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Author Topic: MM8BDM v5 Public Thread - MM9 Expansion  (Read 202106 times)

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July 20, 2016, 01:33:00 PM
Reply #510

Offline Messatsu

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #510 on: July 20, 2016, 01:33:00 PM »
Are you looking to for a setting to disable boss music changes outright (including victory music) or just the boss music?  Also would this be primarily for a mod or the vanilla game?

July 21, 2016, 05:04:44 AM
Reply #511

Offline Orange juice :l

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #511 on: July 21, 2016, 05:04:44 AM »
My B, was referring to the change of music that occurs in Team LMS when only one player remains on a team (extending to FFA-LMS if applicable, I don't know the boss music criteria off the top of my head). Essentially it would be an extra variable to decide if it plays or not. It would pretty much be a matter of giving more options vs how difficult it would be to implement, as I don't really know how the music change is handled.

July 21, 2016, 11:32:59 AM
Reply #512

Offline Stardust

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #512 on: July 21, 2016, 11:32:59 AM »
I just had a random idea, dunno if it's the best place to put it here but anyway
can Needle Cannon and Yamato Spear shoot projectiles 1 by 1 instead of by stream of 3? You can achieve the same result by holding fire for 3 projectiles, so Iunno why this was done except maybe for canon purpose

July 21, 2016, 04:00:14 PM
Reply #513

Offline Russel

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #513 on: July 21, 2016, 04:00:14 PM »
Quote from: "Orange juice :l"
My B, was referring to the change of music that occurs in Team LMS when only one player remains on a team (extending to FFA-LMS if applicable, I don't know the boss music criteria off the top of my head). Essentially it would be an extra variable to decide if it plays or not. It would pretty much be a matter of giving more options vs how difficult it would be to implement, as I don't really know how the music change is handled.

As a server-sided variable, an option to disable music changes would be really simple. However, an option like this would logically up to the player rather than the host of the server.
Implementation of such a feature on the client's side would be fairly difficult and inconsistent as it once again require mappers to update their packs to use a clientsided music script.


As a server-sided option, it would logically need to be reset on map or round change, and even then a music reset still occurs when a new round of LMS/TLMS/Duel/whatever other world-resetting modes there are begins. Which... to my knowledge isn't something we can control. [If I'm wrong here, please correct me]

I just don't think it would make sense for a server host to completely control something as preferential as whether boss or victory music plays.

July 21, 2016, 08:45:22 PM
Reply #514

Offline JaxOf7

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #514 on: July 21, 2016, 08:45:22 PM »
Quote from: "Stardust"
I just had a random idea, dunno if it's the best place to put it here but anyway
can Needle Cannon and Yamato Spear shoot projectiles 1 by 1 instead of by stream of 3? You can achieve the same result by holding fire for 3 projectiles, so Iunno why this was done except maybe for canon purpose
*agree*
Think the reason it does that is those weapons are old and use just 28 ammo.

https://twitter.com/CutmanMike/status/756086411267276800
what

July 22, 2016, 02:58:37 AM
Reply #515

Offline fortegigasgospel

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #515 on: July 22, 2016, 02:58:37 AM »
Its a burst fire, you fire three projectiles per single ammo use.

July 22, 2016, 04:09:27 AM
Reply #516

Offline Atticus

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #516 on: July 22, 2016, 04:09:27 AM »
This question may have been answered, but are there any plans to change the music of MM7DW1, MM7DW2, MM7BOSS, MM7OBOS, and MM7END from the Rockman 7 FC versions to be more in line with the sound of the rest of the MM7 stages? The contrast between the sounds is noticeable, and it would be nice to have the whole soundtrack be consistent.

July 22, 2016, 09:37:29 AM
Reply #517

Offline MusashiAA

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #517 on: July 22, 2016, 09:37:29 AM »
I provided a cover to replace MM7END, don't know if it's going to be used or not. Don't know if the other 7FC tracks have already been replaced.

July 22, 2016, 08:58:05 PM
Reply #518

Offline TheRealRoyale

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #518 on: July 22, 2016, 08:58:05 PM »
Wich will be the wily boss? twin devil? mecha shark? and will be us able to use the fake revolver?

July 22, 2016, 09:21:15 PM
Reply #519

Offline Promestein

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #519 on: July 22, 2016, 09:21:15 PM »
Quote from: "TheRealRoyale"
Wich will be the wily boss? twin devil? mecha shark? and will be us able to use the fake revolver?
We'll find out soon enough. Patience.

Although, I don't remember, was Fake Man confirmed to be included with this expansion in some way, or is it just focusing on the main game and not the DLC?

July 22, 2016, 10:14:36 PM
Reply #520

Offline Jakeinator

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #520 on: July 22, 2016, 10:14:36 PM »
I'm going to assume fake man is going to be involved in some way because he is the closest thing to the important new guy (much like say dark man, bass, king, duo but less involved since he's optional DLC). Now I'm not sure if its going to be as simple as a map and a skin or much more involved but time will tell.

July 23, 2016, 02:34:38 AM
Reply #521

Offline Gummywormz

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #521 on: July 23, 2016, 02:34:38 AM »
Will there be any breaking changes for mods aside from the usual SBARINFO, WEPACS, and player class changes (especially if there are changes beyond new damagetypes)?

July 23, 2016, 03:35:53 AM
Reply #522

Offline Russel

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #522 on: July 23, 2016, 03:35:53 AM »
Yes. Very much so. I will be handling information regarding to that and there will be a thread related to it following v5's release.

July 23, 2016, 03:00:09 PM
Reply #523

Offline NES Boy

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #523 on: July 23, 2016, 03:00:09 PM »
(click to show/hide)
I wonder... does this relate to Dr. Wily's speech before the final boss of the Wily Tower chapter?

Quote from: "Dr. Wily, in the final Wily Tower stage"
"Really? You walk into my traps all too simply, Maestro! Now, if only that evil robot had not escaped my lab I would have had something fun planned for you. It doesn't even matter to me that you smashed him up. I still have samples of Evil Energy! Which I will refine into a new, more controllable form. And, if you think you will find it here, you are wrong. My samples are in another castle! It won't be long now, my master plan will soon unfold! The world will tremble before my genius! You however, will not be here witness to it... as you will be joining King in the scrap heap! Wahahahahahahahahahahahahaaaa!"

July 23, 2016, 04:58:42 PM
Reply #524

Offline CutmanMike

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Re: MM8BDM v5 Public Thread - MM9 Expansion
« Reply #524 on: July 23, 2016, 04:58:42 PM »
*tease*

PS. This is not the trailer. I will post that when we have a release date.