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Messages - CutmanMike

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31
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 21, 2020, 02:02:54 PM »
Unrelated but could you make an account on here so moderators don't have to keep approving your posts? Thanks  :)

32
I look forward to catching an active server!

33
MM8BDM Discussion / Re: when will V6 comeout?
« on: April 16, 2020, 01:09:04 PM »
We're still on track, don't worry.

34
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: April 11, 2020, 02:08:03 AM »
And my questions still haven't been answered:

The title screen with Bass includes is currently being used for v6.
The option to toggle items is low priority and in my opinion isn't worth implementing for core as it only adds to the additional things modders have to worry about, so don't expect that feature in v6. It wouldn't be too hard to make a simple add-on mod for this though!

Please note that Mega Man 9 and Mega Man 10 is recreated for Mega Man Maker, while Mega Man 8-bit Deathmatch reused the same soundtrack from the same games.

We won't be recreating the tracks for MM9 or MM10 as they sound great as they are, from the source.

35
Closed / Re: [Suggestion] Modder's Delight: Item Spawn Func
« on: March 28, 2020, 12:34:17 AM »
By the way, as discovered by Celebi you'll have problems if you don't put a tic before the A_Jump(256, "Spawn2"). Try dropping the items in game via the console, it will have the base icon. Can only imagine other methods of spawning them would cause the same thing.

Anyway we'll check this one out as it's not very intrusive.

36
Closed / Re: [Suggestion] Modder's Delight: Item Spawn Func
« on: March 27, 2020, 12:35:30 PM »
Probably going to answer my own question here, but is there any reason the base inventory items have to give themselves a custominventory (to be replaced by modders) instead of just running a named ACS script? AFAIK named acs scripts can be replaced the same way as DECORATE actors if they share the same name and are loaded on top. I'm guessing if one were to say, combine two of the above mods, it would be a lot easier to make a compatibility patch file that just replaces the custominventory and adds a line for both scripts the mods are wanting each item to execute. But I was wondering if there were any other reasons beyond that?

37
Just so we're straight on the subject, vanilla core maps (and the other resources in core) are free to edit and expand upon in any shape or form for the purpose of mods and extensions. I have no problem with people editing them to better suit new gameplay styles (in this case, competitive CCBM). However, people who have spent time and effort making their own custom maps may not feel the same way, so please contact them before making alterations.

38
I don't think what you're asking for is possible, nor would it make things any easier for modders? Playerclasses can be coded to do just about anything, but skins are just a simple sprite/sound replacement of a playerclass.

As for Roll's changing room, it is basically a built in skin changer that (sadly) can't dynamically access what classes/skins exist like the Zandronum menus can.

39
Skins & Bots etc / Re: Maxine's dumb user skin
« on: January 19, 2020, 11:15:48 PM »
Please don't bump old topics with no reason.

40
Events / Re: Competitive Standard
« on: December 28, 2019, 07:36:56 AM »
god zapper just shut up

Don't post here if this is all you're gonna add to the discussion, thanks.

41
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 23, 2019, 09:51:06 PM »
After V6, is Mega Man V going to be the last chapter in V7? 'Cause I'm starting to feel like Mega Man 11 is not in this campaign, and doesn't have a trophy of its own. :confused:

That was the plan, but Mega Man 11's existence changed things up. The ending of V6 will let you know which game we're tackling next! :)

42
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 19, 2019, 08:51:03 PM »
It's really great to finally see the game's pacing being addressed. Though, I have to wonder, are the campaign's bosses being tweaked in light of the damage increase?

Since it's easy to tweak how much damage they take from each weapon, yes.

43
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 19, 2019, 11:44:06 PM »
Also, I was poking around the MM8BDM-V5d pk3 and I noticed that inside the folder with Mega Buster sprites, there were also unused (?) sprites of the Level 3 Charge shot. Are there any plans to implement this in the main game?

Not at the moment. The sprites are still there as they are used by certain cutscenes/bosses.

Could you add the "Random" on the Bot Setup?

Unfortunately this is out of our hands as we can't mod that part of the engine. However, if you use the "addbot" command on the console a random bot will be added for you.

44
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 11, 2019, 11:42:00 AM »
Redundancy is the main reason for not creating new mobility items. The more there are, the more players have to learn.

Or you could have it spawn underneath you if you're a certain distance from a wall, then zip you up to the top of it like a Wheel Cutter. Considering the existence of Item-1, having Item-3 act as slow and clunky as it did in MM2 is just a downgrade from what we already have, especially in an arena shooter.

This is probably the best suggestion I've seen for Item-3 so far though.

45
MM8BDM Discussion / MM8BDM V5D - Released!
« on: December 01, 2018, 09:22:51 PM »


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

Change List:

(click to show/hide)

Download:

Download from MEGA

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