Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on July 29, 2016, 01:49:17 PM

Title: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: CutmanMike on July 29, 2016, 01:49:17 PM
(http://i.imgur.com/PTuORoA.png)

It's been 2 years since the last update, but MM8BDM continues on! Mega Man 9 was a fantastic little treat from Capcom (and Inti Creates) that even became the favourite Mega Man game in many people's hearts. I have always loved 9 as I do the other Mega Man games, and ever since it's release I've always wanted to do it justice in MM8BDM. We've had to make some interesting choices here and there but I think the end product is something MM9 fans will enjoy, and we have plenty of surprises for Mega Man fans as well so scroll down and grab the download link below!

Trailer



New Features


Change Log

Here is a more detailed change log.
(click to show/hide)

Download

Download from MEGA (https://mega.nz/#!GJpjEayL!WzIjmhHw84utHY4DroaFYE4zYc3YkXGGz9Hrnz1YbQU)
Download from Cutstuff (http://cutstuff.net/files/MM8BDM-v5a.zip)

Notes

Shouts must go out to the current MM8BDM team who made this possible. V5 had a rough start with the departure of Ivory who set an very high standard of quality and was very proactive towards getting the project done. Mega Man 9 may have had the content ready for us to implement but there is still a lot you have to think about and tinker with once you start adding it to the core game. It is also a very beloved game so there were lots of conflicting opinions on how things should look, behave or even sound. It could not have been done without such a relentless team of people who took time out of their lives to contribute, for nothing but what working on the game means to them. Thank you for your continued support (your medals are in the Cutstuff post!)

Also thank you to those still sticking with us and playing MM8BDM. I know a ton of players don't even read the forum, but seeing players still enjoy and get hyped for MM8BDM is what keeps me going back to have long battles with ACS and DECORATE and push Zandronum to it's limits.

I think at this point promising that a MM10 expansion should come a lot faster than this one would be shooting myself in the foot so I'll just close with "Stay tuned".
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 01:49:24 PM
Please provide working mirrors if you can, I know a lot of you don't like MEGA for downloading.

Oh yes, and for the sake of people just coming in:

Try to avoid posting spoilers... at least until page 2 of this topic.
Title: this is pretty much a meme now every time mm8bdm releases
Post by: Beed28 on July 29, 2016, 01:51:51 PM
(http://www.legends-station.com/mml1/screens/firstmission/003.jpg)

FIRST :D

Wait, you mean it's finally out?






(http://nooooooooooooooo.com/vader.jpg)
...WAY!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on July 29, 2016, 01:53:23 PM
Can't say I wasn't expecting Beed to be first.

I'll provide a Painkiller link if anybody doesn't before me.

http://allfearthesentinel.net/download?file=mm8bdm-v5a.pk3

wasnt me
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Yoshiatom on July 29, 2016, 01:56:43 PM
Finally, the world's F5 keys can be put at rest! :P

Thanks for the hard work on this great mod, can't wait to play it and struggle against the bosses!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TheRealRoyale on July 29, 2016, 01:57:14 PM
YES





GOTTA DOWNLOAD 'EM ALL!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Turbodude on July 29, 2016, 01:58:00 PM
The expansion I've been awaiting the most since MM7, it's finally here!

Stupendous job to all those involved. I am so psyched to play this!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on July 29, 2016, 01:58:14 PM
IT'S OUT?!



I'll have to get this when I get home!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ThatOneEnder on July 29, 2016, 02:02:50 PM
OH YES!
I've been so excited for this!
I'll post my thoughts of it once I finish it, but till then, whooo, exciting!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on July 29, 2016, 02:06:03 PM
Awesome!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 02:40:30 PM
This is top-notch. GG guys.
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rui on July 29, 2016, 02:49:02 PM
Quote from: "CutmanMike"
Please provide working mirrors if you can, I know a lot of you don't like MEGA for downloading.

Dropbox (https://dl.dropboxusercontent.com/u/155972041/MM8BDM-v5a.zip)
Google Drive (https://drive.google.com/open?id=0B7-AmyiO8JuqOFp5ZXhoZnhocU0)


Beautiful work! Congratulations to everyone on the dev team! (http://i.imgur.com/4TjYSJV.gif)

Only one more expansion til we receive Sheep Man ;v;
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Superjustinbros on July 29, 2016, 02:57:24 PM
YESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYES
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Hallan Parva on July 29, 2016, 03:38:12 PM
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Quote from: "CutmanMike"
== Proto Buster
+Can no longer hold shield out when charging a shot.
I'm ready for Proto Buster in Duel :ugeek:

Quote from: "CutmanMike"
== Leaf Shield
+Complete rework.
+Put up a temporary shield that blocks one oncoming hit*
+Lasts a short period
+If the shield is hit, release a flurry of leaves in the target direction.
* damage may still be sustained from the hit, depending on the source.
So it's more like a "quick counter" version of Skull Barrier? Interesting. I'm gonna like playing with this.

Quote from: "CutmanMike"
== Mega Ball
+Default slot changed from 4 [Close] to 2 [Ranged]

== Copy Vision
+Default slot changed from 6 [AoE & Special] to 2 [Ranged]

== Sakugarne
+Default slot changed from 6 [AoE & Special] to 4 [Close]
(http://i.imgur.com/DlOEgIR.png)



I haven't looked at any stage changes, gonna keep those a surprise for myself.
Great work guys, can't wait to really dig my fingers into this.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on July 29, 2016, 03:48:26 PM
I just started V5, so one of the first things I did was to check on one of Guts Man's lines. Sure enough:

(https://s32.postimg.org/mq7euagxh/mm8bdm_v5a_bossendurance.png)

This line was relevant from v3a to v4c, but now it needs to be updated, since the boss endurance chamber is back now. Just have Guts Man say it used to be where the patio is.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: The_Broker on July 29, 2016, 03:50:38 PM
Hope everybody is enjoying it! I can't wait to try it out myself.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ukiyama on July 29, 2016, 03:52:40 PM
Wow this was a pretty surprising release for me, congrats you guys! Can't wait to try it outside of singleplayer later!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: arkore on July 29, 2016, 03:53:07 PM
Congratulations on the release of MM8BDM v5.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 03:55:10 PM
Quote from: "SmashBroPlusB"
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Your velocity stops when you summon it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Watzup7856 on July 29, 2016, 04:30:30 PM
HOT DAMN I'M STILL AT WORK AND THIS IS OUT.

I seriously can't fucking wait until I get home today to play this.

2 more hours...
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 04:55:59 PM
So... I'm kinda dumb, but i can't find a way of having my progress from V4 here, what do?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 05:10:52 PM
If you have a save game from V4 you will need to make sure your v4 .ini file makes it's way into the same folder as V5. You can either copy V5's content to overwrite your V4 files OR just copy your zandronum-xxx.ini from your V4 folder into the V5 one.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 05:17:54 PM
Thanks!
love ya, Mike.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 05:23:31 PM
(http://i.imgur.com/SIV7HOk.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RedThePyro on July 29, 2016, 05:24:02 PM
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MetalMasher on July 29, 2016, 05:39:19 PM
yesssssss!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Mendez on July 29, 2016, 06:28:18 PM
The map quality is really solid throughout, I'm glad that FGG was given a shot to prove himself as a mapper because MM9GAL is really one of my favorites right now, if only for the fact I feel so comfortable jumping and moving around the map. I feel like some maps are a tiny bit bigger than they need to be (like MM9DW3) but overall you guys have really polished and refined these maps very well. I don't even mind that Concrete shot has cannibalized Item-1, it just feels so much more intuitive to use, and I'm glad mappers were able to find some good uses for that weapon. Here's hoping MM10 can raise the bar even higher.
By the way, the Read-me text file isn't updated to credit the people who made the maps for this expansion. I'd really like to know who made what so I can give proper credit.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on July 29, 2016, 06:38:09 PM
I agree, map-wise there's very very little to complain about, it looks pretty damn solid overall in that regard.
Title: GOD DAMN.
Post by: Bikdark on July 29, 2016, 06:46:28 PM
i fucking hate whoever designed this bass boss. I MEAN IT'S GOOD BUT OH MY GOD IM GOING TO FUCKING SPEND HOURS ON THIS

edit: kd just informed me of someTHING VERY INFURIATING THAT you can do in this fight LIKE WHAT THE FUCK

edit^2: here's an accurate representation of how i feel rn
(click to show/hide)
Title: also the megaman amiibo was totally my fault, haha
Post by: Geno on July 29, 2016, 06:58:25 PM
I hopped into a server a while ago and I'm glad to see everyone's enjoying the sprites I did!
I saw a Concrete Man or two, many many Splash Women, and even a Time Man!

Not to mention, museum visitors pointed out all the Dimensions! I hope they thought Green Devil looked cool too!
Anyone try out Pharaoh Shot in v5? I thought the explosion I made looked super cool!

Hope you guys enjoy the new singleplayer things too! I made quite a few things that would probably get me yelled at if I mentioned them now, hehe
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 07:36:07 PM
Quote
and even a Time Man!
That's because Time Man doesn't look like he's straight out of hell this time around.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on July 29, 2016, 07:58:59 PM
To whoever thinks the Bass boss is hard
you're about at 5% of your real suffering when you'll see what's in MM9.

Fantastic job to whoever did the boss battles btw. Very very rage-inducing how I like them. Would replay again and again now and in a few months and years for nostalgia in the future
Title: Re: also the megaman amiibo was totally my fault, haha
Post by: Promestein on July 29, 2016, 08:01:17 PM
Quote from: "Geno"
Not to mention, museum visitors pointed out all the Dimensions! I hope they thought Green Devil looked cool too!
Anyone try out Pharaoh Shot in v5? I thought the explosion I made looked super cool!
Yes, yes, and yes. I wasn't expecting Pharaoh Shot to have that, since I didn't bother looking at the changelog. Nice.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 08:12:06 PM
so what bosses was i actually meant to fight because i feel like i missed about 8
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 08:18:36 PM
Quote from: "Stardust"
Fantastic job to whoever did the boss battles btw. Very very rage-inducing how I like them. Would replay again and again now and in a few months and years for nostalgia in the future

Messatsu and Lego did the Bass fights, I made the rest. It was a team effort though since I needed sprites, testing and ideas (we had no idea what to do for megaman 9's final boss for so long).
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on July 29, 2016, 08:28:08 PM
Quote from: "Mendez"
The map quality is really solid throughout, I'm glad that FGG was given a shot to prove himself as a mapper because MM9GAL is really one of my favorites right now, if only for the fact I feel so comfortable jumping and moving around the map. I feel like some maps are a tiny bit bigger than they need to be (like MM9DW3) but overall you guys have really polished and refined these maps very well. I don't even mind that Concrete shot has cannibalized Item-1, it just feels so much more intuitive to use, and I'm glad mappers were able to find some good uses for that weapon. Here's hoping MM10 can raise the bar even higher.
By the way, the Read-me text file isn't updated to credit the people who made the maps for this expansion. I'd really like to know who made what so I can give proper credit.
Why thank ya, but I wanna make sure credit is given where it is due. Galaxy while the general layout remained the same throughout it's development underwent the most changes during so. The room BHB resides wasn't even designed by me and a lot of the details added to it weren't my doing either. Lego was the one who made that room and added to make the map look pretty. The rest of the devs also giving suggestions in improving the map every step of the way got it to be a good design as well. Though I was stuborn on some things that were complained about (looking at you glass floors) they eventually let me keep them when they worked out and I explained their reasoning. Hope you guys have lots of fun using those for aiming your BHBs and to wrap this up, have fun finding that Yashichi.  :ugeek:
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 08:28:47 PM
I WANTED TO CONTRIBUTE TO THIS PROJECT

I WANTED TO GET A FANCY MEDAL LIKE THE REST OF YOU.

BUT NOOOO, THE CONTRIBUTION TEAM ARE SO PICKY ABOUT WHO CAN SPRITE GOOD SO I NEVER GOT A CHANCE!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 08:32:24 PM
Quote from: "Max"
so what bosses was i actually meant to fight because i feel like i missed about 8
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 29, 2016, 08:37:01 PM
Quote from: "Promestein"
(click to show/hide)
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 08:39:11 PM
You're on the right track.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 08:46:59 PM
So when can I sign up for MegaMan 10 expansion because I didn't get the MM9 :P
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 29, 2016, 08:56:45 PM
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Atticus on July 29, 2016, 08:56:50 PM
Glad to see the MM7 music was changed from the Rockman 7 FC versions. I do think the actual volume of the music on Wily 1 and 2 is too loud and could be turned down a bit.

This expansion is out a day before my birthday. Thanks for the early present.  :D
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 08:57:20 PM
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 09:06:39 PM
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 09:08:41 PM
You can obtain all the trophies in this version.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: KOManiacJim on July 29, 2016, 09:09:16 PM
Greetings once again. If it's possible, can you post the Areas for the Secret Boss Battles involving getting under a "Par Time?" Don't reveal who, just post the areas with said time to beat to trigger the Secret Boss Battles.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 09:09:53 PM
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 09:13:01 PM
So, is TengumusV really gone despite protest?

I'm not going to find out.

I'm not downloading the game until I get my medal!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 09:20:03 PM
How I didn't figure that out on my own with Magma Man's hint, I don't know.

Quote from: "ABlasterCat"
(click to show/hide)
There are at least two chapters left, though. MM10 and MMV.

Quote from: "bass44"
So, is TengumusV really gone despite protest?
Yes, thank god.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TailsMK4 on July 29, 2016, 09:20:40 PM
V5 was pretty fun, but man the bosses were tough.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 09:24:10 PM
Stay away from him and you can time your jump over the line of shots. Some people to like to run under him during that but I don't think it's very reliable.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: bass44 on July 29, 2016, 09:41:15 PM
I would like to apologize on the behalf of the things I said earlier.

I'm just enraged to the fact that I wasn't able to contribute to this project because nobody thinks I'm good enough.  :?

If anybody felt like they were targeted because they got the medal, then I'm sorry.

I should probably just leave because I don't feel like I'm welcome here.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 09:42:52 PM
I found a glitch, during Boss Attack you can add bots, and it seems like they drop your performance a lot.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on July 29, 2016, 09:49:58 PM
here's every trophy

(click to show/hide)

major props to the people doing the music btw
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TailsMK4 on July 29, 2016, 09:58:49 PM
EDIT: Can't delete this message, move on...
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: KOManiacJim on July 29, 2016, 10:05:09 PM
I would like to thank the devteam for all their hard work. I think that this game will age like a fine cheese, or heck, a fine wine even.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 29, 2016, 10:14:33 PM
Quote from: "Max"
(click to show/hide)

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 10:21:19 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: easyaspi on July 29, 2016, 10:23:45 PM
Jeez, so much more content. Anyway, time for rant under the cut.
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Messatsu on July 29, 2016, 10:29:11 PM
Quote from: "Beed28"
Yeah, the bosses are completely insane and nigh impossible compared to what you would find in your average ZDoom mod.

Mike likes his bosses hard as hell.  I guess I'm not one to talk though since the boss I worked on seems to be making folks tear their hair out too.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 10:33:28 PM
Quote from: "easyaspi"
(click to show/hide)

Gah, I knew I should have added more clarity to this.

Once you go in that door, you have to beat Proto Man again. This triggers the alternative final boss fight.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ABlasterCat on July 29, 2016, 10:35:11 PM
Quote
(click to show/hide)

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CopShowGuy on July 29, 2016, 10:45:10 PM
Oh I'm all over this mess!  These release days are the best!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 29, 2016, 10:52:47 PM
Quote from: "easyaspi"
(click to show/hide)
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TailsMK4 on July 29, 2016, 11:05:17 PM
EDIT: Ignore, can't delete this message
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on July 29, 2016, 11:09:06 PM
Quote from: "Max"
here's every trophy

(click to show/hide)

major props to the people doing the music btw

Thanks! Probably a good time to drop who made what songs in case anyone was wondering.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: chuggaafan1 on July 29, 2016, 11:17:01 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on July 29, 2016, 11:30:28 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 29, 2016, 11:32:19 PM
Plug Man has the key to this riddle.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DarkClawXD on July 30, 2016, 01:48:55 AM
(click to show/hide)

Though I must admit, to CutmanMike and all the other developers, all this work and effort put in to this project should never be overlooked one bit. Even though I'm not really a fan of FPS, I like Megaman (despite never actually playing any of the games), and considering Capcan't has obviously done (bleep) all with the franchise over the years, it's nice to see some sort of revival is being made with this project to keep the franchise from literally being left for dead. Like when did it begin? 2009? Like from 2009 all the way up to 2016 and counting... 8 inclusive years of dedication. I can't thank you all enough.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Promestein on July 30, 2016, 01:57:26 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Superjustinbros on July 30, 2016, 02:00:09 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on July 30, 2016, 02:11:37 AM
So I was looking at all the stages to see what changed, went to Elec Man's stage, and saw this:

(http://i.imgur.com/V3PTePD.png)

Voodoo Doll Glitch.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gamester522 on July 30, 2016, 02:35:41 AM
Just finished the campaign chapter now I need a shower.
Amazing guys, I loved it. Look forward to my crappy video X)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on July 30, 2016, 02:42:37 AM
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Hallan Parva on July 30, 2016, 02:50:41 AM
Quote from: "CutmanMike"
Quote from: "SmashBroPlusB"
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Your velocity stops when you summon it.
Disregard me, I was an idiot and confused Item 1 for Item 2. I forgot both of them were in the game. :ugeek:
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Atticus on July 30, 2016, 02:58:26 AM
I wanna give a shout out to whoever made the new Turbo Man stage, because you inadvertently created one of the best maps to play Possession on in the vanilla game lol.

This update reminded me of a lot of things. It reminded me that Mega Man 9 is a sick ass game that I should play again. But it also reminded me why I love this game, and why I've stuck with this community for close to 6 years now. There are so few games out there right now that get by entirely on hard work from truly hardcore fans, and most that try fizzle out before long. Seriously, we're 6 years into this and we're still getting insanely high-quality updates that add truckloads of content and changes. I'm so proud of what the team has accomplished, and the fact that there's still a community here to appreciate it is astonishing. Here's to many more years and updates for MM8BDM.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Bikdark on July 30, 2016, 03:13:56 AM
Overall, maps are excellent. MM9TOR is HELLA, as is MM9MAG, probably my favorite maps from the last like 3 years.

My only real complaint is MM9FAK. You're given item 1, item 2, AND Tornado Blow, but can't access the rooftops? Little bit silly and limiting I'd say, as I was REALLY excited as soon as I spawned. The closest we have in vanilla to a rooftop crawler is MM6MRX, which doesn't even fully expand upon the idea.

This is my favorite expansion thus far. Long live the plug ball.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ivory on July 30, 2016, 03:39:27 AM
Hey there all you Mega Man fans!

Just popping by to say that I absolutely loved what I have experienced. The story mode escalation that has been underway since v3 hasn't ceased to amaze me, even if it does make V1 bosses and story pretty bland now in comparison. We have gone from fighting giant peace keeping robots of mass destruction to an evil robot in space to having a three on one with the Genesis Unit to a shmup battle or road chase? Along with the ever scaling difficulty  :ugeek:  :ugeek:  :ugeek:

The new maps are top notch and I am delighted to see that MM7FRE and MM9MAG are relatively the way I left them. Some of the plot elements I came up with did see use, in ways I wouldn't even have planned to use them. I just plain love it.

I can just feel how much fun the dev team had making this content through playing it alone and I can't wait to see just how much things are going to escalate again in v6.


Props to everyone on the dev team for their hard work in bringing this expansion to life, and to the community who never stopped believing in them or criticizing them, or whatever else motivates people to get stuff done for this game.

And personally from me to them, props to the dev team for picking up on all the half-done stuff I left behind when I abruptly upped and left. I feel like I failed them for not being able to see my commitments through, but I also feel a lot better now that I had time to get away and clear my head for a few months. Seriously, you guys are amazing and Light's Lab is a lot better than what I had planned for it.
Title: Re: also the megaman amiibo was totally my fault, haha
Post by: Geno on July 30, 2016, 04:00:55 AM
Quote from: "Promestein"
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Oh yeah, the other three (non-spoiler) things I did for v5 are the birds from Concrete Man stage, and the texture for Pirate Man's gold piles
Try shooting the birds in Concrete Man stage!
The third non-spoiler thing I did was take most of the screenshots for the new and updated stages! Additionally, I re-took a bunch of old ones from v3 because some of them did not reflect current stage designs, and were all fuzzy and ugly
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rui on July 30, 2016, 05:04:38 AM
spoilers

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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on July 30, 2016, 05:33:07 AM
I'm tired and my thoughts may not be completely coherent, but my thoughts are here all the same.

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Barring that issue, this expansion is a great success. The maps are top notch, the weapons all feel good but still feel relatively tame, the spritework is gorgeous, and the new music is lovely. Major kudos to the dev team.

I'm also grateful for the opportunity to work on a map for this expansion: Freeman and I are responsible for bringing you all the new and improved MM4DIV and I'm super happy with how it came out and how well it's been received. It has definitely been a good learning experience for me.

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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Copy Robot on July 30, 2016, 05:36:41 AM
Fuck your basses and fake policemen and what have you. This is the real most important part of the update.
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RedThePyro on July 30, 2016, 05:54:35 AM
Spoiler Version
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Non-spoiler Version:
Now, what would be a good youtube video that would describe how I feel about this update.. I KNOW!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Megaman94 on July 30, 2016, 06:41:10 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on July 30, 2016, 08:59:30 AM
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also here's the real real real real secret of v5 everyone missed

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EDIT : here are a few personnal tips for anyone trying to Mega Buster only the Treble Bass boss (not a spoiler I think at this point everyone knows Bass is the MM7 Chapter boss). It took me about ~1 hour to defeat his Treble form with buster only and it's definitely harder than with the adaptor (dunno if it's comparable to the MM9 final boss). I don't know if they're god tiers tips but that's what I applied and I did it without cheats so um try again sweetie

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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 10:06:00 AM
Quote from: "Ivory"
Seriously, you guys are amazing and Light's Lab is a lot better than what I had planned for it.

Thank you for the idea, really. Light Labs would have probably been left the same bland hub since v1 (2?) until I saw footage of people just walking around it enjoying the little details. Once I saw that I was convinced and knew dr. light had to step up his game!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MarioHead on July 30, 2016, 12:12:25 PM
I only have a question (Yeah, i'm back, i only waiting for the release)
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 12:15:44 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on July 30, 2016, 12:53:37 PM
I scared the police guy and fought Protoman but nothing happened.

The cutscene is the same and the chase scene starts.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on July 30, 2016, 01:08:20 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on July 30, 2016, 01:39:21 PM
Damn, that stupid shark kicked my ass.

This new bosses are TOO HARD. You need to make them easier. They have too much health and they dish out too much damage from your health bar.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MarioHead on July 30, 2016, 01:51:04 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on July 30, 2016, 04:01:58 PM
Quote from: "MarioHead"
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DarkClawXD on July 30, 2016, 04:14:20 PM
Also, here's my thoughts on the new weapons....

Plug Ball: I like how it can bounce around for a while on the floor before dissipating. While it doesn't crawl up walls like Ice Wave or Search Snake, it's pretty easy to cover the floor with lots of balls, and this makes levels where pit fights break out more dangerous if this weapon is around. (Surprised nobody's made a joke about this weapon yet. Specifically this or the next one...)

Black Hole Bomb: Words can't express how much I love this weapon. It needs to suck, otherwise it would suck NOT sucking. Only real sucky part is that it doesn't suck up enemy projectiles, but it's outright fun watching the A.I getting raped with this weapon. If it doesn't flat out one-shot someone, it's atleast over half their health.  :D

Tornado Blow: I really don't understand this weapon. Like I use it, but it seems like it's 50/50...Half the time, I feel like it doesn't do anything, and other times, it feels delayed.

Laser Trident: I don't understand this one either, and it may be me, but it feels awkward using it. Even at point blank range, it just seems to go out of its way to not want to hit somebody, like it slants off. I don't know if the tridents don't necessarily shoot straight ahead, but to me, it feels like they slightly veer off, even at point-blank range.  :?

Hornet Chaser: Haven't really used this much yet. Typical homing projectile. Didn't someone mention you could attack or confuse the hornets?

Magma Bazooka: Seems more effective at point-blank range, much like Air Shooter.

Concrete Shot: Haven't experimented with platforming with it yet. I like how if one gets hit with it, they can't run or jump. Perhaps Chill Spike might give some sort of debuff like so when in v6?

Jewel Satellite: Suprisingly, I haven't used this much yet either. Like I see 2 bars when it's used. Can someone explain how it works and like how it's different from Junk Shield?

Black Hole Bomb and Plug Ball are my favorite weapons from v5.

Though I believe someone mentioned how the A.I feels different. From what I could tell from running through the story and basic matches, it seems the computers now are a lot more hop-happy, if that makes any sense, and someone mention they seems to get stuck on the walls or ceilings until somebody kills or hits them. I believe the A.I works based on proximity of other opponents, but perhaps the Indef zones they have might be causing them to get stuck ?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PotatoStrike on July 30, 2016, 05:38:06 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: King Dumb on July 30, 2016, 05:41:48 PM
@DarkClawXD

Tornado Blow is more of a mobility weapon than an offensive one. Use it while you're falling to slow yourself, or while you're jumping to give yourself a lot more height.

Laser Trident starts off slow, then speeds up, going in a straight line the whole time. After it speeds up, it's one of the fastest projectiles in the game. Once you learn to time your shots with that delay at the beginning, it'll be really effective for hitting at range. It's also a 5HKO.

Jewel Satellite offers the user an array of useful buffs. While you have a shield up, enemy projectiles will still damage you, but you'll also reflect them back out at a 45 degree angle, and can potentially hit enemies with these (frags scored by these will count towards you!). As a result of this effect, Jewel Satellite makes ripping projectiles (like Metal Blade, Rolling Cutter, etc.) much less effective, as they'll only deal damage once rather than rip through you. Jewel Satellite also prevents homing projectiles from homing in on you. Offensively, the weapon is pretty strong, as each Jewel you fire deals 28 damage, a 4HKO (that means one shield can potentially take someone from full health to zero).

Bot pathing and behavior have a lot of oddities which unfortunately are difficult to work around (this has more to due with Zandronum/Skulltag and less with MM8BDM). Things like the bot super jump are among the few tools we have to make bots smarter, but this is why newer bosses are monsters instead of bots.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rui on July 30, 2016, 06:20:21 PM
Quote from: "King Dumb"
Laser Trident starts off slow, then speeds up, going in a straight line the whole time. After it speeds up, it's one of the fastest projectiles in the game. Once you learn to time your shots with that delay at the beginning, it'll be really effective for hitting at range. It's also a 5HKO.

Oh, this explains a lot. I thought it had some kind of weird homing effect at first and I was wondering why I've been missing every shot.

Also..

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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MarioHead on July 30, 2016, 07:36:11 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on July 30, 2016, 07:51:46 PM
Quote from: "PotatoStrike"
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: It's Magic on July 30, 2016, 09:03:56 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 09:12:28 PM
Looking back I probably should have added FULL checkpoints to the final boss battle (not the secret one though, I wanted that one to be kinda brutal). We can hit things with the nerf bat later, kinda like I did with the Genesis Unit. My problem was the (true) final boss has lots of stationary targets to shoot at, and good players could dominate him easily without much of a challenge so I beefed him up a bit.

Ah yes, probably should have added (that guy) to the memory machine. That fight was the very last one I made so I guess it just slipped my mind at the end.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Laggy Blazko on July 30, 2016, 09:19:48 PM
First of all, congrats on releasing a new version, people. Most things are pretty good. And I love the new base skin.
I had problems in maps like Freezeman and Magmaman, yesterday. They always lagged me out of the server but I don't know if it's a connection problem or a map problem or what. But it was always in those maps. I'll try to investigate more so maybe you can fix something.... But since I haven't seen a lot of other people with the same problem maybe you won't want to fix anything, heheh.

On another subject...
Quote from: "Gumballtoid"
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on July 30, 2016, 09:27:03 PM
Quote from: "Laggy Blazko"
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Trillster on July 30, 2016, 09:31:06 PM
Mike posted this image on Discord and I think it sums the situation up well. (This image does have a spoiler by the way, so open with caution.)
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on July 30, 2016, 09:34:51 PM
Quote from: "Laggy Blazko"
If so, you could have used portal tricks to avoid them.

I tried everything. Plus when the idea came up for the other boss fight I HAD to make it. It was just too fun not to do.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Laggy Blazko on July 30, 2016, 09:45:02 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Badz on July 30, 2016, 10:45:06 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JaxOf7 on July 30, 2016, 11:58:34 PM
Jax's v5 boss review
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Geno on July 31, 2016, 01:53:10 AM
Quote from: "PotatoStrike"
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ivory on July 31, 2016, 02:02:20 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Zero1000 on July 31, 2016, 02:09:50 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on July 31, 2016, 04:30:05 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PotatoStrike on July 31, 2016, 07:50:46 AM
Quote from: "Geno"
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on July 31, 2016, 08:33:12 AM
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Also, while I was looking through SLumpED, I discovered a removed cutscene! Here's how to access it:


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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Jafar on July 31, 2016, 08:49:29 AM
That cutscene plays if you've already beaten the old MM7 chapter on your save file, I believe.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Geno on July 31, 2016, 12:14:35 PM
Yeah, that cutscene there only plays for people who had already beaten MM7 before v5 was released

also
Quote from: "PotatoStrike"
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on July 31, 2016, 02:20:47 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: HeelNavi on July 31, 2016, 03:14:59 PM
nice work on v5, it feels like a whole new direction has been taken for mm8bdm

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i'm done ranting so i'll just say v5 is good and was worth the wait good job everyone
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on July 31, 2016, 04:51:40 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Messatsu on July 31, 2016, 05:36:51 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DarkClawXD on August 01, 2016, 01:51:17 PM
Uh oh, running into some problems...
When I try loading up v5 (and this happened also when I initially downloaded it back Friday), my antivirus mistakes the game for being a virus when it clearly isn't, and it deletes it out of the unzipped folder. (I do have a backup copy of the unzipped v5 folder on a junk drive), though I fear it may conflict with saved data. I have v4 and v5 (v4 specifically to copy the Zandronium.xx file over to v5 to carry over saved progress, and I also have v4 just to use stuff like Chaos Generator--whenever stuff like that is updated to be compatible with v5).

Does anyone know how to remedy this issue of it being mistaken for a virus?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Ceridran on August 01, 2016, 01:53:49 PM
You could make an exception in your antivirus settings.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: tsukiyomaru0 on August 01, 2016, 05:59:34 PM
Some antiviruses likes to run a scan for what they believe is a Potentially Unwanted Program, or they have some sort of hardened mode that has a huge chance of mistaking some applications for viruses due to the kind of access they require.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Geno on August 01, 2016, 07:39:51 PM
While the launcher was updated to remove the banner that antiviruses were thinking was a virus, it could be falsely triggering it either because it was released less than a week ago, or because the antivirus is assuming that this new MM8BDM.exe is the same as the old one that had the banner, so it's treating it the same as well

In any case, yeah, try to set up some sort of an exception for it
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PressStart on August 01, 2016, 10:14:48 PM
So, I'm a little fuzzy on who all was responsible for what boss fights/graphics, but... to everyone who worked on this, awesome job!

I am terrible, awful at this game, so for literally every fight I cheated to heck and back, but I never would've seen all the cool stuff/funny setups you put in without em.

I hope someone makes a good video showcase of all this stuff, because I know a lot of fans would love to see all these great scenarios you made.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 01, 2016, 10:44:18 PM
This guy (https://www.youtube.com/channel/UCkIgXp84N7vbL_F7rfkMHsg) has all the bosses up, except for the super secret one.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Zero1000 on August 02, 2016, 04:00:03 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Megaman94 on August 02, 2016, 04:23:59 AM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: ice on August 02, 2016, 06:53:25 AM
Sooo... Who's found all the yashichis yet?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dittoman on August 02, 2016, 05:04:50 PM
I looked through all of the MM9 stages and I only found 7. I'll admit it, I was a scrub and used a combo of fly and noclip, but for some of them it's a requirement.

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Seriously though, what's with the out-of-bounds boxes?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 02, 2016, 05:08:12 PM
They are sectors that control any 3d floors (floor over floor sectors) in the maps. Also all these should be able to be spotted without any cheats at all. Be sure to check the map for movement utilities and weapons!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Myroc on August 02, 2016, 05:11:15 PM
This expansion has some of the most evil yaschishis this game has ever seen. Several of them require you to think outside of the box. I know the one in Plug Man nearly drove me insane, even after I was explicitly told by Lego how to find it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Yoshiatom on August 02, 2016, 05:20:49 PM
The "random" out of bounds boxes are dummy sectors, which are used to define the hight and textures of 3d floors. (For example, there's a lot of them in MM7DW4, since the map mostly is 3d floors)

Also, MM9CON and MM9DW2's yashichis are possible to see without noclip:
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: TheRealRoyale on August 02, 2016, 07:03:45 PM
Quote from: "Ivory"
v6.
hmm.... i want to contribute with some bots(even weapon archive, there's a skin somewhere)
can i?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on August 02, 2016, 08:03:12 PM
Quote from: "TheRealRoyale"
Quote from: "Ivory"
v6.
hmm.... i want to contribute with some bots(even weapon archive, there's a skin somewhere)
can i?
The_Broker already supplied botchats for all future expansions. Unless your's happens to better than his, I doubt they'll use your's.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on August 02, 2016, 08:47:36 PM
Hoo boy, the Yashichi in MM9DW1 is probably one of the most evillest in the entire game:
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on August 02, 2016, 08:50:28 PM
i mean that's not how you find it normally. you can see it without cheating
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on August 02, 2016, 11:04:02 PM
Secret boss spoiler question:
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on August 02, 2016, 11:13:54 PM
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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Bikdark on August 03, 2016, 01:26:43 AM
I've fucking done it. All bosses down. Thoughts ahead:

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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: KOManiacJim on August 03, 2016, 03:45:06 AM
First day fighting against Punk, several hours later I am thinking to myself "That's it. (You're done.) I tried. (It's over.) But you don't see the light."
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"I am done. Turn. In. Your. Entry." Fires Instagib Metal Blade. "I am exiting out so I don't get the weapon afterwards."
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Superjustinbros on August 03, 2016, 04:26:52 AM
/wonders how he could partake in V6 development
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Hallan Parva on August 03, 2016, 04:37:33 AM
be a nice and cool person who can make productive things to help development
a lot of the dev team is asked to join, not the other way around

also the team tends to shift around a lot so don't worry if you're new or relatively unknown
I mean look at IamaMedalHunter, that guy's a total boss who pretty much came outta nowhere

you just gotta believe, man
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 03, 2016, 08:29:07 AM
So I haven't touched the campaign in a long time. Since before the MM7 update, in fact. Mostly a combination of the classes mods capturing my interest, and then my progress being erased and not wanting to go through the frustrating experiences I had in single player again. On a lark, I decided to start the campaign over again since it had been a long time, and some bosses were nerfed. Thankfully the awful issue with the Gamma fight where you didn't get all the weapons back on respawn was gone (had to use the giveall cheat to be able to win). Good lord was I happy about that...

So I breezed through Mega Man 1-6, go through 7, get to the boss. First fight is all right. Good stuff, challenging, but there's a pattern, you figure it out, you beat him, it's all good.

...


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Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on August 03, 2016, 09:06:48 AM
IMO sweating for an hour with over 100+ tries in front of a boss is a experience you'll remember, even if the fight might seems unfair that's good it teaches you about how hard real life is just like some games used to be hardcorely hard.
In a masochistic way a boss "seeming impossible" to defeat >IMO< is a good experience. And it's not anyway a Player vs Player fight so you can't be salty about it like if it was some kind of competitive thing. Bosses battles aren't meant to be some relaxing walk in the park like you'd farm bots in DM, they're here to test you harshly (especially the Final / Secret ones)

I defeated the [secret final boss] of v5 after 3-4 days (1 hour a day trying to get further in the fight) and I eventually did it (without cheats ofc) and I kind of feel good for it. You should try to deal with it and fight it and you'll be rewarded, instead of complaining and asking for nerfs. That's good if they have lunatic difficulty.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 03, 2016, 09:31:40 AM
There's a difference between struggling against something because it's challenging and struggling because it's bullshit. It's the difference between, say, Gimmick! and IWTBTG. To bring it back to SNK, even when they put you through some hardcore challenges the challenge never comes from poor design or random chances to get insta-nuked. Even when they make you fight a marathon of stat-boosted boss characters on one health bar with no healing between fights, you can still overcome that challenge through skill, pattern recognition, etc. A lot different than creating a situation where the player needs to keep looking up and then making them fight on tiny chunks of uneven floor where you can easily fall into a pit while struggling just to stay in place. That's not challenge. That's crap.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: -Daiki-TheOni on August 03, 2016, 09:40:38 AM
CutmanMike i'll put this on spoilers

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EDIT:too many errors!!(i was so hyped)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Stardust on August 03, 2016, 10:01:11 AM
bass isn't even hard
I mean you have almost infinite flying and a homing fist so you don't need to aim. And checkpoint after the first part. And he's meant to be defeatable Mega buster only. You just didn't played against him enough because if you did so you'd have gotten used to his patterns and stuff.

Like he's easyy if you know what you're doing (that is seeing which attacks he does and how to position/react properly)

he's not even a warmup next to the mm9 bosses

(also player skill is also a factor)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Hallan Parva on August 03, 2016, 10:11:08 AM
actually I've fought everyone and I'll side with Shmeckie on this one; Bass 2 fucking sucks hardcore

it's entirely because of the stage and it's entirely because of Super Adaptor
I honestly felt like I was fighting the game more than I was fighting the boss

at least with Mega Mech Shark, I could fly around fully instead of use my singular boost jump and then fall in a pit anyway
at least with the chase, I'm made immediately aware of the area I can stand in, and I can't fall off into death or anything
hell, Enker/Ballade/Gamma all technically have death pits, but the stages are either moderately large or have the edges railed off

Bass 1 is near flawless but Bass 2 completely sours the mood
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 03, 2016, 10:57:49 AM
Quote from: "SmashBroPlusB"
it's entirely because of the stage and it's entirely because of Super Adaptor
I honestly felt like I was fighting the game more than I was fighting the boss
Summed up my whole rant in a nice, pithy package. You couldn't be more right.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on August 03, 2016, 11:24:24 AM
Mike is going to nerf that idiot. We just need to wait.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 03, 2016, 11:50:52 AM
You can find info about that here (http://www.cutstuff.net/forum/viewtopic.php?f=32&t=10458&start=0)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Astro Seraphim on August 03, 2016, 11:07:51 PM
Someone should totally probably upload some video(s) with the new original songs in the game just like they did with Erbattle  or something becauseQuint'sthemesaregodly

Speaking of which, was Erbeserk uploaded too or?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on August 03, 2016, 11:41:13 PM
The originals I made will be uploaded, but I'm waiting 2 weeks til after release for a little grace period.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: VonStein on August 04, 2016, 05:54:02 AM
Hi, new fool here, came by for three things:

a) new expansion is very nice, I played (solo) for quite a while and enjoyed the game and its changes a lot over that time.

b) one of my favorite things about the game is, amusingly enough, the yashichi search, and the new expansion was one heck of a ride for that one. (Plugman, Jewelman, MM9DW1, I am looking at you) Which brings me to...

c)
(click to show/hide)

That said, thanks for the game folks.  <!-- s:D -->:D<!-- s:D -->
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: PowerGloveNinja on August 04, 2016, 07:46:22 AM
Will Need to try out when I have the time.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 04, 2016, 08:08:12 AM
I know it's not from this update, but I really wanted to say the Evil Robot fight was flawlessly designed and I have nothing but endless praise for everyone responsible for designing that fight.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 04, 2016, 10:58:59 AM
Quote from: "Shmeckie"
I know it's not from this update, but I really wanted to say the Evil Robot fight was flawlessly designed and I have nothing but endless praise for everyone responsible for designing that fight.

That would be me! I hear this a lot but I think he's a bit on the easy side as some attacks you can just sit in the corner and go to sleep. I won't change him though.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shmeckie on August 05, 2016, 08:15:38 AM
If you can, I'm unaware of which ones because I kept moving the whole time. Had a blast fighting him! Kudos to you on that one!

Also I noticed the musics loop properly now instead of starting all over after one loop like a basic music file. I really appreciate that touch. The music sounds right, now.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 06, 2016, 09:15:12 PM
Something is rising from the scrapheap for v5b! (https://twitter.com/CutmanMike/status/761731074972127232)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: The_Broker on August 06, 2016, 09:27:19 PM
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dr. Freeman on August 07, 2016, 02:35:37 AM
Actually have it a bit earlier than 2 weeks.
have fun

Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on August 07, 2016, 05:18:02 AM
Some things I'd like to point out:
Other than that...
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 07, 2016, 12:16:51 PM
That bass cutscene was only meant to be played for V4 players who had already beaten the campaign going into V5 to show them that a new bass boss fight had been added.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on August 07, 2016, 03:08:32 PM
I wasn't talking about that cutscene, I was talking about the "MM8BDM_BassDefeated" value, which is different from the "MM8BDM_BassChallenge" value. "MM8BDM_BassChallenge" has a purpose in that it checks to see if your v5 game data was carried over from v4, while "MM8BDM_BassDefeated" serves no apparent purpose.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Shadoku on August 07, 2016, 04:35:34 PM
test
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Maxitox12 on August 07, 2016, 10:08:21 PM
hi, i have a question... i can export mm8bdm v4c data in v5???  :-\
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Zero1000 on August 07, 2016, 10:17:10 PM
hi, i have a question... i can export mm8bdm v4c data in v5???  :-
Yes, you can. Just move the archive that says "zandronum-(Username)", (Username) being your computer profile name, to your v5 folder.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on August 07, 2016, 10:54:15 PM
Or just move all the new stuff into the old folder and have it replace anything (except your skin folder)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Maxitox12 on August 08, 2016, 10:46:16 PM
Yes, you can. Just move the archive that says "zandronum-(Username)", (Username) being your computer profile name, to your v5 folder.
Or just move all the new stuff into the old folder and have it replace anything (except your skin folder)
thanks :D
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RageBurner on August 09, 2016, 11:00:56 PM
Just wanted to chime in to thank everyone involved with the work that went towards the MM9 expansion. Despite it being my least favorite game on the franchise, I feel the devs really gave the maps and weapons a lot of thought and the whole "vibe" of the expansion was right on target. I'm especially fond of Tornado Man's map - it turned out quite beautiful.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: RifleGod on August 12, 2016, 05:43:23 PM
What? MM9 is so good! I have too say, im suprised.

Well, can someone tell what the hell is that image anyway? On Discord, CutmanMike said that NO ONE got it right, and that means that it can't be the MM4 Wily levels.

(Also... SHINY MEDALS ARE BACK  :mrgreen:)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on August 12, 2016, 06:00:51 PM
Nope, no one has figured the image out yet. Probably won't happen either. You will know when v5b hits which will be after Zandronum 3.0 finally comes out (predicted to be Q4 of this year or something).
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Dittoman on August 12, 2016, 08:32:14 PM
...Welp. Just one question,

(click to show/hide)

I'm sure I just have a setting messed up somewhere, but I'm wondering if I'm missing out on something.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on August 12, 2016, 08:45:39 PM
...Welp. Just one question,

(click to show/hide)

I'm sure I just have a setting messed up somewhere, but I'm wondering if I'm missing out on something.
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: BombHornet on August 17, 2016, 10:30:50 PM
Oh my gosh! I can't wait to try out the new content. Will my save file from v4 work with this version or do I have to start a new game altogether?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on August 17, 2016, 10:33:51 PM
Oh my gosh! I can't wait to try out the new content. Will my save file from v4 work with this version or do I have to start a new game altogether?
Yes it will, you just need to either place all the new files in the old folder, or the "Zandronum-[username]" file to a folder with the new files.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: BombHornet on August 17, 2016, 10:35:10 PM
Yes it will, you just need to either place all the new files in the old folder, or the "Zandronum-[username]" file to a folder with the new files.
Alright, thanks! I've forgotten how simple it was to do since it's been so long since an update.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 07, 2016, 08:34:48 PM
(http://i.imgur.com/9R5GKfC.png) (https://twitter.com/CutmanMike/status/773618970142371840)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on September 07, 2016, 09:19:30 PM
Aww, Punk seems to be giving his new sprite the thumbs down. :cry:

EDIT: Whoops, didn't realise it was a link. Loving his new entrance animation.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: NES Boy on September 08, 2016, 12:04:00 AM
It's cool how Punk makes the same pose as in his MM&B Database image.

With older bosses getting updates, I hope this means Ballade switches to his second form during his battle now.

Also, will TITLEMAP finally be updated to include MM7 and MM8 campaign intros?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Trillster on September 08, 2016, 01:48:28 AM
Haha nice! I see you're finally switching the Mega Man Killers over to actors rather than bots now. I just pray you guys do the same to Doc Robot now.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on September 08, 2016, 05:23:42 PM
I'm so glad to see the bots being purged. Hopefully that will remove the needless bloat from the Megaman class, too. I love the way rubble falls from the ceiling when he smacks into the wall.

I actually tried my hand at recreating Doc Robot at one point, purely to see if I could. It's incomplete, but I have it laying around somewhere.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 08, 2016, 07:36:20 PM
I'm so glad to see the bots being purged. Hopefully that will remove the needless bloat from the Megaman class, too.

Good point, I forgot about that.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: andreasaspenberg on September 10, 2016, 08:01:13 PM
the new levels is interesting but i think it is time to add some more capture the flag levels(you should add 10 more with elements from megaman and bass and megaman 8 and 9). pharaoh man is also exremely problematic and needs an overhaul. i also think it is time to add wily stages for megaman 5 and 6. the new bubble man stage is good however.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on September 11, 2016, 07:53:37 PM
Simply saying something is problematic doesn't help a developer at all; you have to explain why you think that's the case.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 11, 2016, 08:40:36 PM
I know the feeling.
Pharaoh Man's stage is one of two levels with exceptionally confusing layouts; the other one is Astro Man(8). But in Astro Man's case, I feel it's intentional, as every part of the stage can be used and is used in a deathmatch. It's unsure where you are when you're outside the pyramid, and the interior is... interesting. I can only recollect part of it, and that's bad when I've memorized pretty much every other stage inside out(except for Astro Man 8 and Dr. Wily & Bass). Here's a tip: don't have passages that people don't want to use. And don't make them too long.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 13, 2016, 12:27:19 PM
https://twitter.com/CutmanMike/status/775670839605923840

Inspired by the Rockforce thread
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DMGUYDZ64 on September 13, 2016, 01:48:27 PM
https://twitter.com/CutmanMike/status/775670839605923840

Inspired by the Rockforce thread
Ah, Voxels (http://zdoom.org/wiki/voxel), Gotcha lol
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 13, 2016, 02:00:31 PM
Nope! Voxels aren't rendering correctly in the current version of zandronum.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Beed28 on September 13, 2016, 02:32:23 PM
3D floors?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Max on September 13, 2016, 02:34:29 PM
He wrote 'inspired by the Rock Force thread' which means it's probably something similar to the substanceless 3D floors Mendez made with spawned in/out solid actors to make collision detection
just with a shiny texture and invisible when non-solid
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DMGUYDZ64 on September 13, 2016, 05:04:55 PM
Nope! Voxels aren't rendering correctly in the current version of zandronum.
Ah, I Thought it is a planned for 3.0 :P
Title: Software users are cavemen, there I said it
Post by: Mendez on September 13, 2016, 05:16:08 PM
Will this new block method be used for Plug man and all other maps with blocks? I think it'd be pretty cool if we can get invisible bridges into other maps, if that's the method you're using. I always feel less confident jumping onto actors when they're flat sprites, usually because it's really hard to tell if you'll land on them or not. Hopefully that can be resolved in the future when everyone inevitably moves into using OpenGL for their rendering mode.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 13, 2016, 06:46:33 PM
Ah, I Thought it is a planned for 3.0 :P

It is. They're still not correct according to SickSadWorld.

Will this new block method be used for Plug man and all other maps with blocks?

Yes, and only two core maps use yoko blocks to my surprise.

Edit: Do you hear something...? (https://twitter.com/CutmanMike/status/776232416855941120)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: DMGUYDZ64 on September 15, 2016, 06:58:35 AM
From my tests voxels work fine, I have tested with Blood voxels and they worked fine in both Software and OpenGL Mode .
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 15, 2016, 09:32:06 AM
Interesting. Might have to give them another shot but I don't know we'll have time to get them in v5b.
Title: Yes I do enjoy watching the world burn.
Post by: Copy Robot on September 15, 2016, 07:59:48 PM
Hey Yashichi Hunters, get ready for a fun update:

(click to show/hide)
Title: Watching the world burn? Nah, I enjoy watching it bounce. :D
Post by: Beed28 on September 15, 2016, 09:40:52 PM
Edit: Do you hear something...? (https://twitter.com/CutmanMike/status/776232416855941120)
Interesting. So I wonder how you'll tell players about their updated battle, like you did with Bass? Are they just going to pop by the Light Lab as well?
Maybe have some tea and some biscuits?
Title: Re: Yes I do enjoy watching the world burn.
Post by: LemonPig on September 16, 2016, 12:03:09 AM
Hey Yashichi Hunters, get ready for a fun update:

(click to show/hide)
How 'bout mets with mtank helmet, or astro crush helmet?

im a troll and i didn't know it
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on September 16, 2016, 01:31:40 AM
How 'bout mets with mtank helmet, or astro crush helmet?

im a troll and i didn't know it
Because every core map has a Yashichi hidden within it for people to find (they do nothing but are easter eggs), this means there will now be decoy Yashichi's in maps.
Having met versions of things that are actual pick ups would not work out as well due to the fact that very little actors are more then props, and enemy actors are usually just for decoration.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 17, 2016, 10:58:08 AM
Because v5b will use Zandronum 3.0, I decided to look at what has changed with the new Zandronum.

And among them I found:
(click to show/hide)
SO MUCH MODDING HYPE
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 17, 2016, 04:05:48 PM
Ironically a lot of those functions we already hacked our way in the game with janky ACS but still cool!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: LemonPig on September 18, 2016, 03:09:32 PM
Darkman 1-4 Bossrush?! GOD YEZ
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on September 18, 2016, 04:05:56 PM
Darkman 1-4 Bossrush?! GOD YEZ
I'm pretty sure those are revamped Doc Robots.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 19, 2016, 01:46:10 AM
I still wonder why they did updated the Museum from Mega Man & Bass, in my opnion, it was perfect in V4, the Toad Man section was cool, the "Ground Metal Bars" too, and, if I'm right, it was bigger than now, I liked V5, but I really prefer V4's robot museum, does anyone agree?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 19, 2016, 12:04:34 PM
I'm sure there's more reasons but here's some good ones: https://youtu.be/yuAq5jWomHU?t=547
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on September 19, 2016, 01:40:01 PM
Personally I find the MM7 museum textures clash pretty badly with the MM&B textures but beyond that I think it's dandy.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 19, 2016, 04:42:37 PM
So, you can't mashu-up at least toad man room with those V5's modifications?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Russel on September 19, 2016, 05:17:17 PM
He doesn't like how the textures of the Mega Man 7 museum look compared to that of the Mega Man & Bass ones since the style and coloring are so drastically different.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 19, 2016, 08:09:55 PM
I don't know if I'm a moron. but I can't see any similarities between MM7's Museum and MM8BDM's MM&B Museum.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on September 19, 2016, 09:50:24 PM
It would be nice if we had 2 museum maps. I honestly don't like too much the idea of mixing 2 levels in 1 map like happens with most Wily maps.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: MusashiAA on September 19, 2016, 11:53:35 PM
Maybe if the museum was like, two structures besides one another, one with an exhibit of robot masters, and the other using MM&B's intro stage as basis.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: rokim22 on September 20, 2016, 02:08:45 PM
Anyone have the versions 2c and 3b?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 20, 2016, 04:57:09 PM
I actually wasn't saying to have something like MM7 museum in MM&B museum, I said that I would like that if it had Toad Man's section and another Robot Masters' themed sections, where did the MM7's museum subject come from?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Orange juice :l on September 21, 2016, 05:25:04 AM
Quick question for speedrun reasons: At what point in post-boss cutscenes is progress saved?

Plenty of bosses, especially "version enders" (Gamma, Evil Robot, Genesis Unit) have cutscenes at the end. Now, my question is, assuming I am on a new save file, how long do I need to wait until I hit escape and return to Light's Lab or exit the game? Does it differ by boss? I would assume it updates upon the death of the boss but I'd like to be sure.

A list of the "worst offenders":
(click to show/hide)
Other bosses (MM1-5 bosses, Genesis Unit individuals, etc) with the little jingle aren't costing nearly as much time but it would be nice to know regardless.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 21, 2016, 01:10:30 PM
A lot of bosses are being tweaked in V5B but currently the save happens at different times for all bosses (most of the old ones happen back at light's lab). To figure out when they happen you'll have to look at the scripts file in unkown.wad, unkown2.wad (protoman/shark) and unkown3.wad (quint, fakemen) and do a search for "saveprogress".
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rokim21 on September 21, 2016, 02:44:16 PM
A lot of bosses are being tweaked in V5B but currently the save happens at different times for all bosses (most of the old ones happen back at light's lab). To figure out when they happen you'll have to look at the scripts file in unkown.wad, unkown2.wad (protoman/shark) and unkown3.wad (quint, fakemen) and do a search for "saveprogress".

You have the versions 2c and 3b?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on September 21, 2016, 03:13:25 PM
You have the versions 2c and 3b?
May I ask why you want those outdated versions of 8BDM?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rokim21 on September 21, 2016, 03:32:27 PM
May I ask why you want those outdated versions of 8BDM?

Because of the unique endings and mod support.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 21, 2016, 04:39:53 PM
I really hope that I can get my progress from V5A in V5B and in V6, or I'll throw myself of my home's window.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gothic on September 21, 2016, 07:02:24 PM
As for myself, I always start the whole campain again when there is a (big) update to the core game.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on September 21, 2016, 07:33:54 PM
You can still view all of the old chapter endings/credits etc. in game by defeating their respective final bosses.
I'm also glad to hear that, Gothic!
5b will include more changes to previous singleplayer content, as shown by Mike, so it's always nice to know that people will go back through and play with it.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Orange juice :l on September 21, 2016, 08:31:14 PM
Duly noted, I'll play it safe for V5A and hold out for V5B's changes. Of course, now that you mention that save updating is so irregular, it seems like a good idea to me to normalize it to as early as possible, just to be as generous as possible.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 21, 2016, 11:14:32 PM
So if I play v5b, I won't have my progress of v5a? I don't want to have all my progress lost.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on September 22, 2016, 12:01:31 AM
So if I play v5b, I won't have my progress of v5a? I don't want to have all my progress lost.
In your v5a files, you'll see a file titled "Zandronum-[USERNAME]." That's your save data. Just copy it and paste it to the v5b files.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 22, 2016, 01:27:22 AM
GameAndWatcher, you're like a savior for me :)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 25, 2016, 05:57:51 AM
I noticed something, in the readme file, it's written "compeltely free" and not "completly free", just advising you about an grammar mistake.  :mrgreen: . Also I can't wait for V5B, I wonder how many time will it take.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 25, 2016, 04:13:31 PM
it's written "compeltely free" and not "completly free"
"Completly" is also misspelled. It's spelled "Completely".
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rokim21 on September 25, 2016, 04:56:54 PM
What's about jump sprites and jump and shoot sprites?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: fortegigasgospel on September 25, 2016, 09:22:50 PM
What's about jump sprites and jump and shoot sprites?
Then every skin needs to have jump sprites and jump shooting sprites made which makes a lot of work and even more work for skin makers.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Nite on September 26, 2016, 12:20:31 AM
I just wanted to pop in and say that 8-Bit Deathmatch is my favorite fan game, and one of my favorite games in general. I just love how faithful the weapons are to the games while still being balanced into a fun FPS. You guys on staff should feel very proud of what you done, and thanks for staying dedicated. V5 was definitely worth the wait!
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 26, 2016, 01:00:02 AM
Thanks! Be sure to stick around for V5B later this year (I hope) :)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 26, 2016, 08:12:33 AM
*estimates release date at November 13*
Also, if you have complaints, suggestions, or nitpicks, take them to the Bugs and Suggestions forum, not here. In here, they get forgotten.
EDIT: *re-estimates release date for early December*
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on September 29, 2016, 01:59:06 PM
Alright let's talk voxels!

With the addition of Voxel support coming to 3.0 you can expect some MM8BDM voxels in the future. So what exactly are voxels? Without going into it too much, they're kind of like 3d models but instead of made up of flat surfaces with textures on them, they're made up of cubes of a single colour. It makes them look like pixelated 3d models, which is actually a perfect fit for MM8BDM if you ask me. The big thing is they actually work in the software renderer, so unlike 3d models, no one is left out.

So why use voxels? Well, we aren't going to go nuts and start replacing everything with voxels (but custom user mods can!) The only things that will become voxels in core MM8BDM are going to be platforms and other objects that you can jump on in game that make sense being voxels. This will make it a lot easier to do those platforming sections in certain maps, and give you a better sense of how thick an object is supposed to be.

Check out these screenshots:

(click to show/hide)

Of course, like 3d models you can turn them off in the options if you don't like them. Here is a list of objects that will be getting voxel support in V5B (unless something goes horribly wrong)!

* Ice Wall (Weapon)
* Spinning Top (Top Man Stage)
* Concrete Shot (Weapon)
* Guts Lift (Guts Man Stage)
* Wily Barrels (MM2 Wily Stage)
* Astro Platform (Astroman Stage)
* Trap Platform (Shadowman Stage)
* Item-1 (Item)
* Item-2 (Item)
* Plant Platform (Plant Man Stage)
* Oil Container (Oil Man Stage)
* Cold Cylinder (Cold Man Stage)
* Count Bomb (Top only)
* Yoku Blocks (Heat Man Stage)
* Yoku Blocks (Plug Man Stage)

Want to get in on the voxel action early? Sonicfam has created a tutorial for creating and importing your own voxels (http://cutstuff.net/forum/index.php?topic=10620.0).

We still have no idea when Zandronum 3.0 is going to hit so development is going at a slow and steady pace. Once we know we'll switch it back into high gear and start teasing stuff again. I will be requesting the community's feedback on a few topics soon so be sure to look out for those in this forum.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on September 29, 2016, 03:15:20 PM
* Cold Cylinder (Cold Man Stage)
Cold... Cylinders? I didn't know they were supposed to be cylinders! Of course, a part of that is that the sprite was made to look cuboidal.
(http://xhatahx.weebly.com/uploads/6/0/1/8/6018829/cylinder_orig.png)
Also, the cracked Concrete Shot block looks weird. But other than that, THANK YOU THANK YOU THANK YOU
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: BlastDaSky on September 29, 2016, 05:45:45 PM
EDIT: I dont understand half-a-pickle
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 29, 2016, 05:47:21 PM
Will the voxels that sonicfam did that aren't in your list be added to v5b( or v5c or v6, whatever) of mm8bdm
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on September 29, 2016, 07:31:59 PM
No. Only the listed objects will be getting voxels.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on September 30, 2016, 02:04:38 AM
Ok. Another question, why does ruined street (MM7(MMM7RUI)) gets too slow, it's not lag, it's just too slow, the framerates drop too much. Does this has an explanation, all the other maps doesn't get a low framerate to me (only if it's on multiplayer( also, I'm saying that ruined street is slow in SINGLE player)), but somehow ruined street does;
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gumballtoid on September 30, 2016, 02:07:49 AM
I was skeptical of voxels until I saw screenshots. Now I'm just really impressed and excited.

I'm also glad they're being used in places where they make sense -- actors that are platform-centric.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Copy Robot on October 01, 2016, 02:43:59 AM
Hey. Who likes Hyper Storm H's conveyors. Yeah. I bet you all do. Well I got something better. Who likes Hyper Storm H's conveyors...

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: GameAndWatcher on October 01, 2016, 02:51:19 AM
Hey. Who likes Hyper Storm H's conveyors. Yeah. I bet you all do. Well I got something better. Who likes Hyper Storm H's conveyors...

(click to show/hide)

I like this.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Xhatahx on October 01, 2016, 12:01:17 PM
I noticed you said "other" instead of "all other". Will "clarity" be added to the MM2MET conveyors?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Rozark on October 01, 2016, 10:00:50 PM
I noticed you said "other" instead of "all other". Will "clarity" be added to the MM2MET conveyors?

Yea, they will be. It only makes sense.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: JohnVyttalRay on October 04, 2016, 08:32:33 PM
Cutmanmike, I think this is a bug, I was trying to restore a Quint 4th phase save, then the console apearred saying "expected a name, but got something else", is this a bug?
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Yoshiatom on October 04, 2016, 08:36:36 PM
Doom-style saves aren't really meant to used in MM8BDM, so even if this was a bug odds are it won't be fixed because your not supposed to use them.

(Although I'd imagine ZDoom would let you remove menu options, maybe that'll happen when Zandronum 3.0 comes out?)
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Gummywormz on October 05, 2016, 03:19:59 AM
I wouldn't be for disabling random menu options. 2ndcoop and other co-op mods make use of DOOM style saving.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: Korby on October 05, 2016, 03:40:58 AM
I mean, technically, they could just add them back themselves with their own menudef, but I don't think we'll remove them when MENUDEF comes around.
Things could change, of course.
Title: Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
Post by: CutmanMike on October 10, 2016, 10:24:04 PM
Okay it's time to talk what is coming for V5B Single Player mode!

STORY

Mega Man 8-bit Deathmatch has always been fairly light on the story side of things. The game was never intended to tell a story. Until V3 hit and Duo appeared mid campaign, the story was basically about the 2nd Robot Master Tournament and chasing Dr. Wily. Other than a few lines of dialogue spoken by Dr. Light, there was not much of in-game plot. Looking back at the campaign now you can see it gradually improving over time, really kicking off when King appears in V4 (the Genesis Unit appearing is still my favourite). Ever since then I've tried to make funny and epic cutscenes to keep the player invested in the fairly stale botmatch campaign (with occasional juicy bosses!) While it's cool to keep the game's history in tact, I realize that simply leaving it alone is not an option if I want people to recommend playing the singleplayer for the story.

So we're giving it a big overhaul! From Chapter 1 (MM1) to 9 (MM&B), we're rewriting and inventing new story elements to the game. Each chapter will start with a cutscene (and sometimes end with one), to show you what is going on with the characters in the story. The NPCs in Dr. Light's lab will move around, giving you new info on what's going on. Characters and Robot Masters that had no involvement in the story are now getting involved! Why are you fighting Yellow Devil? There's a cutscene for that! Where is Dr. Cossack anyway? You'll find out! How does Dr. Wily reprogram all the Robot Masters? All will be explained!

Obviously I can't reveal too much of the plot without giving things away, so for now I'll just post a little taste of a new cutscene that happens at the start of Chapter 4!

(click to show/hide)

We're adding lots of tiny little additions to make you want to go back and check out these new additions from the past. Hopefully this is a nice treat for those who actually care about the game's story. And if you don't? No worries! You can simply ignore it and continue blazing through the game. The new "Game Saved" notification will also give you an indication of when you can quit out of the game and skip waiting through a cutscene.

Speaking of going back and checking stuff out...

BOSSES

The bosses from the past sure show their rust compared to the newer ones, which is why every single boss in the game (before Evil Robot) will be getting either a complete remake or new enhancements to bring them up to quality! This ties into the story too. Every boss will have a cutscene before it, giving you a reason for being there fighting the boss in the first place. Sadly I can't reveal anything too huge yet, but I can say bosses that you probably thought were terrible will probably become some of your favourites!

Also this should go without saying, but the newer bosses will be getting some balance tweaks too (http://cutstuff.net/forum/index.php?topic=10458.msg332858#msg332858).

I'm super excited to show you what we've cooked up. It's so exciting that I'll be making a V5B trailer specifically to show some of it off! As for multiplayer, we're kind of holding back on that for now while we wait for Zandronum 3.0 to be released (before the end of the year I hope)! We'll have map, weapon and other cool updates coming in the future so stay tuned!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Orange juice :l on October 10, 2016, 10:30:08 PM
Quote
The new "Game Saved" notification will also give you an indication of when you can quit out of the game and skip waiting through a cutscene.

Does this appear every time or only the first time?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 10, 2016, 10:39:18 PM
Only the first time at the moment (unless you reset your save progress.)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Trillster on October 10, 2016, 10:42:48 PM
Wow, that's definitely looking amazing. I'm pretty glad that campaign's getting an overhaul. Looks like I'll have to replay the entire campaign once v5b is out.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MegaVile on October 10, 2016, 11:06:24 PM
Wow, that's definitely looking amazing. I'm pretty glad that campaign's getting an overhaul. Looks like I'll have to replay the entire campaign once v5b is out.
You god darn said it!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Superjustinbros on October 10, 2016, 11:08:58 PM
Oh, I'm hella hyped for this.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on October 11, 2016, 12:46:11 AM
Question: Will we be able to replay these cutscenes whenever we want?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Korby on October 11, 2016, 12:51:01 AM
Specifics are still being ironed out, but chances are looking good for being able to rewatch them.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Zard1084 on October 11, 2016, 01:03:33 AM
I have a feeling that this will make it more lets-play friendly and might interest bigger Youtubers to play MM8BDM for the story.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Gumballtoid on October 11, 2016, 03:26:45 AM
I'm so happy to see this, I can't even begin to explain.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on October 11, 2016, 09:16:29 AM
I like how the presentation of the story is getting a major facelift. As the latest public release stands, Dr. Light's dialog at the lab actually changes during the MM8 and MM9 campaigns (specifically, upon reaching MM8DUO, MM8DW1, and MM9FAK), though there's no notification during the main gameplay, since generally, you only automatically return to the lab after completing a chapter.

Also, I hope this means that TITLEMAP will finally get MM7 and MM8 intros!

One question, however: will the V1 and V2 credits be updated to feature teasers for the next campaign storyline, like in V3 and onwards?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 11, 2016, 04:44:48 PM
(click to show/hide)

I think that was something Ivory was planning but never happened? I forgot about that to be honest.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 11, 2016, 10:39:33 PM
Really good man, I won't replay it again, because I am a people with not too much time, but I'll certainly see all the cutscenes by using the "saveprogress" cheat, this is so good, if the cutscenes have the same style from this one that you showed, it will give such a cinematografic and dramatic appeal to the story mode from the game.

And it will be cool seeing how the people in the lab (light,roll,elec man,jewel man, tornado man and others) are shocked due to the roboenza case in mega man and protoman.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Ivory on October 12, 2016, 07:28:07 AM
I think that was something Ivory was planning but never happened? I forgot about that to be honest.

Actually, it's more of a joke that got left in the code as I recall. Proto Man is DLN000 and in the coding, he occupies Case 0. Proto is too cool to hang out in a family oriented lab after all.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Xhatahx on October 12, 2016, 07:14:57 PM
Since the Air Man goblins are kinda platform-y, will they be given voxels?

EDIT: Also, will the MMBTEN balloons be given voxels?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on October 15, 2016, 05:29:36 PM
This may be a weird question, but do you have any plans for Mr. X (The Megaman character, not the Cutstuff user)? As of right now, the only impact he holds on the story is being the host of the tournament that serves as the main focus of chapters 1-6,
(click to show/hide)
Even then, you could arguably replace Mr. X with someone else, such as Dr. Light, and remove Mr. X from the cage at the end of Chapter 6.
Are you going to expand his role in V5b, or is he just going to remain an awkward bystander past the first intro?

On a side note:
Sadly I can't reveal anything too huge yet, but I can say bosses that you probably thought were terrible will probably become some of your favourites!
Does this mean I can actually make it through the Chapter 4 and 6 bosses without cheats?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 15, 2016, 05:37:38 PM
This may be a weird question, but do you have any plans for Mr. X (The Megaman character, not the Cutstuff user)? As of right now, the only impact he holds on the story is being the host of the tournament that serves as the main focus of chapters 1-6.

He will keep this role as host of the tournament. After MM6 the tournament is over so he is really no longer needed for the story as new characters get introduced over the next chapters (Bass, Duo, King etc). Perhaps he will make an appearance at the very end of the game but other than that there are no other plans for him.

Since the Air Man goblins are kinda platform-y, will they be given voxels?

EDIT: Also, will the MMBTEN balloons be given voxels?

No, Air goblins aren't used as platforms and the balloons round so they look a little strange as voxels.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 16, 2016, 11:44:34 PM
Mini update!

It turns out Sniper Joe bot was causing a lot of trouble for me while making some cutscenes in Dr. Light's lab. I'll spare you the details but it forced me to move Auto's virtual training arena into a new map. I did just that, but as I was copying the scripts over I started remembering that I hated the training UI. So I decided to remake it and add some new training features while I'm at it!
(click to show/hide)

You can now practice with inventory items, change the arena type and change how the Sniper Joe bot behaves! Hopefully these new features will prove useful for players and modders alike.

One more thing, a little something I tweeted a while back:

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: LKnight on October 17, 2016, 12:55:38 AM
Interesting! But what does "Research" mean and why is it unavailable? If you can answer that is. Definetly will be using the training room more often though!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on October 17, 2016, 01:00:55 AM
(https://s4.postimg.org/xva1rqykd/mmww_mm8bdm.png)

Well, I guess it's time to bid goodbye to the old title screen that one is replacing:

(http://cutstuff.net/mm8bdm/wiki/images/f/fe/WilyTowertitle.png)
R.I.P.
2014-2016

Incidentally, I remade the old title screen with the original, unaltered Sega Genesis graphics:

(https://s15.postimg.org/cu43ydzuj/wilytower_title.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Zard1084 on October 17, 2016, 03:24:39 AM
Mini update!

It turns out Sniper Joe bot was causing a lot of trouble for me while making some cutscenes in Dr. Light's lab. I'll spare you the details but it forced me to move Auto's virtual training arena into a new map. I did just that, but as I was copying the scripts over I started remembering that I hated the training UI. So I decided to remake it and add some new training features while I'm at it!
(click to show/hide)

You can now practice with inventory items, change the arena type and change how the Sniper Joe bot behaves! Hopefully these new features will prove useful for players and modders alike.
I Indorse this! It will make training much better!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on October 17, 2016, 12:56:35 PM
It turns out Sniper Joe bot was causing a lot of trouble for me while making some cutscenes in Dr. Light's lab. I'll spare you the details but it forced me to move Auto's virtual training arena into a new map. I did just that, but as I was copying the scripts over I started remembering that I hated the training UI. So I decided to remake it and add some new training features while I'm at it!

Neat! Except for one thing...
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 17, 2016, 01:36:38 PM
You can still take weapons from the training map to Dr. Light's lab.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 17, 2016, 03:53:49 PM
Just a question, if the game will really have difficulties, which difficulty is supposed to be the same of MM8BDM v5a and its prior versions etc? I want to know because suffering in this game is so good, actually is the only game ever in my life that I like to suffer (lol).
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 17, 2016, 04:01:14 PM
There will be an easy mode and a normal mode. Normal mode is the standard way to play the game.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: LKnight on October 17, 2016, 04:32:38 PM
Sorry to keep on this topic, but will there be 2 saves one for each difficulty? Or will there be only one and you can change the difficulty at any time? Say for example I got all the way to the genesis unit but am finding it too hard, will I have to play through the entire story again on easy?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 17, 2016, 04:59:54 PM
For now I've made it so you can switch between the two at your leisure.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: BlastDaSky on October 17, 2016, 07:55:23 PM
Will you add a sunstar fight? he is more underrated than quint,xd.
EDIT:Will there be a for hammer joes? ill like to throw hammers everyday (if i could make weapons)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: fortegigasgospel on October 17, 2016, 08:21:54 PM
Will you add a sunstar fight? he is more underrated than quint,xd.
EDIT:Will there be a for hammer joes? ill like to throw hammers everyday (if i could make weapons)
Firstly, Sunstar is nowhere near under-rated. Secondly, Mega Man V for Gameboy will be V7.
"A for hammer joes"
What? If you are asking for a skin probably not. And there would never be a weapon for Hammer Joe in core anyway since that was never a weapon.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CRoSS609 on October 20, 2016, 11:08:21 PM
Not sure If it was mentioned earlier, but I've encountered a bug. If I lose fight against Enker/Punk/Ballade, and win the fight in the "Castle Stages", I'm redirected back to fight those guys, and have to do the entire section from their battle, up to the castle.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 20, 2016, 11:28:05 PM
That will be fixed for V5B. It should have saved your game though so you can go straight back to the boss from light labs.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 22, 2016, 05:54:45 PM
Eddie why you gotta look at me like that....

(http://i.imgur.com/D4MIRVm.png)

https://twitter.com/CutmanMike/status/789885339510931456
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MegaVile on October 24, 2016, 06:08:47 PM
Eddie why you gotta look at me like that....

(http://i.imgur.com/D4MIRVm.png)

https://twitter.com/CutmanMike/status/789885339510931456
The revenge of Eddie

Wait so what happens to Eddie Call?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: GameAndWatcher on October 24, 2016, 06:13:32 PM
The revenge of Eddie

Wait so what happens to Eddie Call?
I don't believe Eddie Call is being removed, similar to how Rush Coil, Marine, and Jet are three separate items.

EDIT: Forgot about the Super Adaptor, as well as both Treble Boost and Sentry being available at the same time.

Helpers taking multiple forms isn't exactly new to 8BDM.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Ivory on October 24, 2016, 08:08:08 PM
I thought Beat Call and Beat Support would have been the most direct comparison, but those examples work too.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on October 26, 2016, 10:51:55 PM
Spooky

(https://pbs.twimg.com/media/Cvum8-XWAAA6bW-.jpg:large) (https://twitter.com/CutmanMike/status/791410227996426240)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Orange juice :l on October 26, 2016, 10:56:41 PM
Is the Roboenza-infected boss remix happening? He looks pretty zombiish/edgy
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Raze on October 26, 2016, 11:27:55 PM
That junkyard...
Will it contain unused enemies in the games of megaman as part of the junk pile? That would be a neat surprise.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Superjustinbros on October 26, 2016, 11:36:46 PM
I had to brighten this pic.
Is this like FNAF or something
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: LKnight on October 27, 2016, 12:05:32 AM
So, does that mean that people who own v5a or prior versions have access to Met Daddy exclusively? And who will replace him? Maybe Cossack himself? The butterfly one? That moving room? So many possibilities...
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on October 27, 2016, 12:22:23 AM
So, does that mean that people who own v5a or prior versions have access to Met Daddy exclusively?
Probably not. After all;
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MusashiAA on October 27, 2016, 03:31:20 AM
Spooky

(https://pbs.twimg.com/media/Cvum8-XWAAA6bW-.jpg:large) (https://twitter.com/CutmanMike/status/791410227996426240)

FINALLY, we'll be able to fight the true final boss of the Chapter 4 campaign.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 27, 2016, 10:44:36 PM
FINALLY, we'll be able to fight the true final boss of the Chapter 4 campaign.

(click to show/hide)

It can be, maybe. Maybe you'll defeat thr cockroach and then it gets stunned and Mettol daddy appears or when you defeat the cockroach, it comes more 2 and then mettol daddy comes (just like in the mm4 boss intro).
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MegaVile on October 27, 2016, 11:11:21 PM
It can be, maybe. Maybe you'll defeat thr cockroach and then it gets stunned and Mettol daddy appears or when you defeat the cockroach, it comes more 2 and then mettol daddy comes (just like in the mm4 boss intro).
No.
According to twitter,
Met Daddy is being removed and sent to the trash.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 27, 2016, 11:50:12 PM
No.
According to twitter,
Met Daddy is being removed and sent to the trash.

R.I.P
Met Daddy
1994/2011-2016
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on October 28, 2016, 12:04:17 AM
No.
According to twitter,
Met Daddy is being removed and sent to the trash.
Doesn't mean the Met Daddy fight is being removed; if anything, that junkyard area does look oddly flat, kinda like a new arena for it to fight in...
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: JohnVyttalRay on October 28, 2016, 12:23:51 AM
Doesn't mean the Met Daddy fight is being removed; if anything, that junkyard area does look oddly flat, kinda like a new arena for it to fight in...

It can be just a dust mans stage remodeled, but maybe you can be right. Maybe it can be just a wordplay that he did, like "I never said that it was metool daddy, I just put his image there but I didn't say anything about this".
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Gumballtoid on October 28, 2016, 03:16:19 AM
(http://vignette2.wikia.nocookie.net/megaman/images/0/06/Mm4_takotrash.png/revision/latest?cb=20120813220831)

I'm calling it now
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Goomba98 on October 29, 2016, 01:16:41 AM
That junkyard...
Will it contain unused enemies in the games of megaman as part of the junk pile? That would be a neat surprise.
It already does. Look closer.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: GameAndWatcher on October 29, 2016, 01:33:32 AM
Spooky

(https://pbs.twimg.com/media/Cvum8-XWAAA6bW-.jpg:large) (https://twitter.com/CutmanMike/status/791410227996426240)
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on October 29, 2016, 04:51:06 AM
(click to show/hide)
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: GameAndWatcher on October 29, 2016, 12:42:52 PM
(click to show/hide)
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Shep on October 31, 2016, 08:09:21 PM
Spookdozer
(https://pbs.twimg.com/media/CwHkzy0WYAAeC1V.jpg)
https://twitter.com/CutmanMike/status/793167396676796420 (https://twitter.com/CutmanMike/status/793167396676796420)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on October 31, 2016, 10:37:18 PM
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance (http://megaman.wikia.com/wiki/File:OtorenGamma.png), and not the one he has in the Nintendo Power poster?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on November 01, 2016, 01:29:16 AM
Unless someone wants to volunteer, sadly no.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: fortegigasgospel on November 01, 2016, 02:20:15 AM
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance (http://megaman.wikia.com/wiki/File:OtorenGamma.png), and not the one he has in the Nintendo Power poster?
That also isn't really canonical, it was a design based off Giant Robot/Gigantor
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Brash Buster on November 01, 2016, 04:22:03 PM
That also isn't really canonical, it was a design based off Giant Robot/Gigantor
Also, it has a much shorter build than Gamma does right now. If that was used, Gamma would either have to be made shorter (which would make him marginally easier), or he would have to be made wider (which would probably make the battle a royal pain comparable to the Chapter 9 boss)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: DarkClawXD on November 04, 2016, 04:16:13 PM
There will be an easy mode and a normal mode. Normal mode is the standard way to play the game.

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

I'll admit that I tried the current campaign on my own with a mod that does that and MM3DW1 was INFURIATING to win.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: DarkClawXD on November 04, 2016, 07:29:33 PM
I think I can see how bosses would work base on difficulty level.

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

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

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

Basically it's dealing with modifiers and whatnot...Just a thought.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Megaman on November 05, 2016, 06:42:59 AM
Sorry, but...  After trying it out and reading the opening post, I think I'd like to make some critiques myself.  Just a few issues I have.  I'll put it under a spoiler since I feel it'll get pretty lengthy.
(click to show/hide)

At any rate, that's just my input on the whole thing.  I have to say, I'm not exactly too fond of those specific changes, but I am happy that v5 is out.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Xhatahx (in exile) on November 05, 2016, 09:41:08 AM
I agree with most of what you say, Megaman. I also think Skull Barrier should've stayed the same. But I don't agree with the Centaur Flash tidbit.

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

The pre-v5 Centaur Flash did have the ability to reflect projectiles, but it was hard to use except under specific circumstances, and even then it isn't easy to do, and the projectile reflection ability wasn't easily conveyed, causing me, and probably others, to not know that that feature existed just from playing the game. I personally welcomed the invisibility change, and felt it added some new strategic possibilities.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: chuggaafan1 on November 05, 2016, 03:00:43 PM
old skull barrier had to be reworked almost every patch, it needed a revamp

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

atomic fire has a laundry list of problems with it, making the move speed different really doesn't change much.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on November 05, 2016, 06:09:43 PM
A lot of the weapon changes were based on user feedback. Though these weren't my personal feelings on these weapons this is what was implied by the community and made us take action (if anyone on the dev team wants to correct me here feel free).

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

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

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

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

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

We're still waiting for 3.0 to really start digging into what weapons need to be changed for V5B so keep that feedback coming!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Draconic13 on November 06, 2016, 07:21:26 PM
I understand the complaints of the shields. every weapon should be able to damage the opponent 1 on 1.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Messatsu on November 11, 2016, 08:47:19 PM
I made a promise to myself that I wouldn't comment any further on this forum unless someone brought up the very issues that I had complained about repeatedly.  As a note on the below, I'm NOT saying that changes weren't warranted on the weapons.  What I AM saying is that the changes for the most part were so piss poorly thought out that it's just inexcusable.
(click to show/hide)
There's so much more I could comment upon, but I'm done.
Messatsu out.

Edit: I've modified this post to tone down the vitriol as that was not my intention.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: King Dumb on November 11, 2016, 10:07:54 PM
If Messatsu (or anyone really) wants to see my response to specific points, just check out the spoiler.
(click to show/hide)
I don't believe in picking one mode and sticking with it. That undersells the developers that work their hardest to make a game that everyone can enjoy, and of course it's not fair to the players themselves, who enjoy a variety of game modes. Just because it's harder doesn't mean it shouldn't be done. And I think, just as a first example, v5 has been enjoyed in a huge variety of ways so far.

Also, faith in the future of the game should not be decided by the ideology of changes nor by the mode those changes seem to be made for nor by scrutinizing a design philosophy that may not be consistent with your own. Faith in the future of the game should be placed in the individuals that are making maps, art, weapons, new gameplay experiences, and events, and in the playerbase that enjoys these things and keeps the community alive. If you truly have no faith in the future of MM8BDM, then you're telling every modder, developer, and player that you don't believe in their work and in their enjoyment.

Personally, looking at all the hard work that's already been put in and enjoyed and that will continue to be put in and enjoyed, I'm very optimistic about the future of the game.

P.S.: I don't want to bloat this thread up with emotionally charged discussion so if anyone feels the need to maintain the level of... passion(?) of Mess's post please at least start it somewhere else. Criticism is fine in here but emotional escalation belongs elsewhere.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on December 02, 2016, 02:44:06 AM
So, we're in December now, and the 17th is the 29th anniversary of the first Mega Man game's release in Japan. Do you have anything special to announce or show for MM8BDM by then?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on December 02, 2016, 04:50:21 AM
Probably not. We're still a little ways away from being able to show the goods. We really need the new version of Zandronum to come out first!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: MusashiAA on December 02, 2016, 04:25:17 PM
Should probably change the topic title to "Waiting for Zandronum 3.0 release". Though v5b is probably still being worked on, so this is not a situation of "it's complete, we're waiting for Zand 3.0 and then we inmediately release".
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NemZ on December 22, 2016, 01:07:57 AM
I know I've been awol for a while, but shouldn't I get a badge for the use of some of my tiles in the Quint fight?  Just saying.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on December 22, 2016, 01:35:45 AM
Oops. There you go!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NemZ on December 22, 2016, 02:07:08 AM
Yay!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CHAOS_FANTAZY on December 28, 2016, 03:29:06 AM
I don't really have any good way to get in contact with the devteam, but I suppose this topic will do--since the objective of v5b is a story overhaul, I figured someone ought to point out the plot hole that v5a introduced*, one I feel could have easily gone unnoticed by the higher-ups.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on December 28, 2016, 03:31:37 PM
Well the super adapter tech and all the other crazy weapons are available on the field of battle in the tournament, ready for the taking. Also Bass will no longer be appearing as a bot in the Robot Master Tournament arc.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on February 06, 2017, 04:48:10 PM
Here is the new intro for the game!



This will be replacing the Mega Man 2 introduction sequence where the camera spins around the building.

As for V5B progress, we're getting there. We still don't have Zandronum 3.0 yet but a new beta was released so hopefully this means development is almost over on their end.

Note: This is not the V5B trailer. That will come later and will highlight the story update.  :)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: The_Broker on February 07, 2017, 01:56:31 PM
Very good! I especially like the robot master flashing up from each chapter. I noticed that each third robot master flashing up segued into some game play from their respective map, except for Pluto. Will game play for his map be inserted once the MMV chapter is released?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Endymion on February 07, 2017, 07:11:22 PM
Terra, come on! My second favorite game from the series after the Wily Tower's secret game. I read you're waiting for the Zandronum to update 3.0, I'm doing the same. That will be the moment when I doesn't have to keep two separate copies of the game for the mods that uses 3.0. I'm looking forward for this. :)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on February 10, 2017, 06:53:22 PM
I noticed you used 8-bit versions of Geno's fanmade MM&B database images for Galaxy Man and Solar Man:

(https://dl.dropboxusercontent.com/u/5237238/cd/Galaxy.png) (https://dl.dropboxusercontent.com/u/5237238/cd/Solar.png)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on February 10, 2017, 07:22:52 PM
We have a situation on our hands... (https://twitter.com/CutmanMike/status/829825338490441728)

(https://pbs.twimg.com/media/C4Qht1aXAAA-pv_.jpg)

I noticed you used 8-bit versions of Geno's fanmade MM&B database images for Galaxy Man and Solar Man:


Yep! Geno/Molly is actually creating a whole set of 8-bit versions of those.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on February 28, 2017, 12:24:29 PM
Hey, I got a question for you all. During the lead up to V3, Ivory showed (http://cutstuff.net/forum/index.php?topic=348.msg163841#msg163841) off (http://cutstuff.net/forum/index.php?topic=4111.msg163845#msg163845) a feature where the MM1 maps reskin the Health/Weapon energy sprites with appropriate graphics using Argument 1, something that ultimately ended up not making it to the release to my knowledge.

(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/MM8%20Expansion/SomethingIsNewHere.png)

With all the changes and additions going to V5b, will this feature be brought back?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: The_Broker on February 28, 2017, 01:54:28 PM
Hey, I got a question for you all. During the lead up to V3, Ivory showed (http://cutstuff.net/forum/index.php?topic=348.msg163841#msg163841) off (http://cutstuff.net/forum/index.php?topic=4111.msg163845#msg163845) a feature where the MM1 maps reskin the Health/Weapon energy sprites with appropriate graphics using Argument 1, something that ultimately ended up not making it to the release to my knowledge.

(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/MM8%20Expansion/SomethingIsNewHere.png)

With all the changes and additions going to V5b, will this feature be brought back?
To my knowledge, this was scrapped due to potentially confusing players. It's too bad there's no way to make it a togglable option, but I believe that isn't possible in the engine.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on March 01, 2017, 01:58:15 PM
So, I noticed something interesting in the latest screenshot CutmanMike posted on his Twitter:

(https://pbs.twimg.com/media/C5zRaXKWUAE72v1.jpg:small)

The quarantine room door is open. Are the Roboenza victims responsible for this tunnel?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Dr. Freeman on March 01, 2017, 09:38:25 PM
V5b's campaign doesn't progress the story. It just updates the old chapters.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: fortegigasgospel on March 01, 2017, 10:18:18 PM
Yea as Broker had said, it was scrapped and kept as is due to the items being used are the most recognizable for Mega Man, and others might confuse players not familiar with them.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Ivory on March 02, 2017, 04:43:18 AM
Honestly the MM1 Health/Energy were pretty ugly anyways.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on March 28, 2017, 11:00:01 PM


While we patiently wait for Zandronum 3.0, here is a tease of what is to come!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Magnet Dood on March 28, 2017, 11:05:02 PM
Holy shit, this looks incredible. I had no clue all the boss fights were gonna be this expansive, and the new cutscenes look awesome! The new maps look nifty too- plenty of surprises.

Can't wait for that new Wave Man. :cool:
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on March 28, 2017, 11:08:37 PM
It's too bad about my Wave Man map being replaced, but the new story sequences and bosses look completely amazing!

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CopShowGuy on March 29, 2017, 01:59:51 AM
I'm in love all over again!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: SmashTheEchidna on March 29, 2017, 02:37:24 AM
I want

IwantIwantIwantIwant

Like seriously. I must have this update.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: The_Broker on March 29, 2017, 01:28:07 PM
We've waited this long, we can wait just a bit more! Hang in there, everyone!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Beed28 on March 29, 2017, 02:20:29 PM
So, two things I've noticed:
(click to show/hide)

The other thing:
(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Gumballtoid on March 29, 2017, 03:45:13 PM
I'm completely blown away. I'm stupidly excited for this update. This is undoubtedly worth the wait.

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on March 31, 2017, 05:57:55 PM
My favorite parts:

(click to show/hide)
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: hansungkee on April 01, 2017, 12:26:31 AM
So Release date is.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: chuggaafan1 on April 01, 2017, 12:45:41 AM
Someone should probably put this under different brightness values, just to make sure Mike isn't hiding anything.

Y'know.
Just to be safe.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Korby on April 01, 2017, 01:40:13 AM
There's nothing hidden in this one.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: Jacy the Subpar Mech on April 01, 2017, 06:20:27 PM
Something I noticed that I like is that Doc Robot looks thinner and his head appears cleaner and Guts Dozer also looks cleaner but he looks more mean as well.

I'm just getting more and more excited for this update and what more can come once Zandronum 3.0 is out.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on April 17, 2017, 04:08:39 AM
So, during the leadup to V4a and V5a, you released videos of the V4 and V5 TITLEMAP intros respectively (although you've since deleted the V4 one, which is notable for using "the hero robot" as a placeholder for the player's name). If you're going to make a video announcing V5b's release date, are you going to show the MM7 and MM8 TITLEMAP intros, assuming you've finally added them to the game?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on April 19, 2017, 01:17:27 PM
There still is no MM7 intro and I don't plan on making one. The in game story will now cover what is going on in the plot.
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: NES Boy on April 21, 2017, 12:25:58 PM
If that's the case, then does TITLEMAP now skip the story intro and go straight to the main intro in chapters 7 and 8, since the tournament is no longer relevant to the story at that point?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on May 06, 2017, 11:06:51 PM
A quick update on progress since I'm getting questioned about it a lot (on discord).

MM8BDM V5B will release with the current Zandronum beta currently being hosted in TSPG servers (this one (http://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170416-0710windows.zip)). While I would have preferred to wait for a full stable release first, development on Zandronum's side has been very slow and 3.0 is long overdue. TSPG (the server host for most MM8BDM servers) recently forced everyone to start using Zandronum's latest beta, which means everyone will probably be running beta builds of Zandronum anyway. I will update MM8BDM V5B's zip file with the latest Zandronum beta available (up until 3.0 is out). It's possible a lot of bugs/balance issues will crop up during this period, which is fine. Once 3.0 finally does release, V5C will be released to patch up and remaining issues with V5B.

So how long left? I can't give an ETA yet (I love saying that don't I?) but I expect we will have one for you within the next few weeks. I hope you can bear with us a little longer, as I'm sure you are impatient to play the new stuff as I am to hear what you all think of it!  :mrgreen:

If that's the case, then does TITLEMAP now skip the story intro and go straight to the main intro in chapters 7 and 8, since the tournament is no longer relevant to the story at that point?

TITLEMAP skips the story except for the chapters that change the main story (1, &B and 9).
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: hansungkee on May 12, 2017, 02:20:28 PM
A quick update on progress since I'm getting questioned about it a lot (on discord).

MM8BDM V5B will release with the current Zandronum beta currently being hosted in TSPG servers (this one (http://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170416-0710windows.zip)). While I would have preferred to wait for a full stable release first, development on Zandronum's side has been very slow and 3.0 is long overdue. TSPG (the server host for most MM8BDM servers) recently forced everyone to start using Zandronum's latest beta, which means everyone will probably be running beta builds of Zandronum anyway. I will update MM8BDM V5B's zip file with the latest Zandronum beta available (up until 3.0 is out). It's possible a lot of bugs/balance issues will crop up during this period, which is fine. Once 3.0 finally does release, V5C will be released to patch up and remaining issues with V5B.

So how long left? I can't give an ETA yet (I love saying that don't I?) but I expect we will have one for you within the next few weeks. I hope you can bear with us a little longer, as I'm sure you are impatient to play the new stuff as I am to hear what you all think of it!  :mrgreen:

TITLEMAP skips the story except for the chapters that change the main story (1, &B and 9).
Never Give up!
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: CutmanMike on May 16, 2017, 09:37:17 PM
(https://pbs.twimg.com/media/C_-nhLrUMAAvASY.png)
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: Mendez on May 16, 2017, 11:29:07 PM
But why on a Monday? Can't it be a cool day like Friday or Saturday?
Title: Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
Post by: hansungkee on May 17, 2017, 03:15:21 AM
(https://pbs.twimg.com/media/C_-nhLrUMAAvASY.png)
M. Bison says YES YES! :mrgreen:
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: Oliver on May 17, 2017, 06:59:35 AM
Well I can't wait for V5b! Because you know, I have to do a rematch on the bosses, and the new ones... and maybe record some cutscenes.
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: Rozark on May 18, 2017, 05:21:20 AM
But why on a Monday? Can't it be a cool day like Friday or Saturday?

Dude it's the real life Garfield
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: hansungkee on May 22, 2017, 03:19:07 AM
It's Time is Come... Are You Ready? Good Luck!
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: ZipZap on May 22, 2017, 03:26:42 AM
hoo boy
HOOOOO BOY HERE WE GOO
Title: Re: Mega Man 8-bit Deathmatch V5B - 22/05/17!
Post by: hansungkee on May 22, 2017, 05:49:15 AM
Well, this is it...
Wily! I'm Coming For You!