Personally, I find Cutman's stage to be the hardest one out of all the MM1 Robot Master's stages.
Title: Re: MM8BDM v4 Public Thread
Post by: Deviddo on September 22, 2013, 05:02:07 PM
Really?  I find Elecman's the hardest, probably just me but the bots can't stop taking my kills from me.

Either way, Cutman's stage should stay, it's really bad of a stage at all--though I don't think it's up for debate anyway, is it?
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 22, 2013, 05:09:21 PM
And don't forget that people often vote out of MM1CUT (unless you count some random trolling that happens where people vote changemap MM1CUT). It's not just a matter of simplicity, but rather of size. Since it is the most cramped map, it ends up in a lot of spawn killing or rushed matches.

I know the focus isn't Saxton, but see what happened there once: Match started with about 12 players, Hale was Ghost of Starman, Hale was lagging for a few seconds, Hale used Rage, Match over in 50 seconds.

And in LMS? Match Started, everyone using Flame Sword, match over in 30 seconds.

EDIT: Forgot to say: this LMS match that lasted 30 seconds? Was without mod.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 22, 2013, 05:13:49 PM
If you are playing Cutman in a server with lots of people, it's not the maps fault, it's the players fault.
Title: Re: MM8BDM v4 Public Thread
Post by: Deviddo on September 22, 2013, 05:15:23 PM
Cutman's Stage is only designed for about 4-6 people, not 32, right?  So yeah, that makes sense.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 22, 2013, 05:17:58 PM
But the vanilla LMS was with less than ten players. There is the issue: it is not enjoyable in any way, and the only map worse than it is the old MM7SPR. And now MM1CUT took back its "Worst vanilla map ever" position
Title: Re: MM8BDM v4 Public Thread
Post by: Max on September 22, 2013, 05:20:16 PM
Cutman's stage isn't even good with low playercounts because you're just chasing people in the identical corridors and spamming cutters or bombs

Honestly I'd be all for it's replacement with a stage that is still easy to learn and simple but not as dull and annoying to play on, Tomahawk Man is a perfect example
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 22, 2013, 05:22:59 PM
Quote from: "Yellow Devil"
Cutman's stage isn't even good with low playercounts because you're just chasing people in the identical corridors and spamming cutters or bombs

Honestly I'd be all for it's replacement with a stage that is still easy to learn and simple but not as dull and annoying to play on, Tomahawk Man is a perfect example

Now that you mention MM6TOM, it IS perfect (and is another map on my "Please don't change" list). And it does right what MM1CUT does wrong: It is fairly sized (even for quick duels and matches), simple and doesn't feel like playing snake on an old Nokia.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 22, 2013, 05:27:04 PM
Quote from: "Yellow Devil"
Cutman's stage isn't even good with low playercounts because you're just chasing people in the identical corridors and spamming cutters or bombs

Honestly I'd be all for it's replacement with a stage that is still easy to learn and simple but not as dull and annoying to play on, Tomahawk Man is a perfect example

I have to agree, aside from what has already been stated many, many times already, it's just too cramped and hard to tell "which hallway is this"
Title: Re: MM8BDM v4 Public Thread
Post by: Deviddo on September 22, 2013, 05:52:14 PM
There's only 4 hallways in a small box, how is that confusing...?
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 22, 2013, 05:56:31 PM
They're all completely identical aside from weapons and ladders.

I like symmetry, but for this map, it just confuses me.
Title: Re: MM8BDM v4 Public Thread
Post by: Rozark on September 22, 2013, 05:57:24 PM
Quote from: "Crunchy"
There's only 4 hallways in a small box, how is that confusing...?
Don't mind them; they're secretly trying to change maps just because they don't work for a certain game mode.

Cutman isn't changing; stop trying to change something that's already had a firm NO on it.

Also if you're telling me a box is confusing then by that logic MM2DW1 is confusing, or any map that's essentially a square.
I joke. Neither map is confusing.
Title: Re: MM8BDM v4 Public Thread
Post by: Max on September 22, 2013, 06:05:53 PM
Quote from: "Rozark Kyouko"
Cutman isn't changing; stop trying to change something that's already had a firm NO on it.

Nothing is absolute
We're just trying to provide a case for it's change
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 22, 2013, 06:06:41 PM
Quote from: "Rozark Kyouko"
Don't mind them; they're secretly trying to change maps just because they don't work for a certain game mode.

Saxton Ha- I mean, "Endstage Boss Room" isn't the reasoning for not liking how it currently is.

Quote from: "Yellow Devil"
Nothing is absolute
We're just trying to provide a case for it's change

Of course. It's usually best to make a point instead of yelling at people about how bland MM1CUT is.
Title: Re: MM8BDM v4 Public Thread
Post by: Deviddo on September 22, 2013, 06:11:18 PM
Opinions.

Cutman's stage as a simple almost tutorial-like level is fine, in my opinion.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on September 22, 2013, 06:17:37 PM
Quote from: "Rozark Kyouko"
Quote from: "Crunchy"
There's only 4 hallways in a small box, how is that confusing...?
Don't mind them; they're secretly trying to change maps just because they don't work for a certain game mode.
It's not "confusing", but rather boring. It's small and cramped for anything above 4 players, making it only suitable for duels and DMs with absurdly high fraglimit (even so, booooooooriiiiiiiiing).

I mentioned Saxton Hale ends fast there, right? But so does ANY LMS, with or without mods, regardless of number of players!

Plus, it is the first map, right, but look at the maps that follows it. Gutsman is big and elaborate, Bombman is symmetrical but is big, Iceman is huge, Oilman and Timeman are elaborate (a little TOO elaborate), Elecman is pretty big in terms of height and Fireman is a simple medium-small map that feels nice to play in.

To better demonstrate this, imagine you are in Kindergarten this year and then, all of sudden, you are in High School in the next year. That is how MM1CUT feels compared to other maps: Kindergarten.
Title: Re: MM8BDM v4 Public Thread
Post by: Deviddo on September 22, 2013, 06:24:13 PM
I don't get it, I thought people thought it was too HARD for a first stage?
Title: Re: MM8BDM v4 Public Thread
Post by: Max on September 22, 2013, 06:26:54 PM
It's impossible to play on with more than 4 players, and it's dull to play on with less than that
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on September 22, 2013, 07:42:15 PM
Quote from: "The_Broker"
Quote from: "Messatsu"
Heh, the PU theme is still FC......someone should hopefully be able to Famitrack that one soonish.

I say just switch them to the MM1 boss theme, I mean that's what PU was trying to emulate anyway right? (unlike the themes of Time Man and Oil Man.)

Quote from: "Ivory"
But they would never blend in no matter what. The entire composition of the tracks themselves do not fit the MM1 tracks.

Quite saddening indeed Mr. Ivory. If they were gonna make a game based on MM1, they could at least have the decency to better emulate MM1.

It's an old topic by now, but here's this.
http://www.youtube.com/watch?v=mfmGFhSdBqY (http://www.youtube.com/watch?v=mfmGFhSdBqY)
Pretty close. Sorta. Kinda. Maybe?

Quote from: "Crunchy"
Opinions.

Cutman's stage as a simple almost tutorial-like level is fine, in my opinion.
100% agree. It's fine as it is. Just dont get carried away with playercounts...
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 22, 2013, 07:45:51 PM
No, that isn't close. What I was saying was the composition of the tracks themselves do not feel like the rest of the MM1 tracks. Not the fact if there 8 bit or not.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on September 22, 2013, 07:52:43 PM
Quote from: "Ivory"
No, that isn't close. What I was saying was the composition of the tracks themselves do not feel like the rest of the MM1 tracks. Not the fact if there 8 bit or not.
I know, it just makes it almost sounds kinda like MM1... or not.
Either way I like this version the most, so I thought I'd put it out there.   :geek:
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on September 22, 2013, 10:35:36 PM
Here's an idea: make current MM1CUT the middle point of a new map, do not change that layout. Expand MM1CUT to the sides: balcony area or something right outside the map.

Also, regarding MM1-styled Oilman and Timeman's theme...I can take care of that.
Title: Re: MM8BDM v4 Public Thread
Post by: The Killer Nacho on September 23, 2013, 12:03:59 AM
Although I don't particularly care for the simplistic layout of MM1CUT, I have to ask why people don't just leave it out of map rotations in LMS servers. It's rarely played overall and there's nothing explicitly gamebreaking about it to stimulate the feeble mind of a troll (I find that when it is mapvoted to, it's always by Toasted Tea and the vote nearly always fails).
Title: Re: MM8BDM v4 Public Thread
Post by: Fyone on September 23, 2013, 02:44:17 AM
Quote from: "MusashiAA"
Here's an idea: make current MM1CUT the middle point of a new map, do not change that layout. Expand MM1CUT to the sides: balcony area or something right outside the map.
I think this was already suggested before and I just would like to second it. This change shouldn't affect the simplicity too much and it will make the map more appealing as well as increase playability in my opinion.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on September 23, 2013, 05:06:42 AM
Quote from: "MusashiAA"
Here's an idea: make current MM1CUT the middle point of a new map, do not change that layout. Expand MM1CUT to the sides: balcony area or something right outside the map.
I'd honestly be ok with something like this. But it seems unlikely they'll change it, so there's that.  :?
Quote
Also, regarding MM1-styled Oilman and Timeman's theme...I can take care of that.[/
:mrgreen:  I'd love to hear your take on these themes!
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on September 23, 2013, 05:25:28 AM
Quote from: "Legtendga"
Quote from: "MusashiAA"
Also, regarding MM1-styled Oilman and Timeman's theme...I can take care of that.[/
:mrgreen:  I'd love to hear your take on these themes!

Actually, I can't work on anything Famitracker-related for the time being. I could...find a way to help, though.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 23, 2013, 05:34:58 AM
We're not replacing the current tracks. It's a nitpick that Time and Oils songs in powered up didn't really flow with the NES tunes, but it's the way it is and the songs we have now do a fine job at being NES versions of the PU tracks.
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on September 23, 2013, 06:17:18 AM
Quote from: "Ivory"
It's a nitpick that Time and Oils songs in powered up didn't really flow with the NES tunes

Oh, you mean the compo style of the songs. I thought you meant instrument style, which is exactly what I had in mind: helping OM adapt the covers' instruments to mimick MM1.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on September 23, 2013, 06:29:57 AM
Quote from: "Ivory"
...the songs we have now do a fine job at being NES versions of the PU tracks.
I rather strongly disagree. They're fine direct conversions from PU, but they stick out like a sore thumb in just their audatious and bombast style. At least the FCTeam versions had the more subdued NES style down, even if they didn't sound all that good.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 23, 2013, 06:39:52 AM
No Legtendga, you aren't understanding what I'm saying at all. It's not the instruments, it's not being 8 bit, it's nothing along those lines. So I will say this as clearly as I can.

Take Duck Tales Remastered. The new music in the game was very well composed, even with the modern style and the 8 bit versions, they sounded like they were always part of the game. Like they existed in the original NES version. Time and Oil don't do that. As stand alone songs, they are fine. When compared to the rest of the MM1 tracks, they stick out like a sore thumb.

Do you understand what I'm getting at? It's the very composition of the tracks themselves that don't fit in with the rest of the MM1 music.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on September 23, 2013, 08:26:59 AM
I do indeed understand. As I have. When I said "stick out like a sore thumb", I was refering to their style of transposition compaired to the whole of 8-bit MegaMan themes. I know they cannot ever sound like they came from MM1, but I'm getting at the notion that they can sound similar to something that would be in an 8-bit MegaMan game. Which doesn't necessarily mean MM1. I don't feel that the V3B versions capture the NES MegaMan feel at all, other than being made to fit a 20A3 chip, whereas the FCTeam versions did somewhat, but, again, they didn't sound all that amazing.
Pardon the confusion.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on September 23, 2013, 01:09:24 PM
Gentlemen please, Mr. Ivory has made it clear that he and the MM8BDM team are not changing Cutman's stage or the themes of Oil man and Time man. I believe these discussions no longer have anything to do with v4's discussion and if they must continue to be talked about, should be moved to their own threads.
Title: Re: MM8BDM v4 Public Thread
Post by: Raider on September 23, 2013, 02:46:30 PM
I don't mind the themes for Time and Oil man, and I actually love the way Oil Man sounds.  Hell, sometimes I pick his stage just so I can listen to the music, so it's all cool with me if they stay the same.
Title: Check out that (bad)ass new avatar of mine. Eat it Picasso!
Post by: Lobsters on September 23, 2013, 05:41:54 PM
So um silly question, some number of pages back there was mention of a "Map Compo" so um;,-,.p is there going to be one this time around? I could think of a few ideas of what it could be used for one.
I swear if somebody already suggested some of these. I will be a sad panda Lobster.


1) Fortress Stage Compooooooooo!!!!!!
   
   EX: Later cossack stages, MM5 wily, MM6 wily etc etc.

2) Bloods and Crips the rematch (Ctf compo 2)
 
   Capture the flag maps duh.

3) Style > Substance

  My personal favorite idea.
  Make the most gimmick-tastic and beautiful maps ever except have horrible HORRIBLE Layouts.

4) Substance > Style
   
     Basically the opposite of number 3. Maps that do not focus completely on visuals and put attention to actual gameplay.

5) Tutorial Map?

  Well seeing all this back and forth about Cutman being a tutorial map and all that.... why not make a map that's an actual tutorial goes over all the gimmicks? Sure it'd be a pain updating it from V# to V#.

*runs away*
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on September 23, 2013, 08:57:45 PM
We already had a Map Compo fairly recently.
Title: More new things.
Post by: Ivory on September 24, 2013, 03:21:45 AM
(click to show/hide)
Spoilered because of people with tiny screens
<_<
>_>
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 24, 2013, 03:25:17 AM
Yes.

As much of a minor thing as it is, that is great.

.. Oh, and you're breaking the format.
Title: Re: MM8BDM v4 Public Thread
Post by: ZeStopper on September 24, 2013, 03:25:24 AM
I have no idea from which angle you play on that map-
Do we run on the walls?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on September 24, 2013, 03:31:17 AM
Canon Flame Blast had horizontal flames for when Flame Blast hits walls. So now it's in MM8BDM. Also since it sticks out from the wall, it allows it to cover more space instead of being tucked against a wall.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on September 24, 2013, 04:00:08 AM
Excellent. :)
Title: I wish something were done about Gemini Laser, though...
Post by: Gumballtoid on September 24, 2013, 07:11:20 PM
Simply glorious. It's really nice to see old content get a leg up.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on September 24, 2013, 09:25:04 PM
Quote from: "Legtendga"
Excellent. :)

*guitar riff*

But yeah, this is a cool addition to the Flame Blast.
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on September 24, 2013, 11:13:06 PM
It will sure make it more useful.
Title: Re: More new things.
Post by: GameAndWatcher on September 25, 2013, 12:54:10 AM
Quote from: "Ivory"
(click to show/hide)
Spoilered because of people with tiny screens
<_<
>_>
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on September 29, 2013, 01:55:21 PM
*cough*




...Any chance of a Time Stopper change...?
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on September 29, 2013, 03:04:54 PM
What, should Time Stopper become a type of Centaur Flash that freezes you in place?
Title: Re: MM8BDM v4 Public Thread
Post by: Korby on September 29, 2013, 03:57:06 PM
*cough*

...I recall a poll that went against a Time Stopper change...

...and even if there was a change, it'd be better to save the surprise for release, no?...
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on October 12, 2013, 01:32:55 AM
*dusts topic off*

I think it's about time we reveal something new. Yet no &bass map still. I'll do a new &Bass map next time. So for now, have a new version of wind man. At first I was only working on making the black dead end part of the map less sucky, but Mike was up for a whole new version. So I made new Wind Man more true to the original stage, a tower. But unlike Elecman, there are plenty of ways to tackle the verticals of the map. The map also now features Wind Fans which behave like the actual wind man stage wind.

(click to show/hide)

Wind Storm itself is current up to debate, the only new feature it (and Gravity Hold) has is death by either weapons results in players being launched into the ceiling and then exploding. Weeee fireworks!
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on October 12, 2013, 01:40:31 AM
Quote from: "Ivory"
*dusts topic off*

I think it's about time we reveal something new. Yet no &bass map still. I'll do a new &Bass map next time. So for now, have a new version of wind man. At first I was only working on making the black dead end part of the map less sucky, but Mike was up for a whole new version. So I made new Wind Man more true to the original stage, a tower. But unlike Elecman, there are plenty of ways to tackle the verticals of the map. The map also now features Wind Fans which behave like the actual wind man stage wind.

(click to show/hide)

Wind Storm itself is current up to debate, the only new feature it (and Gravity Hold) has is death by either weapons results in players being launched into the ceiling and then exploding. Weeee fireworks!

Yay! I loooove making stages closer to their game versions! Can we have a view inside one of the buildings by any chance sir?

Oh and fireworks are always a perk.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on October 12, 2013, 02:55:05 AM
Quote from: "Ivory"
Wind Storm itself is current up to debate, the only new feature it (and Gravity Hold) has is death by either weapons results in players being launched into the ceiling and then exploding. Weeee fireworks!
Wait, doesn't G-Hold slam people face-first into the floor? Why would them suddenly flying upward make any sense?


... unless you changed Gravity Hold's mechanics :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on October 12, 2013, 04:24:09 AM
Nope, That one was Mess' doing. Gravity Hold isn't changing.
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on October 12, 2013, 10:36:41 AM
Quote from: "Ivory"
*dusts topic off*

I think it's about time we reveal something new. Yet no &bass map still. I'll do a new &Bass map next time. So for now, have a new version of wind man. At first I was only working on making the black dead end part of the map less sucky, but Mike was up for a whole new version. So I made new Wind Man more true to the original stage, a tower. But unlike Elecman, there are plenty of ways to tackle the verticals of the map. The map also now features Wind Fans which behave like the actual wind man stage wind.

(click to show/hide)

Wind Storm itself is current up to debate, the only new feature it (and Gravity Hold) has is death by either weapons results in players being launched into the ceiling and then exploding. Weeee fireworks!

Just... WOOOW, that's amazing! I can't understand how the hell this game gets so much better every update.(Good work dev team :3 )
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on October 12, 2013, 08:50:26 PM
Quote from: "Ivory"
*dusts topic off*

I think it's about time we reveal something new. Yet no &bass map still. I'll do a new &Bass map next time. So for now, have a new version of wind man. At first I was only working on making the black dead end part of the map less sucky, but Mike was up for a whole new version. So I made new Wind Man more true to the original stage, a tower. But unlike Elecman, there are plenty of ways to tackle the verticals of the map. The map also now features Wind Fans which behave like the actual wind man stage wind.

(click to show/hide)

Wind Storm itself is current up to debate, the only new feature it (and Gravity Hold) has is death by either weapons results in players being launched into the ceiling and then exploding. Weeee fireworks!

So Wind Man gets a new map for v4? That is awesome. I would kinda like to see Aqua Man's map changed.  It is too plain to me. The stage had a bunch of gimmicks you can use. The water that rises when you destroy the ceiling with Astro crush, water currents, the water fall where you fought the mini boss, the vertical hallway with the Count Bomb GEO and Count Bomb CD, and the spikes you have to swim over underwater
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on October 12, 2013, 10:17:47 PM
I was well aware of the various gimmicks Aqua Man's stage had when I made it. However, I couldn't really think of a way to implement them in the map properly with the layout ideas I had in mind. Remember, even if a map does have a lot of gimmicks to use, it's not always a good idea to use them all, or you risk making the map annoying or confusing to actually fight on. Having a map designed around water in the first place is a pretty big gimmick to deal with.

The water in Aqua Man's stage does have a slight current, though, and I did throw in the mini boss waterfall in the background of one area.
Title: Re: MM8BDM v4 Public Thread
Post by: TailsMK4 on October 13, 2013, 04:11:42 AM
I may as well just say this: I think too many of the maps are really just plain. There's quite a lot of maps that don't really have any gimmicks to them. I personally wouldn't mind seeing more maps where the gimmick is there, but it doesn't have to involve the main action, like MM1ELE's Electricity and MM5WAV's Bubbles. On maps like MM2HEA and MM7BUR, though, the gimmicks are there, but they are...just there. They really only come into play in Deathmatch and no other mode. Other maps like MM1CUT and MM2WOO don't really have any gimmicks in the first place in the actual games, so those are fine. It just feels like a majority of the maps are basically Deathmatch-focused maps with little or no features in the stage that set the stage apart from the others.

Yes, I do know the fact the gimmicks themselves are not the main focus for designing a map, but just something a bit different on each map rather than just a different layout with stairs and ladders would make the maps more enjoyable in the long run, imo. No, I'm not suggesting to add spike pits and such to MM1CUT, and I also know that not every map can be set up with a gimmick; that's not what I'm asking either. I rather just want...a bit more to happen in the maps in general. The way the new MM6WIN will work now, for example, is something I hope to see more of in the future for some of the other maps.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on October 13, 2013, 01:31:01 PM
Just want to say first that maps are indeed designed with Deathmatch in mind first and foremost. As long as the maps aren't broken in other modes, they're fine. Deathmatch is the main gamemode of MM8BDM, so the maps are designed around it. The general gamepaly and flow of other gamemodes like LMS and Possession are a lot different.

To go into more detail on what I said in the previous page, layout should take priority over gimmicks. If the gimmicks we're given are really difficult to implement into a map gracefully, they might be left out. Look at the two examples you just mentioned there: The yoku blocks in MM2HEA require a lot of waiting and accurate jumping, which can both slow the gameplay down and leave you wide open. The purple water in Burst Man has similar issues of slowing you down and leaving you open for attacks, although Burst also has other features going for it (spikes, time bombs). If those gimmicks were all up in our faces, though, the maps would in general be really annoying to traverse. You have to be pretty careful.

The new maps in v3 were mostly "gimmickless", yes, but I think they still managed to be plenty diverse and interesting to fight on. Aqua is the first map that's properly half water, half land; Tengu takes place on an exciting airship with beautiful scenery; Search is full of tall grass and bushes that block your view; Astro is a little maze like, etc. I know these MM8 maps had some gimmicks in the original game that went mostly unused, but I honestly can't think of how those gimmicks could be properly implemented, with the exception of Astro's disappearing platforms, which could probably be used in a few more places.

On the other hand, though, we have gone back to older maps before to make them more interesting, MM3MAG being a prime example. So I don't mean to say that your concerns are completely moot or anything. Some maps don't/didn't have interesting enough layouts or designs to really be memorable. I think the previous MM3MAG layout as well as MM2HEA's current layout were both like this.
I'm interested in hearing your opinions on what maps in specific should be updated with new gimmicks.
Title: Re: MM8BDM v4 Public Thread
Post by: Goomba98 on October 19, 2013, 11:06:59 PM
Does the Lightning Bolt's HUD use the same sprites as Astro Crush's, except yellow and grey?
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on October 28, 2013, 10:46:19 PM
Is there going to be two  Tengu Man and Astro Man skins? (MM8 and MM&B)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on October 28, 2013, 10:46:51 PM
Did you read the front page?

Quote from: "Ivory"
Q: How are Tengu and Astro being treated in MM&B?
A: They featured entirely new stages, unique tilesets and music in MM&B. They have entirely new weapons as well, therefore, Tengu and Astro will be getting two stages and two weapons. The only thing they don't get is new skins.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on October 28, 2013, 10:49:24 PM
Whoops, sorry. I skimmed it. I just read it now.
I was looking at their sprites in MM&B and they don't look too different anyways.
http://www.sprites-inc.co.uk/files/Clas ... StageBoss/ (http://www.sprites-inc.co.uk/files/Classic/RNF/Boss/StageBoss/)
Title: Oh jeez, that is finally in the core? About time.
Post by: Ivory on November 06, 2013, 08:02:05 PM
I know I said new MMB map this time, but I'm not feeling quite ready to show off the intended map until Shade isn't super busy with school stuff. So in the mean time, have a look at a new map who saw a revamp. This is a map Mike actually wanted to change for v3a, but it never actually happened. So here it is:

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on November 06, 2013, 08:04:03 PM
R.I.P. box MM2HEA.

That looks nice. I wonder if the MMSP level gave the inspiration for it.
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on November 06, 2013, 08:07:17 PM
I see a Yoku Block.
But ... it is in the middle of nowhere?!
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on November 06, 2013, 08:18:08 PM
I've said it before and I'll say it again: Thank god.

Quote from: "*Alice"
I see a Yoku Block.
But ... it is in the middle of nowhere?!
It's a shortcut.
Title: Re: MM8BDM v4 Public Thread
Post by: Lieutenant? Sexy on November 06, 2013, 09:58:01 PM
Is it me, or do you guys enjoy making good, solid maps into oversized, confusing "Deathmatch" maps with too many damn weapons?
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on November 06, 2013, 10:07:29 PM
Is it me, or is your sole purpose for joining this forum to complain about new changes?
Title: Re: MM8BDM v4 Public Thread
Post by: Tengu on November 06, 2013, 10:10:41 PM
Feedback is what helps a game become better.
Title: Re: MM8BDM v4 Public Thread
Post by: GameAndWatcher on November 06, 2013, 10:22:04 PM
I spy with my little eye an Item-2.
Title: Re: Oh jeez, that is finally in the core? About time.
Post by: Emmanuelf06 on November 06, 2013, 10:26:32 PM
Quote from: "Ivory"
I know I said new MMB map this time, but I'm not feeling quite ready to show off the intended map until Shade isn't super busy with school stuff. So in the mean time, have a look at a new map who saw a revamp. This is a map Mike actually wanted to change for v3a, but it never actually happened. So here it is:

(click to show/hide)

Awesome! The actual map is so boring.....

This one looks like more the stage haha (:
Title: Re: MM8BDM v4 Public Thread
Post by: Gummywormz on November 06, 2013, 10:32:23 PM
Quote from: "Lieutenant? Sexy"
Is it me, or do you guys enjoy making good, solid maps into oversized, confusing "Deathmatch" maps with too many damn weapons?

I agree, actually. It looks like a mess of random sectors. Of course, I haven't played the map yet so...
Title: Re: MM8BDM v4 Public Thread
Post by: Sir Lemon on November 06, 2013, 11:00:00 PM
Okay, I have to agree with Lt.Sexy somewhat...somewhat, though I don't think large maps are all that suitable for Deathmatch. Actually, I feel small maps are where it's at when it comes to DM.

It really does feel like everything is getting bigger and as a player that prefers frantic battles in small maps I feel I can pretty much put my favourite experience in the game to rest as the chance of that happening is, well, diminishing.

Maybe I need to elaborate on my concerns a bit. Many of these maps when they undergo changes, they become larger and more confusing. While the more expanded maps are certainly less bland (and I admit, look very nice), I would argue that it slows down the action quiiite a bit.
Large maps increase the weapon variety, naturally and that is kinda' nice sometimes. However, on the other hand, too much variety in weapons means that its harder to for a map to be geared and built around the use of the weapons in it.

I will take MM2HEA as an example. It's a box, sure but take a look at the weapons. The map is perfect for Atomic Fire because it features long straightaways along the map's perimeter. Scorch Wheel also gets some great use around the map's edge. There's a hard-to-reach Skull Barrier that's quite rewarding to get because it allows players to grab those items in the inner lava pits. Getting it is especially rewarding because some guy was firing Blizzard Attack at you the whole time (what a jerk that guy was totally not me).

I'm not saying large maps are bad and if some of the MMB maps are small well, you can just forget I said anything, I'll be happy. Heck, the new MM2HEA might even be a better map, overall. It's just that I've sort of been noticing a trend and I have to share my feelings on the matter.

There. Feedback :D
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on November 06, 2013, 11:19:34 PM
You are complaining about a map you have yet to see in action. The map size is just a tad bit bigger in size than old heat man.

Spoilered in case of layoutbreaking
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on November 06, 2013, 11:21:21 PM
Oh my god, seriously? I'm not even sure I'm happy about this, it looks... jeez I don't even know.

Also I see Item 2

EDIT: Now that I was ninja'd it almost looks a little bit worse.

Whatever, haven't seen it yet, won't give a final judgment. But still... something just looks off about it.
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on November 06, 2013, 11:57:14 PM
I dunno, I like it. Then again, I'm a sucker for big maps that are aesthetically appealing, so...
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on November 07, 2013, 12:23:12 AM
I definitely understand the concern here, with people worrying about small maps turning into bigger ones. I too greatly enjoy playing on small maps for crazy, hectic matches. Most of my favorite maps in MM8BDM are the smaller ones. It's kind of a sad thing that small/tight maps are slowly becoming a thing of the past in recent expansions. Compact map ideas such as MM2FLA and MM6FLA (two maps I can assure you are staying the same, by the way) just aren't pursued that much anymore. Why is that? I'm not exactly sure.

My guess is that recent maps have had quite a few gimmicks, visuals and textures to fit into one map(MM8CLO, MM8SEA), as well as that some recent maps would simply be unfitting for small arenas based on their setting (MM8TEN, MM8AQU, MM7SHA). Still though, I'm sure a smaller map or two could fit in somewhere. I plan to make at least one small map for v5a in the future (it might be a little bit late for 4a, but we'll see)


All of that said, I do think Heat Man was worthy of a revamp. It may look bigger and crazier, but really, the original Heat Man was a boring square inside a bigger boring square. It was like Cut Man but twice the size. You didn't really end up doing much in the map aside from running down hallways shooting atomic fire/scorch wheel. Small map or not, it should at least be interesting.

I've played the new Heat Man and I remember liking it a lot. It was a much more interesting map to explore, the Yoku Blocks were used creatively and are a much bigger part of the map, and Item 2 was a fun tool to mess around with. I did not like the original Heat Man, but I really love this new version. I can assure you that the change is more positive than negative. It's not even that much bigger than the original Heat Man, as Ivory showed.

Actually, to be honest, I wouldn't classify Heat Man as a "small" map in the first place. It was quite spacious.
Title: Re: MM8BDM v4 Public Thread
Post by: JaxOf7 on November 07, 2013, 01:09:22 AM
Wire last version and now Item-2 and Energy Balancer?
Ok you can stop hiding it, I know we're going to have Magnet Beam, Item-3, Rush Marine, Balloon, and Rush Bike someday.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on November 07, 2013, 01:11:52 AM
But the Magnet Beam does the same thing as item 1 so there is no need to add it in.
Although Rush Marine would make MM4DIV interesting.....
Title: Re: MM8BDM v4 Public Thread
Post by: Sir Lemon on November 07, 2013, 01:33:33 AM
Alright, well thanks, guys. I will say my concerns have mellowed out a bit. Thanks for listening :P
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on November 07, 2013, 07:25:09 AM
I've seen a magnet beam that works more like a weapon, each bit added to the beam used up ammo. While it clipped through walls it would not spawn on players. Effectively being useful for what it did without trapping people, and could be used to "block" people off too.
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on November 08, 2013, 04:22:19 AM
I am also concerned about the new Heat Man.  I had no problems with the original.  Even if it isn't a much larger stage, it looks like more navigation will be needed.  Guess I'll just have to wait and see.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on November 08, 2013, 02:16:23 PM
Why is everyone complaining about new Heat Man when they haven't played it!? Any layout other than a box that consists on running in circles should be better, anyway. You guys can speculate all you want, but seeing something is one case, and experiencing it is another.
Title: Re: MM8BDM v4 Public Thread
Post by: Raider on November 08, 2013, 03:03:05 PM
I think the new Heat Man looks great, I have no problem whatsoever with the remake.  I was never really much of a fan of the original, so this is a huge upgrade.  Good job team!
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on November 08, 2013, 03:47:49 PM
I think the same, the new maps look cool. the actual heatman is going to be on the legacy mappack, and I'm sure that wad will be used in the servers, because a lot of players(and playars¿O_O?) love old gyroman for example.....
Title: Re: MM8BDM v4 Public Thread
Post by: Lieutenant? Sexy on November 10, 2013, 01:43:16 AM
Quote from: "Knux"
Why is everyone complaining about new Heat Man when they haven't played it!? Any layout other than a box that consists on running in circles should be better, anyway. You guys can speculate all you want, but seeing something is one case, and experiencing it is another.
Well, we had NO warning about the new map whatsoever, so of course there's going to be a LOT of people judging it.

I for one am against changing Heatman, simply because the map itself is interesting when compared to other maps. In an arena fps such as mm8bdm, you expect to have interesting map layouts with all sorts of paths and whatever. Heatman on the other hand, when at its core is just an open, flat box, but that's what makes it interesting and unique.

In DM and TDM, you can have hilarious atomic fire hunts and mirror/flame ohkos, in tlms you've got either a tactical warzone based on prediction, or a complete bum rush. Heatman is also a very good duel map. Due to it being flat and open with relatively slow weapons, leading your shots and knowing the location of your opponent is extremely important. seriously you haven't known happiness until you've gotten an atomic fire kill solely based on location prediction.

Heatman makes for very tense matches, and changing the map fundamentally was not the best course of action.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on November 10, 2013, 01:46:28 AM
Quote from: "Lieutenant? Sexy"
Well, we had NO warning about the new map whatsoever, so of course there's going to be a LOT of people judging it.
What do you mean we had no warning? The fact remains that a few screenshots were posted and people were already complaining. That's just fucking wrong.
Title: Re: MM8BDM v4 Public Thread
Post by: Lieutenant? Sexy on November 10, 2013, 02:15:25 AM
Quote from: "Knux"
Quote from: "Lieutenant? Sexy"
Well, we had NO warning about the new map whatsoever, so of course there's going to be a LOT of people judging it.
What do you mean we had no warning? The fact remains that a few screenshots were posted and people were already complaining. That's just fucking wrong.
Uh, I'm talking about the fact that out of the blue, screenshots were posted of the new map that was going to be added to the game in the new version. Prior to these screenshots, there was no definitive answer as to whether or not Heatman was going to be revamped or not. Sure, there may have been /talk/ about it, but there was absolutely no polling or communication between the devs and the playerbase as to what they like about the current Heatman, what they didn't like, and how it could be changed. It was instantaneous.
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on November 10, 2013, 02:22:43 AM
Quote from: "Lieutenant? Sexy"
I'm talking about the fact that out of the blue, screenshots were posted of the new map that was going to be added to the game in the new version.
I'd hate to burst your bubble, but that is what happened with every map, for every expansion. EVER MADE.

And having older maps revamped without much of a warning is what the people should expect while an expansion is being created.
It happened with Windman, it happened with Plantman, it happened with Shadowman, it happened with Cloudman, it happened with Waveman (v3a), it happened with Ringman, it happened with Sparkman, it happened with Yamatoman, it happened with MM1DW2, it happened with MM7DW4, etc.

Is this one map any different from all those?

And, well, the old Heatman was flat, and boring. I, for one, am glad that it will be changed.
Hey, I actually played the new map, and it is very fun.
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 10, 2013, 02:36:53 AM
Quote from: "Knux"
Why is everyone complaining about new Heat Man when they haven't played it!? Any layout other than a box that consists on running in circles should be better, anyway. You guys can speculate all you want, but seeing something is one case, and experiencing it is another.
Well, what would we do if we waited until V4A? If we didn't like it, would you go back to the old one? I feel that it isn't likely for you to do so because of the work already put into the map.

Though, as previously stated, I'm less concerned with replacing Heat and more concerned with replacing Wind.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on November 10, 2013, 02:59:42 AM
Quote from: "Linnie"
Well, what would we do if we waited until V4A? If we didn't like it, would you go back to the old one? I feel that it isn't likely for you to do so because of the work already put into the map.
Not sure what you mean here, but I am speaking on the premise that screenshots were posted already. Mendez went ahead and reviewed the map, and although that was useful, I would've preferred if it had been kept to the dev chat.
Title: Re: MM8BDM v4 Public Thread
Post by: Lieutenant? Sexy on November 10, 2013, 03:00:04 AM
Quote from: "Geno"
Quote from: "Lieutenant? Sexy"
I'm talking about the fact that out of the blue, screenshots were posted of the new map that was going to be added to the game in the new version.
I'd hate to burst your bubble, but that is what happened with every map, for every expansion. EVER MADE.

And having older maps revamped without much of a warning is what the people should expect while an expansion is being created.
I'm sorry but, just because something should be "expected" does not mean it is a good practice. Changing something out of the blue without giving the playerbase prior knowledge or input is NOT how a game/fangame should be made. Player input is what largely what should make up most of the changes, as the players themselves play the most. The developers should use this input mixed with their own knowledge and expertise to create the best overall game they can. Up until now, however, this has not been the case. It has been largely based upon only the developers, who don't really play the game too often themselves.
It happened with Windman, it happened with Plantman, it happened with Shadowman, it happened with Cloudman, it happened with Waveman (v3a), it happened with Ringman, it happened with Sparkman, it happened with Yamatoman, it happened with MM1DW2, it happened with MM7DW4, etc.

Is this one map any different from all those?

And, well, the old Heatman was flat, and boring. I, for one, am glad that it will be changed.
Comparatively to other flashy looking and intricate maps, yes, you could interpret the map's design as "boring" But if you would fully read my prior post, you can (maybe) see why the current Heatman is an already fun map.
Hey, I actually played the new map, and it is very fun.
Well of course, that's expected. But does it offer anything different, really? Probably not. It's expected that arena shooters have maps with tons of pathways, height elevation etc etc. Just because the map is fun does not necessarily mean it should replace the old one.
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 10, 2013, 03:11:18 AM
Quote from: "Knux"
Quote from: "Linnie"
Well, what would we do if we waited until V4A? If we didn't like it, would you go back to the old one? I feel that it isn't likely for you to do so because of the work already put into the map.
Not sure what you mean here, but I am speaking on the premise that screenshots were posted already. Mendez went ahead and reviewed the map, and although that was useful, I would've preferred if it had been kept to the dev chat.
I mean, I think people should be allowed to criticise the decision to replace it if people would wish for the map to not be replaced. There's been discussion about replacing smaller, simpler maps with more complicated maps, and I feel that's a valid worry for people that enjoy game modes that benefit from smaller maps.

Sexy, though, you should probably try posting it in the map thread, where you might get more amiable discussion, right?
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on November 11, 2013, 12:50:12 AM
maps wheigt (on MB, KB etc...) are very low(the music is what eat hardrive), what about just put all the older maps on the core and clasify them as "oldheatmanblablabla" and of course not feature them on the campaign, even better, put all of them on the core, but only reachable by console comands/cheats like an easter egg or something!!! you will make everyone happy just by using a bit more of hardrive space in theyr computers.
then veterans will say to new players, "open the console and put "changemap heamap01", you will see magic" then new players will see maps that they havent seen before. also legacy mappack only weights 1.1 MB thats nothing, because music is already on the core, theres no need to delete the maps, seriously devs, I,m not a nostalgic but everyone would be happy if you just "hide" the maps with console commands or something like that.

well, at least, nostalgics will have the legacy mappack if the idea above fails.....
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 11, 2013, 03:09:07 AM
Well, the Legacy map pack is pretty much having the old maps in a map pack as you said The problem is that I don't think anyone is going to use it, so it's pretty much the same as [map pack that isn't CSCM/IX-pack/SHARP/kinda RNC] in that they're nonexistent to the average player.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on November 11, 2013, 03:35:32 AM
Quote from: "Linnie"
Well, the Legacy map pack is pretty much having the old maps in a map pack as you said The problem is that I don't think anyone is going to use it, so it's pretty much the same as [map pack that isn't CSCM/IX-pack/SHARP/kinda RNC] in that they're nonexistent to the average player.

I just downloaded it and couldn't believe how much the maps have been changed from the old versions.

Really? Guts Man (Alpha) was going to be a map in MM8BDM? How were the players supposed to get the weapons?
the old Cloud Man map seemed too plain
I love the old Gyro Man stage
and I loved the old MM1DW2 Map. why did Cutman Mike change it?
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 11, 2013, 03:53:32 AM
Quote from: "Megaman94"
Really? Guts Man (Alpha) was going to be a map in MM8BDM? How were the players supposed to get the weapons?
the old Cloud Man map seemed too plain
I love the old Gyro Man stage
and I loved the old MM1DW2 Map. why did Cutman Mike change it?
I think the alpha stages were meant to showcase the mod, not to be playable. Playability came with the SGC Demo from what I understand.

The old Cloud got replaced because the rain was too hazardous.

The old Gyro was almost unplayable due to its ability to stall.

And old MM1DW2 I assume was replaced for the same reasons Heat and Cut will be replaced, being too simple a map. I do also like old MM1DW2, though.
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on November 15, 2013, 05:03:51 AM
MM1DW2 was changed because it was too easy to defend/stall in the water passageways.

Quote from: "Geno"
Quote from: "Lieutenant? Sexy"
And having older maps revamped without much of a warning is what the people should expect while an expansion is being created.
It happened with Windman, it happened with Plantman, it happened with Shadowman, it happened with Cloudman, it happened with Waveman (v3a), it happened with Ringman, it happened with Sparkman, it happened with Yamatoman, it happened with MM1DW2, it happened with MM7DW4, etc.

Is this one map any different from all those?

* Wind Man is getting changed in the same version as Heat Man.  It has the same problem of getting abruptly or unexpectedly changed.
* Shadow, Wave, and Ring Man were all forewarned.
* Spark Man was a minor change
* Issues were discussed with Cloud Man and MM7DW4 beforehand.
* When did Plant Man change layout?

Yamato Man was an abrupt change.
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on November 15, 2013, 05:27:02 AM
Megaman 8 bit deathmatch can have better graphism too? Or it's different ? I didnt understand well the UDMF...
Exemple:
(http://i1233.photobucket.com/albums/ff388/atmawpn312/Screenshot_Doom_20130821_125821_zps0700b8a9.png)
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 15, 2013, 05:39:18 AM
Quote from: "CopShowGuy"
* When did Plant Man change layout?
V4A.

(click to show/hide)

...and reading through that thread looking for this, I saw that everyone was on the side of keeping Cutman as it was back when this announcment was made but now everyone suddenly switched sides.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on November 15, 2013, 05:44:07 AM
Quote from: "Emmanuelf06"
Megaman 8 bit deathmatch can have better graphism too? Or it's different ? I didnt understand well the UDMF...
Those are just graphical Opengl filters. Has nothing to do with UDMF.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on November 15, 2013, 05:49:39 AM
Dear Linnie, normally I don't post images like this, but this one is a perfect fit.
(http://31.media.tumblr.com/a628923c82d386199e98f46dba8578f3/tumblr_mufus4EsrU1rx70ego1_500.jpg)
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on November 15, 2013, 05:53:04 AM
Ok, thanks Kapus!

Hey, i have seen the screenshots, dem rebound things and platform (flowers) of Plantman map, and this new Cutman map seem awesome (sorry for my english again)....but anyways! *emotion* !!!!
Now, you make the "total" physic of the maps like megaman games! ;-;
I post the news about the v4a on some website like megaman facebook's pages! and Capcom Unity forum! =D
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on November 15, 2013, 10:22:21 PM
Interesting change about Plant Man at least.  The old one reminded me too much of 2fort.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on November 18, 2013, 05:59:16 PM
To celebrate the move being over, we're taking a look at a new stage! Whooo!

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on November 18, 2013, 06:07:48 PM
Quote from: "Ivory"
To celebrate the move being over, we're taking a look at a new stage! Whooo!

(click to show/hide)
MMBTEN, I guess?
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on November 18, 2013, 06:22:06 PM
Quote from: "tsukiyomaru0"
Quote from: "Ivory"
To celebrate the move being over, we're taking a look at a new stage! Whooo!

(click to show/hide)
MMBTEN, I guess?

Why yes, it's Tengu Man's map from MM&B.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on November 18, 2013, 06:39:53 PM
Looks purdy. Also nice to see my Tengu Blade HUD in action. Really happy with how that came out.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on November 18, 2013, 06:40:18 PM
Ah, the Tengu Man stage! I hope the Typhoon Goros and the Balloon platforms* make some kind of appearence.

Oh and the Tengu Blade weapon too! I always liked it more than Tornado Hold.

EDIT: *=That's what I get for just glancing.
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 18, 2013, 09:21:17 PM
Looks really good.

Are the balloons going to be as much of a pain as the original MM&B level?
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on November 18, 2013, 10:14:26 PM
Look s awesome!! Ballons? seems like they will work as "waveman bubbles".....
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 18, 2013, 10:37:01 PM
Quote from: "TheunlosingQuint"
Look s awesome!! Ballons? seems like they will work as "waveman bubbles".....
That would be the most hopeful solution, but in MM&B they popped after you jumped on them.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on November 18, 2013, 10:53:40 PM
Orange ones did, not Green. Green just floated up until something pops it.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on November 18, 2013, 11:16:23 PM
Quote from: "Ivory"
To celebrate the move being over, we're taking a look at a new stage! Whooo!

(click to show/hide)

The first time you look at this kind of pictures, it's always breathtaking.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on November 18, 2013, 11:24:24 PM
I have a question;

Will Yashichis be added to the maps that are missing them?
(e.g. Dr. Light's Lab, some of the CTF maps, etc)
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on November 18, 2013, 11:52:43 PM
Quote from: "Ivory"
Orange ones did, not Green. Green just floated up until something pops it.
So it'll just be something you can sabotage your opponent with by popping their balloon?

That's the AoE weapon up there, right? Considering that, it sounds like a fair risk.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on November 19, 2013, 12:19:16 AM
Quote from: "Beed28"
I have a question;

Will Yashichis be added to the maps that are missing them?
(e.g. Dr. Light's Lab, some of the CTF maps, etc)

Nope, that's a deathmatch thing. CTF Maps were never originally supposed to have them. Dr. Light Lab's also gets the met family instead of a Yashichi.
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on December 12, 2013, 09:20:07 PM
How is going here? seems like people are bussy doing real life things (or thats what I believe...)
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on December 12, 2013, 09:24:09 PM
Quote from: "TheunlosingQuint"
How is going here? seems like people are bussy doing real life things (or thats what I believe...)

Patience my good sir. Progress is slow but steady due to most members of the team busy with yes, real life things like work or school.
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on December 12, 2013, 11:38:51 PM
Put those pointless things on hold!  I wanna play this game again and this expansion will give me the boost the servers need!
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on December 13, 2013, 12:51:15 AM
Quote from: "The_Broker"
Quote from: "TheunlosingQuint"
How is going here? seems like people are bussy doing real life things (or thats what I believe...)

Patience my good sir. Progress is slow but steady due to most members of the team busy with yes, real life things like work or school.

Ok thanks for the info, lord Broker, also I have patience, but I just wanted to know how things were going here (good luck for all of the cutstuf members that are working hard to have a nice crishtmas and good luck too for those who are studing for exams!).
Title: Re: MM8BDM v4 Public Thread
Post by: DiegoGamer1820 on December 13, 2013, 02:13:36 AM
I studied all the time and had no time to see the status of MM8BDM why v4 2014 I will be abreast of what happens in MM8BDM

clear without straying of the studies ....
Title: Re: MM8BDM v4 Public Thread
Post by: Goomba98 on December 14, 2013, 11:51:35 AM
I have a feeling that Tengu Blade will be the first vanilla weapon to use altfire, as it has a sliding attack as well.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on December 14, 2013, 01:44:18 PM
At this point, no core weapon will use an altfire.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on December 14, 2013, 05:25:43 PM
Maybe have its sliding attack be used if player doubletaps Forward? Or have the sliding only happen if Pitch <= -20?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on December 14, 2013, 05:30:26 PM
Tengu Blade has already been dealt with. It does have both weapon functionality intact and that's as much as I will say on the matter for now.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on December 14, 2013, 06:10:40 PM
Quote from: "Ivory"
Tengu Blade has already been dealt with. It does have both weapon functionality intact and that's as much as I will say on the matter for now.
Great, now you made me curious as to how it will make use of both functions...
Title: Re: MM8BDM v4 Public Thread
Post by: GameAndWatcher on December 14, 2013, 08:23:09 PM
What if it did both functions at once?
Title: Re: MM8BDM v4 Public Thread
Post by: Goomba98 on December 18, 2013, 01:59:58 AM
So since Ground Man has Sword Man as a bot, does that mean Magic Man has Clown Man? And Cold and Frost, Dynamo and Grenade, Pirate and Aqua, and Burner and Search?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on December 18, 2013, 02:12:16 AM
Yes, that's exactly how it works. Good eye. The MM&B stages have the similar theme 8 counterpart master on their stage as well, and in addition, the their weapons too.

Ground Man has Flame Sword on it.
Dynamo has Flash Bomb.
Magic has Thunder Claw.

Etc
Title: Re: MM8BDM v4 Public Thread
Post by: Goomba98 on December 19, 2013, 01:34:19 AM
Yeah, that's the kind of cleverness I talked about on the RM4MI expansion thread.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on December 19, 2013, 01:39:07 AM
Quote from: "Goomba98"
Yeah, that's the kind of cleverness I talked about on the RM4MI expansion thread.
All of which were thought out long ago.
Title: Re: MM8BDM v4 Public Thread
Post by: Rozark on December 19, 2013, 06:31:22 AM
Quote from: "fortegigasgospel"
Quote from: "Goomba98"
Yeah, that's the kind of cleverness I talked about on the RM4MI expansion thread.
All of which were thought out long ago.

Indeed, along with quite a few other things related to that sort of wit.
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on December 21, 2013, 03:58:55 PM
how much in % of this expansion is completed? just asking :3
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on December 22, 2013, 06:45:22 AM
In terms of physical completion, there are only 4 maps left to complete and 1 map in need of revisions. Mike still has to do boss and single player campaign stuff. Then just general tweaking / balancing / testing / etc. I'm not good with approximation, but I would say ~80%

Also, it's about time for some more sneak peeks.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on December 22, 2013, 06:51:28 AM
>MMBAST isn't a maze

Thanks goodness.

>MMBAST takes the annoying ceiling concept into it

Fuck. Hopefully it's slow-moving at least so it won't just instantly fuck up anyone who happens to stop moving, right?
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on December 22, 2013, 06:57:13 AM
That skybox looks so amazing.

...

Oh shit, is that Treble Boost I see in the assist slot?
RATTATA BOOST~
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on December 23, 2013, 02:43:41 AM
Quote from: "Ivory"
In terms of physical completion, there are only 4 maps left to complete and 1 map in need of revisions. Mike still has to do boss and single player campaign stuff. Then just general tweaking / balancing / testing / etc. I'm not good with approximation, but I would say ~80%

Also, it's about time for some more sneak peeks.
(click to show/hide)

i was waiting this map to show up just to see the skybox in action, but the entire stage looks awesome, also thanks for the % number of complete things, keep the good work Devs, this looks promising!!!
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on December 23, 2013, 04:43:10 AM
I suppose that's a good way to handle Copy Vision.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on December 23, 2013, 06:49:51 PM
Also, will the Copy Vision fire to a single direction or will it become a Treble Sentry clone that you can use pretty much infinitely?
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on December 23, 2013, 07:24:53 PM
Aww man, only 80% complete?
These pictures are making me excited for version 4!
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on December 24, 2013, 08:02:40 AM
Quote from: "Megaman94"
Aww man, only 80% complete?
These pictures are making me excited for version 4!

Me too. Can't wait to see Groundman map and the others...like the new Tenguman map? =D
Oh, cutmanmike work for the single player and others??? Awesome.
It could be a very good present for the mm8bdm fans for christmas XD... but let's wait!  :cool:
The 8bits remix can be awesome, need the skin of King!
Good luck. ;)
Title: I've whined enough for a year/I hope I was allowed to say st
Post by: Korby on December 24, 2013, 02:51:31 PM
Quote from: "tsukiyomaru0"
Also, will the Copy Vision fire to a single direction or will it become a Treble Sentry clone that you can use pretty much infinitely?

Normally I would say something like "Just wait a bit longer, you'll see for yourself" but I figured this one isn't too spoilerific.

Let's just say that I would be complaining a lot more if this were the case.
Title: Re: I've whined enough for a year/I hope I was allowed to sa
Post by: tsukiyomaru0 on December 24, 2013, 05:45:55 PM
Quote from: "Korby"
Quote from: "tsukiyomaru0"
Also, will the Copy Vision fire to a single direction or will it become a Treble Sentry clone that you can use pretty much infinitely?

Normally I would say something like "Just wait a bit longer, you'll see for yourself" but I figured this one isn't too spoilerific.

Let's just say that I would be complaining a lot more if this were the case.

So my guess is that it shoots only in one direction >:J
Title: Re: MM8BDM v4 Public Thread
Post by: Goomba98 on December 24, 2013, 11:31:28 PM
That's how it works in the original. Even Bass's Copy Vision did it.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on December 24, 2013, 11:34:08 PM
Quote from: "Goomba98"
That's how it works in the original. Even Bass's Copy Vision did it.

Well, this is 3D sentry management, so I don't think that really stands.
Title: Re: MM8BDM v4 Public Thread
Post by: ice on December 24, 2013, 11:47:42 PM
Not sure if they're using the one I made or not but basically it just summoned a clone projectile that fired buster shots straight forward, but as long as the clone was out you shot normal buster shots just like in the original letting you become your own buster wall in a narrow hall
Title: Re: MM8BDM v4 Public Thread
Post by: DiegoGamer1820 on December 27, 2013, 01:47:26 PM
Treble Boost...? probably works like classes but will be good choice for enemies
Title: Re: MM8BDM v4 Public Thread
Post by: NemZ on December 28, 2013, 09:34:14 PM
I think it would be neat if the copy(s) fire constantly from a fixed position but adjust their aim in the same direction you currently do, keeping it limited (only possible to double up the hits if they're all standing and shooting in alignment) but also rewarding a tricky skill (aiming relative to a different position).  You'd need to have them trigger collision however to prevent players from firing a few on the same spot and then standing inside of them so that aiming for all at once is far too easy.

Hmm... was the dark purple just not showing up on the tengu tiles, or is that a result of hardware color mode?  I notice that all seems to have become black in the screenshots.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on January 15, 2014, 05:44:33 AM
Mega Man textures traditionally use black on them, and your MMB textures tended to lack black, which ended up looking bad or off when you put them all into a level, thus it was required to add black to the tiles.

Also, something new to look at.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: SneakySnake on January 15, 2014, 06:09:37 AM
That'sssss beautiful ;)
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on January 15, 2014, 12:21:22 PM
wow
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on January 15, 2014, 02:54:26 PM
Quote from: "Ivory"
Also, something new to look at.
(click to show/hide)

Cool
Too bad you couldn't put Proto Man on the branch
Title: Re: MM8BDM v4 Public Thread
Post by: ice on January 15, 2014, 10:49:29 PM
Still missing that arm I see
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on January 16, 2014, 02:46:55 AM
Quote from: "ice"
Still missing that arm I see

Maybe it is in front of him.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on January 16, 2014, 03:12:26 AM
Quote from: "Megaman94"
Quote from: "ice"
Still missing that arm I see

Maybe it is in front of him.

Actually, the player character has it. Duo's looking up there, wondering if he's ever going to get that arm back.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on January 16, 2014, 05:07:20 AM
I think during that cutscene, Duo's fist could drop in front of him as he speaks that line; just for some form of comedy.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on January 16, 2014, 05:09:57 AM
Yes, because that is completely fitting for the mood.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on January 16, 2014, 06:14:53 AM
V4 has to be close to being finished, right?
I am too excited to keep waiting...
Title: Re: MM8BDM v4 Public Thread
Post by: Korby on January 16, 2014, 06:47:29 AM
I can confirm that it will definitely be released sometime between 2014 and 3014.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on January 16, 2014, 06:52:46 AM
That's good to know.
Title: Re: MM8BDM v4 Public Thread
Post by: Bass Overlord on January 16, 2014, 08:32:10 PM
Teammates? I could get used to that. Haven't played this in a long while so my skills have gotten rusty. Anyway, I look forward to its release.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on January 16, 2014, 09:09:47 PM
Quote from: "Megaman94"
V4 has to be close to being finished, right?
I am too excited to keep waiting...
You should really not pressure them about finishing the game soon. Capcom was pressured to quickly finish the Mega Man games when they were announced (which is probably why there were typos in the games because they didn't have time to go back and check for mistakes).
Title: Re: MM8BDM v4 Public Thread
Post by: kirbologist on January 17, 2014, 11:28:05 AM
Will there be some way to transfer the save file from an older version of the game to this version? I don't mind playing the same stage again when I'm already past it, but having to legitimately start all over again makes it fell like all your work in the past didn't do any progress, which to me is a problem. Not sure if the same feature is in older versions, but you know, just checking in case.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on January 17, 2014, 01:43:20 PM
Quote from: "Fr3akGamer"
Quote from: "Megaman94"
V4 has to be close to being finished, right?
I am too excited to keep waiting...
You should really not pressure them about finishing the game soon. Capcom was pressured to quickly finish the Mega Man games when they were announced (which is probably why there were typos in the games because they didn't have time to go back and check for mistakes).

Excuse me, I am not pressuring them to finish the game. I am just curious how much of it is done. Last I checked, it was 80% in December.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on January 17, 2014, 02:10:22 PM
Now we're 82% done!
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on January 17, 2014, 03:02:38 PM
Excuse me Kapus, but I believe we're 82.1%, maybe 82.2% depending on the phases of the moon and whether or not it's Tuesday.  Seriously though, it will be done when it's done.  You needn't worry about adding 'pressure' or anything like that because we don't have any deadlines to meet for shareholders or anything like that.  When the team is happy with everything, it will be released.  It's just slow going since nearly everything needs to be created from scratch, or modified in some small way so that it works properly in Zandronum.  Plus expect a few surprises.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on January 17, 2014, 06:57:14 PM
Hold on a second: is it being made on Zandronum 2.0 (latest beta)?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on January 17, 2014, 07:01:10 PM
No, MM8BDM is never again going to be on beta versions. Until an official 2.0 is released, MM8BDM will be on the same version of Zandronum.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on January 17, 2014, 07:48:27 PM
Quote from: "kirbologist"
Will there be some way to transfer the save file from an older version of the game to this version? I don't mind playing the same stage again when I'm already past it, but having to legitimately start all over again makes it fell like all your work in the past didn't do any progress, which to me is a problem. Not sure if the same feature is in older versions, but you know, just checking in case.
I remember when I transitioned from version 2C to 3A, it kept my save file, but only up to Tomahawk Man from MM6. I had previously gone through the whole game up to Gamma (still harder than Evil Robot to this day) but never beat him, and I also did all of the bonus Mega Man 7 chapter, which also got erased from my progress upon the jump to 3A.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on January 17, 2014, 09:14:31 PM
Saved data SHOULD be carried over to 4a so long as you put 4a over 3b.  Because we changed to a per-stage save system in v3, some inevitable bugs popped up.  If you ever need your savedata fixed, I'm sure someone would be willing to help (It's an incredibly simplistic system).
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on January 31, 2014, 05:04:58 AM
I still predict V4 will arrive this Summer, in keeping with all core MM8BDM updates taking around 18 months to complete.

If that's true, V5 (MM9) won't be out till Winter 2015, V6 (MM10) in Summer 2017, and finally V7 (MMV) in Winter 2019.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on January 31, 2014, 05:07:29 AM
No, unless specific people literally take months on getting a few things done, it's most likely going to be due in the spring.
Title: Re: MM8BDM v4 Public Thread
Post by: OrangeMikey on February 05, 2014, 01:52:10 PM
Looks like cartoony graphics in the second screenshot/Light's lab.
Does that mean that there will be a graphics option?
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 05, 2014, 02:22:24 PM
Hey Ivory, the screenshot with Duo at the end in the first page isn't displaying. Needs the image tags.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on February 05, 2014, 02:22:55 PM
The second screenshot was taken in OpenGL with a bunch of filters (most notably HQ4x textures) enabled.  It gives the game a more rounded look which I personally prefer, but I'm in the minority I think.  Short version: It's something you can do now in v3b if you desired.
Title: Yar Har Fiddle Tee Dee.
Post by: Ivory on February 06, 2014, 01:14:29 AM
I think it's about time for an update! Especially considering that v4 is slowly wrapping up development.

So I hope you like Pirates, because it's time for Pirates!

(click to show/hide)
Also one of two stage gimmicks in action. Hope you like launching mines at your friends (or enemies).
(click to show/hide)
Unlike MMB Pirate Mines, these things don't get pushed, they just get launched in whatever direction you shoot them at and they explode when they hit something, but you can score frags with them.
Title: 0x7ffffffffffffffff
Post by: Hallan Parva on February 06, 2014, 01:19:14 AM
RED WAVE BURNER
RED WAVE BURNER
RED WAVE BURNER


RED
WAVE
BURNER




I GAVE YOU GUYS A CHANCE
I HAD FAITH IN YOU ALL
AND THERE IT IS
HOPES, DREAMS, WISHES
ALL DASHED IN AN INSTANT
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 06, 2014, 01:42:38 AM
Relevent:
(click to show/hide)

Also, do players emit air bubbles now while underwater? :cool:
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on February 06, 2014, 01:49:50 AM
Very nice! I'm just saddened there was no treasure room shots.... there IS a treasure room somewhere in the map right?... don't answer that, gotta maintain possible surprises.

Quote from: "Beed28"
Relevent:
(click to show/hide)

Also, do players emit air bubbles now while underwater? :cool:

(click to show/hide)

Quote from: "SmashBroPlusB"
RED WAVE BURNER
RED WAVE BURNER
RED WAVE BURNER


RED
WAVE
BURNER




I GAVE YOU GUYS A CHANCE
I HAD FAITH IN YOU ALL
AND THERE IT IS
HOPES, DREAMS, WISHES
ALL DASHED IN AN INSTANT

Green would have been nice true, but what's done is done.
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on February 06, 2014, 01:52:55 AM
Aw give it a rest already SmashBro.

Honestly, you probably should have realized this was the case sooner.

If the first 6 weapons revealed use Mega Man's colours, I'd highly doubt that the last 2 (or ONE, in this case) would use Bass's.

And  if that wasn't enough, W.Burner's pickup was already visible on one of those Heat Man screenshots anyway, so yeah.
Title: Re: Yar Har Fiddle Tee Dee.
Post by: MusashiAA on February 06, 2014, 02:01:54 AM
I honestly don't care for weapon colors, but I like funny posts so:

Quote from: "Ivory"
(click to show/hide)

You had one job.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on February 06, 2014, 02:22:45 AM
Quote from: "Beed28"
Also, do players emit air bubbles now while underwater? :cool:
Not at this time.  Mostly because the implementation is just a bit too much for a barely noticeable gimmick currently.
Although...for Bubble and Dive....huh....TIME FOR SCIENCE!
Title: Re: MM8BDM v4 Public Thread
Post by: Russel on February 06, 2014, 02:31:47 AM
I have another idea - why not make the bubbles fade after a bit? I know they didn't do that in the games, but I feel it would be worth playing with.
Title: Re: MM8BDM v4 Public Thread
Post by: Gummywormz on February 06, 2014, 02:39:38 AM
I could be horribly wrong, but since you already have an item given to players who are underwater, can't you just have that item give an item that spawns the bubbles infinitely, then take it away when you're out of the water?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 06, 2014, 02:46:09 AM
Quote from: "Gummywormz"
I could be horribly wrong, but since you already have an item given to players who are underwater, can't you just have that item give an item that spawns the bubbles infinitely, then take it away when you're out of the water?
Yes, that part is easily doable. But the hacky part comes from making the bubbles die when they leave the water. Mess was able to do it, but it was pretty hacky and not something I'd want to put in MM8BDM.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on February 06, 2014, 04:01:54 AM
Quote from: "Ivory"
Quote from: "Gummywormz"
I could be horribly wrong, but since you already have an item given to players who are underwater, can't you just have that item give an item that spawns the bubbles infinitely, then take it away when you're out of the water?
Yes, that part is easily doable. But the hacky part comes from making the bubbles die when they leave the water. Mess was able to do it, but it was pretty hacky and not something I'd want to put in MM8BDM.

You could just have the bubbles keep going passed the surface of the water. That's how it was in Mega Man 2.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on February 06, 2014, 04:04:59 AM
or you could listen to Lego and have the bubbles pop after a few seconds
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on February 06, 2014, 04:05:28 AM
Or that. Not that my suggestion was all that serious.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 06, 2014, 04:32:44 AM
Quote from: "SmashBroPlusB"
or you could listen to Lego and have the bubbles pop after a few seconds
Still going to have bubbles magically floating out of the water at the right elevation.  :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Gummywormz on February 06, 2014, 04:39:21 AM
Is having super-accurate physics really that important in a Mega Man based game? Maybe add a function to the water check script that sets a flag for the height of the sector and use that?
Title: Re: MM8BDM v4 Public Thread
Post by: NemZ on February 06, 2014, 06:49:50 AM
I take it the darker rocks were a little hard on the eyes?  Fair enough.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on February 06, 2014, 07:44:37 AM
I forgot Red Wave Burner hadn't been revealed yet.

My heart goes out to Smashbro. I wanted a Green Wave Burner too!
Title: Re: MM8BDM v4 Public Thread
Post by: Turbodude on February 06, 2014, 02:15:55 PM
Question regarding new Plant Barrier, and hopefully this isn't exactly a dumb one.

So if it can be fired off as a weapon, will colliding into someone with the barrier on you hurt people like it did in MM6? Or is it going to avoid collision until after shot out like Leaf Shield?
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on February 06, 2014, 02:28:09 PM
Quote from: "Kapus"
I forgot Red Wave Burner hadn't been revealed yet.

My heart goes out to Smashbro. I wanted a Green Wave Burner too!

I'm sure a mod will be made of Bass' weapon colours shortly after v4's release. If that is so, I'm personally going mix and match to the best resemblance of the robot masters' versions of the weapons.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on February 06, 2014, 02:38:03 PM
Quote from: "Turbodude"
Question regarding new Plant Barrier, and hopefully this isn't exactly a dumb one.

So if it can be fired off as a weapon, will colliding into someone with the barrier on you hurt people like it did in MM6? Or is it going to avoid collision until after shot out like Leaf Shield?

The new plant barrier will fire off similar to how Leaf Shield fires off in v3b.  It does no collision damage.
Title: Re: MM8BDM v4 Public Thread
Post by: TheMetalManu on February 06, 2014, 04:14:55 PM
I still think that the Wave Burner looks way better with green colors, if you want my opinion. Maybe you guys opted for the red colors because fire can't be green, I don't know.

Also, this expasion is lookin' good.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on February 06, 2014, 04:35:51 PM
Actually, fire can be green, it just depends on what you are burning.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 06, 2014, 05:19:07 PM
No, it's red wave burner because a majority wanted to keep the colors consistent. Not mix-matching. We did however use the FC Wave Burner colors because no other fire weapons use the same shades.

Nonetheless, the core will be including bass translations for modder use.
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on February 06, 2014, 10:30:46 PM
Quote from: "The_Broker"
Quote from: "Kapus"
I forgot Red Wave Burner hadn't been revealed yet.

My heart goes out to Smashbro. I wanted a Green Wave Burner too!

I'm sure a mod will be made of Bass' weapon colours shortly after v4's release. If that is so, I'm personally going mix and match to the best resemblance of the robot masters' versions of the weapons.
If it helps, I already made my own Bass versions of v4's weapon graphics.

I could always release them (after v4 comes out) for people to use them.

Actually, to be honest, I kinda like green W.Burner too, but I decided consistency>coolness
Title: Re: MM8BDM v4 Public Thread
Post by: TheMetalManu on February 06, 2014, 11:57:10 PM
I regret completely about what I said before, I didn't remember that the Copy Vision was green, so having two green colored weapons in the same expasion would be pretty confusing.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on February 07, 2014, 01:43:52 AM
Quote from: "Geno"
If it helps, I already made my own Bass versions of v4's weapon graphics.

I could always release them (after v4 comes out) for people to use them.

Actually, to be honest, I kinda like green W.Burner too, but I decided consistency>coolness

That is very kind of you sir but I see that Mr. Ivory said they are including Bass' colours in the main upgrade, so that will take care of that.
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on February 07, 2014, 01:52:18 AM
Ivory meant the player colours (you know, the things in WCOLORS.acs or whatever it's called now.)


I meant the weapon sprites THEMSELVES
You know, those little pixel blobs that come out of the buster?
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on February 07, 2014, 02:50:48 AM
Quote from: "Geno"
Ivory meant the player colours (you know, the things in WCOLORS.acs or whatever it's called now.)


I meant the weapon sprites THEMSELVES
You know, those little pixel blobs that come out of the buster?

My apologies sir, I assumed you meant the weapon colours when you said weapon graphics.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on February 07, 2014, 12:09:20 PM
Ivory, you should really change the HUD and sounds for the Time Stopper. Make it more like the HUD for the Skull Barrier. Also, where's the "PSSHIIING!!" sound? I'm just suggesting that Time Stopper needs a little fixing.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 07, 2014, 05:29:31 PM
Quote from: "Fr3akGamer"
Ivory, you should really change the HUD and sounds for the Time Stopper. Make it more like the HUD for the Skull Barrier.
Seems kinda pointless of a change to me.
Quote from: "Fr3akGamer"
Also, where's the "PSSHIIING!!" sound? I'm just suggesting that Time Stopper needs a little fixing.
You wouldn't be able to hear it anyways because time stopping haults SFX and music.
Title: Re: MM8BDM v4 Public Thread
Post by: MusashiAA on February 07, 2014, 06:46:05 PM
Quote from: "Ivory"
Quote from: "Fr3akGamer"
Also, where's the "PSSHIIING!!" sound? I'm just suggesting that Time Stopper needs a little fixing.
You wouldn't be able to hear it anyways because time stopping haults SFX and music.

Actually, think about it: you should hear that sound effect play AFTER time stopping.

With Time Stopper, the user sees it as time being stopped. For everyone else, they see the user teleport instantaneously in a flash from one place to another, so having the SFX play after time stopping makes sense, as it's not the sound of time being stopped, but of the user teleporting from one place to another in a flash.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on February 08, 2014, 10:42:19 PM
What if we made it like MM2's Time Stopper and have it just freeze movements and not the music and sounds?
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 08, 2014, 10:56:39 PM
I'm pretty sure that's a limitation with Zandronum itself and not MM8BDM...
Title: Re: MM8BDM v4 Public Thread
Post by: andreasaspenberg on February 09, 2014, 09:00:31 PM
i have played megaman 8 bit deathmatch with quite a number of people. if i got access to the new version early i would be make a very good tester.i am also willing to put extra effort into testing the new and changed levels.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on February 09, 2014, 09:07:48 PM
Are you saying you're a qualified tester because you've played the game with a lot of people?
Title: Re: MM8BDM v4 Public Thread
Post by: Zard1084 on February 09, 2014, 09:38:35 PM
Quote from: "andreasaspenberg"
i have played megaman 8 bit deathmatch with quite a number of people. if i got access to the new version early i would be make a very good tester.i am also willing to put extra effort into testing the new and changed levels.
Yea... no... in order to be a tester you need to know all the mechanic's of the game plus know what is balanced and what is overpowered/broken and need to be trusted member of Cutstuff. hell even i cant join in the beta testing of v4 and i'm quite well known here. (i have been here sense v2c btw) plus you need to show the higher ups that you can make maps/skins/weapons of very high quality otherwise you'll get denied in a second! (small rant over!)
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on February 11, 2014, 08:21:36 AM
Heck, I never even got to do any play testing.  I'm old school as well.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 11, 2014, 09:00:31 AM
Nor have I, and I've been around scince SGC 2010.
Title: it also helps if you can sweet-talk members of the team ;D
Post by: Hallan Parva on February 11, 2014, 06:22:48 PM
Oh hey, another SGCnior citizen. :ugeek:


But seriously, if the dev team hasn't contacted an individual as suave, stylish, and undeniably sexy as myself to test the new levels and weapons in order to give feedback so that they can be tweaked and improved, there's about... let's see, a -0.0032% chance that they'll choose someone who appeared randomly out of the blue with a short post riddled with errors. (Lowercase I? Really?) You also have a much much better shot at getting on the team if you can actually make something. Weapons, maps, game mode modifiers, ACS scripts, high-quality skins. Pretty much anything, really. At the end of the day though, getting on the dev team really comes down to three things: your skillset (what you can do for the team), your attitude (being an insufferable suck-up or hating the whole world won't help your case), and how well you can abuse the RNG so you get picked (ROLL BABY ROLL).
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 11, 2014, 07:08:12 PM
With V4 coming to its conclusion slowly, chances are we will be bringing on some new faces to experience v4 with fresh eyes. But I have certain requirements for that sort of thing.

As for MM9/10, I really don't know. 9/10 is going back to official Capcom 8 bit material. In other words, the dev team is actually going to be shrinking/reformed as there is less work to go around. But who knows, this is all my speculation for right now. I'm not going to worry about v5 until it's time to worry about v5. Right now, I just want to focus on getting v4 done.

My rough guesstimate would be at its earliest, maybe mid to late march release.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on February 11, 2014, 07:46:00 PM
So I have to ask, why are we doing &Bass' intro level even though we didn't do MM7's or MM8's?
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on February 11, 2014, 07:48:18 PM
because the &Bass Robot Museum is undeniably sexy and 7's intro stage was literally an uneven road


I cried over the death of 8's Giant Enemy Crab Island though, I wanted that map just as badly as I wanted Duo Fist
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on February 11, 2014, 07:50:57 PM
Uh..

You DO know that MM8DUO is a mixture of MM8's Intro and Mid-Game stages, right?

Exterior is intro stage, Interior is mid-game stage.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on February 11, 2014, 08:06:15 PM
Ivory used that same weak excuse and I'm not buying it


rocks and stone is not sandy beach turf I don't care if you slap trees on it
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 11, 2014, 08:49:07 PM
If you insist, then continue your denial. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Dark Phil on February 11, 2014, 10:27:18 PM
is the intro stage going to be post robot masters or before?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 11, 2014, 10:27:59 PM
Before robot masters.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on February 11, 2014, 11:04:31 PM
I'm not sure why it would be otherwise. It's the intro stage.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 11, 2014, 11:21:40 PM
When Nemz first did Pirate Man's tileset, I thought the beach tiles and animations could be used if a MM8 Intro Stage map was ever made. Maybe you could use them in the outsides of MM8DUO?
Title: Re: MM8BDM v4 Public Thread
Post by: Dark Phil on February 12, 2014, 01:34:38 AM
Quote from: "Kapus"
I'm not sure why it would be otherwise. It's the intro stage.

Because up to this point, it has always been robot masters followed by special stages.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 12, 2014, 01:36:22 AM
And?? That doesn't mean we have to follow it like it was tradition. The storyline for this chapter starts off at the museum. Compare to MM8's storyline where the player tackles the robot masters stage first, then goes to Wily's Skull Tower.
Title: Re: MM8BDM v4 Public Thread
Post by: Dark Phil on February 12, 2014, 10:29:53 PM
I was just pointing it out. So, and I'm not sure if you can answer this question or not, will there be some story play out once you beat the museum like there was in the game?
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 16, 2014, 01:48:26 AM
Alright, these tracks.


and/or


To replace the RM7FC vesions, since these are quite good (to me).
For concideration.
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on February 16, 2014, 02:08:08 AM
Whether or not my opinion matters, I'm partial on the first one, but the second one is great. I'm all for that one.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 16, 2014, 03:18:07 AM


Glorious.
Thanks. Any thoughts on the music?
Title: Re: MM8BDM v4 Public Thread
Post by: Magikarp on February 16, 2014, 04:49:47 AM
i'm pretty sure i'm not the first one to mention this, but in the screenshot dump, Gemini's blabbing and he says "Shall we give them chance?" you should probably throw an 'a' somewhere in there :v

also our dark lord reggae returns
Title: This is also a note to self so I don't forget.
Post by: Ivory on February 18, 2014, 05:26:54 AM
Quote from: "Skype"
[9:19:10 PM] Ivory: http://askhelixfossil.com/#wqzspf (http://askhelixfossil.com/#wqzspf)
THE GREAT HELIX FOSSIL HAS SPOKEN! I was considering it, but not tonight!

http://askhelixfossil.com/#jilz0h (http://askhelixfossil.com/#jilz0h)
Tomorrow isn't looking good either.

http://askhelixfossil.com/#3yckt8 (http://askhelixfossil.com/#3yckt8)
Or the day after.

http://askhelixfossil.com/#fg1pgv (http://askhelixfossil.com/#fg1pgv)
Or in three days.

http://askhelixfossil.com/#y3f6fg (http://askhelixfossil.com/#y3f6fg)
It must be giving me the option to select if I want to or not.

http://askhelixfossil.com/#fk4dag (http://askhelixfossil.com/#fk4dag)
Oh, okay. New map show off in five days from now. THE HELIX FOSSIL HAS SPOKEN!
[9:20:43 PM] Kinopiko: on the 22nd of course
[9:20:47 PM] Kinopiko: that's a SPECIAL DAY
[9:21:30 PM] Linnie S.: What's so special about 2/22?
[9:22:24 PM] Kinopiko: just for me
[9:22:33 PM] Kinopiko: stuff for the classes contest is due
[9:22:43 PM] Kinopiko: and there's a fighting game tournament I'm attending that day
[9:22:51 PM] Linnie S.: I see.
[9:22:59 PM] Ivory: http://askhelixfossil.com/#cr0984 (http://askhelixfossil.com/#cr0984)
AND THE MAP WILL BE COLD MAN
[9:23:04 PM] Ivory: THE HELIX FOSSIL HAS SPOKEN!

I have consulted our savior, the Helix Fossil! It speaks to me, Cold Man will be revealed in five days from now (the 22nd). THE HELIX FOSSIL HAS SPOKEN!
Title: Re: This is also a note to self so I don't forget.
Post by: The_Broker on February 18, 2014, 05:45:46 AM
Quote from: "Ivory"
Quote from: "Skype"
[9:19:10 PM] Ivory: http://askhelixfossil.com/#wqzspf (http://askhelixfossil.com/#wqzspf)
THE GREAT HELIX FOSSIL HAS SPOKEN! I was considering it, but not tonight!

http://askhelixfossil.com/#jilz0h (http://askhelixfossil.com/#jilz0h)
Tomorrow isn't looking good either.

http://askhelixfossil.com/#3yckt8 (http://askhelixfossil.com/#3yckt8)
Or the day after.

http://askhelixfossil.com/#fg1pgv (http://askhelixfossil.com/#fg1pgv)
Or in three days.

http://askhelixfossil.com/#y3f6fg (http://askhelixfossil.com/#y3f6fg)
It must be giving me the option to select if I want to or not.

http://askhelixfossil.com/#fk4dag (http://askhelixfossil.com/#fk4dag)
Oh, okay. New map show off in five days from now. THE HELIX FOSSIL HAS SPOKEN!
[9:20:43 PM] Kinopiko: on the 22nd of course
[9:20:47 PM] Kinopiko: that's a SPECIAL DAY
[9:21:30 PM] Linnie S.: What's so special about 2/22?
[9:22:24 PM] Kinopiko: just for me
[9:22:33 PM] Kinopiko: stuff for the classes contest is due
[9:22:43 PM] Kinopiko: and there's a fighting game tournament I'm attending that day
[9:22:51 PM] Linnie S.: I see.
[9:22:59 PM] Ivory: http://askhelixfossil.com/#cr0984 (http://askhelixfossil.com/#cr0984)
AND THE MAP WILL BE COLD MAN
[9:23:04 PM] Ivory: THE HELIX FOSSIL HAS SPOKEN!

I have consulted our savior, the Helix Fossil! It speaks to me, Cold Man will be revealed in five days from now (the 22nd). THE HELIX FOSSIL HAS SPOKEN!

ALL HAIL THE MAGIC HELIX FOSSIL!
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on February 18, 2014, 06:06:30 AM
the 7 Wily 1 cover you proposed sucks toids in my opinion

but that MM7 Credits theme is the best

yeah use that one
Title: Re: MM8BDM v4 Public Thread
Post by: LlamaHombre on February 18, 2014, 01:28:36 PM
I said this in the dev chat, but I will go on record and say that I do have the ftm of the MM7 Ending if so need be.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 18, 2014, 02:17:15 PM
Cold Man on the 22nd? That's funny, the classes contest deadlined for that date is ice themed as well.

Let's just hope the False Prophet Eevee doesn't show up to spoil things.
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on February 18, 2014, 08:11:49 PM
I would like to say that the RM7FC tracks (boss, Wily 1, Wily 2, Wily boss, Wily Capsule, Bass' theme, and the credits theme) are all incredibly dry and poorly done. I personally think that they're all worth replacing, though whether or not covers that are up to par with MM8BDM standards exist remains to be seen.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 18, 2014, 08:19:23 PM
Quote from: "Gumballtoid"
I would like to say that the RM7FC tracks (boss, Wily 1, Wily 2, Wily boss, Wily Capsule, Bass' theme, and the credits theme) are all incredibly dry and poorly done. I personally think that they're all worth replacing, though whether or not covers that are up to par with MM8BDM standards exist remains to be seen.
I agree. I actually have a custom wad added to ZDL which I use to launch MM8BDM that replaces the MM7 music with their original SNES versions in .SPC format.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 18, 2014, 10:36:09 PM
I was sort of surpised when I heard the RM7FC credits in 8BDM since this version had been out for a few months already. It's just really good, capturing the original's emotional feel and all.

The other one I found much more recently, and I like it alright; I think it also conveys the feel of the original well. That said, it is a very different interpritation than th FC version, and it's not perfect, so... yeah. :I

Also, If another version of the MM7 'win' theme doesn't exist, it should.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on February 19, 2014, 04:42:11 AM
So why are we re-designing MM6WIN? I wouldn't want every small map remade for V4, like Cutman's map (since it's supposed to be the first map, it's nice and simple).
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 19, 2014, 04:48:39 AM
Because Mike wanted MM6WIN redesigned, and I'm a sucker for challenges. It may not stick, I actually did modified version of the old layout before the 100% scratch one. Wind Man is getting changed regardless. It's either the 100% redesign that Mike wanted or modified old Wind.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on February 19, 2014, 05:17:25 AM
New MM6WIN... I'm cool with that. I catch your *shades* drift...
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 19, 2014, 05:51:43 AM
Honestly, I am concerned about the number of small, simple maps droping so much aswell.
I mean, MM2HEA and MM6PLA certainly needed to go, but MM1CUT and MM6WIN? I thought Wind Man's stage was fine, and Cutsman's stage was an excellent first map. Most weapons work better up close, and the map design should reflect this; granted, I am speaking in complete ignorance of the new designs.

Also, Ivory, what are your thoughts on the credits theme back there?
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on February 19, 2014, 06:16:22 AM
Wind Man's stage suffered from the same problem as MM4SKU in that if someone spawned in the dead end, they were basically screwed. It's much much worse in MM6WIN though because your escape option (instead of Skull Barrier) is Exit Unit, which will very likely place you in the middle of enemy fire without any appropriate time to react, and you can't really get out of the dead end without gambling on Exit Unit due to the stairs which force you to jump (and slow you down) along with the potent Ballade Cracker and the two downward-hugging weapons Wind Storm and Water Wave ready to catch you defenseless. On top of that, the only weapon tokens to be found down there can't be aimed upward, leaving players to try and pelt assailants down with the buster.

The rest of the stage was perfectly fine, but the dead-end area is atrocious and deserves to be scrapped. Personally, I'm excited to see how the stage is going to be redesigned.

On the subject of small maps, Flame Man, Spark Man, Hard Man, MM1 Wily 1, and MM3 Wily (five excellent close-range maps) don't seem to be going anywhere soon.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 19, 2014, 07:07:28 AM
Yeah, I suppose you're right (Spark Man's stage [revision 2] is my all time favorite map for DM), but I figure that list aught to be a bit longer. I mean, you are 100% right about Wind Man's stage; I had entirely forgotten how that played in DM. I'd rather see it given a slight redesign (ala MM3GEM, as she was saying) than see the whole stage scrapped, though. But I am again speaking in complete ignorance of the new designs.
Title: not even gonna try much lel
Post by: Bikdark on February 19, 2014, 07:10:02 AM
Yeah, while redesigns are cool, it'd be nice if it could be kept in mind that there HAS been a noticeable map size creep over the years, and that when designing a map, going absolutely wild and making the largest stage with every single weapon (mm2dw1 mm5dar mm3sha) is not the best route to travel.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 19, 2014, 07:23:09 AM
MM3SHA was heavily reduced in weapons for v4, just to throw out there.

Also, again.

(click to show/hide)
Stop complaining about Cut being bigger, it's only marginally bigger and it's still one of the smallest maps in the game.  :|
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 19, 2014, 07:37:14 AM
Alright.
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on February 19, 2014, 08:38:38 AM
The community become bigger, so the maps too.
mm1cut has the potential to be more like a real Cutman map, same thing for the map of hardman.

As i always said, people need a special packmaps for duel only....(because a lot want keep the small maps for that).
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 19, 2014, 09:02:23 AM
The community isn't growing (right now), and I hate duel. It's more just that the map designers are spreading their wings, as they are much better than they were 4 years ago. There is still good reason to keep the maps smaller, though, namely weapon balance.
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on February 19, 2014, 03:54:57 PM
http://zandronum.com/tracker/view.php?id=1710 (http://zandronum.com/tracker/view.php?id=1710) I have suggested this to hopefully make smaller maps relevant so we don't need to completely remove them.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 19, 2014, 05:13:08 PM
"Obviously this could benefit other map collections in various mods and not just limited to MM8BDM"

Not necessarily, Mike. Having a bunch of people on small maps is often funny, and players can always vote anyway. I can see where you come from, and it sounds good on paper. If you ask me though, that sounds rather limiting. I'm pretty sure I've seen good 2v2 matches on big maps like MM6MRX (just the other day, in fact), not to mention it would be annoying if a map comes up that people like, only for it to be forcibly switched.

tl;dr - Oh no, please don't. It's not something that players can't resolve with map voting.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 19, 2014, 05:20:47 PM
Considering Mike also suggested to make it a server option you can turn on / off. It would be up to the server to decide and thus not enforced.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 19, 2014, 05:31:28 PM
Ah, missed that detail. I guess it's cool, then!
Title: Re: not even gonna try much lel
Post by: Kapus on February 19, 2014, 05:34:22 PM
Quote from: "Bikdark"
Yeah, while redesigns are cool, it'd be nice if it could be kept in mind that there HAS been a noticeable map size creep over the years, and that when designing a map, going absolutely wild and making the largest stage with every single weapon (mm2dw1 mm5dar mm3sha) is not the best route to travel.
While we established that there are still plenty of good small maps, and the ones getting changed aren't too drastic for the most part, I do still think this is an interesting topic to think about. I can think of very few maps from V2 onwards that offered really compact fighting environments. I would say one reason for this is that there's a bigger variety of mappers working on the game now (CutmanMike previously made most of the maps by himself) and these mappers generally work with larger maps. Another reason could be that the levels the maps are now being based on tend to be a little more elaborate, both in appearance and gimmick design. MM8CLO had trains for example, MM8TEN was based on a huge, flying airship, MM8SEA needed some room for hide and seek as well as Thunder Grappling, etc.

I wouldn't worry too much though! We know that large maps aren't always better than small maps, and I can't think of any small map change made so far that hasn't been an improvement in some way (although I suppose that is a subjective matter). Also, the maps being made for MM&B so far are actually rather modest in size. Astro is probably the biggest map, but Tengu and Ground are actually pretty neat and compact. I like it and I'm definitely looking forward to having this expansion released.
Title: Re: MM8BDM v4 Public Thread
Post by: SINISTAR BRAZIL on February 19, 2014, 11:39:10 PM
IN THIS UPDATE YOU CAN GET A UPGRADE TO CHARGE YOUR BUSTER?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 19, 2014, 11:47:19 PM
Could you please not post in all caps? It's makes it feel like you are yelling at us.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on February 20, 2014, 01:20:30 AM
And, why? We have Protobuster, Arrow, and Laser. All three would out shine a normal charge buster shot. It would be Proto Buster without the shield, Arrow without the spread, and Laser without the piercing.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on February 20, 2014, 01:27:00 AM
I dunno. I happen to like PU's take on the Charge Buster.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 20, 2014, 11:19:42 PM
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 20, 2014, 11:23:18 PM
Ohai, correct blinking of Big Health pickups.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on February 20, 2014, 11:25:00 PM
Those health pickups are staring at me..
Title: Re: MM8BDM v4 Public Thread
Post by: coolcat7022 on February 20, 2014, 11:26:16 PM
Quote from: "Kapus"
Those health pickups are staring at me..
THEY STARE INTO YOUR VERY SOUL!
Title: Re: MM8BDM v4 Public Thread
Post by: Ukiyama on February 20, 2014, 11:49:25 PM
Did the sky of Cossack change or is it just me? >_>
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 21, 2014, 12:01:40 AM
Quote from: "Ukiyama"
Did the sky of Cossack change or is it just me? >_>
Yes, it's changed. The cityscape (fortress-scape?) from Cossack Stage 1 is a nice addition to the once bland sky.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 21, 2014, 12:22:19 AM
Oh, so that's why I kept staring into that direction subconsciously. Something else did seem off. :P
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on February 21, 2014, 12:26:09 AM
I knew something was different there.
Title: Re: MM8BDM v4 Public Thread
Post by: SINISTAR BRAZIL on February 21, 2014, 01:08:01 AM
The new cossack stage sky box are cool
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 22, 2014, 06:51:03 PM
This update looks really god so far...
...Is anyone working on the MM9 update?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 22, 2014, 06:57:21 PM
No, we're not starting MM9 until after MM&B is done.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 22, 2014, 07:13:13 PM
Wasn't the Cold Man stage reveal supposed to happen tonight? :?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 22, 2014, 07:13:43 PM
It's not tonight for me yet :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ukiyama on February 22, 2014, 10:50:14 PM
Quote from: "Ivory"
It's not tonight for me yet :ugeek:


No worries, the almighty helix fossil can never lie!!!!
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 23, 2014, 02:00:12 AM
6:00 PM is the start of the evening??? Have your screenshot of Cold.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on February 23, 2014, 02:05:01 AM
It's the start of a warm reception for Cold Man! Huzzah!

Did Cold Man's stage have any underwater sections? It's been a while since I've played the game.

EDIT: Oh yes, the jumping bit after Snoler.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 23, 2014, 02:08:58 AM
I like Ice Wall's coloring.  :shock:

That looks like a pit inside the water...
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on February 23, 2014, 02:45:24 AM
Two things.

One, that skybox looks way too huge.
Two, is Snoler making an appearance in the map?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 23, 2014, 03:29:51 AM
Too huge? It's normal size compared to the original skybox which was giga-cramped.
Also no, you get to live with rabbits.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on February 23, 2014, 06:14:05 AM
oh hi there Frost Man's pre-snowboard staircase area
how's life being slightly larger and with water
Title: Re: MM8BDM v4 Public Thread
Post by: VGS2 on February 23, 2014, 06:53:01 AM
Oh, I see you did decide to go with the old factory house idea after all (I think, anyway). Splendid!  :)
Ice wall's my favourite weapon too, and this stage looks really cool on top of that, so there's some nice hype for me.
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on February 23, 2014, 08:05:17 AM
This is going well, congratulations, I can already taste the new version (a masterpiece, like always)
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 23, 2014, 10:00:50 AM
Don't start salavating too soon, Daiki. Planned release is June. (Nope, I was wrong. Ivory says late March/early April.)
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on February 23, 2014, 10:18:19 AM
Quote from: "Legtendga"
Don't start salavating too soon, Daiki. Planned release is June.
I can wait, the bread tastes more delicious when you are more hungry.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 23, 2014, 11:25:08 AM
Quote from: "-Daiki-TheOni"
Quote from: "Legtendga"
Don't start salavating too soon, Daiki. Planned release is June.
I can wait, the bread tastes more delicious when you are more hungry.
Until it turns stale.
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on February 23, 2014, 01:36:16 PM
Quote from: "Legtendga"
Don't start salavating too soon, Daiki. Planned release is June.
what the.

wow

Just in time for my Birthday!
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 23, 2014, 01:44:45 PM
June? Ivory nor the dev team haven't confirmed a definite release date. Just "done when it's done".

Also, I spy the Ice Block machines in Cold Man's screenshot. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 23, 2014, 05:01:58 PM
No, I never said anything about a June release. I'm still predicting late march / early april so long as those maps get done and Mike does the single player bosses and campaign overhauls.
Title: Re: MM8BDM v4 Public Thread
Post by: Laggy Blazko on February 23, 2014, 05:09:38 PM
Quote from: "SmashBroPlusB"
oh hi there Frost Man's pre-snowboard staircase area
how's life being slightly larger and with water
ROFL, that's what I thought, too.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 23, 2014, 07:16:50 PM
Quote from: "Ivory"
No, I never said anything about a June release. I'm still predicting late march / early april so long as those maps get done and Mike does the single player bosses and campaign overhauls.
Oh, sorry. :S
Someone told me June... That's excellent. Boss and campain overhauls?
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on February 23, 2014, 07:22:48 PM
Quote from: "Legtendga"
Quote from: "Ivory"
No, I never said anything about a June release. I'm still predicting late march / early april so long as those maps get done and Mike does the single player bosses and campaign overhauls.
Oh, sorry. :S
Someone told me June... That's excellent. Boss and campain overhauls?
He basicly means making the campaign work.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 23, 2014, 07:25:08 PM
The new campaign and we're going to be overhauling the save system to not use hud health green. Is the basic idea.
Title: Re: MM8BDM v4 Public Thread
Post by: SINISTAR BRAZIL on February 23, 2014, 07:53:19 PM
i hope coldman stage have a water part
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on February 23, 2014, 07:58:01 PM
Quote from: "SINISTAR BRAZIL"
i hope coldman stage have a water part
..It's literally right there in the screenshot!
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on February 23, 2014, 08:34:44 PM
We already have Pirate for our underwater escapades for this expansion. Also that water clearly has a hole under it. I bet it's just ice and they are using fancy 3D floor magic on it.
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on February 24, 2014, 04:57:42 AM
Quote from: "Legtendga"
Quote from: "-Daiki-TheOni"
Quote from: "Legtendga"
Don't start salavating too soon, Daiki. Planned release is June.
I can wait, the bread tastes more delicious when you are more hungry.
Until it turns stale.
Cast your stale bread upon the water.  You'll get soggy bread.
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on February 24, 2014, 05:25:47 AM
With v3b, we have already a lot of things to play....but yeah, v4 for some months is ok for me, anyways....Better to make it perfect than to be fast and miss some things... =)
Good luck, can't wait for a groundman skin! =P

EDIT: i found it:
(click to show/hide)

Not the same now.
Title: Re: MM8BDM v4 Public Thread
Post by: NemZ on February 24, 2014, 07:40:27 AM
Was there a problem with the cold skybox?  Honestly in that screenshot it's not looking so great.

I don't mind adjusting it for you, but just let me know what the deal is.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 24, 2014, 07:42:59 AM
The skybox is perfectly normal. If anything, it's just the size of the texture itself.
Title: Re: MM8BDM v4 Public Thread
Post by: VGS2 on February 24, 2014, 01:33:37 PM
I kinda like it, honestly. It feels like it's just in the middle of the icy cold city/factory/Cold Man's crib.
Title: Re: MM8BDM v4 Public Thread
Post by: Superjustinbros on February 24, 2014, 09:04:48 PM
Looks as if you have to down every MM&B Robot Master before doing a preview screenshot, or just not have them onscreen.

I was expecting the colors of the Cold Wall to be slightly more Turquoise, but the current color suits it well.

Hopefully when the new MM6WIN gets closer to the actual release, it's not going to be as blandly/lazily designed as it is in the OP.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on February 24, 2014, 09:17:22 PM
Quote from: "Superjustinbros"
Looks as if you have to down every MM&B Robot Master before doing a preview screenshot, or just not have them onscreen.
Or Ivory could have been playing a skirmish and not have them added at all.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on February 24, 2014, 09:27:30 PM
No, it clearly states that Cold Man was drenched by Ice Man's water balloon in that screenshot. They're definitely there.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on February 24, 2014, 09:30:26 PM
So they could have had a skirmish where they're testing out which bots to have on the map for the campaign.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 24, 2014, 09:36:05 PM
That was figured out from the very beginning. All those screenshots use the bots that will be in the campaign
Title: Re: MM8BDM v4 Public Thread
Post by: NemZ on February 25, 2014, 06:27:55 AM
Quote from: "Ivory"
The skybox is perfectly normal. If anything, it's just the size of the texture itself.

If you say so, but it sure looks extremely pixelated in that shot even by mm8bdm skybox standards.  Maybe it's just that perspective?
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 25, 2014, 07:06:27 AM
Real quick, can anyone who sees this look at the mod on this server?
:: [BE] New York :: soviet citadel
108.61.83.66:15140
Wtf is this?
Look how the health fills. Could this be implemented into the game?
Is this mod even on the forums?
WTF is this???
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 25, 2014, 07:11:38 AM
If that's the duel health mod, no. If not, then I have no idea.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 25, 2014, 09:21:31 AM
http://static.best-ever.org/wads/cossex.pk3
Here is the wad. Go to MM4DC1 for the full effect.
Otherwise, check out the health pickup code to see if it's fit for implementation.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 25, 2014, 04:26:11 PM
Quote from: "Ivory"
If that's the duel health mod, no.
I already said no. That's the same implementation of the duel health mod. While health/energy does canonically recharge that way, time also stops while doing so (as in no enemy/you/anything moves), so if you looked at it in real time from the point you last moved to the point you can move again, you still instantly gained more health/energy.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on February 25, 2014, 04:37:29 PM
The WAD is designed to make duels less like stalling / hardly engaging and rushing health pickups while the enemy does the same thing.

Thing.
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on February 25, 2014, 11:34:21 PM
Since people like their duels in different ways we're not touching the game mode internally. Use external patch wads for now.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 26, 2014, 02:22:39 AM
Hey, you know MMCTF06? Yeah, you can say that we are... showing some love for ctf too.  :cool:  :cool:  :cool:

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 26, 2014, 02:27:46 AM
Bubbles leading into spikes doesn't seem like a good idea. Otherwise, YES. Change of the year.
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on February 26, 2014, 02:52:39 AM
All of that and STILL no change to MMCTF01!?  :mad:  :mad:  :mad:

I actually kind of liked Eddie boxing matches between teams on 6, but the changes look superb.
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on February 26, 2014, 03:15:57 AM
Quote from: "Knux"
Bubbles leading into spikes doesn't seem like a good idea. Otherwise, YES. Change of the year.

They won't hit you unless you hold jump, and you don't need to hold jump. You do however need to be running at full speed to get up there.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on February 26, 2014, 03:35:40 AM
THANK GOD.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on February 26, 2014, 08:11:55 AM
Quote from: "Ivory"
Quote from: "Ivory"
If that's the duel health mod, no.
I already said no. That's the same implementation of the duel health mod. While health/energy does canonically recharge that way, time also stops while doing so (as in no enemy/you/anything moves), so if you looked at it in real time from the point you last moved to the point you can move again, you still instantly gained more health/energy.
I didn't know, sorry. I was just enamered by the marvilous mess that that mod is.

ANYWAY, the map. Yes, thank you. That map had a very fun derpy feel to it before, but I'm very glad to see it changed
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 26, 2014, 07:42:36 PM
Quote from: "CutmanMike"
They won't hit you unless you hold jump, and you don't need to hold jump. You do however need to be running at full speed to get up there.
Still, it doesn't seem very encouraging. Is there even a good reason why those spikes are where they are?

I also need to question the need for two Ice Slasher tokens very close to each other and the two W-Tanks that can be easily picked up by a single person.
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on February 26, 2014, 10:17:25 PM
I didn't want people holding jump on the bounce pads to get into that area, it is just barely reachable when running at full speed.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on February 27, 2014, 01:29:56 AM
But that means you're punishing players for being intuitive. I would get rid of the spikes if it doesn't lead to anything other than a big ammo and two health pellets anyway, but I'll leave it at that.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on February 27, 2014, 08:26:16 PM
Quote from: "Knux"
But that means you're punishing players for being intuitive. I would get rid of the spikes if it doesn't lead to anything other than a big ammo and two health pellets anyway, but I'll leave it at that.
We have done some fixes on the map based on the feedback from the screenshots here. Such as said spikes.

================================================================================================================

Quote from: "Skype"
[25/02/2014 8:50:51 PM] Ivory: Random thing I noticed when doing some touch ups on Snakes in Space. The Wily Base is actually asymmetrical and no one notices
<_<
>_>
[25/02/2014 8:51:07 PM] SmashMan.EXE: well nobody plays Snakes in Space so

And so, Snakes in Space (MMCTF02) was updated too. I won't spoil the entire thing, but you can have a little screenshot.
(click to show/hide)

Next on my list to be completed, MMCTF01.
Title: Re: MM8BDM v4 Public Thread
Post by: SINISTAR BRAZIL on February 28, 2014, 12:45:20 PM
snakes in space is awesome
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on March 01, 2014, 04:00:10 AM
You got rid of the ring-around? Man, that was one of the things that made Snakes in Space cool.

Ah well, looks nice.
Title: Re: MM8BDM v4 Public Thread
Post by: Tfp BreakDown on March 04, 2014, 02:41:07 AM
Just wondering if you guys are going to modify the last survivor music for tlms so that when 4tlms is going on it won't keep switching to the victory jingle or the boss theme every time someone is fragged. thanks in advance.
Title: Re: MM8BDM v4 Public Thread
Post by: Bubbleman'sBud on March 04, 2014, 03:43:43 AM
I have been playing by my self on this game for quite sometime got some mp set up tried it and i don't understand what the games modes want of me.... So yeah.
Title: Re: MM8BDM v4 Public Thread
Post by: Laggy Blazko on March 04, 2014, 06:45:24 AM
Quote from: "Tfp BreakDown"
Just wondering if you guys are going to modify the last survivor music for tlms so that when 4tlms is going on it won't keep switching to the victory jingle or the boss theme every time someone is fragged. thanks in advance.
It's bugged in 2TLMS with more lives, as well.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on March 04, 2014, 07:19:54 AM
Yeah in general the LMS music script is pretty bad. Heck, I put a small variable in my maps' music scripts so even if the boss music triggered early, it would change this variable so it knew not to keep flipping back to the boss music over and over.

I wouldn't worry too much, though. I'm expecting a better music script in time for v4.
and a better FREMUS cover while you're at it!
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on March 04, 2014, 09:26:12 PM
It's been fixed.  The problem was this line:
Code: [Select]
If(BlueAlive() == 1 || RedAlive() == 1 && BossMusic==0)when it should have read:
Code: [Select]
If((BlueAlive() == 1 || RedAlive() == 1) && BossMusic==0)Actually, try it in Powered Up, see if the problem exists, it should be fixed there.  (I think CSCC as well?)
Title: Re: MM8BDM v4 Public Thread
Post by: Russel on March 05, 2014, 12:44:58 AM
The music script should also be modified to work with three- and four-team based games...since the core has capability for four teams, but the music script wasn't built for it.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on March 05, 2014, 02:10:44 AM
Well crap, you're right.  Ah well, shouldn't be too hard.

Edit: @#%, now I remember why I didn't implement it in the first place.  In 4 team games, it's possible for a team to be empty.  Uhhhhh, everyone enjoys constant victory music right? woooooooo.  :lol:
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on March 06, 2014, 12:31:59 AM
Quote from: "Ivory"
No, I never said anything about a June release. I'm still predicting late march / early april so long as those maps get done and Mike does the single player bosses and campaign overhauls.

I hope it will be done so I can play it over spring break.
Title: Re: MM8BDM v4 Public Thread
Post by: Beaver on March 09, 2014, 08:36:01 PM
I was wondering if we could add a gamemode were we can freely roam through the maps and not be attacked by bots, but we can attack them? :|
if that made any sense? :?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 09, 2014, 08:38:58 PM
Why not just start a match without bots?
Title: Re: MM8BDM v4 Public Thread
Post by: TheDoc on March 09, 2014, 09:24:26 PM
If you're worried about getting hurt by bots, then you could just use godmode
Title: Re: MM8BDM v4 Public Thread
Post by: Beaver on March 10, 2014, 12:01:25 AM
Quote from: "TheDoc"
If you're worried about getting hurt by bots, then you could just use godmode
There's a godmode? :?
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 10, 2014, 12:02:11 AM
It's a cheat. Just type "god" into the console.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on March 10, 2014, 01:03:39 AM
or if you're a cool guy you type in IDDQD instead :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Magikarp on March 10, 2014, 11:07:57 AM
no one does that anymore smoosh. it's all about ease and streamlining with today's generation

and honestly my only one true burning desire for this is that king's botchat is super hammy as it SHOULD be and that protoman gets cut in half at some point (which i don't doubt will happen)
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on March 10, 2014, 01:24:57 PM
Quote from: "Magikarp"
no one does that anymore smoosh. it's all about ease and streamlining with today's generation

and honestly my only one true burning desire for this is that king's botchat is super hammy as it SHOULD be and that protoman gets cut in half at some point (which i don't doubt will happen)

I decided to base King off of Wade Duck from U.S. Acres, I knew you'd understand.
Kidding! Put the axe down!
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 15, 2014, 06:20:11 PM
Random screenie time!
(click to show/hide)
Mostly because Mike really hates solid color skies, so Copy whipped up a thing to make it more interesting.
Before anyone asks, no, it's not playable.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on March 15, 2014, 09:37:04 PM
Quote from: "Ivory"
Random screenie time!
(click to show/hide)
Mostly because Mike really hates solid color skies, so Copy whipped up a thing to make it more interesting.
Before anyone asks, no, it's not playable.

Looks good! Has that pit been turning into a spike bed now or are those inaccessible cliff areas floating unconnected from the main arena?
Title: Re: MM8BDM v4 Public Thread
Post by: Beaver on March 18, 2014, 05:18:30 PM
Quote from: "Ivory"
Random screenie time!
(click to show/hide)
Mostly because Mike really hates solid color skies, so Copy whipped up a thing to make it more interesting.
Before anyone asks, no, it's not playable.

 :?
? That sky IS a solid color.
Title: Re: MM8BDM v4 Public Thread
Post by: Ukiyama on March 18, 2014, 05:33:35 PM
Its still a solid color sky, but before it was nothing but blue. Now it has a bit of something going on to try to reduce the amount of solid blue sky in the region over there by adding in all the little cliffs and metal bars.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on March 18, 2014, 09:34:33 PM
Quote from: "Ivory"
Random screenie time!
(click to show/hide)
Mostly because Mike really hates solid color skies, so Copy whipped up a thing to make it more interesting.
Before anyone asks, no, it's not playable.

That looks way better than having just the sky there.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on March 19, 2014, 11:13:32 PM
So, how is Remote Mine going to work? I'm guessing that you control it with the mouse/keyboard, but that would probably be too difficult.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 20, 2014, 12:56:14 AM
How about you wait and see!
Title: Re: MM8BDM v4 Public Thread
Post by: Raider on March 20, 2014, 04:33:48 PM
We're all waiting very patiently, Ivory!  I personally can't wait to play on that Astro Man map, it looks sick as hell, hehe.  Keep up the good work team!
Title: Geno y u no finish bunnies.
Post by: Ivory on March 20, 2014, 07:29:28 PM
Some people wanted to see a bit more of Cold Man, since the first screenshot didn't show much. So I decided to be nice and provide a screenshot of the interior section.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on March 20, 2014, 07:52:11 PM
I spy with my little toid

Ice Wave climbing that wall

Neat
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on March 20, 2014, 08:02:13 PM
warning: NSFB
(click to show/hide)
EDIT:

[4:10:59 PM] Llama: instead of throwing a fit over something either post something intelligent stating why doing that is a bad idea or offer suggestions to make Search Snake better alongside


I feel like the change to Ice Wave is a prime example of why 8BDM's weapons have been growing progressively stronger over time and have done nothing but create a steep power curve, completely overshadowing or otherwise nullifying the tons of weapons previously in the game. It's not fun, it's disturbing and should be addressed immediately before the next update.

Ice Wave climbed walls in Mega Man 8. It didn't climb walls in 8-Bit Deathmatch. When asked why, the reasoning given was that due to Ice Wave's projectile speed (one of the faster attacks in the core), projectile height (making jumping over it very difficult or outright impossible), potent damage, and power to hit multiple times with one attack (due to the way the icicles are spawned and deal damage), it was one of the best weapons in the game, and that giving it wall climbing would make it completely outclass Search Snake. Sure, Search Snake has more ammo, but when a small Weapons Energy refills over a quarter of your ammo reserves thanks to ammo doubling, that's almost a moot point.

Now Ice Wave can climb walls. You have completely outclassed Search Snake.

Why is this such a problem? Older weapons are seemingly getting progressively worse, but the fact of the matter is that the newer weapons are getting progressively better and rendering other options obsolete. The most commonly used weapons in the core, both by players and by mappers who place them, are from Mega Man 7 and Mega Man 8. Thunder Bolt, Danger Wrap, Wild Coil, Slash Claw, Junk Shield, Homing Sniper, Water Balloon, Flame Sword. You'd be hard-pressed to find a map that doesn't prominently feature one of these weapons, and for good reason; they're the best at what they do (or close to being so).

Why use Needle Cannon when Water Balloon can lock someone down so much better? Why swing around Air Shooter when Homing Sniper's only a few damage points from an instant kill? Leaf Shield can block certain types of attacks, but Junk Shield reduces damage from all but three weapons in the game. Flame Blast is nice for filling an area with traps, but Danger Wrap's mines last for more time and can chain detonate for more explosion damage.

Heck, some of the changes in v3b ought to be proof enough; Top Spin, the former "big boss" of melee weaponry, reduced to a joke, a shadow of its former self. Star Crash lost its hitstun power, but it also lost a good part of its range, limiting it to up-close sneak attacks; and even then, Slash Claw and Homing Sniper do the job better. When absolute hitstun was removed from the game, Crash Bomb was designated as the only weapon to keep it just so it wouldn't lose out over Flash Bomb's higher ammo count, instant detonation, longer blast time, and higher damage output.

Oh, and then there's the whole mess with Noise Crush, my favorite thing to complain about ever. Let's take the weapon with good damage output, a speedy charge shot for initiating, and rebounding shots for finishers, and give it Hard Knuckle's damage output of 70 damage. For free. Because charge shots don't cost anything. On the other hand, Hard Knuckle's still a seven-shot slow-moving projectile that has a firing delay and forces the user back a little bit when they shoot it. Hard Knuckle actually got nerfed twice for being too powerful for the metagame, and then you go and make Noise Crush's charge shot a free Hard Knuckle. Because that's fun, right?

Please. Stop and sit down somewhere. Think about what you're doing. 8BDM is being curved into an absolute trend of newer weapons dominating older ones. With in-game powerhouses like Spread Drill and Lightning Bolt being added to the mix, and things like the Ice Wave change where you go back on previous promises of balance, I can only fear what will happen to the overall weapon spread in Mega Man 8-Bit Deatmatch v4a.
Title: Re: MM8BDM v4 Public Thread
Post by: Sir Lemon on March 20, 2014, 08:21:27 PM
I dunno, I actually think this would be more fair. It already climbs walls anyway but instead of actually climbing the wall it appears on the next level. This way it actually takes time to climb the wall the same way that search snake does. I'm all for it.
Title: Re: MM8BDM v4 Public Thread
Post by: Tengu on March 20, 2014, 08:43:14 PM
Smash, Ice Wave could already go up walls and the only reason you would be hurt by that is if you were on a ladder. Search Snake is still fine.

So basically who cares.

Quote from: "SmashBroPlusB"
Waaahh Wahhhh
Fixed that for you ^

My reaction after reading:

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on March 20, 2014, 09:05:34 PM
Eh, might as well take on the challenge
Quote from: "SmashBroPlusB"
Now Ice Wave can climb walls. You have completely outclassed Search Snake.
Eh, not quite.  Search snake has a much more rapid rate of fire than Ice Wave.  Each snake does 28 damage and thus is is easily a 4 hit kill.  Ice Wave CAN do a lot more damage, however it requires the player to walk into multiple icicles.  Right now, each one does 15 damage, but it's not uncommon for a player to walk into 2 of them.  So at this point, Ice Wave is a bit more powerful, but it also has a slower rate of fire.  Considering that wall climbing actually slows down the movement across a level, it's actually a nerf to the weapon, albeit a small one.
Quote from: "SmashBroPlusB"
Why is this such a problem? Older weapons are seemingly getting progressively worse, but the fact of the matter is that the newer weapons are getting progressively better and rendering other options obsolete. The most commonly used weapons in the core, both by players and by mappers who place them, are from Mega Man 7 and Mega Man 8. Thunder Bolt, Danger Wrap, Wild Coil, Slash Claw, Junk Shield, Homing Sniper, Water Balloon, Flame Sword. You'd be hard-pressed to find a map that doesn't prominently feature one of these weapons, and for good reason; they're the best at what they do (or close to being so).
Map designers tend to use newer weapons purely because they're new.  It depends on how they want the map to play out.  Personally I much prefer Ring Boomerang and Drill bomb myself from a design standpoint.
Quote from: "SmashBroPlusB"
Why use Needle Cannon when Water Balloon can lock someone down so much better? Why swing around Air Shooter when Homing Sniper's only a few damage points from an instant kill?
Needle Cannon does 12 damage per shot and has a rapid rate of fire and travels infinite distance.  Water Balloon does 8 damage + 5 explosive damage and has a shorter range.  Water Balloon is going to be slightly more powerful in close range combat with direct hits, but even then, most of the time it's going to do 10-11 damage.  It's a very small difference between the weapons honestly.
Quote from: "SmashBroPlusB"
Leaf Shield can block certain types of attacks, but Junk Shield reduces damage from all but three weapons in the game.

Can't argue this too much as Leaf Shield is kinda blah.  Honestly, that's more the fault of Leaf Shield than anything else though.
Quote from: "SmashBroPlusB"
Flame Blast is nice for filling an area with traps, but Danger Wrap's mines last for more time and can chain detonate for more explosion damage.
Can't really disagree with this, but I will say that some weapons are just better than others. Flame Blast is better in some situations though as it's a much faster weapon to fire and it can light oil pits.
Quote from: "SmashBroPlusB"
Heck, some of the changes in v3b ought to be proof enough; Top Spin, the former "big boss" of melee weaponry, reduced to a joke, a shadow of its former self.
It was OP as crap though before.  You didn't even need to be close to the person to kill them.  Though the nerf bat may have come down a little too hard here.  3b did adjust it back up a bit.  Haven't heard tooo much complaining?
Quote from: "SmashBroPlusB"
Star Crash lost its hitstun power, but it also lost a good part of its range, limiting it to up-close sneak attacks; and even then, Slash Claw and Homing Sniper do the job better. When absolute hitstun was removed from the game, Crash Bomb was designated as the only weapon to keep it just so it wouldn't lose out over Flash Bomb's higher ammo count, instant detonation, longer blast time, and higher damage output.
Star Crash was also kinda OP. A weapon with stun and AoE that didn't need to be aimed and could kill a person?  Yea, that needed to be brought down.  Slash Claw and Homing Sniper aren't quite good comparisons here though because you need to properly aim both those weapons whereas Star Crash doesn't require it.  (It's also still easy to kill with)  
Flash Bomb is actually OP, and we're working on a nerf to see if we can bring down the power a bit without making the weapon crap.
Quote from: "SmashBroPlusB"
Oh, and then there's the whole mess with Noise Crush, my favorite thing to complain about ever. Let's take the weapon with good damage output, a speedy charge shot for initiating, and rebounding shots for finishers, and give it Hard Knuckle's damage output of 70 damage. For free. Because charge shots don't cost anything. On the other hand, Hard Knuckle's still a seven-shot slow-moving projectile that has a firing delay and forces the user back a little bit when they shoot it. Hard Knuckle actually got nerfed twice for being too powerful for the metagame, and then you go and make Noise Crush's charge shot a free Hard Knuckle. Because that's fun, right?
Yea, I don't agree with this.  Noise Crush requires you to aim AWAY from your opponent in order to get the required 'free hard knuckle'.  Given the relative difficulty in getting the charge shot, it needed to have a high reward.  It's a fantastic weapon for a 'surprise attack', but beyond that it's not great in combat.
Quote from: "SmashBroPlusB"
Please. Stop and sit down somewhere. Think about what you're doing. 8BDM is being curved into an absolute trend of newer weapons dominating older ones. With in-game powerhouses like Spread Drill and Lightning Bolt being added to the mix, and things like the Ice Wave change where you go back on previous promises of balance, I can only fear what will happen to the overall weapon spread in Mega Man 8-Bit Deatmatch v4a.
You bring up some valid points, but I think you might be overstating the problems a bit.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 20, 2014, 09:20:10 PM
Quote from: "Sir Lemon"
I dunno, I actually think this would be more fair. It already climbs walls anyway but instead of actually climbing the wall it appears on the next level. This way it actually takes time to climb the wall the same way that search snake does. I'm all for it.
Yeah, isn't this more of a nerf to Ice Wave than anything? Hitting someone while on a wall is rather situational, and this way it would take its time getting up ledges instead of teleporting to the top immediately.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on March 20, 2014, 09:26:43 PM
I was going to leave
but then I saw
Quote from: "Messatsu"
Noise Crush requires you to aim AWAY from your opponent in order to get the required 'free hard knuckle'.  Given the relative difficulty in getting the charge shot, it needed to have a high reward.
you can LITERALLY shoot the floor and get a charge shot
all you have to do is look down for half a second to get Hard Knuckle

if the Noise Crush had to travel for a bit to get the charge, maybe it would be more sane
but as-is, the charge shot is quite literally a free Hard Knuckle
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on March 20, 2014, 09:34:09 PM
That's not true.  You need to look down and JUMP ...and either not be moving, or angle it so you jump into the rebounded shot.  It's not exactly the easiest thing to do in the world when you're being shot at AND trying to hit another player.
Title: Re: MM8BDM v4 Public Thread
Post by: Magikarp on March 20, 2014, 09:41:37 PM
while i do think the noise crush charge shot is a liiittle strong, mess brings up good points

for those using software, you can't just look down and jump, because well, you can't look down. you need to look as far down as you can, shoot, then immediately straferun and jump to get the charge shot. by the time you even get the trick down you're likely five frags behind anyway so whats the point

for ogl players it's easy but there's still the risk of getting killed

so yeah, the charge shot is stronk, but it has enough in the way of it to give it some semblance of fairness

i still think it needs to be knocked down 5-10 damage tho
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 20, 2014, 09:43:23 PM
In Deathmatch it's not the most practical weapon because it's not that easy to focus on charging during a hectic match, but Noise Crush is extremely powerful in other gamemodes like LMS and Duel, where things are more cautious and reserved.

Context is a thing here!
Title: Re: MM8BDM v4 Public Thread
Post by: !o! woohoo on March 20, 2014, 09:54:07 PM
Quote from: "Kapus"
Quote from: "Sir Lemon"
I dunno, I actually think this would be more fair. It already climbs walls anyway but instead of actually climbing the wall it appears on the next level. This way it actually takes time to climb the wall the same way that search snake does. I'm all for it.
Yeah, isn't this more of a nerf to Ice Wave than anything? Hitting someone while on a wall is rather situational, and this way it would take its time getting up ledges instead of teleporting to the top immediately.

Well, it also buffs it in some cases. For example, if your opponent is near a wall, it can do massive damage on the opponent and if your opponent is on a ladder (which probably wouldn't happen much), you can hit them and finish off your opponent when they are trying to run away.
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on March 20, 2014, 09:55:39 PM
Won't anyone on a ladder get hit with like
ALL of the icicles though

and how would it work on those short stairs that you don't have to jump up

Also Ice Wave still beats out Search Snake due to the larger hitbox and number of projectiles when firing
Sure Search Snake gets two or three snakes for every one Ice Wave
but Ice Wave gets like 6 to 8 shots a pop or something like that
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 20, 2014, 10:16:18 PM
Quote from: "!o! woohoo"
Quote from: "Kapus"
Quote from: "Sir Lemon"
I dunno, I actually think this would be more fair. It already climbs walls anyway but instead of actually climbing the wall it appears on the next level. This way it actually takes time to climb the wall the same way that search snake does. I'm all for it.
Yeah, isn't this more of a nerf to Ice Wave than anything? Hitting someone while on a wall is rather situational, and this way it would take its time getting up ledges instead of teleporting to the top immediately.

Well, it also buffs it in some cases. For example, if your opponent is near a wall, it can do massive damage on the opponent and if your opponent is on a ladder (which probably wouldn't happen much), you can hit them and finish off your opponent when they are trying to run away.
That is true, but again, it is more situational than anything, I think, and I find it to be more of a nerf than a buff.

(standing up against a wall with ice waves coming at you is a pretty bad idea regardless, isn't it?)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 20, 2014, 10:24:43 PM
Quote from: "Kapus"
Quote from: "Sir Lemon"
I dunno, I actually think this would be more fair. It already climbs walls anyway but instead of actually climbing the wall it appears on the next level. This way it actually takes time to climb the wall the same way that search snake does. I'm all for it.
Yeah, isn't this more of a nerf to Ice Wave than anything? Hitting someone while on a wall is rather situational, and this way it would take its time getting up ledges instead of teleporting to the top immediately.
Keep in mind, it gets up the wall in about under a second on most normal sized walls. My testing has proven that it actually gives you more time to get out of the way if you know Ice Wave is coming, as opposed to insta-scaling like that distance was meaningless.

And just to remind everyone to the core issue to why Ice Wave was changed, it was because a good chunk of water stages or any location with 3D Floors stacked on top of other 3D floors or normal floors would eat Ice Wave for breakfast. Originally Mess fixed the instascale by another means, but it had a terrible side effect of allowing it to pierce through 3D Floors and come out of no where on certain maps. This was the most sane way to fix all the issues. It wasn't changed just because we felt like it.

However, ultimately one thing I will always point out. Complaining about overshadowing other weapons is generally not my concern because Ice Wave and Search Snake generally do not co-exist on the same maps in the vanilla game. Same can be said for a lot of "similar" weapons, and this of course excludes Eddie as a wild card. As long as everything is fun and works on its own, that's the main concern.



Also, just because both Smashbro and Mess failed to remember something important.
Quote from: "SmashBroPlusB"
Flame Blast is nice for filling an area with traps, but Danger Wrap's mines last for more time and can chain detonate for more explosion damage.
V4 gave Flame Blast the ability to stick to wall. Have you not consider how many new doors this opens for flame blast? Sticking to walls means instead of being a tall hitbox, it's now a long one. It covers door frames very well, it can roadblock ladders now. So going with being a fastish shooting weapon, I don't see any issue between them anymore.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on March 20, 2014, 11:33:23 PM
Copy/Pasted from Skype.

Personally, I agree with Smash's argument. Particularly on the Noise Crush bit. As for Ice Wave, I think it climbing walls is good. I always thought that since it can't be jumped over and does more damage, the functionalities should've been switched between the two (Snakes clipping, Ice climbing walls).


Also, for those who don't know yet, you can simply aim down all the way on Software, run forward and fire Noise Crush. Free Hard Knuckle. Pretty much the reason I avoid placing it in my maps unless I'm having a strong weapons only layout or something like that.

I also don't think everyone places weapons in a map merely because they're new. There's always those who think about how they work before doing anything. *wink wink*

Then there's this:
Quote from: "Tengu"
So basically who cares.

Quote from: "SmashBroPlusB"
Waaahh Wahhhh
Fixed that for you ^

My reaction after reading:

(click to show/hide)
So you took one part of the argument and wrote everything else off as bitching. That will most certainly not do.
Title: Re: MM8BDM v4 Public Thread
Post by: Swordkirby on March 21, 2014, 04:50:50 PM
Quote from: "Magikarp"
no one does that anymore smoosh. it's all about ease and streamlining with today's generation

and honestly my only one true burning desire for this is that king's botchat is super hammy as it SHOULD be and that protoman gets cut in half at some point (which i don't doubt will happen)
Godd*mn hipsters today  :mad:
Title: Re: MM8BDM v4 Public Thread
Post by: HeelNavi on March 21, 2014, 06:18:35 PM
I think Power Stone should kill in 3/4 hits instead of 2.
Title: Re: MM8BDM v4 Public Thread
Post by: !o! woohoo on March 21, 2014, 09:06:00 PM
Quote from: "HeelNavi"
I think Power Stone should kill in 3/4 hits instead of 2.

I agree, and I got two big reasons. The first reason is because you don't aim it; the second reason is because it has a high hitbox. It also does so damage in the first place.

Although, I am not sure if this nerf is needed due to this weapon being hard to obtain and it was already nerfed from v2c. It used to be able to ohko if I can remember.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on March 21, 2014, 09:06:30 PM
It actually is a 3 hit kill. Each stone is 45 damage. I've argued about lowering it to 35, but it is an unpopular opinion.
Title: Re: MM8BDM v4 Public Thread
Post by: LlamaHombre on March 21, 2014, 09:52:53 PM
Its large hitbox also makes it relatively situational, especially on Stone Man itself. You can probably always hit one, but the other two are being eaten by walls almost instantly.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on March 21, 2014, 10:35:16 PM
You mean MM5STO, right? Almost thought this was the classes thread for a moment there.  :p
Title: Re: MM8BDM v4 Public Thread
Post by: TheDoc on March 23, 2014, 03:31:03 AM
Speaking of situational, you can't shoot it vertically and even your horizontal aiming is limited, so yea it's powerful but that's because there are circumstances that have to be met in order for you to effectively use it at all. Plus, pretty much what Llama said: the stones don't stay alive very long after firing, so it's a much more close-ranged attack.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 23, 2014, 08:36:05 PM
Hope you Mega Man fans are feeling like working out! Cause this exercise gym is going to be shocking.  :cool:  :cool:  :cool:
(click to show/hide)
And before anyone asks, yes the belt does work exactly like the stage.
Also ignore the software issue. That's software being software.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on March 23, 2014, 08:40:43 PM
Better check the Block Monster lines. Poor Dynamo Man, he will be missed.

That wavy floor for the conveyor belts looks kinda weird, but the rest of the textures seem neat.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on March 23, 2014, 09:14:11 PM
Will the belt occasionally move so fast that it'll be impossible to head against its direction just like in the real stage?
Title: Re: MM8BDM v4 Public Thread
Post by: Ukiyama on March 23, 2014, 09:38:40 PM
Quote from: "Ivory"
And before anyone asks, yes the belt does work exactly like the stage.

 :cool:
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on March 23, 2014, 10:00:05 PM
All of those textures look a lot different from the ones NemZ made.
Title: Re: MM8BDM v4 Public Thread
Post by: Laggy Blazko on March 23, 2014, 10:24:05 PM
Quote from: "Ivory"
Also ignore the software issue. That's software being software.
What issue?
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on March 23, 2014, 10:34:15 PM
Random colored pixels at the edge of the ceiling, I assume.
Title: Re: MM8BDM v4 Public Thread
Post by: Russel on March 23, 2014, 11:03:07 PM
If that is what's being referred to, then that is less of a software issue and more of a badly rendered texture in general - I see this on seams in Open GL all the time.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on March 23, 2014, 11:07:47 PM
If I had to guess, it's Lightning Bolt + particles clipping through the ceiling in the second screenshot.  Stupid software.
Title: Re: MM8BDM v4 Public Thread
Post by: Dark Phil on March 23, 2014, 11:12:18 PM
It looks better and better every screen shot. I know you can't reveal it yet, but I hope that if the King tank is the final boss, you only fight it once, not three times!
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 23, 2014, 11:53:43 PM
Quote from: "Magnet Dood"
All of those textures look a lot different from the ones NemZ made.
Mr. X didn't like the textures NemZ did and did his own versions. Dynamo Man's textures was his final contribution to MM8BDM. Although he didn't make the map, Myroc made the layout itself.
Title: Re: MM8BDM v4 Public Thread
Post by: Myroc on March 24, 2014, 09:35:57 AM
Quote from: "Ivory"
And before anyone asks, yes the belt does work exactly like the stage.
Oh for- I thought we were still discussing this. If you want to change how the gimmick works, fine, but it'd be nice if you didn't go behind my back in the process.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on March 24, 2014, 05:01:14 PM
Quote from: "Ivory"
Quote from: "Magnet Dood"
All of those textures look a lot different from the ones NemZ made.
Mr. X didn't like the textures NemZ did and did his own versions. Dynamo Man's textures was his final contribution to MM8BDM.
I thought that was MM8SEA.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 24, 2014, 05:02:27 PM
MM8SEA wasn't even his last map, that was MM8DW1. Dynamo Man's Textures are the final contribution he did in any form before leaving.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on March 24, 2014, 07:33:23 PM
Unrelated to the current map discuss, but I noticed when I played Wily Wars a long time ago, that Megaman 1 / Megaman 2 have weapons icons that weren't displayed in the original NES games. We might consider these icons being the most canon icons for MM1/MM2 weapons, right? Why not drawing a 8-bit version of them? Some weapons like Leaf Shield (http://megaman.wikia.com/wiki/Leaf_Shield) have way better-looking icons (the current one uses 4 microscopics leaves)
Also there's this page someone sent me (http://themechanicalmaniacs.com/articles/MWCodesnData.php), which seems to have hidden informations about Wily Wars, like for instance Robot Masters' weakness to other weapons (like Metal to Cut or Needle to Fire for some reasons--).
They also have some weapon icons I've personally never seen before, but they seem somewhat pretty good.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 24, 2014, 08:48:21 PM
I'm actually not sure why Wily Wars icons aren't used. I'd love to make some for v4a.
Title: Re: MM8BDM v4 Public Thread
Post by: JaxOf7 on March 24, 2014, 09:16:45 PM
Rejected long ago.
Don't know what happened to the thread.

http://www.mediafire.com/download/epdqx9aqdbey6a7/NewIcons.pk3
http://www.mediafire.com/download/q64va324uwnxddf/NewIcons2.pk3
Title: Re: MM8BDM v4 Public Thread
Post by: HeelNavi on March 25, 2014, 03:27:09 PM
There's also some remastered Mega Man games named "Rockman (1;2;3;4;5;6) Complete Works".

And this game has weapon icons for MM1 and MM2.Why not use them ?
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on March 25, 2014, 07:36:37 PM
You mean these (http://www.sprites-inc.co.uk/files/Classic/RMCW/Weapons/) icons?  Yea, problem is most icons aren't really that much different than what's in the game now.  Other icons aren't terribly helpful.  A lightning bolt for Thunder Beam isn't terribly indicative on the weapon since there are multiple electric weapons in the game.  Others like Air Shooter look quite a bit like Tornado Hold (different colors).  I think most icons are okay, with maybe 1 or 2 needing an upgrade.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 25, 2014, 09:30:32 PM
(http://i.imgur.com/vULQ4DD.png)

Was fun.
Title: Re: MM8BDM v4 Public Thread
Post by: TheDoc on March 25, 2014, 10:30:26 PM
Quote from: "Kapus"
(http://i.imgur.com/vULQ4DD.png)

Agree to disagree, Mess. These icons look ALOT different than what's currently being used. although I do agree with the middle Air Shooter looking like Tornado Hold I wouldn't mind putting the middle column of icons into the core (altough the third column looks more accurate to the original with the exception of Quick Boomerang, Leaf Shield, and somewhat Super Arm)
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 25, 2014, 10:35:27 PM
Messatsu is talking about a different set of icons.

Also, the second column is ripped straight from Wily Wars and aren't very NES like at all. They are just there for comparison. The ones on the right are the ones intended to be used.
Title: Re: MM8BDM v4 Public Thread
Post by: TheDoc on March 25, 2014, 10:39:52 PM
Quote from: "Kapus"
The ones on the right are the ones intended to be used.
Yea, that's what I figured :)
Quote from: "Kapus"
Messatsu is talking about a different set of icons.
Ah, I see them. Thanks for clearing that up.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on March 26, 2014, 12:46:03 AM
The only one I could see really 'needing' to be changed is the Leaf Shield and only because of consistency (all of the other shield items use one symbol in their icons.) Just my two cents in the matter.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 26, 2014, 01:03:20 AM
I agree that Leaf Shield is the only "change now please" icon in that list, but I think plenty of others would be good additions as well. Simply put, most of the original cut-and-paste sprite icons for the weapons are rather bland and unexciting in comparison (Quick Boomerang especially). The newer versions fit in a lot better with the MM3/4/5/6 icons.

Doesn't hurt to do some polish, really! MM&B weapons are also using custom made icons, so it's nothing new either.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on March 26, 2014, 01:09:53 AM
Quote from: "Kapus"
I agree that Leaf Shield is the only "change now please" icon in that list, but I think plenty of others would be good additions as well. Simply put, most of the original cut-and-paste sprite icons for the weapons are rather bland and unexciting in comparison (Quick Boomerang especially). The newer versions fit in a lot better with the MM3/4/5/6 icons.

Doesn't hurt to do some polish, really! MM&B weapons are also using custom made icons, so it's nothing new either.

I suppose so. Good luck with the icons sir.
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on March 26, 2014, 01:50:13 AM
I fully support the implementation of new weapon icons. It's irked me for ages that all the MM1 and MM2 icons are just copypastes.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on March 26, 2014, 11:08:22 AM
Quote from: "Kapus"
Also, the second column is ripped straight from Wily Wars and aren't very NES like at all. They are just there for comparison. The ones on the right are the ones intended to be used.
Back when I played WWars, the weapon icons actually looked like this... :V Incoming giant picture.
(click to show/hide)

The most different from your own sprites are especially Super Arm and Quick Boomerang.
These icons are also the same ones than on the Megaman Wiki (when you go to a weapon page and look next to its name, in the weapon box template)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 26, 2014, 03:46:30 PM
Kappy's Quick Boomerang was actually custom, so, of course it wouldn't look like any other icon.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 26, 2014, 05:49:38 PM
That's odd. I must have been mislead by the place I got the icons from (never played Wily Wars).

Oh well, they're new and polished and that's what's important!
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on March 26, 2014, 06:02:36 PM
What of Metal Blade and Time Stopper? It just occurred to me that they're not among them.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on March 26, 2014, 06:06:35 PM
Metal Blade and Time Stopper are obvious enough and aren't too ugly-looking like old Quick Boomerang or Rolling Cutter. I think those two are fine.
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on March 26, 2014, 08:10:35 PM
Metal Blade is also impossible to improve with the colors given without making it look like Rusted Blade. Also, Wily Wars(?) Time Stopper icon looks identical to Flash Stopper.
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on March 26, 2014, 10:53:20 PM
All those icons look like the Rockman Complete Works ones, except C.Bomb (sprite from MMWW pasted onto a boarder), B.Lead (same), A.Fire (same, again), and T.Beam (also looks like WW)

Also, Q.Boomerang, but I have no idea what that one's from.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 27, 2014, 12:02:46 AM
Quote from: "Ivory"
Kappy's Quick Boomerang was actually custom, so, of course it wouldn't look like any other icon.
Reading is a good skill.  :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on March 27, 2014, 01:31:50 AM
I was talking about the supposed Wily Wars icons in the 2nd row, and I'm pretty sure that section of the text was referring to Kapus's 8-bit ones.

uh oh, extended response to previous post here, also contains my irritation
(click to show/hide)

Actually, forgot to mention it before, but I really like your 8-bit-ifications of those icons, Kapus!
Title: Re: MM8BDM v4 Public Thread
Post by: NemZ on March 27, 2014, 04:32:42 AM
Quote from: "Ivory"
Quote from: "Magnet Dood"
All of those textures look a lot different from the ones NemZ made.
Mr. X didn't like the textures NemZ did and did his own versions.

I never liked my version much either to be honest.  I really struggled to find a way to work with the original stage colors with the 8bit pallette, and probably unnecessarilly limited myself due to treating the exploding blocks as stage elements rather than sprites.  I have issues with what I see there (pink scaffolding?  green conveyors?), but if nothing else his decision to go with green and blue for the deep backgrounds was an improvement.

That said however I really would have appreciated someone contacting me if there was an issue.  Just because I don't visit the forums very frequently these days doesn't mean I don't still get an alert if you send a PM.
Title: Re: MM8BDM v4 Public Thread
Post by: Goomba98 on March 31, 2014, 08:21:08 PM
Are you going to rename Crash Bomb to its official name Crash Bomber?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 31, 2014, 08:26:19 PM
Nope, for a longer answer:
It's because everything, both official and many mods are using the name "crashbombwep". Changing it now would mean anything dealing with that name would need to be changed. In general, it's just not worth it.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on March 31, 2014, 08:47:33 PM
What about changing the pick-up and obituary messages? That wouldn't really effect anything else, would it?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on March 31, 2014, 08:54:24 PM
Well, Crash Bomb isn't even incorrect. It's properly known as Crash Bomber in NA, but Crash Bomb is correct in other places, as well as power battles in NA.
And on a personal level, I find Crash Bomb is a better flowing name for the weapon rather than Crash Bomber.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on March 31, 2014, 08:56:47 PM
Personally I agree. I always referred to it as Crash Bomb. I just wanted to throw that suggestion out there. .-.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on April 01, 2014, 04:00:03 AM
Greetings all, With a new month beginning I decided I would unveil a botchat! I hope the jokes are easy enough to understand:
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: HeelNavi on April 01, 2014, 11:11:44 AM
Are these...japanese or random-typed chats ?

(anyways,April Fools everyone...)

Because my japanese is extremely limited,you see...

Also,don't you think a screw system would be sweet ? I know this update is about to be released,but it would be fine for MM9. No ?
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on April 01, 2014, 03:42:13 PM
A screw system is pretty vague. How do you mean, exactly?
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on April 01, 2014, 04:52:45 PM
Quote from: "HeelNavi"
Are these...japanese or random-typed chats ?

(anyways,April Fools everyone...)

Because my japanese is extremely limited,you see...

No sir, it's not Japanese. If nobody can figure it out by the end of the day (and if anybody truly wishes to know) I'll reveal it then. An obvious warning though: it was computer translated, so it could very well be rather inaccurate to the original language.
Title: Re: MM8BDM v4 Public Thread
Post by: !o! woohoo on April 01, 2014, 05:09:20 PM
Quote from: "The_Broker"
Quote from: "HeelNavi"
Are these...japanese or random-typed chats ?

(anyways,April Fools everyone...)

Because my japanese is extremely limited,you see...

No sir, it's not Japanese. If nobody can figure it out by the end of the day (and if anybody truly wishes to know) I'll reveal it then. An obvious warning though: it was computer translated, so it could very well be rather inaccurate to the original language.

I think that language is Swahili.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on April 01, 2014, 05:24:48 PM
Quote from: "!o! woohoo"

I think that language is Swahili.

You are correct sir, it is Swahili! (Computer translated Swahili anyway.)
Here's your reward, a cookie in the shape of a C.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: <geminibro> on April 01, 2014, 07:08:37 PM
So i translated Groundman's botchat.

Click the spoiler to see!
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: HeelNavi on April 02, 2014, 05:56:42 PM
I mean a shop,like in MM7-10,where you can buy items.

For example,in single player,when you defeat a bot,you win 2 screws.

Then,you can buy a tank or any support like item-1.

Alo,it would need something like MMSP's tanks which you can keep through levels  (if i'm wrong,please correct me).
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on April 02, 2014, 06:04:13 PM
The problem is that a screw system - as it works in the later classic games - would not exactly work in vanilla Multiplayer. And the Campaign is basically a chain of Multiplayer bot matches.

You could probably shove it into a modified MMSP/MMSPSIN, though. But that would mean even more modding.

Not to forget, there is the ever-unpopular "Screw Scramble" mod that uses a gameplay mechanic based on collecting screws that drop when you frag people (and getting runes for collecting lots of them). It is rarely played, though. Sadly.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 02, 2014, 06:40:20 PM
Hey all you mega man fans! What's a map that a lot of you probably wanted to see improved/overhauled?
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on April 02, 2014, 06:42:08 PM
Bwoah shit, yes. Nice job!
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 02, 2014, 06:46:55 PM
Quote from: "HeelNavi"
I mean a shop,like in MM7-10,where you can buy items.

For example,in single player,when you defeat a bot,you win 2 screws.

Then,you can buy a tank or any support like item-1.

Alo,it would need something like MMSP's tanks which you can keep through levels  (if i'm wrong,please correct me).

If coders do this, we lose all our progress in Singleplayer. Because I beat Gamma today, and it was very hard, I don't want a screw shop. And talking about this, what will you buy here (if it's released)?
Title: Re: MM8BDM v4 Public Thread
Post by: Russel on April 02, 2014, 06:55:43 PM
Ok, first off, that shop thing won't happen

second...no you wouldn't break your progress. Single Player was reworked in v3a and no one lost their progress then...and the way it was saved was changed.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 02, 2014, 06:58:50 PM
Quote from: "Lego"
Ok, first off, that shop thing won't happen

second...no you wouldn't break your progress. Single Player was reworked in v3a and no one lost their progress then...and the way it was saved was changed.

The progress can be removed, because if this screw shop is released, bugs can also here! And what bugs are they? Huh?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 02, 2014, 07:00:57 PM
There isn't going to be a shop in MM8BDM's campaign. There is nothing to discuss about it.
As for broken progress, due to V4's change in the save system, there would be an issue. But then, we're going to be building around that by having old save data convert into the new format.
Title: Re: MM8BDM v4 Public Thread
Post by: LlamaHombre on April 02, 2014, 07:07:42 PM
Quote from: "Ivory"
Hey all you mega man fans! What's a map that a lot of you probably wanted to see improved/overhauled?
(click to show/hide)

These rock textures are beautiful.
Title: Re: MM8BDM v4 Public Thread
Post by: <geminibro> on April 02, 2014, 07:08:48 PM
Quote from: "Ivory"
Hey all you mega man fans! What's a map that a lot of you probably wanted to see improved/overhauled?
(click to show/hide)

Awesome, Ivory! You've increased my anticipation for V4a by a yard, and that new MM2DW1 looks wicked.
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on April 02, 2014, 07:49:18 PM
I do believe Crash Man found himself a Copy Vision in that last screenshot.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on April 02, 2014, 08:03:23 PM
Whoa man. With all this new stuff, I certainly wouldn't mind playing through from the beginning again!
Title: Re: MM8BDM v4 Public Thread
Post by: Zard1084 on April 02, 2014, 08:26:19 PM
Quote from: "SmashTheEchidna"
Whoa man. With all this new stuff, I certainly wouldn't mind playing through from the beginning again!
you said it smash!
Title: Re: MM8BDM v4 Public Thread
Post by: Bikdark on April 02, 2014, 08:44:30 PM
RIP best map in the game
#MapSizeCreep2014
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on April 02, 2014, 09:28:04 PM
Quote from: "Bikdark"
#MapSizeCreep2014
This. Do any maps by chance get downsized in V4 to make up for all the size increases?
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on April 02, 2014, 09:30:11 PM
Aside from the brand new cave underneath, will we be able to fight inside the castle now?
Title: Map gains 64 units in size. Linnie would cry about mapsizecr
Post by: Ivory on April 02, 2014, 09:45:04 PM
Quote from: "Linnie"
Quote from: "Bikdark"
#MapSizeCreep2014
This. Do any maps by chance get downsized in V4 to make up for all the size increases?
Actually yes, there are at least three maps (two of which haven't been announced) that are actually smaller than the original map.

Quote from: "Beed28"
Aside from the brand new cave underneath, will we be able to fight inside the castle now?
No. It was suggested, but I felt doing that would of been real mapsize creep
Title: Re: MM8BDM v4 Public Thread
Post by: <geminibro> on April 02, 2014, 09:57:35 PM
On the topic of being able to fight in the castle, will there be a MM2DW2?
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on April 02, 2014, 11:32:34 PM
Welp, now it'll be time for me to find a new map to test stuff out... No, I'm not mad, I actually find this imprevement pleasant.
Title: Re: MM8BDM v4 Public Thread
Post by: Korby on April 03, 2014, 12:32:51 AM
I usually test stuff on the MM7 Dr. Wily stages. Part of that comes from hearing way too much MM2DW1 for a lifetime.

Having roofs in MM2DW1 to test with is nice, though.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 05, 2014, 04:58:37 AM
But will there ever be a MM2DW2, MM3DW2, MM4DW1, MM5DW1, or MM6DW1?
On a side note, are y'all working with Baii again, or someone else?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 05, 2014, 05:59:57 AM
A bit of baii, a bit of orangemario, a few miscellaneous people.

As for more dr wily stages, maybe someday but certainly not now.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 05, 2014, 06:36:25 AM
Cool. Sounding real good thus far. May we have a screenshot of another of the downsized maps/some sort of progress update? I don't really want to impose, though, so do whatever, I guess. :X
Title: Re: MM8BDM v4 Public Thread
Post by: ice on April 05, 2014, 12:53:33 PM
Is there any chance Water Balloon's sound will be lowered in the next version? At the moment it hurts my ears with the weirdly loud and high pitched BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 05, 2014, 05:24:12 PM
Quote from: "ice"
Is there any chance Water Balloon's sound will be lowered in the next version? At the moment it hurts my ears with the weirdly loud and high pitched BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!
Just mod it down with Audacity. I think that it's fine.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 06, 2014, 05:03:40 AM
Oh, you people and your ridiculously sensitive ears that result in you experiencing pain. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Rui on April 06, 2014, 01:23:06 PM
Quote from: "ice"
Is there any chance Water Balloon's sound will be lowered in the next version? At the moment it hurts my ears with the weirdly loud and high pitched BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!

It's not loud or that high pitched for me.. do you have the music and sound volume set low? I mean if anything, I believe you can turn down the volume of the water balloon sound file using Slade, I think.
Title: Re: MM8BDM v4 Public Thread
Post by: !o! woohoo on April 06, 2014, 02:22:02 PM
Quote from: "Rui-"
Quote from: "ice"
Is there any chance Water Balloon's sound will be lowered in the next version? At the moment it hurts my ears with the weirdly loud and high pitched BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!BLOOP!

It's not loud or that high pitched for me.. do you have the music and sound volume set low? I mean if anything, I believe you can turn down the volume of the water balloon sound file using Slade, I think.

I agree, I hate Water Balloon's sound soo much. PLEASE, lower the volume!
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 06, 2014, 02:36:57 PM
You can all crawl back into your holes with your special gaming headphones~!

.. But to be serious, yes, it is somewhat loud. It's not that loud, but a little bit of lower volume would be nice.
Title: Re: MM8BDM v4 Public Thread
Post by: Rui on April 06, 2014, 02:40:21 PM
Hmmm... well if it's seriously causing pain (such as in ice's case, I presume), then I think it should be lowered a bit, since it sounds it could become an accessibility issue.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 06, 2014, 02:41:19 PM
I'm pretty sure anyone saying that an sfx is causing "pain" is just overstating their annoyance of it.
Title: Re: MM8BDM v4 Public Thread
Post by: Rui on April 06, 2014, 02:49:07 PM
Well, if not pain, it could still possibly cause extreme discomfort. It could happen, after all! (http://www.hyperacusis.org/#2949)


So yeah, I'm in favor of bringing the volume a bit down, if it's really becoming an issue for others.
Title: Re: MM8BDM v4 Public Thread
Post by: Bikdark on April 06, 2014, 06:34:58 PM
lol if you feel pain due to high pitched sounds, it's not the game's fault, and you certainly have other things to worry about that are much more important. just lower the volume and move on
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on April 06, 2014, 07:46:13 PM
I don't use headphones and I do find them to be absurdly loud compared to other weapons.
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on April 06, 2014, 08:36:06 PM
I don't think the volume is the issue. I think the sound file itself is just kind of annoying and high pitched. Maybe a better one could be made.
Title: Re: MM8BDM v4 Public Thread
Post by: Tfp BreakDown on April 06, 2014, 08:53:33 PM
Personally the sounds of Water Balloon don't bug me, and I usually have the speaker volume on high sometimes. So, yeah in the "If it bugs you just lower the sound yourself" boat.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on April 06, 2014, 10:55:25 PM
How about we simply take it to a poll instead?
Title: Re: MM8BDM v4 Public Thread
Post by: Korby on April 07, 2014, 12:32:14 AM
because only a small section of the community participates in polls, and it's rather silly to have decisions left up to that.

until something is done i highly suggest modifying the sound by yourself and releasing a wad.
Title: Re: MM8BDM v4 Public Thread
Post by: Rui on April 07, 2014, 12:54:25 AM
I probably should've posted this here instead of sending out PMs. @____@;

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on April 07, 2014, 01:21:08 AM
While it's definitely softer, I think the 'off' part you're talking about is how it seems to stop short in comparison. It sounds like it's been cut off at the end.
Title: Re: MM8BDM v4 Public Thread
Post by: CopShowGuy on April 07, 2014, 02:20:21 AM
The new MM2DW1 stage looks great!  Any chance that the skybox can be lowered on that stage?
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on April 07, 2014, 01:20:05 PM
What for? It's fun having a lot of airspace for a change. Don't think it's possible because of the MM2 Wily castle texture, anyway.
Title: Re: MM8BDM v4 Public Thread
Post by: Fyone on April 07, 2014, 04:24:46 PM
I'm pretty sure MM7DW1 shows the MM7 Wily castle texture using another method to keep the skybox low.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 07, 2014, 04:29:52 PM
Portal effects are very, very easy to break. The fact MM7's work is a miracle in itself. It would not work on MM2DW1 due to sheer open space and size.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on April 07, 2014, 04:30:43 PM
Quote from: "Fyone"
I'm pretty sure MM7DW1 shows the MM7 Wily castle texture using another method to keep the skybox low.
Yeah, though the main point is there is nothing wrong with that huge ass ceiling. Stop being fun haters.
Title: Re: MM8BDM v4 Public Thread
Post by: ice on April 07, 2014, 04:34:00 PM
@Rui-
That sounds ALOT better better

@ the turn your sound down train
I dont have headphones meaning if I turn the sound down to accommodate the obnoxiously loud "machine gun" weapon, I wont be able to hear the softer sounds (God forbid if I DID have headphones)
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on April 07, 2014, 11:42:38 PM
MM2dw1 looks really interesting ! And really bigger!! O:
Can't wait to test the new mm1cut *-*

Will it be release for the end of april or may?... :)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 08, 2014, 12:02:05 AM
That is my intention. As long as Mike gets the final boss done within the next week or so and the single player stuff goes smoothly. I can't imagine final testing to go on past the end of may.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on April 13, 2014, 04:12:18 AM
Quote from: "Ivory"
Hey all you mega man fans! What's a map that a lot of you probably wanted to see improved/overhauled?
(click to show/hide)

Want..to...play...new...map
That looks a lot better than the old one. Hey wait, did I see that leaf shield got a new icon in the first pic?

Quote from: "Rui-"
I probably should've posted this here instead of sending out PMs. @____@;

(click to show/hide)

That sounds a lot better.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 13, 2014, 09:52:17 AM
Quote from: "Megaman94"
Hey wait, did I see that leaf shield got a new icon in the first pic?

Yes, and Treble Sentry too.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 13, 2014, 02:09:16 PM
No, Treble Sentry did not get a new icon. The Treble Head is Treble Boost.
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on April 13, 2014, 05:06:59 PM
aaa How did I miss that?

Rui that's incredible and it's much easier on the ears as well.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 14, 2014, 02:43:27 PM
Quote from: "Ivory"
No, Treble Sentry did not get a new icon. The Treble Head is Treble Boost.
Yeah! A new item! Thank you so much Ivory!
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 16, 2014, 05:06:43 PM
We're getting closer and closer to the end of development, I'm starting to get excited. But until Mike finishes the last boss and we get the campaign working, I'm still not going to commit to any release day.

Meanwhile, have a map that Mike has been fairly vocal about killing. Shade Guy's Pillars of Time got reworked in order to be the new core Centaur Man map.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Ukiyama on April 16, 2014, 05:53:57 PM
RIP four W Tank centaur flash room. You were the best of friends to everyone on every server.  :(

Good changed regardless.
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on April 16, 2014, 07:50:35 PM
Glad to see the 'upside down' water segment is still there (at least it looks like it's still there.) And it's always nice to hear the release drawing closer!
Title: Re: MM8BDM v4 Public Thread
Post by: <geminibro> on April 16, 2014, 08:30:07 PM
Quote from: "Ivory"
We're getting closer and closer to the end of development, I'm starting to get excited. But until Mike finishes the last boss and we get the campaign working, I'm still not going to commit to any release day.

Meanwhile, have a map that Mike has been fairly vocal about killing. Shade Guy's Pillars of Time got reworked in order to be the new core Centaur Man map.
(click to show/hide)

Nice!

I hope the skybox glitch is still there. That'd be fun to exploit!
Title: Re: MM8BDM v4 Public Thread
Post by: Tfp BreakDown on April 16, 2014, 08:30:33 PM
That got fixed when SHARP v3 came out iirc.
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on April 16, 2014, 08:48:18 PM
It will now if it wasn't anyway.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 16, 2014, 09:27:25 PM
Quote from: "Ivory"
Shade Guy's Pillars of Time got reworked in order to be the new core Centaur Man map.
Hence the word reworked. Not quite the same map as the one from SHARP, mostly the same, but some differences.
Title: Re: MM8BDM v4 Public Thread
Post by: HeelNavi on April 17, 2014, 02:40:38 PM
Also,is the T.Claw clear blue now ? (referring to old screenshot from Dynamo)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 17, 2014, 02:59:40 PM
Yes, it looks more pretty now.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on April 17, 2014, 03:14:10 PM
So, I take it that we'll be staying on the current version of Zandronum, then?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 17, 2014, 03:19:24 PM
Yes, I only want to keep MM8BDM on official stable releases.
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on April 17, 2014, 03:28:37 PM
This is getting better...
Revamped maps, new maps, new weapons, new buster upgrades (i think) new skins....
I said this multiple times before but... good job, developers, keep doing those awesome thingies.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 20, 2014, 12:25:11 PM
Hey hey hey!
Can I suggest a thing?
Can you add a map called Clash Man (MMIICLA)? It's a secret map of the room here (of MAP01):
(click to show/hide)

To unlock it:
-Finish the game (v4)
-The barrier in front of the door to the left of your spawn will disappear
-Go in and touch the Quint (a quint prop that disappear when he's shooted, and launches you in MMIICLA, like the weird robot in Star Man Stage)

This teleports the player in MMIICLA and the music's played (music of Clash Man from GB MM2). The textures are the same as MM2CRA.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 20, 2014, 03:06:57 PM
Um... why? That area is going to become more lab in the future. I need more space to add in MM9 Masters next expansion.
Title: Re: MM8BDM v4 Public Thread
Post by: Gumballtoid on April 20, 2014, 03:09:09 PM
Completely unrelated, but Plug Man should totally talk about his trips to the outlet mall.
Title: Re: MM8BDM v4 Public Thread
Post by: <geminibro> on April 21, 2014, 11:15:30 AM
Will MM2CRA get a total redesign? It's kinda bland.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 21, 2014, 03:15:46 PM
The stage is composed of pipes and a changing sky color. What can you do with it? Not too much. Answer is no.

v4 is getting close to done, and at this point, I'm done with making map changes for v4.
Title: Re: MM8BDM v4 Public Thread
Post by: <geminibro> on April 21, 2014, 07:32:38 PM
Quote from: "Ivory"
The stage is composed of pipes and a changing sky color. What can you do with it? Not too much. Answer is no.

v4 is getting close to done, and at this point, I'm done with making map changes for v4.

Alright.
Title: Re: MM8BDM v4 Public Thread
Post by: Tfp BreakDown on April 21, 2014, 07:44:59 PM
Quick Question: Did cloud ever get a different Sky background for the snow effect or is it the same as before?
Title: Re: MM8BDM v4 Public Thread
Post by: Bikdark on April 22, 2014, 12:06:32 AM
Has oil slider been dealt with yet? It has atrocious balance, and needs to be/should stay gutted.
Title: Re: MM8BDM v4 Public Thread
Post by: Fyone on April 22, 2014, 12:18:44 AM
I 100% agree and was going to post about the same thing actually. I think the best way to nerf it would be by nerfing the radius(?).
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 22, 2014, 12:54:31 AM
Making it harder/taking longer to turn would likely help a bit.
Title: Re: MM8BDM v4 Public Thread
Post by: Bikdark on April 22, 2014, 01:58:35 AM
you have amazing control, speed, you're allowed to jump and you have 100 dps.

Pick one to lose.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on April 22, 2014, 02:43:50 AM
I'd say cut down damage and radius. Maybe make it deal contact damage instead of AOE or something, so they actually have to hit you instead of being near you.
Title: Re: MM8BDM v4 Public Thread
Post by: Bikdark on April 22, 2014, 05:39:53 AM
I take back my previous statement. While the 100 dps does not help, the real issue is that you're nearly impossible to hit while using oil slider.
Try shoving it back in the direction of the mmpu expansion oil slider, and see how that goes.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on April 22, 2014, 04:04:40 PM
here's an Oil Slider idea that may or may not work


slow down the user's speed for a second whenever they land a hit on an opponent
that way they only travel at full speed if they've been harmlessly coasting away

this will sort of make players choose between a sudden ambush attack or using the Oil Slider for closing distance / recovery


also because removing the ability to jump would be really really stupid considering the midair jump is one of Oil Slider's best features
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 22, 2014, 04:09:27 PM
One of the ideas I tossed out in the dev chat is to make it so any fire weapon hitting Oil Slider would burn any sled time you had left.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on April 22, 2014, 04:31:20 PM
Quote from: "Ivory"
The stage is composed of pipes and a changing sky color. What can you do with it? Not too much. Answer is no.

v4 is getting close to done, and at this point, I'm done with making map changes for v4.
That part I put in bold made me think... Could there be some slim pipes coming outta walls?
Title: Re: MM8BDM v4 Public Thread
Post by: King Dumb on April 22, 2014, 04:41:05 PM
All of the fire weapons actually do have characteristics that put them near the front of the pack in terms of hitting an offensive Oil Slider (Fire Storm's fire pillars, Pharaoh Shot's huge explosion radius, Fire Storm's hugging, and Flame Sword in and of itself). Personally I don't usually like these kinds of solutions, however, as it is less robust, because in maps where there is no fire weapon (very possible in custom maps, for example), Oil Slider is the same.

Being so hard to hit, an Oil Slider user can do a lot of other things besides attack. Most notably, they can steal health. This is a situation where an Oil Slider user is utilizing their high speed, but not running away or attacking directly.

Personally I would suggest something along the lines of MBPX's (shameless plug: everyone go play this mod (http://cutstuff.net/forum/viewtopic.php?f=31&t=6462)) solution, making turning harder to control, and perhaps also lowering your sled time more quickly while turning. This actually neuters it a great deal because it becomes very difficult (depending on how difficult you make turning) to achieve that enormous DPS, and it also makes it easier to hit an Oil Slider user.
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on April 22, 2014, 04:41:54 PM
Quote from: "tsukiyomaru0"
Quote from: "Ivory"
The stage is composed of pipes and a changing sky color. What can you do with it? Not too much. Answer is no.

v4 is getting close to done, and at this point, I'm done with making map changes for v4.
That part I put in bold made me think... Could there be some slim pipes coming outta walls?

And perhaps some larger pipes you could walk through.
Title: Re: MM8BDM v4 Public Thread
Post by: Promestein on April 22, 2014, 05:07:36 PM
When it comes to Oil Slider, I recommend just making it impossible to turn while on it. If you want to change direction, you have to hop off and make another.

When you look at Mega Man Powered Up, Oil Slider's main flaws are that it can barely be controlled (I believe the maximum you can do is make it speed up or slow down), it has a tiny hitbox, and it does barely any damage. Assuming the goal is not to make the weapon totally useless, it should just be made harder to actually control. At the very least, slowing down its turning speed should make it more reasonable.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on April 22, 2014, 05:21:36 PM
oh hey, there's an idea


make it so that Oil Slider turns with the Strafe Left and Strafe Right keys instead of traditional turning
bam, instant nerf, just add water and a directional input check
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 22, 2014, 05:34:05 PM
Quote from: "SmashBroPlusB"
oh hey, there's an idea


make it so that Oil Slider turns with the Strafe Left and Strafe Right keys instead of traditional turning
bam, instant nerf, just add water and a directional input check

because everyone uses strafe right
Title: Re: MM8BDM v4 Public Thread
Post by: Korby on April 22, 2014, 05:34:44 PM
just about everyone, yes.

it's also bound in the default.ini, so it's not like new players wouldn't be able to use them
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 22, 2014, 06:01:16 PM
Yeah, but there are still people who don't use a mouse.
Title: Re: MM8BDM v4 Public Thread
Post by: Fyone on April 22, 2014, 06:38:14 PM
Maybe if you do the no turning thing you can make it so that if you're in the air you can turn but on the ground you can't and strafing works both ways.

Also you could make it so that your speed decreases in the air a bit.
Title: Re: MM8BDM v4 Public Thread
Post by: Rozark on April 22, 2014, 06:47:00 PM
Quote from: "Fyone"
Maybe if you do the no turning thing you can make it so that if you're in the air you can turn but on the ground you can't

I can't name an instance where the oil slider user isn't jumping around your face rubbing their oil all over you. This point feels invalid somehow.
Title: Re: MM8BDM v4 Public Thread
Post by: Bikdark on April 22, 2014, 07:52:06 PM
Quote from: "Ceridran"
because everyone uses strafe right
Quote from: "Ceridran"
Yeah, but there are still people who don't use a mouse.
"I dont use the standard controls, so this gameplay feature shouldn't exist!"
ok have fun gimping yourself.

Quote from: "Fyone"
Maybe if you do the no turning thing you can make it so that if you're in the air you can turn but on the ground you can't and strafing works both ways.
make it the other way around. Turning on the ground, but not in the air.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 22, 2014, 07:57:04 PM
That's impossible. It would gimp the weapon when floating on water... which is part of the point of it, and an entire map in v4 was made with that in consideration.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 23, 2014, 02:53:30 AM
I really like the MBPX solution from King Dumb. Time goes down quicker when in the air and/or turning, and less manuverable aswell. Simple and doesn't gimp it outright.


...actually that has so many interseting edits, but the 2 about homing really seem great.
Quote from: "Muzaru"
MagnetMissile- Now only homes in for a split second after the user releases +attack button(Think Drill Bomb).
Quote from: "Muzaru"
DiveMissile- Maximum range reduced, damage slightly increased.
Namely the Magnet Missile.

Also this:
Quote from: "Muzaru"
GyroAttack- No longer splits into two shots, just redirected left/right depending on which direction you are strafing(no direction will cause it to travel forward). More damage on redirected.
Seemed mostly interesting.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 23, 2014, 03:21:25 AM
The radius damage of the sled will be toned down a hair, but otherwise it isn't getting touched for v4.

Also, no. Magnet Missile's change would make it like a Homing Sniper with a single projectile. Gyro Attack, dunno. Unless you are Korby who irrationally hated Gyro Attack.
Title: Re: MM8BDM v4 Public Thread
Post by: Tfp BreakDown on April 23, 2014, 03:22:33 AM
Quote from: "Tfp BreakDown"
Quick Question: Did cloud ever get a different Sky background for the snow effect or is it the same as before?
Will this get a response or not. (Also not sure If I asked about this in the past)
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 23, 2014, 03:26:54 AM
Quote from: "Muzaru"
GyroAttack- No longer splits into two shots, just redirected left/right depending on which direction you are strafing(no direction will cause it to travel forward). More damage on redirected.

Quote from: "Ivory"
The radius damage of the sled will be toned down a hair, but otherwise it isn't getting touched for v4.

Also, no. Magnet Missile's change would make it like a Homing Sniper with a single projectile. Gyro Attack, maybe. Unless you are Korby who irrationally hated Gyro Attack.

Yeah, I can't see Gyro Attack being changed that way either; I recently found out that Gyro Attack is amazing.

For a moment I was worried these were official planned changes, but I fail to read.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 23, 2014, 03:33:01 AM
A better way for me to put it is, v4 is close to finish, we're not doing any more weapon overhauls for v4.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 23, 2014, 05:38:18 AM
Alright.
But the Oil Slider...?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 23, 2014, 05:39:29 AM
Outside of a slight damage nerf, nothing. It's staying as is for v4a at least.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 23, 2014, 05:54:37 AM
Alrighty. Any updates on the ETA?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 23, 2014, 05:55:42 AM
Nope. Not until mike is done with bosses(tomorrow) and the campaign has been dealt with. If all goes well, my ETA on the ETA announcing time is this weekend :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Tfp BreakDown on April 23, 2014, 05:56:08 AM
Quote from: "Tfp BreakDown"
Quote from: "Tfp BreakDown"
Quick Question: Did cloud ever get a different Sky background for the snow effect or is it the same as before?
Will this get a response or not. (Also not sure If I asked about this in the past)
One last time (also apologies if this is stubborn or pushing it)
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on April 23, 2014, 01:39:37 PM
Quote from: "Ivory"
A better way for me to put it is, v4 is close to finish, we're not doing any more weapon overhauls for v4.
:ugeek:  :ugeek: DID YOU GET LEAF SHIELD IN :ugeek:  :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 23, 2014, 01:44:26 PM
oh yeah

V4A just can't happen without leaf shield rework
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on April 23, 2014, 01:48:30 PM
So can bots jump out of the oil pits in Oil Man's and Flame Man's stages yet? What about the sand in Pharaoh Man's stage?

Also, will we finally get a horizontal boss health meter for the horizontal hud display?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 23, 2014, 03:42:27 PM
Yes, Leaf Shield (and by extension Centaur Flash) is last thing I want to see overhauled for v4a.
Otherwise, JUST WAIT AND SEE. I'm not going to spoil everything you know.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on April 23, 2014, 03:43:16 PM
Also, there's a sector in Charge Man's stage where the bots cannot go into. It's the part where the teleporter is located. The one on the lower level. Any plans to fix that in future versions?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 23, 2014, 03:57:12 PM
That place was blocked off because for a reason, if bots passed there, the game crashes.
Title: Re: MM8BDM v4 Public Thread
Post by: Laggy Blazko on April 23, 2014, 04:16:44 PM
Quote from: "Tfp BreakDown"
Quote from: "Tfp BreakDown"
Quote from: "Tfp BreakDown"
Quick Question: Did cloud ever get a different Sky background for the snow effect or is it the same as before?
Will this get a response or not. (Also not sure If I asked about this in the past)
One last time (also apologies if this is stubborn or pushing it)

Quote from: "Ivory"
JUST WAIT AND SEE.

I think it was directed at you.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 23, 2014, 04:22:01 PM
Directed at everyone. We're close to finish, just wait.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 23, 2014, 04:43:53 PM
Quote from: "Ivory"
Um... why? That area is going to become more lab in the future. I need more space to add in MM9 Masters next expansion.

Why do you want to add MM9 Robot Masters here? You can add their stages in the game. I think you can add more lab AND a Boss Rush in this part.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on April 23, 2014, 04:50:21 PM
Explain to me why we wouldn't have MM9 Robot Masters here. They ARE Dr. Light's creations, after all. If MM1/PU masters are in, it wouldn't make sense to leave out MM9's.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 23, 2014, 04:57:10 PM
There is enough place for add their stages in the game!
Title: Re: MM8BDM v4 Public Thread
Post by: Rozark on April 23, 2014, 05:03:43 PM
Let me clarify this as I know where the confusion is stemming from.
Do you notice how all over the lab Dr. Light's robots exists as npcs, giving you advice and telling witty jokes?
They're all from Megaman 1.
Now, Megaman 9 is also a thing.
The robots from that game were created by Dr. Light.
Ivory is saying that the "Under Construction" part of the lab is going to, of course, contain more lab.
This new section of lab is going to contain the MM9 npcs.

From a mapping/more technical standpoint, throwing an entire expansion behind one wall (Every map on the same map) is illogical, and the only exception where this is done well is the boss maps (All contained under UNOWN) yea I checked I'm pretty sure the K was forgotten..
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on April 23, 2014, 05:06:03 PM
I think you're missing the point here. Of course they're going to have their own stages; They aren't going to monopolize Light's Lab with their own separate stages crammed in there. That would be silly. The lab (to my understanding,) is just being expanded to house more members of the DLN series of Robots. Why they'd omit MM9 robot masters in favor of whatever else just doesn't make sense.

EDIT: Meh ninja'd.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 23, 2014, 06:17:01 PM
AH OK!!!
I don't understand nicely the answer! It's adding NPCs! Not stages!
Sorry if I look like an idiot.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on April 24, 2014, 12:31:15 AM
Quote from: "Ivory"
That place was blocked off because for a reason, if bots passed there, the game crashes.

Really? Because I just got a bot in here and nothing happened...
(http://i.imgur.com/k3Ea9xF.png)
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 24, 2014, 12:35:45 AM
Of course nothing will happen, the linedef is blocked. It has nothing to do with bots going into that room, it's bots passing that linedef.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on April 24, 2014, 12:42:24 AM
Oh. What exactly causes it to happen? Is it a linedef thing that doesn't like bots? Like, if I set the gravity to 0 and I use a strong pushing weapon, then it will crash?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 24, 2014, 12:43:54 AM
If we knew what was causing it, it would of been fixed a long time ago. The conversion to UDMF half fixed the problem, but new linedefs that caused the crash emerged in its place.
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on April 24, 2014, 01:06:44 AM
Quote from: "Ivory"
Nope. Not until mike is done with bosses(tomorrow) and the campaign has been dealt with. If all goes well, my ETA on the ETA announcing time is this weekend :ugeek:

It is so close, I can almost taste it

Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on April 24, 2014, 03:02:26 AM
Quote from: "Megaman94"
Quote from: "Ivory"
Nope. Not until mike is done with bosses(tomorrow) and the campaign has been dealt with. If all goes well, my ETA on the ETA announcing time is this weekend :ugeek:

It is so close, I can almost taste it


Boy, waiting for a new expansion sure makes me hungry! And this yellow popsicle hits the spot!
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on April 24, 2014, 04:48:05 AM
I will host the v4 for the conventions in France, for sure, MM8BDM rules!

Oh i wanted know, was there a "rework" for quickman map?...or something :V
Title: Re: MM8BDM v4 Public Thread
Post by: CutmanMike on April 24, 2014, 12:18:41 PM
Anyone who enjoys epic boss battles are in for a treat this expansion. Possibly the best boss battles yet? :D
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on April 24, 2014, 12:26:20 PM
Quote from: "CutmanMike"
Anyone who enjoys epic boss battles are in for a treat this expansion. Possibly the best boss battles yet? :D
Wait, even better than the Evil Robot space battle? What on Earth HUEHUEHUEHUE could possibly be store for us?! :shock:

plz let it be jet king robo
Title: Re: MM8BDM v4 Public Thread
Post by: Rozark on April 24, 2014, 12:30:37 PM
Plot Twist: Dr. Light was Dr. Wily the entire time.
Title: Re: MM8BDM v4 Public Thread
Post by: Ukiyama on April 24, 2014, 12:34:14 PM
Quote from: "CutmanMike"
boss battles

 :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: !o! woohoo on April 24, 2014, 12:49:16 PM
Quote from: "Beed28"
Quote from: "CutmanMike"
Anyone who enjoys epic boss battles are in for a treat this expansion. Possibly the best boss battles yet? :D
Wait, even better than the Evil Robot space battle? What on Earth HUEHUEHUEHUE could possibly be store for us?! :shock:

plz let it be jet king robo

To be honest, the Evil Robot boss was pretty bad because I didn't get how you could shoot him only when he was dashing at you and not when he was just standing there. The effects and the atmosphere made it up though.

Quote from: "Ukiyama"
Quote from: "CutmanMike"
boss battles

 :ugeek:

I think I know what he means by "boss battles" but anyways, I have been waiting for this since march, and I'm glad that this is coming out soon. I cannot wait.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on April 24, 2014, 02:17:00 PM
Quote from: "!o! woohoo"
Quote from: "Beed28"
Quote from: "CutmanMike"
Anyone who enjoys epic boss battles are in for a treat this expansion. Possibly the best boss battles yet? :D
Wait, even better than the Evil Robot space battle? What on Earth HUEHUEHUEHUE could possibly be store for us?! :shock:

plz let it be jet king robo

To be honest, the Evil Robot boss was pretty bad because I didn't get how you could shoot him only when he was dashing at you and not when he was just standing there. The effects and the atmosphere made it up though.
He's to powerful to hurt, while he is dashing he is charging, so storing more energy, so you use that opportunity to blast him while there is more strain on his body from the charge.
Just a thought.
Title: Re: MM8BDM v4 Public Thread
Post by: !o! woohoo on April 24, 2014, 02:25:50 PM
I don't know, man, shouldn't he be invincible when he is charging at you? He looks like he would take less damage in that state.
Title: Re: MM8BDM v4 Public Thread
Post by: ScrapHeap on April 24, 2014, 02:48:10 PM
No, because he has the energy stored in his fist, thus making it unstable, which is why he explodes when you hit him
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 24, 2014, 03:18:54 PM
Or, if paid closer attention, you would notice that he was invincible whenever his health bar was grey.
Title: Re: MM8BDM v4 Public Thread
Post by: !o! woohoo on April 24, 2014, 03:27:43 PM
Quote from: "Ivory"
Or, if paid closer attention, you would notice that he was invincible whenever his health bar was grey.

But why is he invincible when he is standing still and not when he is glowing? Usually, it is the other way around.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 24, 2014, 03:44:27 PM
As I recall, he spreads his arms and makes a ting sound when it goes grey.
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 24, 2014, 04:56:52 PM
Quote from: "Fr3akGamer"
(http://i.imgur.com/k3Ea9xF.png)

Where did you get No constancy and Rockman 4 MI (I know it's not MM8BDM)?
Title: Re: MM8BDM v4 Public Thread
Post by: Korby on April 24, 2014, 05:30:47 PM
Could you elaborate? I'm not sure what you're asking.
Title: Re: MM8BDM v4 Public Thread
Post by: *Alice on April 24, 2014, 05:34:41 PM
@Korby: Left side of the screen, two icons below recycle bin.
Title: Re: MM8BDM v4 Public Thread
Post by: Russel on April 24, 2014, 06:31:41 PM
I think he's asking how to get Rockman No Constancy and Rockman 4MI...they're ROM hacks and you should be able to find them by Google searching.

Here isn't a good time to talk about it, though, given that this is discussion about Megaman 8-bit deathmatch development, and the keep it legal rule this forum employs encompasses posting of ROM downloads.
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on April 24, 2014, 10:24:25 PM
Quote from: "Lego"
I think he's asking how to get Rockman No Constancy and Rockman 4MI...they're ROM hacks and you should be able to find them by Google searching.

Here isn't a good time to talk about it, though, given that this is discussion about Megaman 8-bit deathmatch development, and the keep it legal rule this forum employs encompasses posting of ROM downloads.

Correct. I just love Mega Man and I am probably the biggest fan you will ever meet.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on April 24, 2014, 11:32:37 PM
Quote from: "Fr3akGamer"
Quote from: "Lego"
I think he's asking how to get Rockman No Constancy and Rockman 4MI...they're ROM hacks and you should be able to find them by Google searching.

Here isn't a good time to talk about it, though, given that this is discussion about Megaman 8-bit deathmatch development, and the keep it legal rule this forum employs encompasses posting of ROM downloads.

Correct. I just love Mega Man and I am probably the biggest fan you will ever meet.
Uuuuum, you KNOW you are in a forum of megaman fans, and you saying that might start something. And as said, that doesn't partain to MM8bdm. And also yea, google.
Title: I mean Stonefunk cosplayed as Gemini Man, can't beat that
Post by: Hallan Parva on April 25, 2014, 01:28:54 AM
I doubt he's a bigger Mega Man fan than Bikdark

much less the entire forum :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 25, 2014, 12:50:03 PM
Stonefunk Emmanuel and PressStart are easily the biggest fans here.
Title: Re: MM8BDM v4 Public Thread
Post by: -Daiki-TheOni on April 25, 2014, 01:49:06 PM
(click to show/hide)

I have a question:¿the treble bosst will be...a "temporal" upgrade like in classes mod or more like a buster upgrade:super adaptor etc..?
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on April 25, 2014, 06:29:29 PM
Quote from: "Ceridran"
Stonefunk Emmanuel and PressStart are easily the biggest fans here.

Quote from: "SmashBroPlusB"
I doubt he's a bigger Mega Man fan than Bikdark

much less the entire forum :ugeek:

Bitch please. Completely off topic, but I have a poster of all the Robot Masters in my room. How much more fanly can you get?
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on April 25, 2014, 06:34:21 PM
The people who gave the maximum donation to Mighty Number 9 and had dinner with Inafune.

I'll say this jokingly, but you got rekt.  :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 25, 2014, 06:39:16 PM
Get this "I'm the biggest megaman fan crap" out of the v4 thread. It has nothing to do with v4.
Title: Re: MM8BDM v4 Public Thread
Post by: Shadow Blade on April 25, 2014, 07:47:47 PM
Yes let's get back on topic
Title: Re: MM8BDM v4 Public Thread
Post by: ScrapHeap on April 25, 2014, 08:23:52 PM
I'm so excited for the release for v4

Will king be a skin?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 25, 2014, 08:26:01 PM
Quote from: "Ivory"
    11 new stages: Intro, 8 Robot Masters, 2 Castle Stages.
     At least 8 new weapons based on the Robot Master copy weapons and some new assist items.
     At least 7 new skins. (The 6 new Robot Masters + King. No, Tengu and Astro do not get new skins.)
     At least 1 new boss.
     New MM8BDM opening for those past the MM8 chapter. (This is the same thing as the teaser trailer)
     A new campaign style: Team Deathmatch. The player is joined by Mega Man and Bass to fight against King's Rebellion.
     Various improvements to older content (maps, weapons)
Title: Re: MM8BDM v4 Public Thread
Post by: ScrapHeap on April 25, 2014, 08:32:29 PM
Ah, sorry. Didn't see that. Thanks for clarifying.
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on April 25, 2014, 09:26:35 PM
Some moar random questions from here and there.
1) I think I already asked that somehow, but will there be a detailed chat log? So modders could make a comptability with their stuff more easily.
2) Is there going to be a MM3DW1 ? The stage that seems to be forgotten, but has a nice theme.
3) Can the number of weapons be confirmed? It says "at least", but they should be done now, right?
4) A change for Bubble Lead? I find this one quite strangely balanced, as it costs lots of ammo, for a 35 damaging bubble. What I mean is that it had way more ammo, and was rather weak in MM2. I prefered the v2 Bubble Lead, when it dealt 20 damage, I think it's closer to the canon Bubble Lead. And I was also wondering if the vertical scrolling movement was implanted when the bubble slides toward a lower sector.
5) Is Flash Bomb going to be nerfed ? And/or is could it flash with a yellow light the victims' screen?
6) Will Ice Wall be OHKO if you create it on someone's face?
Aaand that's all what I remember

Oh and I saw you added the Genesis icons, or at least, Leaf Shield's, thanks for this.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 25, 2014, 10:40:35 PM
What part of just wait until release is not making sense?
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on April 25, 2014, 10:44:07 PM
Well, I will say that Mike has expressed interest in adding the missing Fortress Stages (not just MM3, there are plenty) into the core at some point as a bonus. That isn't really the focus at the moment though. Maybe in some later expansion.
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on April 25, 2014, 11:30:29 PM
can we get a screenshot of the Robot Master Museum


then I'll be perfectly content
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 25, 2014, 11:34:02 PM
You haven't even gotten a screen shot of Burn- Oh wait, Burner Man. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on April 25, 2014, 11:39:07 PM
Burner Man can take a seat to the side
iirc Llama hasn't even finished the map yet


gimme the Museum pretty please Ivy-san
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 25, 2014, 11:48:08 PM
I would be a bit worried if the map wasn't finished yet honestly. But sorry, you'll have to wait a few more weeks. I only intended to showcase the master stages.
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on April 26, 2014, 12:09:57 AM
If you really want a screenshot of the museum stage, then here you go.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on April 26, 2014, 12:18:48 AM
That's exactly what the museum stage looks like in v4a though.

:O
Title: Re: MM8BDM v4 Public Thread
Post by: -FiniteZero- on April 26, 2014, 12:44:39 AM
It's a hallway in 16-bit, with Moles and Mega Man standing around doing nothing?

Best Map Ever. 10/10. 2 stars.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 26, 2014, 01:20:19 AM
So, wait, do we know if all the maps are done / Are all the maps done?
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 26, 2014, 01:27:47 AM
I'm assuming the fact the campaign is the only thing left unfinished for v4 should be a good indicator to what is done and not done. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on April 26, 2014, 01:41:56 AM
Good indicator? That flat out explains it. :geek:
Title: Re: MM8BDM v4 Public Thread
Post by: Swordkirby on April 26, 2014, 03:48:28 AM
I can't wait!  :mrgreen:
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 26, 2014, 03:59:39 AM
:l
Nor can I.
Title: Re: MM8BDM v4 Public Thread
Post by: Emmanuelf06 on April 26, 2014, 04:44:09 AM
Yeah, last times for v3b....we loved you mm8bdmv3b =3
Title: Re: MM8BDM v4 Public Thread
Post by: <geminibro> on April 27, 2014, 08:37:15 PM
Have a nice time in my MM8DBM folder when MM8BDM v4A gets released!
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 28, 2014, 05:38:49 AM
And sadly, we have to come to that point in time where we must show off the final master stage of the expansion. Been fun, but on the other hand! My next announcement is bound to be the release date! So whooo.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Russel on April 28, 2014, 05:41:33 AM
Oh neat that even has a hint as to who made the map in it. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 28, 2014, 05:45:19 AM
The original screen shot was perfect, exactly the same as here, but Search Man gave his "Perhaps it's time to set up some traps. I agree sir." line at the same time the Telly dropped the bomb. I was dumb and didn't have wave burner equipped at the time though.
Title: Re: MM8BDM v4 Public Thread
Post by: Linnie on April 28, 2014, 07:37:37 AM
King Team is the new purple?

Sounds more fitting than Mr. X, I like it.
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 28, 2014, 08:21:49 AM
Quote from: "Linnie"
King Team is the new purple?

Sounds more fitting than Mr. X, I like it.
Yes, it does; I am glad aswell. Dat Farfetch'd, though...
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on April 28, 2014, 09:03:08 AM
Oh and hello Energy Balancer.
This can't be a coincidence, it was picked up for this screenshot on purpose  :geek:
Title: Re: MM8BDM v4 Public Thread
Post by: The_Broker on April 28, 2014, 03:12:13 PM
Quote from: "Ivory"
And sadly, we have to come to that point in time where we must show off the final master stage of the expansion. Been fun, but on the other hand! My next announcement is bound to be the release date! So whooo.
(click to show/hide)

Excellent looking stage! I remember you or somebody else on the team saying the Tellys wouldn't light the stage on fire (or maybe I'm thinking of somebody saying Search Man's stage wouldn't have Flame Sword-able plants.) Not that I'm complaining mind you sir!
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on April 28, 2014, 06:54:18 PM
dat Wave Burner pallette tho


I mean
I can partially understand not wanting to go full Luigi
but the colors you're using look like muddy Atomic Fire
Title: Re: MM8BDM v4 Public Thread
Post by: Fr3akGamer on April 28, 2014, 07:21:25 PM
I'm really curious as to how the Wave Burner will work underwater! But then again, Zandronum is a real trouble to script for, so it would probably take a lot more work to get it to shoot bubble waves under the water.
Title: Re: MM8BDM v4 Public Thread
Post by: Messatsu on April 28, 2014, 08:03:16 PM
Quote from: "Stardust"
Oh and hello Energy Balancer.
This can't be a coincidence, it was picked up for this screenshot on purpose  :geek:
Pretty sure that the Energy Balancer was revealed earlier in development?  In either case, yup, it's there.  It's implementation hopefully will make ammo management easier in the future.

Quote from: "Fr3akGamer"
I'm really curious as to how the Wave Burner will work underwater! But then again, Zandronum is a real trouble to script for, so it would probably take a lot more work to get it to shoot bubble waves under the water.

It was actually really easy to make function thanks to an inventory item that we added in v3b (IsUnderWater)
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 28, 2014, 08:40:07 PM
So we get a BubbleBeam? (IsRatherPleased)
Also, is Super Arm still an easy one-shot?
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 28, 2014, 09:08:14 PM
Quote from: "Ivory"
What part of just wait until release is not making sense?
Title: Re: MM8BDM v4 Public Thread
Post by: Stardust on April 28, 2014, 09:17:16 PM
Quote from: "Ivory"
Get this "I'm the biggest megaman fan crap" out of the v4 thread. It has nothing to do with v4.
In other words, the topic is v4, but you can't ask any questions about it.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 28, 2014, 10:29:25 PM
Perhaps it's just because the release appears close.
Title: Re: MM8BDM v4 Public Thread
Post by: Magnet Dood on April 28, 2014, 10:31:01 PM
I like the new Flame Man firing sprite  ;)
Title: Re: MM8BDM v4 Public Thread
Post by: Geno on April 28, 2014, 10:56:22 PM
Quote from: "SmashBroPlusB"
dat Wave Burner pallette tho


I mean
I can partially understand not wanting to go full Luigi
but the colors you're using look like muddy Atomic Fire
LOOK, if it REALLY bugs you, I'm making a mod that will Bassify all the MM&B weapons.

(Although for some reason, the modified Weapon icons do not show up in the HUD, and I can't modify any of the busters)

Well, even if it didn't bug anybody, I'd still be making it.
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 29, 2014, 12:47:57 AM
Quote from: "SmashBroPlusB"
but the colors you're using look like muddy Atomic Fire
Complains about every fire weapon having similar red/oranges. So we give Wave Burner the FC colors so it isn't the same red/orange. Complains anyways.  :ugeek:  :ugeek:  :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 29, 2014, 09:02:24 AM
Will it be an abovewater part of MM2BUB and M4DIV?
Title: Re: MM8BDM v4 Public Thread
Post by: Legtendga on April 29, 2014, 09:38:03 AM
We'll just have to wait and see... :lol:
Title: Re: MM8BDM v4 Public Thread
Post by: PotatoStrike on April 29, 2014, 01:16:10 PM
Yeah. I think Ivory can release the v4 of the game the same day as Minecraft v1.8.
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on April 29, 2014, 02:00:54 PM
>1.8
Didn't that already happen?
You know, that update where they made it 2x easier to not die?

____________________

It's not Ivory releasing v4, just announcing it; the team is releasing it. Ivory is in the team, of course.


But yeah about the release being identical, that might be neat in some people's eyes, but it seems silly as releasing a movie on 4/4/14 or any other matching date.
Title: Re: MM8BDM v4 Public Thread
Post by: SmashTheEchidna on April 29, 2014, 02:06:26 PM
I wanna see V5 out by 5/5/15. :ugeek:
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on April 29, 2014, 02:46:56 PM
Quote from: "Ceridran"
>1.8
Didn't that already happen?
You know, that update where they made it 2x easier to not die?
1.8's already playable through snapshots. It's just not "actual release" yet.
Title: >Minecraft >Hard
Post by: Laggy Blazko on April 29, 2014, 03:04:18 PM
I think Ceridran is thinking of minecraft "beta 1.8" (adventure update) but yeah, PotatoStrikie probably meant the upcoming 1.8 version.

Quote from: "The_Broker"
Quote from: "Ivory"
I remember you or somebody else on the team saying the Tellys wouldn't light the stage on fire (or maybe I'm thinking of somebody saying Search Man's stage wouldn't have Flame Sword-able plants.) Not that I'm complaining mind you sir!
I think someone said something about no flamable leaves in Slashman... Okay, I'm confused. <_>
Title: Re: >Minecraft >Hard
Post by: The_Broker on April 29, 2014, 03:11:13 PM
Quote from: "Laggy Blazko"
I think someone said something about no flamable leaves in Slashman... Okay, I'm confused. <_>

Somebody might have said that too, but I don't recall it. I just remember somebody said something was nonflammable in either Search Man or Burner Man's stage.It was probably in regards to Search Man's stage, but I could have sworn it was Burner Man's stage.

Oh well, moving on.
Title: Re: MM8BDM v4 Public Thread
Post by: VGS2 on April 29, 2014, 04:31:21 PM
I think it's pretty cool that the fire seems to spread upon impact now. I remember playing a demo of the Burner Man stage back when it was still a community project, where all the grass just spontaneously combusted the second Telly Man was killed. That shiz would've gotten old real fast, despite being authentic, so I'm glad it got reworked!

Is it still instant death though?
Title: Re: MM8BDM v4 Public Thread
Post by: Hallan Parva on April 29, 2014, 04:35:28 PM
[2:59:34 PM] SmashBro Lv12: giant telly why
[2:59:42 PM] SmashBro Lv12: please tell me that thing doesn't OHKO players
[3:00:00 PM] Llama: It doesn't


seems like the collective rumps of &Bass have been adequately polished for the v4 expansion
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on April 29, 2014, 04:45:13 PM
Every part of the old &Bass expansion was taken, reformed or polished. Some things got new sprites, better mechanics, etc.
It's been fun to finally finish off &Bass. While v4 development has only been over year, &Bass itself has been sitting as vaporware since the v1 era.
Title: Re: MM8BDM v4 Public Thread
Post by: tsukiyomaru0 on April 29, 2014, 10:41:51 PM
Quote from: "Ivory"
Every part of the old &Bass expansion was taken, reformed or polished. Some things got new sprites, better mechanics, etc.
It's been fun to finally finish off &Bass. While v4 development has only been over year, &Bass itself has been sitting as vaporware since the v1 era.
This. This single quote deserves a lovely spot in the starting post of this thread.
Title: Re: MM8BDM v4 Public Thread
Post by: fortegigasgospel on April 29, 2014, 11:17:42 PM
Quote from: "tsukiyomaru0"
Quote from: "Ivory"
Every part of the old &Bass expansion was taken, reformed or polished. Some things got new sprites, better mechanics, etc.
It's been fun to finally finish off &Bass. While v4 development has only been over year, &Bass itself has been sitting as vaporware since the v1 era.
This. This single quote deserves a lovely spot in the starting post of this thread.
Thus is a quote which describes most expansions as well.
Title: Re: MM8BDM v4 Public Thread
Post by: NemZ on April 30, 2014, 01:47:26 PM
Sadly, yep.   Looking at two separate attempts at MMV hardest of all.  :(

Still, it will be glorious to finally see some of my tilesets in actual use.   :mrgreen:
Title: Re: MM8BDM v4 Public Thread
Post by: Ivory on May 01, 2014, 09:40:58 PM
I lied, have one last screenshot.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread
Post by: Knux on May 01, 2014, 09:44:10 PM
[5:43:24 PM] Knux: "Mah boi, this kneeling is what all true warriors strive for!"

Too bad it releases in the middle of finals for me. D:
Title: Re: MM8BDM v4 Public Thread
Post by: Kapus on May 01, 2014, 09:44:51 PM
CAN'T WAIT
Title: Re: MM8BDM v4 Public Thread
Post by: Ceridran on May 01, 2014, 09:47:00 PM
(http://i.imgur.com/SK39yE7.gif)

all aboard
Title: Re: MM8BDM v4 Public Thread
Post by: Megaman94 on May 01, 2014, 09:48:10 PM
Quote from: "Ivory"
I lied, have one last screenshot.
(click to show/hide)

Final boss?
All the screenshot of the new MM&B maps have made me so excited.  :D
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Emmanuelf06 on May 01, 2014, 09:51:25 PM
Epic! It will be release the first day of the next convention with the mm8bdm stand. I will tell to the people to download v4 (because i will use v3b....i wont be able to download it for 17 may) x)
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Watzup7856 on May 01, 2014, 09:52:58 PM
Releases the day after my last day of high school.

FUCK YAY
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: -FiniteZero- on May 01, 2014, 10:00:07 PM
All I have to say about that screenshot is
KNEEEEEEEEEL BEFORE ZOD KING!
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Hallan Parva on May 01, 2014, 10:07:42 PM
as an occasional freelance mapper I only have one thing to say


DAT CARPET THO
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: -Daiki-TheOni on May 01, 2014, 11:08:29 PM
Yuju! that king skin looks pretty cool!
this game keeps me amazed.... good job Dev team!! may the force be with you! "rock&roll"!!!!
(click to show/hide)
yo, my birthday is on 28 (21 years old) i can wait a little bit more XD
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: SINISTAR BRAZIL on May 02, 2014, 12:27:13 AM
Holy Jesus,17/5/2014

Only 16 days to launch it
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Ivory on May 02, 2014, 01:17:35 AM
Quote from: "SINISTAR BRAZIL"
Holy Jesus,17/5/2017
I sure hope it doesn't take us until 2017 to finish v4.



And just a little bit of trivia, The trailer was launched on August 17 (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=5950). Been 9 months since the trailer was launched. v4 was organized the day v3a came out (heck, I had Ground Man finished before v3a was even out), Shade had one of the castle stages done almost as quickly, but official development didn't start until closer to May, and development didn't go into full force until august.

So MM8BDMv4 was more or less produced in 3/4ths of the year, give or take a month. Not that bad!
Title: Re: MM8BDM v4 Public Thread
Post by: VGS2 on May 02, 2014, 02:23:30 AM
Quote from: "Ivory"
I lied, have one last screenshot.
(click to show/hide)

Y'know, it's funny that the very first new skin we've seen (to my knowledge, anyway) happens to be King himself. Hooray for vague irony!
But yeah, it's been a fabulous 9 months! You guys need a round of applause for your work, as always.  :D
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: The_Broker on May 02, 2014, 02:27:49 AM
I greatly look forward to the release. And congratulations to the dev team for all of their hard work!
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Promestein on May 02, 2014, 03:42:57 AM
Interesting. That's the same day that the last episode of Gundam Unicorn is coming out. I wonder if there's any connection.

Regardless, it looks like Christmas is coming early for 2014. Bravo.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: PressStart on May 02, 2014, 07:25:09 AM
Woaaah, that's awesome! Maybe this really will be a Mega May!

I kind of wanted to make a comic to coincide with the release, so maybe if I'm not totally lazy I can get that ready. Either way, excited to play this on release!
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Gumballtoid on May 02, 2014, 07:31:10 PM
The release date was announced yesterday, which was also my birthday. v4 is being released on the 17th, and ironically enough, I turned 17 yesterday. It's quite amusing.

Glad to finally have something to anticipate that's not named Mario Kart 8. I've been eagerly awaiting v4. Congratulations to the dev team!
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Blutorus on May 02, 2014, 08:13:13 PM
What? v4's release date was revealed and I wasn't aware of it until now?

WHERE DID I LIVE
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Zard1084 on May 02, 2014, 08:45:07 PM
Hnnnng! it's hurting me not having my laptop! i so wanted to play v4 right when it comes out! welp that's how the world works....
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Dark Phil on May 03, 2014, 01:04:30 AM
I'm going to take a guess that based on the announcement screen shot that the boss will be King and then the King Mech maybe. Which means no three part tank! (Hopefully!)
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Hallan Parva on May 03, 2014, 03:15:25 AM
I'm going to guess that you fight King first
and after you kick his butt he gives you his King Axe
which you then use
to fight


NINJA WILY


see this makes sense because in v3's ending Wily mentions his new plan to Bass
and apparently Bass thought it was really stupid (I mean seriously, Ninja Wily?)
so that's why he bailed on Wily and went to help Player Character and Mega Man
Title: Re: MM8BDM v4 Public Thread
Post by: Beed28 on May 03, 2014, 06:29:01 PM
Quote from: "VGS2"
Quote from: "Ivory"
I lied, have one last screenshot.
(click to show/hide)

Y'know, it's funny that the very first new skin we've seen (to my knowledge, anyway) happens to be King himself. Hooray for vague irony!
But yeah, it's been a fabulous 9 months! You guys need a round of applause for your work, as always.  :D
Actually, the first new skin I saw was Magic Man, back when Copy Robot was using him in older versions of CSCC.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Shadow Blade on May 04, 2014, 08:44:19 AM
Just gonna throw a quick question here, to keep all our stuff we just transplant everything to the new update when it comes out right?
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: CutmanMike on May 04, 2014, 11:31:28 AM
When it's released just extract the files into your current MM8BDM directory and everything should work a-ok.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Dr. Crasger on May 04, 2014, 12:48:03 PM
This update is looking cool.

Those screenshots are getting me excited.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: PotatoStrike on May 04, 2014, 03:56:55 PM
Quote from: "CutmanMike"
When it's released just extract the files into your current MM8BDM directory and everything should work a-ok.

Quick question: is there a save file in the v4 folder?
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: CopShowGuy on May 04, 2014, 06:24:58 PM
I'll be there!  To play this!
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: TheMegaGamerGuy on May 04, 2014, 07:01:06 PM
Awesome!
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Russel on May 04, 2014, 07:05:54 PM
Quote from: "PotatoStrike"
Quick question: is there a save file in the v4 folder?

Technically yes, but it's zero'd out and only works if you don't transfer your zandronum-<username>.ini into the folder with the new version.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Legtendga on May 05, 2014, 02:00:15 AM
OH are current saves ded?
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Messatsu on May 05, 2014, 02:01:13 AM
The current way saves are done will be changed to a custom cvar for v4a.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Legtendga on May 05, 2014, 02:11:29 AM
So will save transfer?
Someone asked a while ago, but now it's likely final.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Russel on May 05, 2014, 02:12:11 AM
Yes, they will. It will take the old save variable that was used and set that value to the new one.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: ProtoChestnut on May 05, 2014, 11:05:38 PM
Well, in the meantime. I'm gonna do a rerunthrough of V3B.
I love Team Deathmatch. :P
And the Megaman and Bass Video Game. (Despite giving up when Plug Man was using his cheap reheal.)
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Shadow Blade on May 06, 2014, 04:50:38 PM
Eh the re heal isnt that hard if you know what you're doing. Just move quick.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: ScrapHeap on May 06, 2014, 04:53:36 PM
Or just spam copy vision on one side, dash to the other, then use it again. Megaman has the harder time, so bleh.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: TheMegaGamerGuy on May 06, 2014, 04:57:18 PM
I always played as Bass.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Doctor Jughu on May 06, 2014, 05:57:25 PM
well bass finaly works with megaman but not for long i guess
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Superjustinbros on May 06, 2014, 10:16:39 PM
Has anyone figured out what is that blocked off room was in Dr. Light's lab with the construction guys?
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Knux on May 06, 2014, 10:36:50 PM
I've been carrying over my save for a few versions now. V4 will be a good time to start over fresh.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: TailsMK4 on May 06, 2014, 11:39:56 PM
I don't intend to start over...I don't want to repeat Chapter 7. Longest chapter and probably the only boss in the Mega Man series that I hated to fight is the chapter boss there. I'll be extra careful to make sure that my save carries over. :/
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: The_Broker on May 07, 2014, 12:19:51 AM
Quote from: "Superjustinbros"
Has anyone figured out what is that blocked off room was in Dr. Light's lab with the construction guys?

It's going to become a new room for the MM9 Robot Masters when v5 (I assume) is released.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Fr3akGamer on May 08, 2014, 02:53:38 AM
Quote from: "TailsMK4"
I don't intend to start over...I don't want to repeat Chapter 7. Longest chapter and probably the only boss in the Mega Man series that I hated to fight is the chapter boss there. I'll be extra careful to make sure that my save carries over. :/

If you can't carry your save, just go godmode through the entire game, then when you get to Chapter 9, turn it off.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: ScrapHeap on May 08, 2014, 12:03:48 PM
But das ist hax.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Fr3akGamer on May 08, 2014, 02:46:12 PM
Quote from: "Perfectlylegit"
But das ist hax.

That statement seems perfectly legit (pun intended), but would you rather go through all the trouble for hours of playing through over 70 levels of something you already did, and therefore carries no surprise?
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: The_Broker on May 08, 2014, 03:43:29 PM
Quote from: "Fr3akGamer"
Quote from: "Perfectlylegit"
But das ist hax.

That statement seems perfectly legit (pun intended), but would you rather go through all the trouble for hours of playing through over 70 levels of something you already did, and therefore carries no surprise?

Considering several maps are being revamped, I wouldn't necessarily say they'd carry no surprises. But do try to keep your saves so you aren't forced to work back up to the new M&B stages.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Jakeinator on May 09, 2014, 01:23:51 AM
I have a confession to make... I haven't made it past the megaman 2 robot masters, so this is going to be my first time through the campaign for reals
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: aquamanexe on May 09, 2014, 02:45:28 AM
why not mega man 9. megaman and bass is more of a spin off game that was just a remake of mega man 8. all the stages were exactly like the boss levels of it. and megaman 9 is the next game. i guess its okay. its just dissappointing that they chose the mega man and bass levels over megaman 9. hopefully the megaman 9 stages look good when we get to version 5.  :(
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: -FiniteZero- on May 09, 2014, 03:00:16 AM
Patience, grasshopper. Mega Man 9 will come when it comes.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Ceridran on May 09, 2014, 03:26:20 AM
Quote from: "-FiniteZero-"
Patience, grasshopper. Mega Man 9 will come when it comes.

In other words, another year and a half.

Awaiting my FTFY.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Rozark on May 09, 2014, 03:32:41 AM
Quote from: "aquamanexe"
megaman and bass is more of a spin off game


It's canon; the next step in the series.

Quote from: "aquamanexe"
that was just a remake of mega man 8.

Pirateman and friends would like a word with you. It isn't a remake.

Quote from: "aquamanexe"
all the stages were exactly like the boss levels of it.

Tenguman had an airship and balloon sky, Astro had maze and movie theater. The rest are original.

Quote from: "aquamanexe"
and megaman 9 is the next game. i guess its okay. its just dissappointing that they chose the mega man and bass levels over megaman 9.

Again, it's canon and comes before Megaman 9.

Quote from: "aquamanexe"
hopefully the megaman 9 stages look good when we get to version 5.

Unless Ivory has a sudden change in determining quality, it'll look good.

Context clues says you're just upset that Astro/Tengu get two stages, but I'm no psychologist.
At least not a public one.

I hope that clears a few things up for you.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Ivory on May 09, 2014, 05:13:24 AM
Also, Mega Man 9 itself pointed out that Dr Wily was defeated in MM&B. It's canon and it's next on the list. Since you know, it would be kind of silly to throw away a completed expansion about a week before release to start fresh on MM9. :ugeek:
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Shadow Blade on May 10, 2014, 03:18:04 PM
Out of curiosity I tried Opengl, what are recommended setting to use for it, Im trying to decide if I should use that instead of software. Im a bit conflicted for some reason/
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: ice on May 10, 2014, 04:00:42 PM
Open GL gives you an advantage over software users, thats why the conflicted feelings. But yeah, you can use which ever you like, software for a challenge, GL for vertical aiming. as for recomended settings, turn off all dynamic lighting, and turn sprite billboard to x/y axis unless you like fighting paper cutouts
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: *Alice on May 10, 2014, 05:03:26 PM
OpenGL looks a lot better in terms of colors, that's for sure.
Turning on Anisotropic Filtering makes your graphics look less weird when looking at faraway things.
If you have weird tastes you can also enable the "High Quality Resize Mode" that makes the graphics look totally awkward less pixellated.
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Korby on May 10, 2014, 06:32:32 PM
OpenGL makes the map not stretch horrifically when you look up and down, it lets you look straight up/down, the colors are usually nicer, and you get to see a lot more cool stuff than Software users, like Tenguman's Skybox and just about anything in the Halloween expansion.

If your computer can handle it, you should almost definitely use OpenGL unless you enjoy the nauseous aiming
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Megaman94 on May 10, 2014, 09:00:11 PM
One week until v4! :D
Get ready King, I am going to destroy you!
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: Doctor Jughu on May 10, 2014, 09:50:45 PM
Quote from: "Megaman94"
One week until v4! :D
Get ready King, I am going to destroy you!


King:get ready megaman94 you will fail
Title: Re: MM8BDM v4 Public Thread - Release Date Announced~
Post by: leoalex50 on May 11, 2014, 11:40:18 PM
It's releasing soon omg I did not know about this till now damn I have to gety laptop back soon so I can play with you guys again
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: CutmanMike on May 12, 2014, 01:08:21 PM
The trailer is now available! Check it out! (http://cutstuff.net/mm8bdm/)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 12, 2014, 01:15:21 PM
Posted it on /r/megaman because oh boy news



..

the end of that video you sneaky--
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Rui on May 12, 2014, 01:16:22 PM
The new Tengu wep looks extremely lovely and I think I found my
new favorite weapon. ??
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Megaman94 on May 12, 2014, 01:17:38 PM
Quote from: "CutmanMike"
The trailer is now available! Check it out! (http://cutstuff.net/mm8bdm/)

Those robots at the end...
They are from Wily Wars... (When I saw 2 health bars on the last robot, that gave it away)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dark Phil on May 12, 2014, 01:21:21 PM
Well done, can't wait to play!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Knux on May 12, 2014, 02:11:51 PM
Commenting on the trailer. Spoiler tagged for those who haven't watched it.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Tfp BreakDown on May 12, 2014, 02:34:23 PM
All aboard hype charge man!!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 12, 2014, 02:58:20 PM
(http://i.imgur.com/p5EGRR9.gif)

Once the update comes, what will we have to do to make sure our wads work with the new version?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: The_Broker on May 12, 2014, 02:59:37 PM
Excellent trailer! I am very excited for the upcoming version and cannot wait to get my hands on it.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Hallan Parva on May 12, 2014, 03:05:10 PM
the only thing in the trailer I'm not happy with
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Geno on May 12, 2014, 03:07:42 PM
Quote from: "Ceridran"
Once the update comes, what will we have to do to make sure our wads work with the new version?
I do know that the WCOLOURS has been completely re-arranged, and now it's named differently.
Also, the code to handle charging weapons has been changed a bit. (The only thing I now that is affected by this is one Best Maps Ever map, so yeah)
Not to mention the possible renaming of certain textures in custom maps (I already found 2 custom maps that conflict with V4 maps)
Because of the addition of a bunch of new ones. Heck, there could be some SFX that conflict with texture/map names!
And a couple core textures appear to be renamed/moved about, so there may be a few missing textures in a few maps.

Other than those things, they should be fine. I should know, as I had been loading the same set of WADs 'n' stuff with v4 testing as I did with v3, and they all work just as well with v4 as they did with v3, with the exceptions of the few things listed above.

Although none of those WADs contained weapons, with the exception of Bonus Soda, so who knows?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 12, 2014, 03:37:16 PM
So the cat is out of the bag now. I really hope you guys will enjoy the songs that were made for this expansion, I'm pretty confident they're top notch. I've worked with the people responsible for the new v4 songs, and in my opinion, you guys are in for a treat.

And yeah, I tried making sound effects as well (you may have heard at least 2 that I've made, some of the earlier ones were pretty accurate themselves). Curse Lightning Bolt, seriously.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: *Alice on May 12, 2014, 04:00:09 PM
v3 had a vastly better trailer.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dr. Freeman on May 12, 2014, 04:41:33 PM
I guess I'll spoiler if you haven't seen it.

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Superjustinbros on May 12, 2014, 04:48:04 PM
Quote from: "MusashiAA"
I really hope you guys will enjoy the songs that were made for this expansion, I'm pretty confident they're top notch. I've worked with the people responsible for the new v4 songs, and in my opinion, you guys are in for a treat.

As long as they're made with instruments from the classic Mega Man series I'm good.
No MMC5 Konami/Sunsoft Castlevania III/Mr. Gimmick-quality songs.

This may also be strange but
(click to show/hide)

Now to wait till Christmas 2015 before we get Mega Man 9, Summer 2017 for Mega Man 10, and Christmas 2018 for Mega Man V and the thrilling conclusion to MM8BDM's story.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: PotatoStrike on May 12, 2014, 04:56:11 PM
Quote from: "Superjustinbros"
Where's my secret Quint mid-chapter boss?

You see, Quint is not considered as a Mega Man Killer. So I hate to say this, but you will not get your Quint fight as a mid-boss.

And a last thing, this is a REAL spoiler:
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 12, 2014, 04:59:24 PM
Quote from: "PotatoStrike"
And a last thing, this is a REAL spoiler:
(click to show/hide)
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 12, 2014, 05:01:11 PM
Brightman was redone?
With less stupid blindness?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: tsukiyomaru0 on May 12, 2014, 05:19:27 PM
Quote from: "SmashBroPlusB"
the only thing in the trailer I'm not happy with
(click to show/hide)
That isn't a problem, really. Duelists can do a compilation of small Duel maps for that purpose, if anything.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 12, 2014, 05:48:37 PM
Quote from: "Superjustinbros"
Quote from: "MusashiAA"
I really hope you guys will enjoy the songs that were made for this expansion, I'm pretty confident they're top notch. I've worked with the people responsible for the new v4 songs, and in my opinion, you guys are in for a treat.

As long as they're made with instruments from the classic Mega Man series I'm good.

Oh goody, then you'll probably be very happy with most of it.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Russel on May 12, 2014, 05:57:46 PM
Quote from: "Geno"
Quote from: "Ceridran"
Once the update comes, what will we have to do to make sure our wads work with the new version?
(click to show/hide)
[Spoilered Geno's statements for space.]

WCOLORS is gone completely, as a bunch of things were moved from GLOBAL and WCOLORS into the new WEPACS.acs. WCOLORS scripts are listed first, then the modified GLOBAL Scripts. Obviously, these scripts were pulled from GLOBAL as well.
With the addition of the Energy Balancer, the way weapon ammo is given was completely shifted into ACS, all the way down to the M-Tank. This is a good thing because modders only need to modify a single list instead of compounding on a ton of if statements and screwing with a DECORATE script that was completely disconnected from literally everything else.
LMS rotation, Time Stopper's flashy HUD thing, assorted bot checks, and the legacy Top Spin, Power Stone, and Flame Blast scripts were also ported.

Essentially everything else remains the same in terms of modability and functionality...but it is important to completely copy both GLOBAL and WEPACS when updating your weapon and class mods.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Kapus on May 12, 2014, 06:25:21 PM
Quote from: "Rui-"
The new Tengu wep looks extremely lovely and I think I found my
new favorite weapon. ??
It's so good you have no idea

That was a fun trailer. Good job showing off the stages and weapons, as well as the single player campaign. Can't wait to play this with everyone once it releases!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 12, 2014, 06:46:11 PM
Did anyone notice in the trailer that
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Hallan Parva on May 12, 2014, 06:56:20 PM
I'm hijacking this thread now if you don't mind

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Gumballtoid on May 12, 2014, 07:04:29 PM
I was expecting something behind the scenes, not showcased in the slightest, and I'm not disappointed. Wonderful surprise, and it has me even more hyped for v4.

Blew v3's trailer right out of the water, that's absolutely certain.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Superjustinbros on May 12, 2014, 08:41:52 PM
Quote from: "Beed28"
(click to show/hide)
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Superjustinbros on May 12, 2014, 08:48:52 PM
Quote from: "MusashiAA"
Quote from: "Superjustinbros"

As long as they're made with instruments from the classic Mega Man series I'm good.

Oh goody, then you'll probably be very happy with most of it.
Good, because the v3b Time and Oil songs to me were utter crud compared to v3a's, since the v3b versions attempted to aim for consistency not to the original 8-bit Mega Man, but to Powered Up, rather than making something that could work in vanilla MM1 without adding new instruments and sound channels like the games I listed before did.

Heck even MM9 and MM10 didn't have Konami/Sunsoft/Famicom Disk System-based BGM despite coming out in '08 and '10 respectively.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: !o! woohoo on May 12, 2014, 09:02:30 PM
Quote from: "Superjustinbros"
Quote from: "Beed28"
(click to show/hide)
(click to show/hide)

Nah, they aren't using my putrid skin. It looks like they made a new one judging on the jumping frames compared to the ones in Justified. It is also much smaller than the one in SHR++.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: PressStart on May 12, 2014, 09:05:45 PM
That ending was HYPE! I was thinking maybe something from Mega Man 9 or Mega Man V so I was caught off guard, can't wait to see!

Gotta battle with my buddies Mega Man and Bass!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dr. Freeman on May 12, 2014, 09:37:19 PM
I'm sorry, but I felt inclined to make this.
Also it technically spoils the real trailer so if you haven't seen it yet for some reason watch that first.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 12, 2014, 09:53:42 PM
Boy, I haven't been this excited since the release of Project M v3!

*insert Family Guy-style cutaway here*

Around what time on Saturday is v4 being released? Is it going to be out at midnight?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Demendes on May 13, 2014, 01:38:35 AM
I have read the parts of the forum where they're debating about the weapon colors.

So is it going to be green Wave Burner, Purple Lightning bolt or red w.Burner and orange L.bolt?

I vote for the former that I mentioned. Also, brown and green for Magic Card for uniqueness. As for Remote Mine, any colors can do for me. Same applies for S.Drill, I.Wall, and C.Vision.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: CutmanMike on May 13, 2014, 01:46:44 AM
As shown in the trailer, Lightning Bolt is yellow and Wave Burner is red as these are Megaman's colours in MM&B. Since he's the default character in all the other games, we decided to stick with his colours for any current and future weapons.

The damage values, sound effects and other stuff were not final when the trailer was recorded so expect some changes in the released version. Don't expect Lightning Bolt to OHKO everyone  :p

The shadowy figures featured in the trailer will not have their own unique weapons for you to use as they were not available to the player in any of the canon games. Sorry!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 13, 2014, 01:55:55 AM
Quote from: "CutmanMike"
The shadowy figures featured in the trailer will not have their own unique weapons for you to use as they were not available to the player in any of the canon games. Sorry!

fair enough
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: SmashTheEchidna on May 13, 2014, 01:58:25 AM
Quote from: "CutmanMike"
As shown in the trailer, Lightning Bolt is yellow and Wave Burner is green as these are Megaman's colours in MM&B.

I think you mean red?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: CutmanMike on May 13, 2014, 01:59:30 AM
Whoops! Yep, it's red.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Emmanuelf06 on May 13, 2014, 02:28:40 AM
Some people will complain about the new fireman map, but those maps are not made for DUEL only but DM, TDM TLMS...ect...
And it's better if we can use more items/ennemies from the real games like hardman => the things who try to catch you from the pipe. ^^ Same for fireman (like powered up expension?)
It can be played at duel but the best i think, we need to have a DUelpackmaps.

Anyways, awesome video, and when i see cutmanmike our big friend is always here,im happy.....this game has a soul it's a wonderful project!

Can't wait to play it,

I will go at a convention 17-18 may, i will tell to people to download the v4 of the MM8BDM. (because i will show them V3B because i wont have V4..... i go in the convention the 16....to install the computer.

Anyways good job.....you are the best guys!

Im pretty sure vanilla will be played a lot after the release, YAaAAy i will come to the party for sure my BUDDIEES aaaAAAAW !
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 13, 2014, 03:35:08 AM
Okay, I'm just going to take a moment to talk about MM1FIR.

Because quite frankly, Smashbro is right; it's a good map for what it is, and I spent months internally debating myself over changing it, only finally coming to a solid conclusion last month.

First off, if you remember my Fire Man duel map for the first mapping competition, then you already have half of the idea of the map's layout, and the fact that it was meant to be a duel map to begin with. The interior top part was redesigned, and a new stair was added to get up from the back end. So, yes, the map actually is bigger when I compare them to scale, side by side. However, the biggest thing to note is the map flow is far, far better than the old mm1fir. So in a sense, the map isn't actually bigger. It's physically bigger, but doesn't feel big.

We've had some good DM matches on that map, and heck, I see the map still being a good duel map. The reception of it was pretty well all solid. Even Kapus, another fan of older map felt the change was for the better.

So, basically, instead of jumping to conclusions without actually seeing the whole map, just wait a few days and see it for yourself. I can ensure you, I wouldn't have passed the change if I wasn't confident the map was a huge improvement. I was hesitant on changing it for most of development.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Kapus on May 13, 2014, 04:03:26 AM
Quote from: "Ivory"
Even Kapus, another fan of older map felt the change was for the better.
Think you're a tad confused! I hated the original MM1FIR and was overjoyed to see this take its place. The original MM1FIR was actually my least favorite map in the entire game (granted the v3 changes to it made me like it a bit more, but still).
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 13, 2014, 04:06:25 AM
I could of sworn that was you, now but it was months ago so I really have no idea who said that.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Emmanuelf06 on May 13, 2014, 08:40:51 AM
Hey Ivory,i dont know a lot about computer, but i will host MM8BDM V4 for some next conventions, is it possible to make a LAN with 1 giga ram for 3 computers with this "big" game (it seems There is a lot of reactions/items)? One has 4 giga.
Im a little afraid for it because my laptop have this problem : In a convention, the game can crash.....each 3 hours (or 2) but it's boring.....is it because the laptop are not enough powerful (they are form 2006 around)....window XP.
It can lag too but rarely (laptop burns?)
Anyways i will host V4 in the conventions when i could =]
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Messatsu on May 13, 2014, 11:32:27 AM
Should be okay.  The CPU is going to be more of an issue I believe than RAM.  For example, I ran my original server on an Athlon 4800+ x2 with 2 gigs of ram and it could hold 18 players pretty well.  I'm sure you can get away with less, but perhaps I'd steer away from a Pentium 4/Athlon XP as hosting PCs if you have a Pentium D or Athlon 64 x2 or better available.  If you have a Core 2 Duo then you should have no issues.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Emmanuelf06 on May 13, 2014, 11:37:51 AM
Ok Thank you Messatsu!

(I bought a little TV and DVD reader for the convention, i will show the megaman cartoon too and others XD)

My computerS have 1giga ram but yeah, they are old, maybe not a good graphic card? "Family chipset" thing ... :x
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: tsukiyomaru0 on May 13, 2014, 04:02:09 PM
The crash issues are more RAM related, because the lack of space to allocate the files that it needs to use. And having a good graphics card (not latest model, a GeForce 9 Series might do) can help, if you want to run in Open GL.

I mean: before the OpenGL stopped working here (Thanks NVidia, for using bad DLL with no way back), I only ever crashed if a mod's script broke (So, yes, never crashed on Vanilla, CSCC, Classes, Roboenza and some others. But Saxton crashed a lot still).
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Emmanuelf06 on May 13, 2014, 04:18:56 PM
Ah...have i more chance to not crash with the laptops if i host only the mm8bdm game WITHOUT packmaps? :/
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Geno on May 13, 2014, 05:33:21 PM
Well, uh, yeah!

It's actually pretty obvious.

Cuz adding skins, maps, weapons, etc. to the game will make it have to use more files when running, which, in turn, puts more stress on the computer that is running it.

If you're only using it to showcase MM8BDM v4, then why would one need extra things?

Sure, the extra maps and skins 'n' such would be a good way to show people all the neat stuff the Cutstuff community makes to extend the game, but if you know that they may cause the laptops you are using to crash, then it may not be such a good thing to use those.
although you should totally have best maps ever loaded on them
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Emmanuelf06 on May 13, 2014, 06:27:25 PM
Yeah sure ^^ Thank you =) (it will be the v3b because i wont be there at the 17, i go to the convention at may 16 XD )
But i will tell to people for to dl the v4 =3
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Magnet Dood on May 13, 2014, 10:08:08 PM
Hey, so I remember seeing that junky guy from MM3 in the trailer. Is he getting added to a map as a decoration now?

I'd hate to think of doing the frames for that guy... eugh.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 14, 2014, 12:28:47 AM
Boy, I haven't been this excited since the release of Project M v3!

*insert Family Guy-style cutaway here*

Around what time on Saturday is v4 being released? Is it going to be out at midnight?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: SmashTheEchidna on May 14, 2014, 12:34:09 AM
Quote from: "Fr3akGamer on the last page"
Boy, I haven't been this excited since the release of Project M v3!

*insert Family Guy-style cutaway here*

Around what time on Saturday is v4 being released? Is it going to be out at midnight?

Y'don't have to repeat yourself, you know.

ironic that this ended up making a new page. derp.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Shadow Blade on May 14, 2014, 05:23:27 AM
I don't expect mods to work right away for this version but music wads should still work right?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 14, 2014, 05:32:05 AM
As the final update before v4, I'm going to go off listing a bunch of changes that I've mentioned in other places, but never got mentioned here. Just so everyone is on the same page. I'm reciting from memory so, I may have forgotten some.


That should be everything I mentioned, but not everything that was changed. See you all later for v4!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: PressStart on May 14, 2014, 05:48:27 AM
Quote from: "Ivory"
    Top Spin damage buffed up to 35 (from 25)

(http://i195.photobucket.com/albums/z196/kenshinmeowth/topmanBuff_zpsf4ab626a.jpg)
Best update news I've heard so far.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Kapus on May 14, 2014, 05:50:02 AM
On the other hand..

Quote from: "Ivory"
Super Arm no longer produces the rock fragments on a direct hit.
NERF.

REJOICE.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 14, 2014, 12:02:18 PM
Finally. Maybe now I can get rocked without my head rolling immediately.
huehuehuepunshuehuehue
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 14, 2014, 12:31:48 PM
Quote
Introduced a new ResetPlayerStats item. This item can be used by modders to reset a player values back to spawn values easily.

ONE LIFE SNOWBALLING

Are your bodies ready
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 14, 2014, 12:36:02 PM
Quote from: "Ivory"
Death to Wind Storm or Gravity Hold now results with players being launched to the ceiling and then exploding.



I WANNA FLY HIGH Initiate MM2DW1.
...actually, was that fixed at all?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Geno on May 14, 2014, 01:31:04 PM
I believe G.Hold was on-purposely added to MM2DW1 because of it's ridiculously high ceiling.

Maybe W.Storm too, I don't remember.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Laggy Blazko on May 14, 2014, 01:47:57 PM
That reminds me of this:
(click to show/hide)
EDIT: Yep, the cybie goes beyond the ceiling.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ukiyama on May 14, 2014, 02:18:11 PM
Quote from: "Geno"
I believe G.Hold was on-purposely added to MM2DW1 because of it's ridiculously high ceiling.

Gravity Hold has always been on that map for as long as I can remember.
Title: Re: help I'm turning into Bikdark
Post by: Hallan Parva on May 14, 2014, 02:59:40 PM
Quote from: "Ivory"
    Dive Missile skips most of its delay if a missile hits a target, but it still has a slight hard delay so it isn't a rapid fire machine gun of death.
>Magnet Missile has crappy homing, but more damage, faster projectiles, and slightly higher rate of fire
>Dive Missile has amazing homing, but does piddly damage and moves relatively slowly
>"wow Dive Missile's still pretty bad though, it needs a buff"
>Dive Missile now deals 12 damage
>Magnet Missile knocked down to 24 to avoid "Hard Magnets"
>two Dive Missiles equal one Magnet Missile
>"removed firing delay on Dive Missile upon hit"
>you can quite literally fire two Dive Missiles in the space of one Magnet Missile
>more ammo than Magnets
>better homing than Magnets
>mfw I put two and two together
>truefeels.jpg
>why would I ever use Magnet Missile
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 14, 2014, 03:03:45 PM
Because it moves faster, and might mean death to someone running away from a scuffle they had with you.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Myroc on May 14, 2014, 03:09:26 PM
For the same reason you wouldn't ever use Ring Boomerang over Knight Crush. Not all weapons are equal. In the cases where they aren't, they are usually limited by availability (like maps that don't have dive missile to begin with, but have magnet missile instead) or accessibility (you're not going to find weapons like Hard Knuckle out in the open, they're usually in more remote or hard to reach places).
Title: Re: help I'm turning into Bikdark
Post by: Ivory on May 14, 2014, 03:16:47 PM
Quote from: "SmashBroPlusB"
Quote from: "Ivory"
    Dive Missile skips most of its delay if a missile hits a target, but it still has a slight hard delay so it isn't a rapid fire machine gun of death.
>Magnet Missile has crappy homing, but more damage, faster projectiles, and slightly higher rate of fire
>Dive Missile has amazing homing, but does piddly damage and moves relatively slowly
>"wow Dive Missile's still pretty bad though, it needs a buff"
>Dive Missile now deals 12 damage
>Magnet Missile knocked down to 24 to avoid "Hard Magnets"
>two Dive Missiles equal one Magnet Missile
>"removed firing delay on Dive Missile upon hit"
>you can quite literally fire two Dive Missiles in the space of one Magnet Missile
>more ammo than Magnets
>better homing than Magnets
>mfw I put two and two together
>truefeels.jpg
>why would I ever use Magnet Missile

Oh right, thank you for reminding me about something I mentioned and forgot to mention.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 14, 2014, 03:17:19 PM
And thus, the reason we keep using Magnet Missile.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 14, 2014, 03:28:53 PM
Hahahahahah, no matter what happens, Magnet Missile will not let Dive Missile surpass it.

Also, I get to post on the hundredth page! :D
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 14, 2014, 03:32:02 PM
Quote from: "Myroc"
For the same reason you wouldn't ever use Ring Boomerang over Knight Crush.

Uh, who would use Knight Crush over Ring Boomerang?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Rui on May 14, 2014, 03:43:23 PM
I mean, it's also a preference thing, I guess.

Plus, like Myroc said, they won't always be in the same map together and usually the better weapons are much harder to obtain.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 14, 2014, 03:49:41 PM
Usually neither of them appear in a map, but when they do, they appear together most of the time.
But that's the puzzling thing; Knight Crush is usually harder to obtain than Ring Boomerang, yet the latter overpowers the former.
Am I missing something here?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 14, 2014, 03:50:48 PM
Code: [Select]
actor KnightCrushDamager
{
PROJECTILE
+RIPPER
damage (10)
damagetype "KnightCrush"
radius 10
height 10
States
{
Spawn:
TNT1 A 2
stop
}
}

Code: [Select]
actor RingBoomerangDamager
{
damagetype "RingBoomerang"
PROJECTILE
+RIPPER
damage (15)
radius 12
height 12
States
{
Spawn:
TNT1 A 2
stop
}
}

Ring Boomerang also uses 1 ammo bit while Knight Crush uses 2, Knight Crush also appears to have faster firerate.

In rippers, speed difference matters. Ring Boomerang has a speed of 65, while Knight Crush has a speed of 40.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 14, 2014, 03:57:44 PM
Quote from: "Perfectlylegit"
Usually neither of them appear in a map, but when they do, they appear together most of the time.
But that's the puzzling thing; Knight Crush is usually harder to obtain than Ring Boomerang, yet the latter overpowers the former.
Am I missing something here?
1. No, there is no core map where Knight Crush and Ring Boomerang co-exist without eddie.
2. Knight Crush can have two projectiles fired at once. Ring Boomerang's delay generally means you only fire a new boomerang around the time the one before it comes back.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 14, 2014, 03:59:23 PM
1. Then I'm blind, so apologies.
2. Knight crush fires two projectiles, but ring boomerang does a LOT more damage [speaking from experience]
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fyone on May 14, 2014, 04:23:16 PM
Since Ring Boomerang does more damage, has a bigger radius, and the fire rate is constant while as Knight Crush's rate of fire is higher yet it can obscure unpredictably at times since you can only have two projectiles out at one time it usually plays better than Knight Crush. Of course based on the responses I think it's safe to say these two weapons seem to be used more by preference though these are the reasons I use it over Knight Crush.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Linnie on May 14, 2014, 04:48:05 PM
Quote from: "Perfectlylegit"
Usually neither of them appear in a map
Pharaohman says hi.

(click to show/hide)

EDIT: Oh hey in a stunning coincidence Knight Crush is also right there.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Gumballtoid on May 14, 2014, 06:59:16 PM
Wasn't he referring to Ring Boomerang and Knight Crush?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Kapus on May 14, 2014, 07:07:14 PM
Nobody seems to use Magnet Missile or Dive Missile on Pharaoh Man anyway.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Laggy Blazko on May 14, 2014, 07:15:18 PM
I use those homing weapons.
But I suck at that map.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: OtakuAlex on May 14, 2014, 07:54:09 PM
Quote from: "Perfectlylegit"

Uh, who would use Knight Crush over Ring Boomerang?

Um, I would? Ring Boomerang is faster and has more damage in the code, but Knight Crush can deal the damage more times with a single missile due to how it's slower. That's the thing about rippers, the slower ones actually are better.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: LlamaHombre on May 14, 2014, 08:19:23 PM
Ring Boomerang is one of my favorite weapons, personally.
I think it has slightly larger range over Knight Crush? Might be wrong about that, but I remember it being like that for some reason.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 14, 2014, 09:25:19 PM
Quote from: "SmashTheEchidna"
Quote from: "Fr3akGamer on the last page"
Boy, I haven't been this excited since the release of Project M v3!

*insert Family Guy-style cutaway here*

Around what time on Saturday is v4 being released? Is it going to be out at midnight?

Y'don't have to repeat yourself, you know.

ironic that this ended up making a new page. derp.

Maybe I wouldn't have repeated myself if I had gotten an answer. : l
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 14, 2014, 09:27:34 PM
Maybe you should of considered the fact that I wasn't going to give an answer. :ugeek:
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Hallan Parva on May 14, 2014, 09:36:37 PM
the only timed release in Cutstuff's history was for the original Version 1 of 8-Bit Deathmatch

(that was hella hype)



Mike'll probably ninja-edit the release in sometime Saturday morning like how we usually get updates :ugeek:
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 15, 2014, 12:53:03 AM
Quote from: "Ivory"
Maybe you should of considered the fact that I wasn't going to give an answer. :ugeek:

*should have
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 15, 2014, 01:00:52 AM
Quote from: "SmashBroPlusB"
the only timed release in Cutstuff's history was for the original Version 1 of 8-Bit Deathmatch

(that was hella hype)

Mike'll probably ninja-edit the release in sometime Saturday morning like how we usually get updates :ugeek:

That sounds great! I'll be awake at 8 a.m. and keep refreshing the page every few seconds. I am extremely excited for this release, especially because &B was one of my favorite games in the series! I want to be the first one who's not in the dev team to play v4! :mrgreen:
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 15, 2014, 01:15:55 AM
Dude, you know you can just edit, right?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 15, 2014, 01:24:24 AM
Quote from: "Perfectlylegit"
Dude, you know you can just edit, right?

Edit what? Do you know how many ideas I have about what you just said? 0.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: SmashTheEchidna on May 15, 2014, 01:33:51 AM
He means edit your posts instead of double-posting.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: TailsMK4 on May 15, 2014, 05:20:02 AM
So I decided to replay Mega Man and Bass in advance of V4...

Slight spoilers for those that didn't play Mega Man and Bass:

(click to show/hide)

For those that didn't see the spoiler...I'm going to say right now that completing the next chapter might take a while for me.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -FiniteZero- on May 15, 2014, 05:33:05 AM
Well, bosses in 2D tend to become easier when translated to 3D, mainly because you get more space to dodge.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 15, 2014, 11:15:04 AM
Quote from: "TailsMK4"
So I decided to replay Mega Man and Bass in advance of V4...

Slight spoilers for those that didn't play Mega Man and Bass:

(click to show/hide)

For those that didn't see the spoiler...I'm going to say right now that completing the next chapter might take a while for me.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 15, 2014, 12:00:15 PM
I would ask why everyone has problems with King, but after playing the game 50-something times as Megaman (87% success rate), I can see where everything falls into place.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Tengu on May 15, 2014, 03:07:20 PM
The only thing I hate more than King is the final boss of MM5.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Korby on May 15, 2014, 05:12:42 PM
I still don't understand why everyone has problems with the King Mech, I find it pretty easy.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 15, 2014, 05:17:22 PM
I think the problem stems from people who play MEGAMAN. This game isn't meant for MegaMan, and the level design shows that.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Linnie on May 15, 2014, 05:30:47 PM
Quote from: "Perfectlylegit"
I think the problem stems from people who play MEGAMAN. This game isn't meant for MegaMan, and the level design shows that.
The game is MEGAMAN & Bass, I've played as MEGAMAN for the last 13 games, I'm going to play as MEGAMAN for the next one as well. If it's poorly designed for Megaman that's a flaw with the game.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 15, 2014, 05:38:34 PM
The level design is about the same for Mega Man as any other game. The difference is, Bass is usually the character players go to because he's new, and he breezes through levels. So Mega Man feels considerably harder when you don't dash and double jump like a maniac. Goes back to good old timed jumps and slides.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 15, 2014, 05:51:12 PM
Bass and even Protoman are simply Mary Sue characters. One that's like the protagonist, but just better.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: tsukiyomaru0 on May 15, 2014, 06:05:47 PM
The game actually has paths and boss adaptation for both Mega Man and Bass. But the only boss lacking adaptation is King Tank.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Korby on May 15, 2014, 06:30:12 PM
Quote from: "Ceridran"
Bass and even Protoman are simply Mary Sue characters. One that's like the protagonist, but just better.

First, Marty Stu (http://tvtropes.org/pmwiki/pmwiki.php/Main/MartyStu), not Mary Sue.

Second, that's not what a Mary Sue is in the first place. A Mary Sue is basically a character who is incredibly overpowered, usually for the author's wish fulfillment.
Also, Mega tends to beat anything that's in front of him, because that's how video games work, so if anything, he'd be the Marty Stu.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 15, 2014, 06:34:11 PM
Quote from: "Korby"
Quote from: "Ceridran"
Bass and even Protoman are simply Mary Sue characters. One that's like the protagonist, but just better.

First, Marty Stu (http://tvtropes.org/pmwiki/pmwiki.php/Main/MartyStu), not Mary Sue.

I was going to mention Gary Stu, but I didn't because Mary Sue gets the point across.
Does it really matter?

Quote from: "Korby"
Second, that's not what a Mary Sue is in the first place. A Mary Sue is basically a character who is incredibly overpowered, usually for the author's wish fulfillment.
Also, Mega tends to beat anything that's in front of him, because that's how video games work, so if anything, he'd be the Marty Stu.

I was thinking of the contents of a certain image making fun of Mary Sue characters (http://static.tvtropes.org/pmwiki/pub/images/marysue_5657.jpg), but alright.

A better way for me to say it; Bass is a lazily designed clone. He even has a robot wolf to mimic Rush.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 15, 2014, 06:46:58 PM
Oh. Message received.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -Daiki-TheOni on May 15, 2014, 07:15:16 PM
The spoiler below is an idea for future releases, just to make the game more enjoyable without introducing non-related things, so the core game will look exactly as the core game. (¿?)

(click to show/hide)


Aside from that, keep the good work, this game will survive trough time like a legend, at least in my testament XD
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: OtakuAlex on May 15, 2014, 08:04:24 PM
Quote from: "-Daiki-TheOni"
The spoiler below is an idea for future releases, just to make the game more enjoyable without introducing non-related things, so the core game will look exactly as the core game. (¿?)

(click to show/hide)


Aside from that, keep the good work, this game will survive trough time like a legend, at least in my testament XD

If what you mean is you want them to put it in the core for skins to be easier found/used/whatever, then why not just have a Cut Stuff Community Skin Pack? IIRC, the Zandronum community did something like this for DooM.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -Daiki-TheOni on May 15, 2014, 08:43:22 PM
Quote from: "OtakuAlex"
Quote from: "-Daiki-TheOni"
The spoiler below is an idea for future releases, just to make the game more enjoyable without introducing non-related things, so the core game will look exactly as the core game. (¿?)

(click to show/hide)


Aside from that, keep the good work, this game will survive trough time like a legend, at least in my testament XD

If what you mean is you want them to put it in the core for skins to be easier found/used/whatever, then why not just have a Cut Stuff Community Skin Pack? IIRC, the Zandronum community did something like this for DooM.


No, thats not the point... how can I explain it!? ok.... Include 2 or 4 characters on the core since the player IS NOT MEGAMAN in the campaign just NEW SKINS (new main chracters from the void, NEW) they will look like a megaman edit, roll edit, etc... like new prototypes to help megaman to defeat the enemy.... you catch my meaning?

EDIT: the old trailer says something about that at 03:43 "old friend"

(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Rui on May 15, 2014, 08:47:17 PM
You mean like, new characters that sorta resemble Mega Man or Roll to represent the player?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -Daiki-TheOni on May 15, 2014, 08:49:40 PM
Quote from: "Rui-"
You mean like, new characters that sorta resemble Mega Man or Roll to represent the player?

exactly, but original ones

EDIT: with original I mean NEW and not crepy or stupid, ant thanks for the help (I cant explain things on english pretty well)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 15, 2014, 08:52:00 PM
At first the player seems to be represented as Megaman, but in V4 teams, there's Megaman, Bass, and you.

Just so things make more sense I'd not really be against it but dealing with base skins I think there should only be one "MM8BDM original character" in here.






Or, our main character can just be Sniper Joe.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Knux on May 15, 2014, 08:53:53 PM
You have no idea how much a "hero robot" skin has been requested before.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -Daiki-TheOni on May 15, 2014, 08:59:04 PM
Quote from: "Knux"
You have no idea how much a "hero robot" skin has been requested before.

well, there was a problem with that? seriously, dont get me wrong, I just want to know where is the problem...
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Rui on May 15, 2014, 09:03:57 PM
I totally have a few ideas for a hero/heroine skin.

Kinda like what Shin Megami Tensei: If... does

(click to show/hide)

I don't mind coming up with some designs. If I ever do.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -Daiki-TheOni on May 15, 2014, 09:10:05 PM
Quote from: "Rui-"
I totally have a few ideas for a hero/heroine skin.

Kinda like what Shin Megami Tensei: If... does

(click to show/hide)

I don't mind coming up with some designs. If I ever do.

Is just what I mean, excluding the "shin megami tensei"
of course, inspiration sometimes comes from things which already exist...
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: CutmanMike on May 15, 2014, 09:50:35 PM
Maybe I should start a skin competition for the "hero robot" in the future eh?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Knux on May 15, 2014, 09:52:21 PM
I thought all the devs were against it. That competition being a thing would be great, even if I can't sprite to save my life.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -Daiki-TheOni on May 15, 2014, 09:57:36 PM
Quote from: "CutmanMike"
Maybe I should start a skin competition for the "hero robot" in the future eh?

Agreed, yes please, that will be good for lots of reasons.
Also, I cant make skins like some guys on the forum, but I,m sure there are some talented Spriters that will be proud to make a hero for the core game. (so the devs where against the idea long ago? I didnt know that O_O...)
wow Mike himself talking about that yuju!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 15, 2014, 10:18:14 PM
For some reason, I'm wanting this to come out a lot faster now...

Would help me calm down from my anger issues over Mega May and Europe.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Zard1084 on May 15, 2014, 10:26:52 PM
Quote from: "Beed28"
For some reason, I'm wanting this to come out a lot faster now...

Would help me calm down from my anger issues over Mega May and Europe.
hey beed here is some advice: stop worrying about games coming out and/or not coming at all. i mean really some people are too overly attached to somethings and its not healthy at all!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 15, 2014, 10:45:01 PM
Quote from: "Ceridran"
Or, our main character can just be Sniper Joe.

I was ahead of the times, Sniper Joe has ALWAYS been the deathmatch robot to me, ever since SGC.

If you want my opinion about a design for the deathmatch robot...don't make one: I've always understood that the robot the player fights as is just a mass produced version of the robot you use as a skin. If you choose Star Man as your skin, then you fight as a mass produced Star Man, not Dr. Wily's Star Man.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: PressStart on May 15, 2014, 11:03:13 PM
While I'm all for the hero robot being whatever skin you want it to be, I kind of like the idea of a contest for the hero robot's design BECAUSE:

-Could be sort of a mascot for MM8BDM; an easy way to show people in art and other things that "hey, this is that FPS shooter game with that cool(???) original character"
-Wouldn't really change anything in-game besides being the default skin; players can still change to whoever they want
-Mega Man robot design contests are the bomb and this could be a really cool one
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 15, 2014, 11:24:38 PM
I know the appeal behind a character design contest, but my gut tells me it's a bad idea:

-People could submit characters that look like them just to say they're in a game, and that's fucking stupid...I know the wording is blunt, but that's how wrong I think it is.
-The requirements for designing the deathmatch robot would be too vague: a character that's as generic and basic as possible (and not look like Mega Man, who's design is literally a basis for most if not all robots in the Classic lore), and either gender neutral or asking for submission of male-female variations of the same design. As a possible requirement, a design that symbolizes the blend between the Doom and the Rockman universes.

If anything, I'd rather have the original planners of this mod to come up with a design for the deathmatch robot themselves: just seems more natural.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: tsukiyomaru0 on May 15, 2014, 11:39:17 PM
Quote from: "MusashiAA"
I know the appeal behind a character design contest, but my gut tells me it's a bad idea:

-People could submit characters that look like them just to say they're in a game, and that's fucking stupid...I know the wording is blunt, but that's how wrong I think it is.
-The requirements for designing the deathmatch robot would be too vague: a character that's as generic and basic as possible (and not look like Mega Man, who's design is literally a basis for most if not all robots in the Classic lore), and either gender neutral or asking for submission of male-female variations of the same design. As a possible requirement, a design that symbolizes the blend between the Doom and the Rockman universes.

If anything, I'd rather have the original planners of this mod to come up with a design for the deathmatch robot themselves: just seems more natural.
Must emphasize that part about blending.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: TheMetalManu on May 15, 2014, 11:46:08 PM
Hey, hey, hey.

I know this has nothing to do with this whole "hero robot" thing, but I would like to know who composed the 8-bit music of MM&B, was it RushJet1 or someone else?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Korby on May 15, 2014, 11:49:50 PM
A whole bunch of different people. OM did a lot of it, though.

I do find all this discussion about giving the Tournament Robot a face interesting, especially because Ivory mentioned the idea of it to me a few days ago. It would probably have a male and female version.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -FiniteZero- on May 16, 2014, 12:05:23 AM
There's a chance that it's Quint, since he's one of the few bots that don't appear in the main story.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 16, 2014, 12:08:36 AM
I thought it was obvious at this point, but I will just spell out out.

The player character, the tournament/hero robot is not any preexisting character in the franchise.

And as I told Korby, if we were to have canon designs for the characters, there would be a male/female variation.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -FiniteZero- on May 16, 2014, 12:13:14 AM
Ah, fair enough.

...Though you should still have a hidden Quint boss fight at some time. Probably with using the Time Tangent Special Stage music for the fight music, if you can get permission.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Knux on May 16, 2014, 12:17:14 AM
No need for that if a TT expansion is quite possible for me and other people to make. :P
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -FiniteZero- on May 16, 2014, 12:34:03 AM
Ah, like the Minus Infinity expansion, and the DOS expansion, and the Mega Man V expansion, and the Rockman & Forte 2 expansion.

Oh wait.

I don't mean to be mean, it's just that I'd rather we finish what expansions we already have instead of starting yet another one.

I just want my Quint boss fight, that's all.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: PressStart on May 16, 2014, 12:39:44 AM
Yea, it'd be kind of a let down if it was just an already existing character. Someone new and cool would be hype! The male and female designs thing reminds me of Dragon Quest 4 and Pokemon, would be neat!

Any design contest is bound to get some wacky entries, but I'm sure there'd be a slew of really cool ones too. I could see it being a big hit in the Mega Man art community, and help spread the word about the game some more.

Of course, the MM8BDM development team would get the final say anyways. Whether they take in outside designs and mold it to their liking (like Mega Man Robot Master contests days of old) or forgo the contest and develop it internally, it's def something I'd like to see!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dr. Freeman on May 16, 2014, 12:45:48 AM
As someone who would never enter a contest, I still think having a contest to design the tournament robot would be really cool to see what people could come up with.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Messatsu on May 16, 2014, 01:04:29 AM
Quote from: "Beed28"
For some reason, I'm wanting this to come out a lot faster now...

Would help me calm down from my anger issues over Mega May and Europe.

It's a good thing it's not coming out earlier.  Some of the bugs we've found....oh my.  Favorite so far has to be a glitch where Ice Wall would actually spawn double, and if positioned correctly on a wall it would literally send the two walls in each direction.  This was a really freaking weird bug to troubleshoot.  Oh, and don't get me started on Reggae.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 16, 2014, 01:20:45 AM
Quote from: "Messatsu"
Oh, and don't get me started on Reggae.
Reggae stealing Napalm Bomb off of your target but ending up giving you Homing Sniper instead? :p
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 16, 2014, 01:27:06 AM
Wish it was that simple, but no. Both Ice Wall and Reggae have been taken care of though, so I can't see any chance at a delay unless something game breaking rears its ugly head.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: NemZ on May 16, 2014, 02:10:24 AM
I prefer to think the player is actually bad box art megaman.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: tsukiyomaru0 on May 16, 2014, 02:32:36 AM
Quote from: "NemZ"
I prefer to think the player is actually bad box art megaman.

How about this one?
(http://i.imgur.com/luTPtcO.jpg?1)

Saw it here:
http://www.rockman-corner.com/2012/04/u ... ealed.html (http://www.rockman-corner.com/2012/04/unused-sfxt-mega-man-designs-revealed.html)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Legtendga on May 16, 2014, 02:40:22 AM
Nah...
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: CHAOS_FANTAZY on May 16, 2014, 03:11:21 AM
Honestly, I think the Tournament Robot is best left with their name and face ambiguous, the big reason for that being that they have no reason to be defined as a character.  The content of their character, if indeed there is any, does not factor into their actions at all; they are merely some Robot, like the rest of them, who wanted to participate in the tournament and got sucked into something far more important than just themselves.  Plus I think it's more fun for the player to put on a persona instead of being told "you're this person."

Another minor reason is that they're hella overpowered.  Mega Man nearly died against the Evil Energy that Doc Wily harnessed in MM8, whereas the Tournament Robot took on the Evil Energy Robot and won.  Right now that's still kind of acceptable because they're The Player, not a character in any regard; making them a character, though, would call a lot more attention to that.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -FiniteZero- on May 16, 2014, 03:13:07 AM
Right now I like to think the Tournament Robot is Toad Man. :3

Okay, that's a lie.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dr. Freeman on May 16, 2014, 03:15:06 AM
Quote from: "CHAOS_FANTAZY"
Honestly, I think the Tournament Robot is best left with their name and face ambiguous, the big reason for that being that they have no reason to be defined as a character.  The content of their character, if indeed there is any, does not factor into their actions at all; they are merely some Robot, like the rest of them, who wanted to participate in the tournament and got sucked into something far more important than just themselves.  Plus I think it's more fun for the player to put on a persona instead of being told "you're this person."

Another minor reason is that they're hella overpowered.  Mega Man nearly died against the Evil Energy that Doc Wily harnessed in MM8, whereas the Tournament Robot took on the Evil Energy Robot and won.  Right now that's still kind of acceptable because they're The Player, not a character in any regard; making them a character, though, would call a lot more attention to that.

It'd still be The Player though, just using a unique skin for it. I doubt if a skin was made that they would get any name outside of Tournament Robot. Adding a skin doesn't suddenly add character unless the character is added itself.

It's the same as using any of the skins. Just because I'm using the Hard Man skin doesn't mean my character is Hard Man, it's The Player, same would apply to an avatar for it. It's just an unique avatar so it not only offers a slightly better possible base skin instead of 2000 Mega Men but it also would look pretty cool.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: fortegigasgospel on May 16, 2014, 04:38:08 AM
Dragon Quest, you play an unammed character who never speaks for themselve, but that character still gets a preset stat growth and ability list. Having a face would just be similar to that.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: VGS2 on May 16, 2014, 08:58:11 AM
If nothing else, it'd be a new default skin instead of ol' Mega Mang!
Might make it easier to tell who has a skin and who actually does like the blue bomber.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Myroc on May 16, 2014, 12:15:52 PM
The Tournament Robot should not be given a specific design, because that would defeat the point behind it in the first place, which is to be a substitute for the player him/herself. Not having a fixed design is the reason it works to begin with (http://tvtropes.org/pmwiki/pmwiki.php/Main/FeaturelessProtagonist). If we wanted to have an established character as the protagonist, why wouldn't we just put Megaman in the main role? It's his series, after all.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 16, 2014, 12:18:37 PM
Quote from: "Myroc"
The Tournament Robot should not be given a specific design, because that would defeat the point behind it in the first place, which is to be a substitute for the player him/herself. Not having a fixed design is the reason it works to begin with (http://tvtropes.org/pmwiki/pmwiki.php/Main/FeaturelessProtagonist). If we wanted to have an established character as the protagonist, why wouldn't we just put Megaman in the main role? It's his series, after all.

Megaman shows up several times as an enemy in the campaign. I only suggested Sniper Joe as a base skin because it'd act as a shell of sorts, more of a modified sniper joe, but you still have your own name, if you want your own name. Your name gets mentioned several times in the campaign as well.

Nobody said the Tournament Robot would have a name, did they? Again, their "Sniper Joe" body would simply be a shell. Their appearance is whatever they wish.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 16, 2014, 12:19:59 PM
But what's the fun in having someone generic be the main protagonist? I'd rather see someone like Tenguman or Slashman or something other than the guy we all know and love(?). I personally use the Gilgamesh skin, just for kicks and the thought that Gilgamesh is fighting robots.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Hallan Parva on May 16, 2014, 02:18:29 PM
Quote from: "Myroc"
If we wanted to have an established character as the protagonist, why wouldn't we just put Megaman in the main role? It's his series, after all.
except that 8BDM very clearly says you're -not- Mega Man as early as the v1 credits sequence


personally anything positive I could have said was already stated several times so I'll just go with "I'd fund it :ugeek: "
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Jakeinator on May 16, 2014, 02:32:22 PM
I don't think we're going to have our special chose your gender tournament robot as of v4a because that comes out tomorrow. However i do also think having a special Pokemon / ZX style personal character to use as the base skin is a good idea because it gets kinda annoying seeing 10 megaman's in a server AND for all of the reasons people have said before.

+1 approval from Jake
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: PressStart on May 16, 2014, 02:41:05 PM
Finished drawing a comic to try and help spread the word about the expansion:
http://minimega.tumblr.com/post/8591561 ... y-remember (http://minimega.tumblr.com/post/85915614418/no-64-brother-who-art-thou-hey-remember)

Hope it helps!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 16, 2014, 02:52:42 PM
Quote from: "TheMetalManu"
Hey, hey, hey.

I know this has nothing to do with this whole "hero robot" thing, but I would like to know who composed the 8-bit music of MM&B, was it RushJet1 or someone else?

I can list that for you (kind of, not sure where Llama helped prior to me joining):

MM&B - Robot Museum: OrangeMario
MM&B - Astro Man: OrangeMario
MM&B - Burner Man: OrangeMario, MusashiAA
MM&B - Cold Man: OrangeMario
MM&B - Dynamo Man: OrangeMario, MusashiAA
MM&B - Ground Man: MusashiAA
MM&B - Magic Man: OrangeMario
MM&B - Pirate Man: Baiisilisk
MM&B - Tengu Man: Baiisilisk
MM&B - Boss Battle: Baiisilisk
MM&B - King Stage: OrangeMario, Llamahombre
MM&B - Wily Stage: OrangeMario
MM&B - Wily Stage WITH BALLS: me
MM&B - Fortress Battle: OrangeMario
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: VGS2 on May 16, 2014, 03:29:32 PM
Guys, we should make Cutman Mike the tournament bot.  :geek:  :ugeek:  :geek:

Anyways, going back to the expansion in hand, I'm so not gonna get any sleep tonight, am I? I'm gonna be as giddy as a goomba all night.

In fact, quick question for you all: What aspect of the new expansion are you looking forward to seeing the most? I'm quite curious.
For me, it has to be the weapons. It'll be fun to see how you handled 'em this time! Especially Remote Mine.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Hallan Parva on May 16, 2014, 03:32:29 PM
I'm looking forward to the Genesis Unit :ugeek:


I WAS DEAD SERIOUS GUYS
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 16, 2014, 03:32:41 PM
I'm gonna have to go with the Boss Fights. I loved them in the game and I'm sure I'm gonna love 'em now.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 16, 2014, 03:57:51 PM
To think that this is the last expansion based on non-NES styled Classic games: it's kind of like a huge deal to me. I'm rather excited to see how people will react to songs and sound effects myself, if they react at all, but I'm honestly looking forward to everything this expansion has to offer.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Myroc on May 16, 2014, 04:30:29 PM
Quote from: "SmashBroPlusB"
Quote from: "Myroc"
If we wanted to have an established character as the protagonist, why wouldn't we just put Megaman in the main role? It's his series, after all.
except that 8BDM very clearly says you're -not- Mega Man as early as the v1 credits sequence
(http://www.poetryfoundation.org/harriet/wp-content/uploads/2012/08/picard-facepalm.jpg)

I am not saying "Why don't we just make the tournament robot be Mega Man?". I am saying, if we wanted to have an established character, why would one have bothered to create the "Tournament Robot" as a character to begin with, when the game could easily been designed around the protagonist being Mega Man instead? I am fully aware that they aren't the same character, I am trying to explain the specific reason why they aren't. If we wanted MM8BDM to have an established character with its own design as the protagonist, we'd just use Mega Man. There wouldn't be a need to create the Tournament Bot in the first place.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dr. Freeman on May 16, 2014, 04:38:40 PM
I just kinda want a skin for it for a new base skin and cause it would look cool.

That said, if this is a choice it shouldn't force you to use the Tournament Bot at all, but rather just be a default option that can be changed at will, that way it will still basically be the same imprinted character as before, just with a different default skin instead of Mega Man.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ScrapHeap on May 16, 2014, 04:47:28 PM
You mean so people see you as someone other than megaman when you use a skin?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Knux on May 16, 2014, 06:32:45 PM
Even after reading all of the reasonable responses opposing a tournament robot skin, I don't see what the big deal is about not having one. In the end, it would still be just another optional skin, and the people who don't want to use it simply don't have to. It's not mandatory, just like every other skin. Not to mention even Mike approves of the idea, so please, don't make a storm in a glass of water over it.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Tfp BreakDown on May 16, 2014, 07:18:09 PM
Seeing how v4 is tomorrow, I have a question regarding mods and compatibility. Just how much would some mods need to be changed to work with v4?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: <geminibro> on May 16, 2014, 07:33:02 PM
V4 is coming out tomorrow, and it's on the weekend...

WHYYYY?

WEEKEND INACTIVITY TIME, YOU ARE CURSED!

But hey, it's going to be a surprise when i come back on sunday!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Blutorus on May 16, 2014, 08:02:35 PM
But, hey, Weekend Inactivity Time will give you more time to play the game!
actually it might be cursed because I cant wait for anything baaaa
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 16, 2014, 08:08:37 PM
just a while :)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: The_Broker on May 16, 2014, 08:40:11 PM
Just keep in mind it won't be released as soon as Saturday begins, so you might have a bit more waiting to do even tomorrow gentlemen.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 16, 2014, 08:41:35 PM
What time would it be out here in the UK?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: -FiniteZero- on May 16, 2014, 09:04:36 PM
I can't wait to try out Lightnig Bolt.

But I have to, so okay.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: SINISTAR BRAZIL on May 17, 2014, 03:03:44 AM
its today
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 17, 2014, 03:05:04 AM
Not today, where it matters most for release. :ugeek:
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Celebi on May 17, 2014, 04:20:04 AM
This could solve the tournament robot skin.
(click to show/hide)
Other than that, I can't wait for the fun to begin.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: HeelNavi on May 17, 2014, 07:26:41 AM
Yes,that glitch. Sometimes, i disappear completely in a certain angle in MAP01,in Roll's room.   (i blame Dr.Light for doing wizard experiments)

Also,i noticed that 8DW1MUS and 8DW2/3MUS aren't used.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 17, 2014, 07:31:24 AM
every mm8 song is used.

dw1: mmb intro
dw2: mm8dw1
dw3: mm8dw2
dw4: Evil Robot cutscene
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: leoalex50 on May 17, 2014, 10:16:12 AM
How long till mm8bdm v4 is released ?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 10:24:09 AM
Quote from: "leoalex50"
How long till mm8bdm v4 is released ?

it better be soon i want to kick kings ass
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dr. Crasger on May 17, 2014, 10:50:05 AM
A while. Don't rush 'em.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Gumballtoid on May 17, 2014, 10:50:50 AM
I'm off-the-walls hyped for this. I don't even get up this early for school, haha.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Duora Super Gyro on May 17, 2014, 11:25:35 AM
It is now 7:25 on 5/17/2014 here, I am now waiting on this website for the release...
Title: Skyward Sword Syndrome Part A at its finest- or is it?
Post by: Rozark on May 17, 2014, 11:33:34 AM
Personally I'm not as hyped as everyone else.
That probably relates to a thing in general for me, what with me being more adjusted to neutrality these days, but still.

From a creator's viewpoint:
- A few new maps
- New skins
- Some new weapons
- A boss
- Fixes
(Except now on a "professional" level)

It's still pretty cool though, and if I want to keep up my operations I'll need to update. Good job dev team; I can't wait for the twist ending once every expansion is finalized.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 17, 2014, 12:07:41 PM
Okay. It's time for me to start my plan. It's 8:07 as I'm writing this message, and I am literally going to stalk this page until I see the release.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 17, 2014, 12:10:19 PM
Better idea; do something with your life.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 17, 2014, 12:13:42 PM
Quote from: "Ceridran"
Better idea; do something with your life.

Okay, that was uncalled for. I'm just excited for this new release. Nothing wrong with that.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ceridran on May 17, 2014, 12:18:55 PM
Quote from: "Fr3akGamer"
Quote from: "Ceridran"
Better idea; do something with your life.

Okay, that was uncalled for. I'm just excited for this new release. Nothing wrong with that.

Well, you did say you were literally going to stalk the pages until the release comes forth. Something about that just doesn't sound okay.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: PotatoStrike on May 17, 2014, 12:25:33 PM
A little bit of waiting is required.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: OtakuAlex on May 17, 2014, 12:26:32 PM
Quote from: "Ceridran"
Well, you did say you were literally going to stalk the pages until the release comes forth. Something about that just doesn't sound okay.

This.


I understand the hype, though I'm not all that hyped myself for some reason, but you could pass the time doing something else.............Like blasting apart zombies in your choice of Resident Evil games, or listening to 8-bit covers of good music, or maybe even playing/watching some obscure game/movie that no one ever talks about. The release will only feel like it's taking longer if you wait for it, do something to pass the time.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 17, 2014, 12:29:56 PM
Quote from: "OtakuAlex"
Quote from: "Ceridran"
Well, you did say you were literally going to stalk the pages until the release comes forth. Something about that just doesn't sound okay.

This.


I understand the hype, though I'm not all that hyped myself for some reason, but you could pass the time doing something else.............Like blasting apart zombies in your choice of Resident Evil games, or listening to 8-bit covers of good music, or maybe even playing/watching some obscure game/movie that no one ever talks about. The release will only feel like it's taking longer if you wait for it, do something to pass the time.

I am definitely doing something right now. I am playing RM4MI with a Wiimote.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 17, 2014, 12:36:23 PM
Also, I'm going to try and get all the hidden items in MM:DitL2. Again, with a Wiimote, something I really enjoy.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 17, 2014, 01:00:53 PM
I just woke up, and v4 isn't out yet.

What the hey is this?

I've been stalking waiting for the creep release since yesterday, to no avail. Damn you and your sleep schedule, englishman.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 17, 2014, 01:23:27 PM
C'mon Mike, where are you? Thousands of fans around the world are waiting.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 01:25:57 PM
*yawns*
Title: incomming happy mega man volnutt post
Post by: Beed28 on May 17, 2014, 01:27:57 PM
It surely can't be long now?
Title: Re: incomming happy mega man volnutt post
Post by: Doctor Jughu on May 17, 2014, 01:29:28 PM
Quote from: "Beed28"
It surely can't be long now?

it could be any moment any moment i believe it... who i'am kiddin

P.S i want a v4 server soon its released kay?
Title: Re: incomming happy mega man volnutt post
Post by: Fr3akGamer on May 17, 2014, 01:31:59 PM
Quote from: "Doctor Jughu"
Quote from: "Beed28"
It surely can't be long now?

it could be any moment any moment i believe it... who i'am kiddin

P.S i want a v4 server soon its released kay?

That's why I'm checking very often. So I can host the first v4 server!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: ice on May 17, 2014, 01:36:33 PM
judging from my luck track record, it's going to be released while I'm at work @_@ Upside, atleast THIS time I have the internet
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: skully on May 17, 2014, 01:38:58 PM
Comeoncomeoncomeoncomeoncomeoncomeoncomeoncomeoncomeon...
Maybe they are fixing the last thignies?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: CutmanMike on May 17, 2014, 01:44:24 PM
Quote from: "skully"
Maybe they are fixing the last thignies?

This. A couple of minor things cropped up but we're working on it now.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 01:44:32 PM
i just gonna leave this here

Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 17, 2014, 01:45:10 PM
Do you have an estimated release time?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Jakeinator on May 17, 2014, 01:46:31 PM
So anxious, so very anxious, also freakgamer the first v4 server was the test servers  :ugeek:  :ugeek:

I'll probably play Deathmatch briefly while the first swarm goes on, then I'll sit in my corner and actually beat the campaign for once
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 17, 2014, 01:49:09 PM
Quote from: "Jakeinator"
So anxious, so very anxious, also freakgamer the first v4 server was the test servers  :ugeek:  :ugeek:

I'll probably play Deathmatch briefly while the first swarm goes on, then I'll sit in my corner and actually beat the campaign for once

I meant the first PUBLIC v4 server.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Jakeinator on May 17, 2014, 01:50:23 PM
In the meantime of waiting for this madness Imma go play forum games...
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: CutmanMike on May 17, 2014, 01:52:21 PM
Quote from: "Beed28"
Do you have an estimated release time?

Within the hour hopefully  :mrgreen:
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 01:52:49 PM
Quote from: "CutmanMike"
Quote from: "Beed28"
Do you have an estimated release time?

Within the hour hopefully  :mrgreen:

timer setted
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Messatsu on May 17, 2014, 01:54:44 PM
Quote from: "Fr3akGamer"
Quote from: "Jakeinator"
So anxious, so very anxious, also freakgamer the first v4 server was the test servers  :ugeek:  :ugeek:

I'll probably play Deathmatch briefly while the first swarm goes on, then I'll sit in my corner and actually beat the campaign for once

I meant the first PUBLIC v4 server.
I already have an official server up.  So uh, sorry, kinda beat ya to the punch.  On the flip side, as soon as it's released, ya should be good to play some good ol DM!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 17, 2014, 01:58:45 PM
I just want to take this little post to say something I think is very important: if it weren't for Korby and the people that started the &B expansion before it went official, this expansion would've never been what it is today. So to all modders that were or are attempting to start an expansion based off a Mega Man game: don't give up, no matter how little your contribution may be, you're most likely helping shape the future of the vanilla game. It could be your determination what keeps this community alive.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Magnet Dood on May 17, 2014, 02:03:01 PM
You won't see me giving up on either of my game expansions! :D

Now if only I could get Doom Builder to open again...

Anywho, looking forward to playing this when I get the chance.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Megaman94 on May 17, 2014, 02:03:19 PM
As the the release of v4 is close, I want to say so long to v3b. We had some really good memories. I will miss your file taking up space in my Downloads folder.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Superjustinbros on May 17, 2014, 02:14:46 PM
So... Close...
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: HeelNavi on May 17, 2014, 02:16:58 PM
Also,i was speaking of 8DW1MUS' presence in v3b...

Also,so much activity here !  *mad scientist voice* We're getting to the MAXIMMUM POWAH !  *evil laugh*
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 02:18:00 PM
Expire date? megaman and bass never had one wily light what your trying to pull on the others...

THEY ARE THE BAD GUYS
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 17, 2014, 02:18:52 PM
Will I get the last post here before it's released and this topic gets locked? Will I get the last laugh? :twisted:
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 02:19:13 PM
Quote from: "Beed28"
Will I get the last post here before it's released and this topic gets locked? Will I get the last laugh? :twisted:

Nope!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 17, 2014, 02:20:01 PM
Quote from: "Doctor Jughu"
Quote from: "Beed28"
Will I get the last post here before it's released and this topic gets locked? Will I get the last laugh? :twisted:

Nope!
Hahhahahahahahahahahahahahahhaha...

Any. Second. Now.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 02:20:19 PM
Quote from: "Beed28"
Quote from: "Doctor Jughu"
Quote from: "Beed28"
Will I get the last post here before it's released and this topic gets locked? Will I get the last laugh? :twisted:

Nope!
Hahhahahahahahahahahahahahahhaha...

Any. Second. Now.

still NOPE!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: VGS2 on May 17, 2014, 02:21:07 PM
You guys do know that Ivory's gonna get the last one, right? Nobody bests Ivory, and lives.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Doctor Jughu on May 17, 2014, 02:21:32 PM
Quote from: "VGS2"
You guys do know that Ivory's gonna get the last one, right? Nobody bests Ivory, and lives.

orrrr cutmanmike eheh
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Tfp BreakDown on May 17, 2014, 02:21:40 PM
Fuck, there is alot of people looking in this thread, this must what midnight releases feel like, except this is a site and not a store, and it's the day and not night.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 17, 2014, 02:22:03 PM
Quote from: "Doctor Jughu"
Quote from: "Beed28"
Quote from: "Doctor Jughu"

Nope!
Hahhahahahahahahahahahahahahhaha...

Any. Second. Now.

still NOPE!
I see CutmanMike and Ivory down at the list there, so...

I feel like a time bomb about to explode, here!

Muwahahahahahahaaahaahaaahaaaa!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Jakeinator on May 17, 2014, 02:22:25 PM
Anyone notice its not a sticky anymore?
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dataman on May 17, 2014, 02:23:09 PM
When this is released, I'm gonna try to actually beat the campaign for once.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Beed28 on May 17, 2014, 02:23:31 PM
Quote from: "Jakeinator"
Anyone notice its not a sticky anymore?
Here comes my last laugh.

Hahahahahahahahahaaahha.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Dataman on May 17, 2014, 02:23:49 PM
Quote from: "Beed28"
Quote from: "Jakeinator"
Anyone notice its not a sticky anymore?
Here comes my last laugh.

Hahahahahahahahahaaahha.
nope.avi

MUAHAHAHA!!!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Fr3akGamer on May 17, 2014, 02:24:09 PM
Quote from: "MusashiAA"
I just want to take this little post to say something I think is very important: if it weren't for Korby and the people that started the &B expansion before it went official, this expansion would've never been what it is today. So to all modders that were or are attempting to start an expansion based off a Mega Man game: don't give up, no matter how little your contribution may be, you're most likely helping shape the future of the vanilla game. It could be your determination what keeps this community alive.

Fight, Mega Modders! For everlasting peace!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: MusashiAA on May 17, 2014, 02:24:30 PM
Jane, get me off this crazy thing!...

...called MM8BDM v4 Public Thread.

Kill it already, it's spam by this point.
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Jakeinator on May 17, 2014, 02:24:56 PM
I think they're just watching how retarded we can get...
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 17, 2014, 02:25:07 PM
Well, this is degrading into spam. So, cya all! Have fun WAITING without a place to spam endlessly.  :cool:

Also, technically any mod or admin can keep posting locked threads, so it could turn into a battle between me and Korby posting random animals. But that would inflate Korby's already giant post count artificially and that is unacceptable.  :ugeek:  :ugeek:  :ugeek:
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: LlamaHombre on May 17, 2014, 02:26:33 PM
Why just Korby, huh? :c

But yeah, hopefully you all enjoy!
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Ivory on May 17, 2014, 02:30:01 PM
Because Llama, Korby is the only one I've done locked topic posting with.
(click to show/hide)
Title: Re: MM8BDM v4 Public Thread - TRAILER!
Post by: Korby on May 17, 2014, 04:48:03 PM
I have no idea what you're talking about.
(click to show/hide)