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Author Topic: MM8BDM v4 Public Thread - TRAILER!  (Read 219860 times)

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February 09, 2014, 09:38:35 PM
Reply #465

Offline Zard1084

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Re: MM8BDM v4 Public Thread
« Reply #465 on: February 09, 2014, 09:38:35 PM »
Quote from: "andreasaspenberg"
i have played megaman 8 bit deathmatch with quite a number of people. if i got access to the new version early i would be make a very good tester.i am also willing to put extra effort into testing the new and changed levels.
Yea... no... in order to be a tester you need to know all the mechanic's of the game plus know what is balanced and what is overpowered/broken and need to be trusted member of Cutstuff. hell even i cant join in the beta testing of v4 and i'm quite well known here. (i have been here sense v2c btw) plus you need to show the higher ups that you can make maps/skins/weapons of very high quality otherwise you'll get denied in a second! (small rant over!)

February 11, 2014, 08:21:36 AM
Reply #466

Offline CopShowGuy

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Re: MM8BDM v4 Public Thread
« Reply #466 on: February 11, 2014, 08:21:36 AM »
Heck, I never even got to do any play testing.  I'm old school as well.

February 11, 2014, 09:00:31 AM
Reply #467

Offline Legtendga

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Re: MM8BDM v4 Public Thread
« Reply #467 on: February 11, 2014, 09:00:31 AM »
Nor have I, and I've been around scince SGC 2010.

February 11, 2014, 06:22:48 PM
Reply #468

Offline Hallan Parva

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it also helps if you can sweet-talk members of the team ;D
« Reply #468 on: February 11, 2014, 06:22:48 PM »
Oh hey, another SGCnior citizen. :ugeek:


But seriously, if the dev team hasn't contacted an individual as suave, stylish, and undeniably sexy as myself to test the new levels and weapons in order to give feedback so that they can be tweaked and improved, there's about... let's see, a -0.0032% chance that they'll choose someone who appeared randomly out of the blue with a short post riddled with errors. (Lowercase I? Really?) You also have a much much better shot at getting on the team if you can actually make something. Weapons, maps, game mode modifiers, ACS scripts, high-quality skins. Pretty much anything, really. At the end of the day though, getting on the dev team really comes down to three things: your skillset (what you can do for the team), your attitude (being an insufferable suck-up or hating the whole world won't help your case), and how well you can abuse the RNG so you get picked (ROLL BABY ROLL).

February 11, 2014, 07:08:12 PM
Reply #469

Offline Ivory

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Re: MM8BDM v4 Public Thread
« Reply #469 on: February 11, 2014, 07:08:12 PM »
With V4 coming to its conclusion slowly, chances are we will be bringing on some new faces to experience v4 with fresh eyes. But I have certain requirements for that sort of thing.

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

My rough guesstimate would be at its earliest, maybe mid to late march release.

February 11, 2014, 07:46:00 PM
Reply #470

Offline Superjustinbros

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Re: MM8BDM v4 Public Thread
« Reply #470 on: February 11, 2014, 07:46:00 PM »
So I have to ask, why are we doing &Bass' intro level even though we didn't do MM7's or MM8's?

February 11, 2014, 07:48:18 PM
Reply #471

Offline Hallan Parva

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Re: MM8BDM v4 Public Thread
« Reply #471 on: February 11, 2014, 07:48:18 PM »
because the &Bass Robot Museum is undeniably sexy and 7's intro stage was literally an uneven road


I cried over the death of 8's Giant Enemy Crab Island though, I wanted that map just as badly as I wanted Duo Fist

February 11, 2014, 07:50:57 PM
Reply #472

Offline Geno

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Re: MM8BDM v4 Public Thread
« Reply #472 on: February 11, 2014, 07:50:57 PM »
Uh..

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

Exterior is intro stage, Interior is mid-game stage.

February 11, 2014, 08:06:15 PM
Reply #473

Offline Hallan Parva

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Re: MM8BDM v4 Public Thread
« Reply #473 on: February 11, 2014, 08:06:15 PM »
Ivory used that same weak excuse and I'm not buying it


rocks and stone is not sandy beach turf I don't care if you slap trees on it

February 11, 2014, 08:49:07 PM
Reply #474

Offline Ivory

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Re: MM8BDM v4 Public Thread
« Reply #474 on: February 11, 2014, 08:49:07 PM »
If you insist, then continue your denial. :ugeek:

February 11, 2014, 10:27:18 PM
Reply #475

Offline Dark Phil

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Re: MM8BDM v4 Public Thread
« Reply #475 on: February 11, 2014, 10:27:18 PM »
is the intro stage going to be post robot masters or before?

February 11, 2014, 10:27:59 PM
Reply #476

Offline Ivory

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Re: MM8BDM v4 Public Thread
« Reply #476 on: February 11, 2014, 10:27:59 PM »
Before robot masters.

February 11, 2014, 11:04:31 PM
Reply #477

Offline Kapus

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Re: MM8BDM v4 Public Thread
« Reply #477 on: February 11, 2014, 11:04:31 PM »
I'm not sure why it would be otherwise. It's the intro stage.

February 11, 2014, 11:21:40 PM
Reply #478

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Re: MM8BDM v4 Public Thread
« Reply #478 on: February 11, 2014, 11:21:40 PM »
When Nemz first did Pirate Man's tileset, I thought the beach tiles and animations could be used if a MM8 Intro Stage map was ever made. Maybe you could use them in the outsides of MM8DUO?

February 12, 2014, 01:34:38 AM
Reply #479

Offline Dark Phil

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Re: MM8BDM v4 Public Thread
« Reply #479 on: February 12, 2014, 01:34:38 AM »
Quote from: "Kapus"
I'm not sure why it would be otherwise. It's the intro stage.

Because up to this point, it has always been robot masters followed by special stages.