Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: King Dumb on April 11, 2015, 04:53:06 PM

Title: MM8BDM v5 Public Thread - MM9 Expansion
Post by: King Dumb on April 11, 2015, 04:53:06 PM
Greetings, people of Cutstuff and MM8BDM!

With the release of MM8BDM v4c, the time has come to devote all of our efforts to Version 5, the MM9 Expansion.

(click to show/hide)
I'm sure you have questions, so as usual I'll get to those right away.

1) Where are Ivory and CutmanMike?
With Ivory's departure as head of the development team, that spot has now been re-filled. Korby and I will be serving as co-leaders of the MM9 Expansion. That means direct your questions and concerns to us. Mike and Ivory will of course still be working on their projects (single player and Light's Lab). Korby and I work very well together and I'm confident in our ability to bring you a fantastic Version 5 with the rest of the dev team!

2) Gee wilickers I love MM9!
Me too! MM9 is my favorite Mega Man game so I'm excited for this opportunity. Development has, as usual, already begun for v5. Obviously this far out there is no release date announced, but we will be hard at work!

3) Can I help?
Mega Man 9 is a different beast from MM8 and MM&B because we're back classic-y resources. We've already got a lot of work underway, so chances are that what you want to do is already being accomplished. If there is ever anything we need from the public, Korby and I will make that clear. If you really want to try and submit something you've done, talk to Korby or me privately. Quality is our top concern!

4) Who's making my favorite skin/map/weapon?
I will not be revealing the identity of anyone else on the team. Those are individuals are free to do so at their discretion.

5) So, what can I expect with the MM9 Expansion?
-New maps from Mega Man 9!
-New weapons from Mega Man 9!
-New skins from Mega Man 9!
-Shiny new single player campaign!
-Improvements to existing content!
-And much more!  :)

I'm very excited to make a fantastic version 5 for all of you alongside Korby and the rest of the development team!

As usual please understand that all content and screenshots are subject to change.

Revealed information:
-MM7 Campaign slated to be reexamined
-3 MM9 Wily Castle maps, representing Wily Castle Stages 1, 2, and 3+4.

Screenshots:
(click to show/hide)

---------------

And with that, please use this thread for all of your questions, concerns, suggestions, speculations, etc., and always stay tuned for more information!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Meme Man on April 11, 2015, 04:56:48 PM
#HYPETRAIN (CHO,CHOOO!)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on April 11, 2015, 04:58:06 PM
Neato. I'm particularly eager to see that new campaign. Good luck to everyone on the team!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on April 11, 2015, 04:58:14 PM
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Tengu on April 11, 2015, 04:58:25 PM
hello yes I would like to request that every skin in the game is replaced with bombman
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on April 11, 2015, 05:01:48 PM
Request granted.
In addition, I have taken the liberty of replacing every weapon in the game with Sakugarne and Gravity Hold.
Please understand, KD and I believe this will allow for much greater [rather literal] highs and lows in gameplay and we really think that these changes will separate the good players from the great players.

I can't wait to use my newfound powers to completely screw up the game's balance and give players a starting health of 28 without changing any damage values to really help the game feel more like a deathmatch.

I'm looking forward to the changes we're bringing in v5, and I hope you are too!
Title: I also have one or two maps for v5 already done, so heh.
Post by: Ivory on April 11, 2015, 05:11:57 PM
It will be different to not be in a director's chair, but on the flipside, I can now put way more time into light's lab which is by far the thing I enjoyed doing most. I had a few things I wanted to do with it, but never had enough time while balancing leadership. Weeeee.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on April 11, 2015, 05:17:07 PM
Quote from: "Meme Man"
#HYPETRAIN (CHO,CHOOO!)

Same there ^^ MM9 has great designs, maps or robotmasters...the weapons will be fun certainly.
Could be interesting how you will make a story for the single player mode!  :cool:
The one of MMB extension was very nice (dat final battle ^^ :D )
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: SmashTheEchidna on April 11, 2015, 05:18:12 PM
Aw man, it's finally time. I can't wait to see what's in store for V5. It's also nice to see that Ivory is still contributing, as well!

I'd love to help in some way but I'm always feeling like I either won't have time or I won't be able to produce anything of acceptable quality.

Quote from: "Korby"
I have taken the liberty of replacing every weapon in the game with Sakugarne and Gravity Hold.
Please understand, KD and I believe this will allow for much greater [rather literal] highs and lows in gameplay and we really think that these changes will separate the good players from the great players.

I can't wait to use my newfound powers to completely screw up the game's balance and give players a starting health of 28 without changing any damage values to really help the game feel more like a deathmatch.

I'm looking forward to the changes we're bringing in v5, and I hope you are too!
suddenly this is relevant
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein on April 11, 2015, 05:27:49 PM
Geez, so soon?
Wait... It's been almost a year since v4 came out? Where does the time go?


Anyways, looking forward to what magic you guys can work this time.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on April 11, 2015, 05:43:01 PM
At first I thought this was going to be an expansion for Mega Man V since it takes place well before MM9 in the series chronology, and since an &Bass expansion was made even though it's not a numbered installment.

Ah well. *boards the hype train
Title: hope we don't tornado blow it
Post by: LlamaHombre on April 11, 2015, 06:08:35 PM
Literally my favorite game of all time
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rui on April 11, 2015, 06:13:26 PM
O: !!!


Good luck to the devs!!! I never got to play Mega Man 9 but I love the robot masters in them so I can't wait to use them as skins ~
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: DoomManFTW on April 11, 2015, 06:56:21 PM
So are you gonna implement an endless attack mode if you can?I made a suggestion topic with more details on how i think it should work :)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Magnet Dood on April 11, 2015, 06:58:37 PM
is the MM7 campaign not going to stick out like a sore thumb for once or wat

Never cared much for MM9 but it's always nice to see new content. I'm excited to see what you have in store!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: TheDoc on April 11, 2015, 07:10:35 PM
I vividly remember thinking that this game would die off before MM9 was made when I first joined.

You guys rock, and I wish you the best of luck! :mrgreen:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: KOManiacJim on April 11, 2015, 07:35:24 PM
The game is getting Stronger than before! That means More MegaMania that ever. That reminds me, Will there be speed increases a la Super Street Fighter 2 Turbo to make it a bit more like Quake's Pacing?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -FiniteZero- on April 11, 2015, 08:12:19 PM
I really doubt that.

In any case, I look forward to the next expansion.

Then again, I look towards EVERY expansion.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: King Dumb on April 12, 2015, 01:04:43 AM
Quote
is the MM7 campaign not going to stick out like a sore thumb for once or wat
The MM7 campaign is absolutely something we're looking at for version 5.
Quote
That reminds me, Will there be speed increases a la Super Street Fighter 2 Turbo to make it a bit more like Quake's Pacing?
...No? I don't think Mega Man's short legs can carry him much faster than they already do.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Kapus on April 12, 2015, 02:27:33 AM
I promise I'll make a map worth playing this time.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on April 12, 2015, 02:32:54 AM
More awesome maps! Good luck guys! I tried to learn how to make maps, but my first one sucks.......(for doom), so i wont make it'
enjoy it! ^^
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PressStart on April 13, 2015, 01:29:18 AM
Very happy to see this topic! I actually came by the forums not too long ago and wondered if further expansions were going to be made. CutmanMike first posted about working MM8BDM about a year after Mega Man 9 came out, and I remember people being in love with 9 (and of course later on 10) and wanting to implement Robot Masters and weapons from the exciting new game right away. Of course, CutmanMike stuck to his guns and focused on 1-6 (but that didn't stop people from making unofficial skins!).

So uh, yea- it's pretty cool to see that you guys have finally made it this far! Mega Man 9 does have a bunch of cool robots in it- and even though it's a "classic" style game, since it got released so many years later after 1-8, I feel like it has to be a lot of younger players' first introduction to Mega Man.

Thanks for continuing to work so hard!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -Daiki-TheOni on April 13, 2015, 11:44:43 AM
long time without posting on the forums, I'm glad this "monster" of game is still running, I love it (the only thing that keeps me from playing is.... I can't do a a goddam custom class for myself) anyway, good luck Korby!! I'm sure this new release will become a blast, like the other ones :3
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on April 13, 2015, 04:03:05 PM
I wonder if Fake Man will be in v5. I love his stage's music. Also, I bet Tornado Man's map will be awesome. He is my favorite out of the 8.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on April 13, 2015, 09:18:32 PM
I go out of town and I miss the next big expansion's preview! I must punish myself now...

Can't wait to see this expansion, sirs! (And I'd better finish revamping those MM9 botchats)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dark Phil on April 14, 2015, 01:02:11 AM
Looks like I need to grind and finally beat that last boss. Good luck team! As a spectator in the fan community, thank you guys for creating an awesome game and continuing to improve it!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ghoulitine on April 15, 2015, 12:13:07 PM
I just really jope that the maps utilize some gimmicks that were present in Mega Man 9 (lava streams, watertank-platforms, chain-platforms from Jewel Man's Stage etc).
It's things like that that I miss in MM8BDM for quite some time actually.
Title: mfw no more Kappa
Post by: Bikdark on April 15, 2015, 07:03:18 PM
kd if you fuck this up by adding silly gimmicks from MM9 that don't belong in an FPS, I will never forgive you.

no pressure tho right :^)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on April 15, 2015, 10:50:06 PM
hey kd, because both parties want different things how about you take out maps in general

everyone is a winner
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on April 15, 2015, 11:39:31 PM
Quote from: "Dr. Freeman"
hey kd, because both parties want different things how about you take out maps in general

everyone is a winner

I dunno, that might upset a third party.

Cancel the update altogether, that'll fix everything!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on April 16, 2015, 06:28:38 PM
Quote from: "The_Broker"
Quote from: "Dr. Freeman"
hey kd, because both parties want different things how about you take out maps in general

everyone is a winner

I dunno, that might upset a third party.

Cancel the update altogether, that'll fix everything!

Nope, it will just upset everyone who is wanting this expansion.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on April 18, 2015, 11:34:05 AM
Quote from: "Megaman94"
Quote from: "The_Broker"
Quote from: "Dr. Freeman"
hey kd, because both parties want different things how about you take out maps in general

everyone is a winner

I dunno, that might upset a third party.

Cancel the update altogether, that'll fix everything!

Nope, it will just upset everyone who is wanting this expansion.

Make a poll then?  :p
Title: anything to move us away from this tangent
Post by: LlamaHombre on April 18, 2015, 02:33:21 PM
Ultimately, a lot of the gimmicks MM9 had in its stages ultimately wouldn't work at all or would (probably) be a complete pain in the ass to both code and implement (stuff like Tornado Man's capsule spinny platform things, 9DW3's zero-gravity momentum rooms, Hornet Man's retracting yo-yo platforms, everything about Galaxy Man's stage, etc).

I'd imagine that while a few maps will have gimmicks, they'd be generally tame or lacking variables that made them platforming challenges in a platforming environment to better suit them for an FPS environment. Don't quote me on this, though. I personally haven't status checked any of the maps in production since before v4c's conception.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Max on April 18, 2015, 02:48:31 PM
Llama mentioned 9DW3

How many Dr. Wily Stages are there going to be?
2, 3 and 4 all have very similar tiles and themes (and they all have great music), but 1 is incredibly unique. 2 stages would probably work if 1 was its own thing and 3/4 or 2/3 or whatever were merged. It's probably too early in development to even answer it but I was suddenly curious, so
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: King Dumb on April 19, 2015, 02:00:53 PM
Good question!

There will be three Wily Castle maps, for Wily Stages 1, 2, and 3+4.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on April 19, 2015, 03:49:09 PM
Will the 3+4 stage have both songs available and selected randomly? Sorry if it is a silly question but I was hoping for this with the combined MM8 and WW Wily stages.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Baka on May 02, 2015, 06:29:36 AM
This is quite exciting! I have been waiting patiently for a long time because I am really fond of MM9~

I have to wonder about the magnitude of a nerf Galaxy Man will receive from his fanmade counterpart.
Title:
Post by: LlamaHombre on May 02, 2015, 11:04:19 AM
There's a probable chance that Black Hole Bomb will suck
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein on May 02, 2015, 02:09:46 PM
Yeah, and Tornado Blow will probably blow.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: TheDoc on May 02, 2015, 04:03:11 PM
Yea, and Jewel Satellite will probably...be...dazzling......

I have nothing.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Messatsu on May 02, 2015, 05:20:39 PM
Quote from: "LlamaHombre"
There's a probable chance that Black Hole Bomb will suck
Well I hope it doesn't suck too much since that would suck. Then again, if it doesn't suck then the weapon will suck. The trick will be to have the weapon suck so it doesn't suck at sucking.....why does everything smell like copper?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on May 02, 2015, 06:12:54 PM
But will Tornado Man's weapon blow?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -FiniteZero- on May 02, 2015, 07:18:59 PM
Don't forget all the buzz about the Horner Chaser.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on May 02, 2015, 07:34:27 PM
(click to show/hide)

On a different note, can we expect a map preview image every month or will they be on a stricter schedule?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on May 02, 2015, 08:20:07 PM
If Concrete Shot ends up being bad, then stone me.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: tsukiyomaru0 on May 02, 2015, 10:33:10 PM
I wanted to make a joke, but I was just splashing around like a Magikarp...
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on May 03, 2015, 07:34:41 AM
What have I missed?!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Meme Man on May 03, 2015, 09:50:29 PM
No love for plug man? im off
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on May 03, 2015, 10:59:26 PM
Well, it's not like they'll pull the plug on this expansion. That would be quite a shock.

...
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gray-gunman on May 06, 2015, 01:28:31 AM
Quote from: "Meme Man"
No love for plug man? im off

How "shocking". (*que boos from audience*).

But in all seriousness, plug ball may be like search snake. Black hole bomb will probably be like magnet from Kingdom Hearts bbs (I.e: it draws in opponents, slowly damaging them and setting you up for combos). Tornado blow might be like rain flush, but just like in the game you can use it to jump higher. laser trident might end up being op, while hornet chaser will probably be nerfed somehow.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Meme Man on May 06, 2015, 01:34:27 PM
Lets talk about magma man. He is hot topic right now. (Done,all 8 robot masters got joke'd)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -FiniteZero- on May 06, 2015, 01:36:43 PM
What about Fake Man? He's the real deal!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Jdude330 on May 06, 2015, 04:52:40 PM
hi

i'm here to say

that I need some vanilla bees in my life

that is all.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on May 09, 2015, 11:57:20 PM
I'm not here for puns, I just can't wait to see what this is culminating in:

(http://s29.postimg.org/rk5nkx11z/Screenshot_Doom_20150509_175900.png)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Carprillo on May 21, 2015, 02:20:11 AM
yeah, i'm looking forward to that area being redone.
on an unrelated note, an idea for galaxy man's stage:

the weird teleport hulahoops
yeah put those in
but as reskinned teleport platforms

itd be neato
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Luize on May 23, 2015, 12:57:39 PM
Quote from: "Beed28"
(click to show/hide)

That would be pretty awesome, all things considered. Especially after learning about their likenesses in the Gigamix manga.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on June 05, 2015, 08:19:32 PM
If the teleport things got in, I wouldn't mind them just serve as springs/trampolines that float and play the sound and animation when you touch it.
Or have them as teleport holes that you jump into and come out through one attached to the ceiling.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Deretgun on June 06, 2015, 08:14:56 PM
Hello I Am Deretgun, Also I Am Seen At ROBLOX but it is been a while. On v5 let's broadcast the v5 trailer, also try the following

The Megaman Battle Network Timeline, The Mega Man X Timeline. Also Get Skins, Stages, Music, And The Skin And Bot Customizing.

Get Not Just MM9, But Also MM10, And Fan-Made Game Mega Man Unlimited!

To Start Off Here Are Some Stage Suggestions

Battle Network
______________
Colorman.exe
Numberman.exe
Sharkman.exe
Magicman.exe
Spoutman.exe
Tomahawkman.exe
Eraseman.exe/Killerman.exe
Searchman.exe

Boss: LifeVirus

X Timeline
_________
Chill Penguin
Spark Mandrill
Armored Armadillo
Launch Octopus
Boomer Kuwanger
Sting Chameleon
Storm Eagle
Flame Mammoth

Skins
____
All Battle Network And Mega Man X Characters

Weapons
_______ BN = Battle Network. X = Megaman X MM10 = Mega Man 10

Here Are Some Weapon Suggestions

Die Bomb (BN)

Solar Flare (MM10

Chameleon Sting (X)

Fire Wave (X)

These Are Examples Not All Of Them

Add These Extra Timeline Packs Separately In The Website

This Is A Suggestion, Only To Get An Idea

Request: Will You Take The Alternate Timeline Pack Ideas?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Zero1000 on June 06, 2015, 09:15:27 PM
All of that cannot be done on one update. That's why they are making one game at a time. Except MM&B+WT. So, bbe patient, and wait till V6. This will first be V5A, then 5B, then 5C, and then 6A. Please, be patient.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on June 06, 2015, 09:23:03 PM
The core game has been planned since its inception to only be official main series Mega Man Classic games. No X, no Zero, no BN, SF, ZX, fan-games, etc.
All of that can be handled in side expansions created by the community, but none of that is planned to enter the core anytime soon.

Mega Man 9 is v5. Later versions will be discussed later on as they are needed, but there's no reason to immediately assume we're gonna start rolling out v5b, v5c, v5x until there exists a reason for such.
I mean, we never had a v3c after all, and we've never had a v2d, v3d, v4d (hopefully not anyway), so on.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Endymion on June 08, 2015, 01:26:05 PM
Personally I would like to see the Stardroids in the core game. Nowdays I prefer playing with those dudes in the Justified Classes mod, especial with Terra. The GB Mega Man V. is my second favorit game in the series next to MM8 (Saturn). Stardroids, and Terra boss battle for the MM8BDM v5, or one of the upcomming update for v5! :D
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Messatsu on June 08, 2015, 02:37:33 PM
Quote from: "Endymion"
Personally I would like to see the Stardroids in the core game. Nowdays I prefer playing with those dudes in the Justified Classes mod, especial with Terra. The GB Mega Man V. is my second favorit game in the series next to MM8 (Saturn). Stardroids, and Terra boss battle for the MM8BDM v5, or one of the upcoming update for v5! :D
Quote from: "LlamaHombre"
Mega Man 9 is v5.
AFAIK, the plan is v6 is MM10 and v7 is MMV.  Take this with a grain of salt however as things can and do change.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Endymion on June 08, 2015, 06:08:46 PM
Quote from: "Messatsu"
AFAIK, the plan is v6 is MM10 and v7 is MMV.  Take this with a grain of salt however as things can and do change.

Then sorry for the interest. I believed we can hope and write comments about it.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein on June 08, 2015, 06:32:51 PM
Darn, I was hoping they'd just skip MMV and make v7 have MMDOS.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Luize on June 12, 2015, 09:20:21 PM
Quote from: "Messatsu"
AFAIK, the plan is v6 is MM10 and v7 is MMV.  Take this with a grain of salt however as things can and do change.

Hmmn, well that sounds better, now that you mention it. Wily Tower could be so easily plugged into the previous update because, it's a pretty small addition in stages and what not. Also, having the Stardroids as the sorta endgame of the series feels like it fits the best. Again, look at Gigamix.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Blutorus on June 16, 2015, 09:52:41 PM
Ah man, MM8BDM v5 is coming around and I had no idea! I started working on a Jewel Man skin way before I last left but I don't think it could be used now. Ah well.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on June 19, 2015, 08:30:08 PM
Please be quick guys. We tired of waiting. Can't you send a screenshot of project?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ivory on June 19, 2015, 08:35:40 PM
Well you better learn to wait, because good things are not rushed. :ugeek:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: DoomManFTW on June 20, 2015, 09:55:43 AM
Yeah,I mean look at the date the v4 teaser got uploaded on YT,and look at the one of the release trailer,and we do not even have a v5 teaser yet so you will have to wait quite a bit.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on June 23, 2015, 04:39:16 PM
It's been a couple months since the last screenshot.
Sorry about that!
Have some more.

(http://i.imgur.com/3hD5VnO.png)
(http://i.imgur.com/oXFZSnF.png)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ThatOneEnder on June 23, 2015, 05:44:33 PM
Jewel Man's stage looks very awesome, and it looks like you are getting Jewel Shield (I think that's whats its called....) and Laser Trident ready, along with Jewel Man's Skin. :D Shiny!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on June 23, 2015, 09:38:40 PM
Looks very nice! And you got the swinging platforms into the game! I always love stage elements being incorporated. I'll bet they were a coding nightmare... assuming they still swing/aren't purely decorative of course.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on June 24, 2015, 03:30:50 AM
Sparkly.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on June 24, 2015, 08:51:02 PM
Man thanks! Thats what I wanted  ^_^
Title: geno dragon man mod when
Post by: Jdude330 on June 25, 2015, 04:27:43 PM
Quote from: "ThatOneEnder"
Jewel Man's stage looks very awesome, and it looks like you are getting Jewel Shield (I think that's whats its called....) and Laser Trident ready, along with Jewel Man's Skin. :D Shiny!
Jewel Satellite, Ender. also SHINIES!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: DoomManFTW on July 02, 2015, 07:14:24 PM
Just wondering,do you think Hornet bee is gonna be decent,good only if used well oooooor on top with dive missle...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ThatOneEnder on July 03, 2015, 10:22:41 PM
Quote from: "DoomManFTW"
Just wondering,do you think Hornet bee is gonna be decent,good only if used well oooooor on top with dive missle...
Its probably gonna be super OP. Unless they think of a good way to fix it, or something.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 04, 2015, 03:28:31 PM
Quote from: "Korby"
It's been a couple months since the last screenshot.
Sorry about that!
Have some more.

(click to show/hide)

Jewel Man's stage looks awesome. I can't wait!  :D

Quote from: "DoomManFTW"
Just wondering,do you think Hornet bee is gonna be decent,good only if used well oooooor on top with dive missle...

I wonder if it can get items for you like in Mega Man 9
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: DoomManFTW on July 04, 2015, 09:12:14 PM
I am afraid it is not,otherwise they would have done that with magic card.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -FiniteZero- on July 06, 2015, 10:15:16 PM
Perhaps the Hornet Chaser that has good homing properties, but can be shot out of the sky/water/space?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Brash Buster on July 07, 2015, 12:17:39 PM
I have a few questions.

First off, where is Fake Man going to fit in all this? Is he going to come after the 8 Robot Masters, is he going to be a bonus boss like the Mega Man Killers, or has it not been decided?

Second, are the MM9 Robot Masters going to be added to Dr. Light's lab?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ivory on July 07, 2015, 02:50:19 PM
Since I'm still directly in charge of the second question and I mentioned it a few times I think, why yes! Expect the MM9 masters to show up. And maybe a few other surprises.

The first question can await someone more qualified to be giving a response to it.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PotatoStrike on July 12, 2015, 11:28:38 AM
Quote from: "Ivory"
And maybe a few other surprises.

I like surprises!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on July 12, 2015, 11:59:35 AM
Quote from: "Brash Buster"
I have a few questions.

First off, where is Fake Man going to fit in all this? Is he going to come after the 8 Robot Masters, is he going to be a bonus boss like the Mega Man Killers, or has it not been decided?

Second, are the MM9 Robot Masters going to be added to Dr. Light's lab?

Im curious if they will use Fakeman in the story! :)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PotatoStrike on July 13, 2015, 09:10:10 PM
Quote from: "Emmanuelf06"
Im curious if they will use Fakeman in the story! :)

Y'know what? It's pretty sure that they'll use Fake Man in the actual story. Did you saw that he did a cameo in the TV Breaking News in the intro of V4? Yes it's only a cameo but it was next to the scrapped robot... Maybe he'll want to scrap you, Mega Man, Bass and more! And maybe...

OH WAIT OH WAIT

Who means "robot scrap" means "to the junk yard"! Who means "to the junk yard" means "recycled"! Who means "recycled" means "destroyed to something"! So it means that...

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: SmashTheEchidna on July 13, 2015, 09:38:53 PM
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PotatoStrike on July 15, 2015, 03:19:25 PM
Quote from: "SmashTheEchidna"
(click to show/hide)

Seen like this, I think it's a bad idea now... But it could be another unused gamemode, like Terminator, Extermination... It would be nice to see one of those gamemodes useful for something! Or a CTF/1-flag CTF campaign, with teams and scoring!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Trillster on July 15, 2015, 03:26:16 PM
Quote from: "PotatoStrike"
Or a CTF/1-flag CTF campaign, with teams and scoring!

As fun as this sounds.... bots sadly act like complete dipshits whenever given the task to simply capture the flag. Though I'd love to see TLMS (inb4 hate) as the gamemode for this. It'd make sense with robots having to be sent to the scrapyard and the player's team could consist of Bass, Roll, Proto, etc just like the TDM teams did.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on July 15, 2015, 08:23:02 PM
Dude cmon just put the photos already :/
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on July 15, 2015, 08:37:37 PM
Quote from: "meGAMEr"
Dude cmon just put the photos already :/
Acting entitled won't get you anywhere bruh
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 16, 2015, 09:44:07 PM
Quote from: "PotatoStrike"
Quote from: "SmashTheEchidna"
(click to show/hide)

Seen like this, I think it's a bad idea now... But it could be another unused gamemode, like Terminator, Extermination... It would be nice to see one of those gamemodes useful for something! Or a CTF/1-flag CTF campaign, with teams and scoring!

Possession or Team Possession sounds like an interesting idea for a campaign.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on July 17, 2015, 02:48:31 PM
Hi everyone!
Got some more screenshots for you!
By popular demand from players and developers alike,
(click to show/hide)
Freeze Man has been completely remade!
As part of our efforts to improve the content introduced in v2, Freeze Man was one of those maps that a lot of people dreaded playing on for one reason or another.
This newer version is much easier to fight on, due in part to obstructive ice friction being a much smaller factor.
We hope you enjoy playing on this map when v5 is released, and I look forward to sharing some more stages with you soon™!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on July 17, 2015, 02:57:07 PM
That looks amazing. Keep up the good work, guys!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on July 17, 2015, 03:01:14 PM
Oh neat, you guys finally gave Freeze Man a skybox to call his own.  That new one adds a lot more depth than the old blue texture.

New map looks great!  Looking forward to seeing what else you guys have done with some of the old, unsavory maps!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on July 17, 2015, 03:05:41 PM
I'm legitimately more eager to see how MM7 content changes than the new MM9 content itself. Particularly the RM7FC music, that should be done away with.

Lookin' good.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 17, 2015, 08:27:19 PM
Sweet-looking Freeze redesign!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on July 17, 2015, 09:20:48 PM
Quote from: "Bikdark"
Quote from: "meGAMEr"
Dude cmon just put the photos already :/
Acting entitled won't get you anywhere bruh
Maybe... But it brings screenshots as you see  :lol:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on July 17, 2015, 09:47:56 PM
Actually, those screenshots being posted had nothing to do with your post.
It had just been a few weeks since the last screenshots so I figured we'd get another couple out there.
Do try to be more patient next time  :p
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Meme Man on July 18, 2015, 12:38:47 AM
GET REKT SCRUB
Seriously,be patient.
As for the stage,it's looking nice. Finally a COOL stage  :lol:
Edit: 69th POST FTW!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Kapus on July 18, 2015, 02:05:33 AM
New MM7FRE reminds me a lot of Sapphire Caverns.


darn
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on July 20, 2015, 12:11:30 AM
I wonder if stages based on the MM4, MM5, and MM6 Wily stages will be added, just like the additional MM2 Wily stages added for V4.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on July 24, 2015, 07:00:11 PM
Those chain platforms from Jewel's stage that I see off in the distance... Is that just decorative or do those crazy things actually work?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on July 29, 2015, 10:34:57 PM
Well the chain platform has an edge.
So it's either an actor with a 3d model or a 3d floor, and I'm pretty sure they don't wanna use models or program pendulums.
Could just be a 3d floor that rises and falls.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on July 30, 2015, 03:57:24 AM
Looks real COOL!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: OmegaStaff on August 05, 2015, 03:29:13 PM
Looks like good project. Can you add some screenshots? Thanks...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MMLover9 on August 09, 2015, 02:14:27 AM
Nice MM9 expansion! Perhaps an expansion can be made for Megaman and Sonic the Hedgehog: Worlds Collide! :D
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on August 09, 2015, 02:31:36 AM
Quote from: "MMLover9"
Nice MM9 expansion! Perhaps an expansion can be made for Megaman and Sonic the Hedgehog: Worlds Collide! :D
Already mentioned as a no for core, that will be a fan expansion.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: OmegaStaff on August 10, 2015, 10:24:38 PM
This game make me excited
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PotatoStrike on August 11, 2015, 03:05:58 PM
Quote from: "OmegaStaff"
This game make me excited
Me tho... Mah body is ready.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PantherKing73 on August 13, 2015, 04:01:30 PM
If the v4 expansion was a lot of fun, v5 sure as heck will!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on August 14, 2015, 01:59:23 AM
I really want to see MM9SPL just because the light shining through the water's surface is one of the coolest stage visuals in Megaman.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on August 14, 2015, 01:07:20 PM
I don't know if I've yet said it, but based on those screenshots, it's pretty hard to discern the floor from the wall in Magma Man's stage (and the darker green textures in Jewel Man's).
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on August 14, 2015, 10:23:40 PM
Quote from: "JaxOf7"
I really want to see MM9SPL just because the light shining through the water's surface is one of the coolest stage visuals in Megaman.
I wonder how will be galaxymans map
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: OmegaStaff on August 18, 2015, 07:35:09 PM
Please show us a screenshot.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Trillster on August 18, 2015, 07:41:35 PM
Quote from: "OmegaStaff"
Please show us a screenshot.

Come on man, be patient. You don't see everyone here asking for screenshots. They're hard at work at this and what's the fun if they just show everything to start with?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on August 18, 2015, 08:17:47 PM
Ask and thee shall receive.
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on August 19, 2015, 03:04:16 AM
What a confusing and unhelpful picture;
you know better than to use custom huds!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: King Dumb on August 20, 2015, 08:46:53 PM
We've been keeping you all waiting long enough for some more screenshots...

(click to show/hide)
so let's remedy that  :cool:

Let's take a moment to get a couple more shots of MM9MAG
(click to show/hide)

But it would be a-pollen of me if I were to only show you stages you've seen! So today you'll see what all the buzz is about with Hornet Man!
(click to show/hide)
Unfortunately, you don't get to see any chasing bees in action today. But always watch out beehind you...









...beecause someone may bee watching you...
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on August 20, 2015, 09:32:39 PM
Amazing, I like how MM9HOR is turning out.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PotatoStrike on August 20, 2015, 10:41:03 PM
Woah! What I really like here is the new dynamic background for MM7DW1!!! Like did with MM7FRE.
Also, this great MM9MAG and this AWSUM MM9HOR are really cool! Good job, guys!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on August 21, 2015, 09:36:36 AM
still looks like you need a new texture for magma's floors though.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: FTX6004 on August 21, 2015, 01:48:35 PM
These new content looks so good! :shock:

Is there something at MM9MAG like props/actors anyway?

Also..
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on August 21, 2015, 03:13:56 PM
Weapons aren't developed alongside maps; one can be finished but not the other.
If that were the case then we'd be having Megaman Killer stages or Wily Tower weapons.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: SmashTheEchidna on August 21, 2015, 03:53:51 PM
In all honesty I'd love to see the Megaman Killers get stages in the core.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Meme Man on August 21, 2015, 04:36:51 PM
Me too! hopefully,it can happen in the future.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on August 21, 2015, 04:54:53 PM
But the Mega Man Killer stages appeared in Mega Man 10. It won't be this expansion.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: OmegaStaff on August 21, 2015, 08:00:52 PM
Thanks for screenshots! You know how i was dying for this moment  :mrgreen:  :mrgreen:  :mrgreen:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on August 22, 2015, 02:33:22 AM
Quote from: "Rozark Kyouko"
Weapons aren't developed alongside maps; one can be finished but not the other.
If that were the case then we'd be having Megaman Killer stages or Wily Tower weapons.
I'd love that to be honest, like if the Genesis Unit's dropped weapons from CBM made it into core.

Quote from: "Beed28"
But the Mega Man Killer stages appeared in Mega Man 10. It won't be this expansion.
So I'm guessing we won't get the MM Killer stages (perhaps Quint included) until V6 which I'm predicting will get a mid-2017 release.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on August 22, 2015, 07:28:27 PM
Hornet Man had the best stage music!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Mysterii Takashi on August 23, 2015, 12:16:56 AM
I don't want to cause a kerfuffle, since this is my first post, but could I suggest having an easter egg in Splash Woman's stage?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on October 08, 2015, 02:10:08 PM
I wonder how is concrete man's map
Title: Two months since the last screenshots? Woops.
Post by: Korby on October 08, 2015, 10:44:13 PM
That's a good question, let's find out!
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on October 09, 2015, 01:02:36 AM
Another excellent looking map. I especially like the transparent clouds!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on October 09, 2015, 03:16:14 AM
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Stardust on October 09, 2015, 09:32:52 AM
I was wondering v5 seems to progress quite well doesn't it? The weapons seem done, and almost all the MM9 RM maps seem to be finished.
Is it close to being done or are there still lots of things to do..?
(you should change one of these dust crushers into something else btw they're literally next to each other - but nice screenshot)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on October 09, 2015, 09:45:06 AM
Quote from: "Stardust"
(you should change one of these dust crushers into something else btw they're literally next to each other - but nice screenshot)

Will swap the left one with the Needle Cannon you see peeking off to the left.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on October 09, 2015, 11:58:04 PM
That Tornadoman map is sexy. I love how all the tiles change color when the weather changes without any transparency effects. I'm also guessing there are occasional clouds on the map?

I'm still hoping for a Winter 2015/early 2016 release.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on October 13, 2015, 03:50:55 AM
So very pretty.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on October 14, 2015, 06:44:21 AM
Do the weather changes actually do something (you don't need to specify what, if yes), or are they purely aesthetic? Either way, it looks pretty cool.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on October 14, 2015, 09:49:38 AM
They don't do anything from a gameplay perspective, but they're special in their own right.
Anyone ever play Mario Kart 8? Weather's gonna work kinda like the Animal Crossing stage from that game, where it selects one of three presets every time the game rolls it. The layout remains identical, so any path you take in one preset will be retraceable 1-to-1 in another one.
I understand weather is a traumatic subject for some people so I'm really glad this question was asked so that I could ease some people's anxieties.
tl;dr yes it's aesthetic but it's fancy and better than cloud man or bright man

I'm stoked about all the positive reception though. I'm really proud of this map so I hope it delivers to your highest expectations!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on October 16, 2015, 01:22:14 AM
Quote from: "LlamaHombre"
Anyone ever play Mario Kart 8? Weather's gonna work kinda like the Animal Crossing stage from that game, where it selects one of three presets every time the game rolls it. The layout remains identical, so any path you take in one preset will be retraceable 1-to-1 in another one.

in MK8 the weather wasn't just aesthetic; it altered some of the hazards in the track (like in the tree area before the first jump), especially in Winter where the entire track became slippery.

But at least here we won't get dumb situations like that.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Stardust on November 01, 2015, 09:29:36 AM
Sorry for the bump, I have a question that might interest other persons as well
Will there be a lot of modifications for the code? (Excluding the new MM9 weapons)
By that I mean, will the ACS files such as GLOBAL or WEPACS, or the SBARINFO files, be heavily modified from v4c to v5a? I'm asking this because it's for compatibility for mods and such - if updating a v4c mod for v5a going to be long and/or mandatory for it to work correctly.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on November 01, 2015, 12:22:59 PM
While not everything's set in stone yet, there will likely be modifications to ACS that require updates from modders.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Carprillo on November 02, 2015, 10:21:23 PM
Wow. Been a while since I was here, but I must say this all looking VERY NICE.

Keep up the good work!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on November 03, 2015, 03:15:26 PM
Yeah it will be great project. But informations is not enough. We dont know "is it almost ending" or "needs more work" Cause of that we cant catch up the improvements. If you inform us sometimes we will be apprieceate that
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on November 03, 2015, 06:09:20 PM
I'm not quite sure what you're saying. Could you try to be a little more clear?
Are you saying that KD and I should give a rough percentage of the completion of the expansion?
If so, then we won't be doing that. It'll be done when it's done, and giving any sort of timeframe generally leads to disappointment.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Carprillo on November 03, 2015, 11:28:24 PM
True that.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Insidasigma on November 09, 2015, 03:43:41 AM
Wow... this looks great, I can't wait to spend even more time playing this version. Hopefully my computer can render it  :lol:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ContraZombie4 on November 15, 2015, 10:32:41 PM
We all know after the "Megaman 9" Expansion in version 5, the most likely route to go next is "Megaman 10" for Version 7. But what after that? Fan games, most likely. I mean, if Capcom doesn't release a new classic Megaman game after Version 6 is released what will Version 7 use?

I bet they'll use "Street Fighter X Megaman" personally, but there are other fan games that have obtained major popularity too. Like "Megaman Unlimited". It'd be pretty neat, the final boss would be the (EXTREME SPOILERS) Zero Prototype you are forced to lose against in the end of the game. (END SPOILERS) But I wonder how the Cutstuff team would implement the fight.

But if they DON'T use the fan games, even "Street Fighter X Megaman" (because Capcom has donned official support over making their own game.) & they still haven't pushed out a new Classic-Series game. What then?
Title: I hear Unlimited is trash.
Post by: Ceridran on November 15, 2015, 10:48:34 PM
I believe Megaman V will be tackled after 10, being the last expansion, and that fangames will be ignored. I'm sure Cutstuff will already be moving on to new game projects before that's done, and attracting a new crowd of people.
Title: Unlimited IS trash. Fangame trash.
Post by: MusashiAA on November 15, 2015, 11:10:36 PM
I don't think there needs to be more versions further than whatever the last version based off main numbered classic games there are. From what we've seen so far, versions seem to take their content from two games: a main numbered one, and a side story one. Of main games, we only have MM9 and MM10 left, and of legit side games we only really got Rockman World 5...unless whoever's helming the version that lacks a side game tries to be funny and adds something dumb like Rockman Strategy or the DOS games or Super Adventure Rockman or Rockboard or Rockman & Forte 2.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on November 15, 2015, 11:22:57 PM
Quote from: "Messatsu"
AFAIK, the plan is v6 is MM10 and v7 is MMV.  Take this with a grain of salt however as things can and do change.

Yea we've been over this subject multiple times before.
Fangames (especially SFxMM and Unlimited) can have their own fan expansions but aren't going into core.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ivory on November 15, 2015, 11:24:12 PM
It isn't really a bad thing to have a definite ending to aim for either.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on November 16, 2015, 12:06:08 AM
I was thinking that the last version would feature MM10 and MMV, since they can be easily tied together with the theme of space...and since 8BDM has also incorporated that aspect of the classic series with Evil Robot, then it would make sense for it to be the final chapter.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on November 19, 2015, 05:55:13 PM
Personally, the only games I'd want covered in core after MM9 would be MM10 and MMV. Licensed games (mostly just DOS, DOS3, and &ForteWS) and fan games can have their own fan-made expansions.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Legtendga on November 21, 2015, 01:20:05 AM
Well, that's good, 'cause that's the plan.
Alright, it's been a bit as far as news goes, so I've gotta ask...
...if we can get confirmation or denial of the inclusion of MM9FAK, MM4DW1, MM5DW1, MM6DW1, and/or MM3DW2 in V5A?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Watzup7856 on November 21, 2015, 02:04:14 AM
My prediction is that megaman will be in the game, but take that with a grain of salt
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on November 21, 2015, 02:04:51 AM
I can confirm a thing about the V5 expansion shh don't tell the dev team.
Ready for it here it is:

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on November 21, 2015, 02:05:57 AM
Quote from: "Rozark Kyouko"
I can confirm a thing about the V5 expansion shh don't tell the dev team.
Ready for it here it is:

(click to show/hide)

holy crap i went 7 months without any spoilers and you just seriously ruined it for me
mods ban this man
Title: Re: Unlimited IS trash. Fangame trash.
Post by: fortegigasgospel on November 21, 2015, 02:39:29 AM
Quote from: "MusashiAA"
unless whoever's helming the version that lacks a side game tries to be funny and adds something dumb like Rockman Strategy or the DOS games or Super Adventure Rockman or Rockboard or Rockman & Forte 2.
Aka me right?  :ugeek: Minus Rockboard of course cause yea.
Quote from: "Superjustinbros"
Personally, the only games I'd want covered in core after MM9 would be MM10 and MMV. Licensed games (mostly just DOS, DOS3, and &ForteWS) and fan games can have their own fan-made expansions.
And they will all remain fan-made expansions of course.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: KOManiacJim on November 21, 2015, 02:44:50 PM
I hope that Wily Machine 9 is fightable as a Final Battle in V6.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on November 26, 2015, 08:05:10 PM
Screenshots again...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on November 26, 2015, 08:17:05 PM
Don't worry, I got you covered.
One V5 Screenshot coming right up.

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Trillster on November 26, 2015, 08:19:36 PM
Oh man, this could be revolutionary. Does this confirm that Brightman's map is getting a complete revamp so it's always dark?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Mendez on November 26, 2015, 08:49:39 PM
At this point, you might as well create a bot that posts once a month asking for screenshots so that Korby gets a reminder to get off his butt and get more work done. Or just hire me back for one map please ):
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: meGAMEr on November 26, 2015, 09:37:46 PM
Quote from: "Mendez"
At this point, you might as well create a bot that posts once a month asking for screenshots so that Korby gets a reminder to get off his butt and get more work done. Or just hire me back for one map please ):
I don't know about that.  I think he got immunity against my posts.  :D
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on November 26, 2015, 11:31:36 PM
Quote from: "Mendez"
At this point, you might as well create a bot that posts once a month asking for screenshots so that Korby gets a reminder to get off his butt and get more work done.

I wouldn't mind a monthly bot that reminds Korby to get off his butt and get more work done.


In fact, make it daily.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on November 27, 2015, 01:14:33 AM
Quote from: "Dr. Freeman"
Don't worry, I got you covered.
One V5 Screenshot coming right up.

(click to show/hide)
Is this Plugman's stage?

If so, it is the most beautiful stage ever witnessed.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: tsukiyomaru0 on November 27, 2015, 05:15:43 PM
Quote from: "Dr. Freeman"
Don't worry, I got you covered.
One V5 Screenshot coming right up.

(click to show/hide)

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on November 27, 2015, 11:28:47 PM
Looks like the stage could use some work.  The floor textures blend with the wall textures too much.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on December 02, 2015, 07:25:13 PM
Quote from: "Dr. Freeman"
Don't worry, I got you covered.
One V5 Screenshot coming right up.

(click to show/hide)

Bright Man's stage is looking great, guys
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on December 06, 2015, 12:34:42 AM
Hey everyone I have an early Christmas present for you all!

(click to show/hide)

I know this isn't quite as good as a KD update but hey it's still worth showing off some newly polished content.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on December 06, 2015, 03:45:19 PM
Good to see another picture! Especially one of a spooky, scary, Shady stage. I really like that the pillars are more like the ones in the original Shade Man stage. And the addition of a teleporter should hopefully be nice.
But wouldn't this have been more appropriate to post during Halloween? Or is this a.... Nightmare Before Christmas?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: tsukiyomaru0 on December 07, 2015, 08:14:04 AM
It doesn't include the idea of follow-me eyes on Wily's portrait, does it?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: SickSadWorld on December 08, 2015, 10:16:06 AM
Quote from: "tsukiyomaru0"
It doesn't include the idea of follow-me eyes on Wily's portrait, does it?

Though this is a cute idea, at first blush the computational complexity needed to establish a true tracking would become problematic quickly for what is arguably a marginal benefit "feature" (easter egg?) especially in multiplayer game modes.

The first idea that comes to mind is doing a line vector like other FPS games. ZDR has the capacity for a "turret" system that you could use to represent individual eyes, working in a pair. Yet even if you were successful, this would amount to the typical number of sprites used to represent rotation in the game engine and the resolution would be poor as a visual output for such a computationally complex feature.

I'm sure someone out there could think of a very clever way to do this, but I would personally struggle to justify limited development time pondering over something seemingly trivial like this, when you could achieve the same or similar user experience through an animated sidedef of some type. This method would fit much better with how the game engine is designed and has the bonus of being abstracted mostly to clientside. You probably couldn't make it track, but you could add some delays in the frame definitions to give the player the illusion of an inanimate object that seems to come alive! You could even use the internal RNG for extra flavor. Using the RNG is probably as computationally intense as I would go here, as there's plenty of cycles I would rather use on the core gameplay experience.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ice on December 08, 2015, 08:08:54 PM
It's already been done, it's just the portate with the eyes removed and there's a wall behind it with pupils on it, basicly a perspective trick. In fact there WAS a download for it somewhere, probobly buried in the suggestions forum
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: tsukiyomaru0 on December 08, 2015, 11:33:43 PM
Quote from: "SickSadWorld"
Quote from: "tsukiyomaru0"
It doesn't include the idea of follow-me eyes on Wily's portrait, does it?

Though this is a cute idea, at first blush the computational complexity needed to establish a true tracking would become problematic quickly for what is arguably a marginal benefit "feature" (easter egg?) especially in multiplayer game modes.

(...)

Quote from: "ice"
It's already been done, it's just the portate with the eyes removed and there's a wall behind it with pupils on it, basicly a perspective trick. In fact there WAS a download for it somewhere, probobly buried in the suggestions forum
Exactly what Ice said. I think it was I who made that suggestion, but seems the files didn't work on everyone for some odd reason (Might be my luck because I was testing it in Software Mode?). I'll look up my threads and see if I can find it.

In case you wonder, the inspiration was an Instructable (http://www.instructables.com/id/Creepy-Eye-Following-Pictures/?ALLSTEPS)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on December 16, 2015, 07:05:29 PM
Tomorrow is Mega Man's 28th anniversary. Is there any special planned regarding MM8BDM news?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on December 19, 2015, 01:07:18 AM
Aww, an opportunity wasted...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ivory on December 19, 2015, 02:16:00 AM
A 28th anniversary isn't really that big of a milestone anyways. Now, a 30th anniversary on the other hand...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: OmegaStaff on December 19, 2015, 04:23:28 PM
Why don't you give us an information?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on December 19, 2015, 04:39:20 PM
The average human body contains enough bones to construct a human skeleton.
Title: thx 4 reminding me k0rbs
Post by: Bikdark on December 19, 2015, 08:56:58 PM
Well, transparency is a pretty good thing. You don't need to divulge special things like new stages or plot development, but giving context on weapon and map changes as they happen is a great idea. Considering the low frequency of 8bdm releases, prompting people to give their feedback on specific things and having an active relationship between the devs and players AS devs and players (rather than equals) will undoubtedly create a better experience.

While the "What maps do you think need to be changed?" topics are great, they lack focus. There are just as many maps as there are weapons (80+), so asking players to give all their feedback in one instance is asking a little much. This also poses a problem because there are so few releases. If you don't have many opportunities to get your opinion out there, and you end up possibly forgetting, you need to wait another 6-12 months for it to matter.

Also, what's the consensus on more frequent, smaller patches? Not re-releases, but files added on to the game that focus on particular problems, such as weapon over-saturation in large maps. You wouldn't need to wait on people that are slacking, and making radical changes that might actually excite people to play the vanilla game for more than a week after release would be easier.

While excitement for vanilla 8bdm is at an all-time low, and many of the things I just mentioned will not be acted upon due to lack of interest/lack of necessity, these are just a couple things I've had in my head for a couple years.
Title: I agree
Post by: LlamaHombre on December 20, 2015, 05:15:19 PM
(http://i1156.photobucket.com/albums/p565/LlamaHombre/Screenshot_Doom_20151220_114100_zpsac6khyig.png)

Considering I've mentioned it in a previous post, I may as well show this off then.

Skull Castle Core, MM2DW2, was introduced in v4b to rather mixed reception. In attempting to search for what I could do to help improve the layout that I personally loved, I ultimately looked towards the underwater sections. In prior versions they were heavily reliant on platforming, which conflicted with the rest of the map's structure.

So I combined what was already there, and flattened it out into a ravine-type structure. This will make travel across the map quicker, and standardize elevation. Hopefully Bubble Lead will really shine here.

This all happened because I wanted to rebuild the map from the ground up to help fix the general glitchiness of the map (ladders that shouldn't be there, being able to leave the map and travel infinitely outside in spectator mode????????). Hopefully these efforts will prove fruitful.

Happy belated anniversary, Mega Man fans.

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on December 21, 2015, 06:14:48 AM
You could really use more of a transition between those sections.  Some of those colors are godawful together.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on December 21, 2015, 07:39:57 PM
Nice-Looking improvement.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on December 24, 2015, 01:45:09 PM
when will you release this version??
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -FiniteZero- on December 24, 2015, 03:54:23 PM
They will release it when they're done.

Have patience, young padawan.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Carprillo on December 26, 2015, 03:55:47 PM
I'm a bit worried about how they're going to implement Black Hole Bomb, if I'm honest. I can see it being pretty buggy and/or broken, unless it works similarly to the class. (Can't remember which 'Classes' mod Galaxy Man is in.)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on January 01, 2016, 10:34:54 PM
YD Classes, or Class-Based Modification.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on January 02, 2016, 04:35:32 AM
:roll:  :roll: it's time to add more screenshots, please
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ivory on January 02, 2016, 05:55:34 AM
I do believe that is up for those in charge. :ugeek:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on January 02, 2016, 03:12:16 PM
Since we've built up enough stuff to talk about for a while, we're going to try to bring out a bi-weekly update schedule. This means information will be flowing out at a more consistent pace, and that there won't be any need to ask the team for screenshots unless we've missed a deadline by mistake.

Starting tomorrow, we'll put this into effect. As we close in on our desired final release, however, we may tighten the release schedule to be more frequent.

But for now, get excited for another Mega Man 9 map.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on January 03, 2016, 04:19:25 PM
Hey, Mega Man fans. Pardon the double post, but I'd like to go ahead and follow up on my announcement from yesterday by providing some meat. It's been a good while since we've unveiled a Mega Man 9 map, but I feel like said wait has only proven to help allow some of our newer maps to marinate.

For example, today we have...

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on January 03, 2016, 06:29:56 PM
but are there sneaky fake floors
Title: LOOKIN GOOD BROTHERRRR
Post by: Bikdark on January 03, 2016, 09:04:24 PM
Better not be
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on January 03, 2016, 09:10:46 PM
there isn't because they're dumb and unreasonable to convey to someone playing for the first time
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Max on January 03, 2016, 11:04:59 PM
could use recoloured floor tiles to wall tiles especially in the third screenshot, all those 64 grey squares
i'm not sure but i think that was an issue for magma/jewel too but i can't be bothered to search for proof

fake floors can easily be incorporated using different textures (patterns on blocks were different in mm9 when fake) and / or transparency but i don't think it went well in burner so like don't bother reworking the entire map for them
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on January 04, 2016, 01:57:15 AM
Quote from: "Max"
could use recoloured floor tiles to wall tiles especially in the third screenshot, all those 64 grey squares
i'm not sure but i think that was an issue for magma/jewel too but i can't be bothered to search for proof

fake floors can easily be incorporated using different textures (patterns on blocks were different in mm9 when fake) and / or transparency but i don't think it went well in burner so like don't bother reworking the entire map for them
Also Search Snake is in the map, potential alternative use for it in finding the holes, like how Bubble Lead was used for that in Megaman 2.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Brash Buster on January 04, 2016, 05:02:47 PM
I personally don't think there'd be much point to it. If anything, it would make the map more annoying and less fun to play on, because you'd have to keep looking around to make sure you don't fall down and die. I think I can speak for several people when I say that it's not pleasant to suddenly die because you weren't looking at every pixel on the map.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on January 04, 2016, 06:18:04 PM
Fake Floors can be done correctly if there's enough clairvoyance to them. However, they have no place in this map nor was the map built around them and as a result do not exist. There's no reason to shoehorn a gimmick or mechanic in just because it exists; that's bad design.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on January 04, 2016, 09:45:41 PM
It also becomes a matter of just knowing where they are versus people who don't know.  People who know the map better than others should do better than those who don't, but cheap deaths aren't fun.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on January 05, 2016, 02:09:05 AM
I wouldn't suggest them being over death pits if they were added anyway, besides, Burner already has those in it, so no need for Concrete to.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on January 06, 2016, 02:03:18 PM
No need for fake floors, I'm sure the stage is fine without them. It certainly looks great! And I'm very glad to hear we're approaching the release date.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on January 09, 2016, 02:06:05 AM
Quote from: "LlamaHombre"
Hey, Mega Man fans. Pardon the double post, but I'd like to go ahead and follow up on my announcement from yesterday by providing some meat. It's been a good while since we've unveiled a Mega Man 9 map, but I feel like said wait has only proven to help allow some of our newer maps to marinate.

For example, today we have...

(click to show/hide)

I am so excited. This map looks very nice. Is that Black Hole Bomb I see in the first picture?  :D
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on January 10, 2016, 08:05:27 PM
Good afternoon, Mega Man fans. I don't have any new screenshots today (those are for next Sunday) but I figured today would be a good day for an info dump.

Next update will feature a smorgasbord of numerous smaller changes to maps currently in core, an example being minor changes to MM5GRA based on reception in the v5 map thread. I'd like to emphasize that these upcoming screenshots will represent maps whose layout has remained largely unchanged, but has received a few changes in the interest of building upon an idea or dynamic that the map already had.

Additionally, I'd like to start up our official v5a QnA! Alongside each screenshot update, I'll return to you all with upwards of 10 answers to questions asked in this specific thread. There are a few guidelines I'd like to put down in advance, but I hope they won't be too restrictive.

1) Don't ask about who is developing an aspect of the game, be it a skin, map, weapon, etc. You'll know following release anyway.
2) Note that there is content in v5 we cannot discuss simply on the virtue that it is a secret. This includes the campaign boss, secret maps, or skins (like Wily Tower). Questions even prodding for such will not be answered.
3) To build up backlog, please understand that I'll probably only answer one or two questions per person. If you want to wall of text us with questions I guess I can't stop you, but I'll be answering them very slowly so it might be beneficial to space them out.

That said, let's get this show on the road, and see you all again in a week!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on January 10, 2016, 09:51:40 PM
will concrete shot shoot concrete
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Magnet Dood on January 10, 2016, 09:52:08 PM
Only got one at the moment: How are some of the odder weapons, like Concrete Shot and Tornado Blow, going to work? Most of the others seem pretty self-explanatory (Hornet Chaser - homing projectile, Plug Ball - floor crawler, Laser Trident - ripping straight projectile), but those two seem like they'd be a little tougher to solve.

Also, will Jewel Satellite allow us sick lightsaber projectile deflections so we can hit others with their own shots?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on January 10, 2016, 09:52:35 PM
okay questions huh let's ask a nice question

What is it about Laser Trident that makes it different from other weapons that fill its niche, like Metal Blade?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Trillster on January 10, 2016, 10:00:53 PM
So I've got a question about the campaign, will there be any special gamemode for it, or will it stick to DM?
Title: you knew these two were coming
Post by: Hallan Parva on January 10, 2016, 10:03:33 PM
Are the previous campaign chapters (cough cough MM7) being touched up to meet the new quality standard that was introduced in the more story-driven MM8, & Bass, and Wily Tower chapters?

Any changes to Leaf Shield?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Zero1000 on January 10, 2016, 10:21:13 PM
How will Black Hole Bomb work? As in moving it, and how it causes damage.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on January 10, 2016, 10:40:59 PM
Will there be a Tropish prop in MM9SPL?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on January 10, 2016, 11:12:46 PM
Quote from: "Magnet Dood"
Only got one at the moment: How are some of the odder weapons, like Concrete Shot and Tornado Blow, going to work? Most of the others seem pretty self-explanatory (Hornet Chaser - homing projectile, Plug Ball - floor crawler, Laser Trident - ripping straight projectile), but those two seem like they'd be a little tougher to solve.

Also, will Jewel Satellite allow us sick lightsaber projectile deflections so we can hit others with their own shots?

I do believe that Tornado Blow is a screen-clearing weapon like Centaur Flash.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ceridran on January 11, 2016, 02:19:45 AM
Will Tornado Hold be a something different like a ground targeted displacement attack, or will it be another Centaur Flash?

edit: wow they already asked
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on January 11, 2016, 10:23:58 PM
Is Metal Blade going to be demoted to non-piercing now that the true piercing weapon (Laser Trident) is soon to appear?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ice on January 12, 2016, 02:06:44 AM
I doubt it, plus, going by that argument, Ice Slasher would have to be changed too being almost a clone of metal blade other than projectile speed. Besides, nothing's wrong with 2 weapons being similar, if anything, it adds to theming for map design purposes. And as far as I know, I don't think any maps have both Ice Slasher and Metal blade at the same time
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on January 16, 2016, 09:52:30 PM
Quote from: "zero1000"
How will Black Hole Bomb work? As in moving it, and how it causes damage.

I have a feeling, it will be like the Black Hole Bomb that is in the Classes mod
Title: completely serious post
Post by: Russel on January 17, 2016, 04:12:09 PM
(click to show/hide)
[Disclaimer: Content displayed is work in progress. All in-game assets and behavior are subject to change at the discretion of the developers.]
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on January 17, 2016, 05:44:28 PM
Hello again, Mega Man fans! Thank you all for the questions over this past week, and note that we're continuing to take questions beyond today, so feel free to send them in!
Today we'll be demonstrating some of the content I spoke of last Sunday, though said content has changed a little bit in light of a recent testing session. Big thing being Burner Man's back to the workshop for some smaller tweaking, but aside from that we're good to roll!

Before we start up with the content, let's answer some questions!
Note that anything I answer here is subject to change, but a good bit of that is why I'm doing this to begin with.

(click to show/hide)

We'll be here listening to your questions, so send in more and we'll see what we can do.

That said, let's move on to the main event.

First off, the Powered Up content.

(click to show/hide)

On to a map that's seen continual change since v4's release.

(click to show/hide)

Now for the one I had hinted at last week, MM5GRA.

(click to show/hide)

Let's move on to our final map of the day, and a showcasing of our attempts to revitalize the MM7 content.

(click to show/hide)

Thank you all, and see you guys in two weeks.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on January 17, 2016, 07:49:41 PM
HECK YEAH NEW TURBOMAN
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on January 17, 2016, 07:59:10 PM
shit's lookin fuckin swank, especially mm5gra. the arrows noting conveyor directions in mm1tim is an excellent decision, but do yo think they'd work in mmwthsh?  those conveyors are often a point of frustration considering you can't tell what direction they're moving at a glance

only thing that concerns me is teleporter bunkers being sealed off in mm2dw1. because of how easy it is to get caught out in the map, the teleporters were greatly appreciated as a way to escape certain death or juke enemies
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on January 17, 2016, 09:01:29 PM
I have a question; will the campaign be given difficulty settings, like an Easy Mode that uses ACS to weaken the bots and make the bosses easier?

What if someone wants to enjoy the v5 story without cheating, but cannot make it to that point? The Genesis Unit is brutal.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on January 17, 2016, 09:23:47 PM
Ah, Concrete Shot restricting jump. Neat, think I will be having that also restrict flight in CBM.
But now I need to ask how that condition is being represented. Changing colors is a weird thing, especially with teams.
Title: addressing other points next update, just wanted some clarit
Post by: LlamaHombre on January 17, 2016, 09:25:03 PM
Quote from: "Bikdark"
only thing that concerns me is teleporter bunkers being sealed off in mm2dw1. because of how easy it is to get caught out in the map, the teleporters were greatly appreciated as a way to escape certain death or juke enemies

To be honest the teleporters were not the driving force behind this decision, but rather the isolation of the rooms containing the teleporters. Would it be beneficial to carve out the entrances of the bunkers to fit teleporters, but leave it in open sight lines? This way, the fast travel is still there but there's less strain placed on an attacker.
Title: git gud
Post by: BiscuitSlash on January 17, 2016, 11:22:46 PM
Those red/green arrows in MM1TIM are a great addition!

And while I've always like MM7TUR, the revamp does look much better based on the screenshots. I've got high hopes for it!
Quote from: "Beed28"
I have a question; will the campaign be given difficulty settings, like an Easy Mode that uses ACS to weaken the bots and make the bosses easier?

What if someone wants to enjoy the v5 story without cheating, but cannot make it to that point? The Genesis Unit is brutal.
If an easier alternative can be implemented like that, then adding an easy mode wouldn't be a bad idea. If the bosses are going to be made easier though, it needs to be through an option.

If this idea goes through then I wouldn't mind seeing some sort of hard mode either. Yes, the bosses are hard enough already, but it would add good replay value for those brutal challenge seekers!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on January 17, 2016, 11:49:18 PM
fireman v1 might make a solid CTF map with some tweaking.  Just saying.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Goomba98 on January 18, 2016, 01:07:05 AM
Oh yeah, I love the Time Man arrows and new Turbo Man map. Is the track in the latter more interesting than a big loop, though? Because racing games make me think NASCAR is the most boring thing ever. (http://www.walfas.org/?p=641)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on January 18, 2016, 11:17:52 PM
That's quite the info dump.  Good morsels!
Title: more questions than I intended but it's all BHB
Post by: Thunderono on January 19, 2016, 04:37:00 AM
you never answered my question about concrete shot ;_;

On a more serious note, how're the weapons being distributed in LMS?  I'd assume Tornado Blow is out due to the AoE clause, but what about Black Hole Bomb?  Given its placement in the maps you've shown off and your own descriptions, I'd assume it's a weapon of incredible power, so would it make it into the LMS distribution or be considered a type of AoE (due to the sucking power) and be left out?

Actually, on that matter, if it controls similarly to CBM's own Black Hole Bomb, wouldn't it overlap with Remote Mine?  It'd arguably be stronger due to an airbursting ability, so would anything be done to Remote Mine to help combat this?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on January 19, 2016, 04:43:29 AM
So much hype!!
The new MM5GRA looks good and I think it was a good idea to get rid some of the oil canisters in MM1OIL, because getting killed by the explosion was so annoying. Hopefully the new MM7TUR will be better than the old one.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Watzup7856 on January 19, 2016, 09:26:36 PM
I just thought of a serious question. Will black hole bomb take advantage of block monster lines on stages to prevent it to pull off opponents off the ledge? I can see that being a really annoying thing down the line.
Title: Re: more questions than I intended but it's all BHB
Post by: Korby on January 20, 2016, 07:58:25 AM
Quote from: "Thunderono"
Actually, on that matter, if it controls similarly to CBM's own Black Hole Bomb, wouldn't it overlap with Remote Mine?  It'd arguably be stronger due to an airbursting ability, so would anything be done to Remote Mine to help combat this?

They actually aim fairly differently. Remote Mine always attempts to travel to exactly where you're pointing, but Black Hole Bomb will travel in the same direction you are looking in.
That being said, I would like to do something for Remote Mine as it's relatively lackluster.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on January 20, 2016, 08:19:38 PM
Well BHB and Remote Mine being similar weapons doesn't really matter considering they should never show up on the same map together in the first place. Thinking of them as "Stat swaps" of eachother makes this an easy concept to grasp.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Brash Buster on January 22, 2016, 04:41:20 PM
That makes sense to me. Though now that you bring it up, I kind of wonder if Magnet Missile or Dive Missile should be removed from MM2AIR, since they are pretty much "Stat Swaps" of each other.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on January 22, 2016, 07:40:08 PM
That's a pretty good thought, actually. Removing weapon "duplicates" from maps would alleviate almost all balance problems.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Messatsu on January 23, 2016, 01:27:51 AM
Quote from: "Bikdark"
Well BHB and Remote Mine being similar weapons doesn't really matter considering they should never show up on the same map together in the first place. Thinking of them as "Stat swaps" of eachother makes this an easy concept to grasp.

The two weapons are hardly stat swaps of each other.  They're both slow and powerful, but just about everything else between them is completely different.  This does actually bring up an interesting point though.  What weapons would everyone consider to be stat swaps of each other, or at least similar enough to each other that you would hesitate to put them both on the same map?  Secondly, if you could alter a weapon to remove the 'swap' nature of it, what would it be?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gothic on January 28, 2016, 01:13:07 AM
You guys probably answered this, but are you going to replace all the ogg music with nsf/gbs in the next version?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on January 28, 2016, 01:22:47 AM
If I recall correctly, the ONLINE NSF playback for Zandronum isn't well developed enough to allow the game to only use one .nsf file containing all the songs from one game, but instead needs to have each song with its own individual .nsf file. Not sure if that got fixed or not, but if it didn't, then we would need to find someone who would rip each song into a .nsf format straight from the game.

Based on what I recall, this was the reason the .ogg files were not going to be replaced just yet. Maybe one day, whenever Zand developers fix that issue, or whenever we get a hold of individual track rips for all the NES games, plus get the .nsf versions of all the covers that were done for post-MM6 content.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gothic on January 28, 2016, 01:52:00 AM
Well then, I hope Zandronum online supports looped .ogg music.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on January 28, 2016, 03:04:02 AM
Actually the online issue was fixed.
The actual issue is a lack of music alias.
"I could go for some CUTMUS right now! CHANGEMUS... wait, which track was that in MM1MUS.nsf again?"
Individual song nsf's alleviate this issue.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on January 28, 2016, 04:11:00 AM
Quote from: "JaxOf7"
Actually the online issue was fixed.
The actual issue is a lack of music alias.
"I could go for some CUTMUS right now! CHANGEMUS... wait, which track was that in MM1MUS.nsf again?"
Individual song nsf's alleviate this issue.

I recalled wrong. Yeah, this is the actual issue: no way to let the game know that doing CHANGEMUS CUTMUS would be track number whatever inside MM1MUS.nsf. Individual .nsf files per song, each named after each track, would alleviate the issue. The thing is, nobody here is knowledgable enough to rip every song individually. There ARE ways to simulate this through Famitracker, but the NSF-to-FTM importing process is not without its flaws in terms of accuracy. I would personally not care about this, but eh.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Messatsu on January 28, 2016, 05:02:09 PM
Another issue is that switching between different NSFs causes a momentary pause in the music.  So if we did separate NSFs for CUTMUS and MM1BOSS there would be a small 0.2 second delay between when CUTMUS stopped and MM1BOSS started.  This doesn't happen when switching tracks within in the same NSF (EX. MM1:2 and MM1:3).
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gothic on January 28, 2016, 07:09:55 PM
To me, neither the music cheats or the very small delays are a problem if that means better quality music, accurate looping and reducing the size of the pk3.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: HeelNavi on January 31, 2016, 02:59:58 PM
V5 looks awesome so far !

Now looking forward to Wily Machine IX ('cept if you change the final boss,in which case I'm gonna cry like a little girl :/)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on January 31, 2016, 05:27:07 PM
V5 is so amazing. Hope the final boss will be Submarine Shark
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on January 31, 2016, 05:49:37 PM
(click to show/hide)

[Disclaimer: Content displayed is a work in progress. All in-game assets and behavior are subject to change at the discretion of the developers.]
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on January 31, 2016, 05:50:42 PM
Hello again Mega Man fans! It's that time again. I've got a bunch of screenshots here showcasing some more changes made to older MM8BDM content, as well as something that'll blow your expectations out of the water.

But before all that, it's QnA time!

(click to show/hide)

Alright, let's take some of the meat off the grill.

(click to show/hide)

I don't think anyone actually confirmed that this is finished yet, so...

(click to show/hide)

I've also got a weapon to show you all!

(click to show/hide)

Last but not least, I have a new map to show off!

(click to show/hide)

We'll see you all next update. Thank you all for being so patient!
Title: forum screenshot resolution pls
Post by: Thunderono on January 31, 2016, 06:10:35 PM
Looking pretty swagular.  One thing I want to point out, though...
Quote from: "LlamaHombre"
7) Will Black Hole Bomb take advantage of block monster lines?

I hope to god so

If this does wind up happening, does that mean that Wind Storm would receive the same treatment?  After all, it has the same issue-- it can and will push people off of cliffs.
Title: fuck block monster lines
Post by: Orange juice :l on January 31, 2016, 06:16:50 PM
The Centaur Flash rework looks bretty good, but I doubt its potential in stealth gameplay. The loud crashing sound is a dead giveaway that somebody has stealthed, especially considering how close you need to be to take advantage of that short stealth time, not to mention the fact that you might end up damaging your target with the cloaking. This makes me think that using CFlash will suffer from the same annoyances like YD Astroman on release, though granted you won't be flying about (assuming you don't put rush jet on the same map, or if you do, rush doesn't get cloaked)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on January 31, 2016, 07:47:47 PM
Seeing Centaur Flash getting reworked begs another dumb question I forgot to ask.

What in the hell is going to be done with Time Stopper? That weapon exists for the sole purpose of being an annoyance to other players.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on January 31, 2016, 08:23:04 PM
Normally I'd be skeptical about randomly remaking a weapon, but the new Centaur Flash is superior in multiple ways, so I can't help but like it. Great job!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on January 31, 2016, 11:13:49 PM
Excited for the new expansion! I haven't touched MM8BDM for a long while, so I'll looking forward to seeing what's new on offer.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gothic on January 31, 2016, 11:34:20 PM
Quote from: "LlamaHombre"
8) Are you going to replace all the ogg music with nsf/gbs in the next version?

We don't intend on doing this until Zand 3.0 or something comes out with refinements to the current system. I'd personally argue that sound consistency is slightly more important than file size or music quality. Believe me, we all would love to make the switch to NSFs sooner rather than later, but it's simply an option we'll have to return to for future versions of MM8BDM.
That said I have no idea if we'll be using gbs files at all or if full covers of say MMV tracks would be preferred. But that's a tangent for another day.

Aww, well at least will the .ogg be looped, like the boss battle themes?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ZeStopper on February 01, 2016, 04:32:58 AM
Am I too late for the hype?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on February 01, 2016, 10:07:22 AM
Splash woman's map is really so interesting. But I think that you should put every stage's main weapon at the center or the most special place of the that stage. Example I can see two Laser Trident in the map. One in the center area, and you can replace the other one by an other weapon. It's just my opinion, but you guys are working very well. Hope this version will be released soon  :)  :D  :mrgreen:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Stardust on February 01, 2016, 12:05:51 PM
That looks promising. Gj all
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on February 02, 2016, 04:44:47 AM
OH JOYOUS DAY A CENTAUR FLASH REWORK, AND IT LOOKS BEAUTIFUL

FUCK THE OLD VERSION.

btw excellent choice of la mulana music lego
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on February 02, 2016, 02:04:21 PM
All of the reworked stuff looks great! I do hope Splash Woman's stage contains some prop Octones though. I always loved that enemy.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Kapus on February 02, 2016, 10:57:32 PM
Quote from: "Forster"
Splash woman's map is really so interesting. But I think that you should put every stage's main weapon at the center or the most special place of the that stage. Example I can see two Laser Trident in the map. One in the center area, and you can replace the other one by an other weapon. It's just my opinion, but you guys are working very well. Hope this version will be released soon  :)  :D  :mrgreen:
The map is sort of divided into two "main" areas, and each one holds Laser Trident, since it's a good all around weapon. I also try to keep the total weapon count of the map small, so I don't want to replace it with yet another weapon.

Quote from: "The_Broker"
I do hope Splash Woman's stage contains some prop Octones though. I always loved that enemy.
It's planned!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on February 03, 2016, 02:59:12 AM
looking great so far.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on February 03, 2016, 10:48:08 AM
So did you have any plan for V6 and what V7 will be? Megaman V will be an interesting choice, Megaman Unlimited is amazing too. All versions of MM8BDM is good. Hope you guys will never cancel this game.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on February 03, 2016, 02:36:17 PM
It's been confirmed a number of times that v6 will be MM10 and v7 will be the last one with MMV.

MMU will never happen.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on February 03, 2016, 04:32:11 PM
Fan-games (like Unlimited, Rock Force, Rokko Chan) would have to be fan-made unofficial expansions.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on February 03, 2016, 09:58:10 PM
Quote from: "Dr. Freeman"
It's been confirmed a number of times that v6 will be MM10 and v7 will be the last one with MMV.

MMU will never happen.

Can we just sticky this somewhere
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on February 03, 2016, 10:23:14 PM
Quote from: "Rozark Kyouko"
Quote from: "Dr. Freeman"
It's been confirmed a number of times that v6 will be MM10 and v7 will be the last one with MMV.

MMU will never happen.

Can we just sticky this somewhere

Only fangames that are worthy of being official expansions have already been made into official expansions: Rockman 7 FC and partially Rockman 8 FC.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on February 03, 2016, 10:27:20 PM
Street Fighter x Mega Man?

Interesting that Splash Woman's stage seems to have a fair amount of land sections.  It always bothered me that Dive Man and Bubble Man's stages were completely underwater.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Kapus on February 03, 2016, 10:49:43 PM
To be fair, Diveman only had a teeny tiny part of land in MM4 right at the beginning.

Bubble Man I can understand though
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on February 04, 2016, 12:17:26 AM
Quote from: "Kapus"
To be fair, Diveman only had a teeny tiny part of land in MM4 right at the beginning.

Bubble Man I can understand though
There was a bit mid way too where the Jumbig and Eddie was, as well as the platforms in the raising lowering part. But yea, Dive WAS mostly underwater for a good 90% of the stage.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on February 04, 2016, 02:55:40 AM
MM9SPL looks very nice. You guys are doing a good job, and I can't wait to play V5 when it comes out.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: tsukiyomaru0 on February 04, 2016, 03:31:40 AM
Quote from: "CopShowGuy"
Street Fighter x Mega Man?

Interesting that Splash Woman's stage seems to have a fair amount of land sections.  It always bothered me that Dive Man and Bubble Man's stages were completely underwater.
It's a fangame... But is also officially recognized by Capcom, which in turn makes it an official (fan)game, doesn't it?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on February 04, 2016, 07:51:48 AM
It's pretty janky, not honestly worthy of such official status.  There are many fangames I'd rate way about that one.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on February 04, 2016, 10:15:41 AM
Fangames in general just aren't worth adding to the core honestly.

Especially considering that v7, the furthest we have planned, won't be happening for about at least 3-4 years. Hard to believe we'd still be interested by then.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on February 05, 2016, 06:49:19 AM
Hey, we've been here this long, haven't we?
Have a little faith. We'll finish what we started.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on February 05, 2016, 01:03:30 PM
Quote from: "CopShowGuy"
Street Fighter x Mega Man?

I don't consider it canon enough to go into the core game.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: tsukiyomaru0 on February 05, 2016, 08:26:16 PM
Quote from: "CutmanMike"
Quote from: "CopShowGuy"
Street Fighter x Mega Man?

I don't consider it canon enough to go into the core game.
Putting it that way makes sense. There were plenty games that were not canon after all..
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on February 05, 2016, 08:47:10 PM
I feel like that's less of an issue when you consider that not only is it a crossover, but the majority of the bosses (if not all of them) are Mega Man edits.

Speaking of Mega Man edits, is anyone at liberty to say whether or not a new Time Man skin has been made (or even proposed)?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on February 08, 2016, 09:20:26 PM
I really wouldn't expect a SF x MM expansion.  Something about it feels unrefined.  Probably the sprite work.  None of those fan games feel like an actual Mega Man game.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gouki on February 09, 2016, 11:00:03 PM
Ohh sweet, I can't wait for this, Jewel Man and Tornado Man look sick so far, and I've been dying for a Freezeman reboot for a while now.



Everyone onto the hype train!  :mrgreen:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on February 12, 2016, 12:38:51 AM
I has new question.

However long ago it was suggested that most of the maps have more decorations and props to make them more lively and interesting (mostly stage enemies and whatnot).

Is this being considered? Honestly it seems like the game could really be more fun this way.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Zero1000 on February 12, 2016, 06:27:01 AM
Will Evil Energy Robot be also affected by the difficulty lowering? If so, what is going to change with him?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on February 15, 2016, 01:20:52 AM
[Disclaimer: Content displayed is a work in progress. All in-game assets and behavior are subject to change at the discretion of the developers.]
(click to show/hide)

PSA: Remember to triple check your suspension before bringing your trucks on the road.
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on February 15, 2016, 01:21:19 AM
(http://i.imgur.com/Jyd5dFr.png)

Space. Surprisingly, not the final frontier.

Hey, Mega Man fans! Sorry about the delay (today was a doozy on my own accord), but I'm here for today's update. Here I have one with a lot of explanation needed, so hope you're ready to read a little bit.

Before we show off our two main points for today, let's get into our QnA.

(click to show/hide)

Let's start off with the teased map.
(click to show/hide)

And on to the teased weapon.

(click to show/hide)

See you all in two weeks, hopefully on time this time.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Max on February 15, 2016, 03:03:25 AM
no offence but galaxyman looks fucking terrible
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Orange juice :l on February 15, 2016, 03:06:56 AM
Set it and forget it invincibility on new skull barrier? I'd guess that's gonna get duelitempatched real quick.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on February 15, 2016, 03:16:41 AM
alias "buck falance" "use skullbarrier wep;wait 1;+fire;wait 1;-fire;wait 1;use metalbladewep"
bind x "buck falance"


btw galaxyman doesn't look fantastic. Rooms look very bland and reminiscent of burnerman's "High walls with a pit in the center" rooms which no one likes. No outside sections, and pretty silly looking textures. While the final point is excusable given the fact that mm9 should be a throwback to older 8bdm, it's worth mentioning
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on February 15, 2016, 03:34:21 AM
I won't lie, new skull barrier looks absolutely terrifying.  I think it should be obvious why.

On the topic of MM9GAL, though, what're the teleporters like?  In particular, are the chains localized to certain rooms, or are they placed like traditional teleporters?  If it's the latter, I'd consider toning down on them a tad-- clarity on which teleporter goes where is hard enough when there's two sets, let alone five.

Those rooms look pretty cool, though.  Did more with the textures than I thought possible, what with it being Galaxy Man.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on February 15, 2016, 12:59:26 PM
When you defeat the final boss of the MM9 Chapter, will this song (http://www.youtube.com/watch?v=CMkN3uHfntQ) play? I'm asking because MM9 is the only game in the core Mega Man games that doesn't have a special victory theme for defeating the final boss, and since MM9 (https://www.youtube.com/watch?v=lkmw_PCPjKs) reuses (https://www.youtube.com/watch?v=bY3KhQE2RO8) six (https://www.youtube.com/watch?v=judGOHdE0bM) songs (https://www.youtube.com/watch?v=5S9JfVpkDTM) from (https://www.youtube.com/watch?v=ZZ1dJnQw-xA) MM2 (https://www.youtube.com/watch?v=IgZ6omSCw-U), I thought it would be appropriate.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on February 15, 2016, 02:46:50 PM
How the stages arrangement will be?? Is it from Concrete Man to Galaxy Man? Will you make Fake Man stage? And what's the final boss of this chapter?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ZeStopper on February 15, 2016, 09:01:05 PM
Quote from: "LlamaHombre"
7) Am I too late for the hype?

Not at all.


Thank you very much, sir.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on February 15, 2016, 09:10:40 PM
Is anything being done with Treble for team modes? He's always been silly during them and there are easy workarounds. Are any being considered?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on February 15, 2016, 11:12:14 PM
I'll reserve judgement until I see the full Galaxy Man map, but I always saw it as a more "outdoorsy" map.  It certainly is an odd stage even in its source game.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on February 16, 2016, 02:32:28 AM
Yeah, Galaxyman has always been that way for me as well.
Anyways the map looks on the bland side, mostly with the repetitive floor and wall tiles. Layout looks decent though
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on February 16, 2016, 05:17:26 AM
How does Galaxy feel like an outdoor stage? There was a huge glass wall behind you 95% of his stage and no low gravity.
(click to show/hide)
Also I'm counting like, 7 different floor textures. Also geez, looking at the map of the stage I forgot how few textures there even was.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein on February 16, 2016, 05:37:00 AM
Wait. Glass?
I always thought the background was monitors. Somewhat like a planetarium sort of deal, like Ring Man's stage.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Max on February 16, 2016, 04:08:15 PM
Quote from: "fortegigasgospel"
Also I'm counting like, 7 different floor textures.
Count them with me kids

(click to show/hide)
ONE... TWO... THREE FLOOR TEXTURES, four if you count glass, 6 I guess if you count the bolted textures that are literally the same colour as the textures next to them and absolutely impossible to notice
(click to show/hide)
Literally only four in this one and 90% of it is the same bland texture
(click to show/hide)
Considering these are all the exact same palette there might as well be only one texture here but there's 3

Quote from: "fortegigasgospel"
How does Galaxy feel like an outdoor stage? There was a huge glass wall behind you 95% of his stage and no low gravity.
Yeah and then you post a screenshot where only the fucking boss corridor is without the glass in the background, when the 8bdm stage is nearly all of the same block wall. Wow, it looks great doesn't it really accurate to the stage
smh
it would look so much better if it wasn't nearly all 3 textures and actually used more space
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on February 16, 2016, 04:46:28 PM
Quote from: "Max"
Yeah and then you post a screenshot where only the fucking boss corridor is without the glass in the background, when the 8bdm stage is nearly all of the same block wall. Wow, it looks great doesn't it really accurate to the stage

this is my fault
I probably should've just kept screenshots of MM9GAL for another day seeing as the item layout isn't quite finished but after the heartwarming reception from last week I kinda just wanted to keep up with big news. Needless to say I've learned a good bit from the past two or so days.

(http://i.imgur.com/D84O7B9.png)

The other half of the room in the first screenshot, housing the only "traditional" teleporter spot on the map. The red hallway one connects to the red one in the second screenshot, and is the only one that doesn't have an immediate sight line between the two destinations.

We do have a generic plan as to where to go with the map from here, mainly in regards to texture creation and usage.

About Skull Barrier, yeah the video has the weapon overtuned to high hell so we'll be trying to meet our intended plans with it over development. I've personally suggested it work as a one time implement, where if you waste it you're gonna need to spend a lot of time chasing down ammo packets or spending W-Tanks to get the benefit again. However it goes, it's getting gutted from what you're seeing now.

The negative response is somewhat disheartening after numerous instances of positive reception, but it's a reminder that we started this up for community feedback to begin with. Hopefully sometime in the future I'll return to this content when it's better than ever, but for now it's all going back to the drawing board.

Looking forward to next update, and we'll still be taking QnA questions up until then.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Zero1000 on February 16, 2016, 06:23:56 PM
Just thought about something. Will Plant Man get Plant Barrier on the Boss Rush seeing the barrier can be shot now?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on February 16, 2016, 11:38:52 PM
While you're at it, don't forget about updating Skullman!

Give him the Skull Barrier to start then just make him shoot with the buster.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Goomba98 on February 16, 2016, 11:42:54 PM
Wait, .ogg files can be looped? Or is that just a feature Zandronum has?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on February 17, 2016, 12:00:00 AM
Quote from: "Goomba98"
Wait, .ogg files can be looped? Or is that just a feature Zandronum has?

Since this isn't a question directly related to this expansion, I'll go ahead and answer this:

In ZDoom and certain child ports, such as Zandronum, you can specify a point for ogg music files to loop back to in the file information. When the song is loaded, ZDoom reads for this value in the file's tags and then moves the playback to the point specified, if it's valid.

Certain map packs make use of this feature already.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on February 17, 2016, 05:06:19 AM
Considering Galaxy's stage is basically Air Man levels of sparsity (and for the same reason: almost all the tiles are used in making non-surface elements) I think it's a pretty decent effort.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on February 17, 2016, 07:59:30 AM
I was thinking the same, Galaxyman stage is pretty empty, basically, but for a fps, better to add some relief or weapons, in case, i can't see a lot of items (except some weapons) in the screens who were posted.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on February 20, 2016, 08:07:21 AM
That recent Galaxy Man pic does look better.  Gives a more expansive view of space.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Accel on February 26, 2016, 02:23:11 AM
I personally welcome our MM9GAL overlords.
I'm saying I like it.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on February 28, 2016, 09:40:37 PM
Hey Mega Man fans, it's that time again. Today's update is of a smaller scale than the few before, but it should be relatively interesting nonetheless. Today's focus is on updates to maps we've made fairly recently.

Let's begin with the QnA.
(click to show/hide)

Let's get toasty.

(click to show/hide)

(click to show/hide)

(click to show/hide)

Ok, no more fire robot masters.

(click to show/hide)

And finally, to leave you guys off with something to talk about...

(click to show/hide)

See you all next update!

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rui on February 28, 2016, 09:50:48 PM
Oh, I didn't even recognize those were MM7 weapons until I saw Wild Coil.

Which makes me wonder, not sure if this was already asked but will some of the Mega Man 7 weapons receive visual changes as well or will it be just the icons?
Title: new MM2BUB hype
Post by: Thunderono on February 28, 2016, 09:53:40 PM
I noticed something looked off about the Freeze Cracker icon in Lego's Skull Barrier video last update.  I don't really understand why they were changed, but the new results look nice nonetheless.  It'll take me a very long time to get used to Thunder Bolt's new icon, though-- that's a far cry from the old version, and I'm not really getting an electric vibe from it.  It looks more like Danger Wrap's new icon with yellow streaks.  I suppose I may have just gotten too used to the old icon.  EDIT: just realized it's changed to be made more like the MM7 versions I'm a goof

You mentioned that Clown Man's getting a change to the skybox in that it changes slowly in response to the current frag count.  I've got a couple of questions regarding this: first of all, is it based on the leading frag count or the total frags accumulated throughout the match?  And secondly, will this mechanic be applied to other maps like Ring Man, Needle Man and Skull Man in accordance with Gumball's skybox suggestion a while back?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Magnet Dood on February 28, 2016, 10:11:20 PM
Personally, I thought the change in skyboxes would be implemented either randomly or based on the server time, like it was suggested here: http://www.cutstuff.net/forum/viewtopic.php?f=32&t=10179
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Kapus on February 29, 2016, 03:12:30 AM
Dunno why the MM7 icons weren't redone like that beforehand, in retrospect. I like them, though I feel the old Scorch Wheel genuinely looked better. I like the old Freeze Cracker as well--the new one looks kinda like a recolored Centaur Flash.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on February 29, 2016, 04:59:37 AM
Toasty!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein on February 29, 2016, 06:19:01 AM
I'm not sure if I really like Danger Wrap, Thunder Bolt, or Freeze Cracker's new icons all that much, but the rest are on point, and the new maps look nice.

I'm not entirely certain as to what's going on with Bubble there, though.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on February 29, 2016, 06:39:29 AM
Quote from: "Promestein"
I'm not sure if I really like Danger Wrap, Thunder Bolt, or Freeze Cracker's new icons all that much, but the rest are on point, and the new maps look nice.

I'm not entirely certain as to what's going on with Bubble there, though.
Well that spot doesn't seem familiar, Bubble probably got an update and they are teasing us. Probably show more in the next update.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on February 29, 2016, 12:50:13 PM
I like the new icons quite a bit myself, but I admit that Scorch Wheel seems awfully bare.

Super happy to see Magma Man's floors get touched up and Clown Man getting a nice sunset glaze.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Geno on February 29, 2016, 02:35:49 PM
Oh hey, those new icons I made were posted, neat
I just made them randomly because I was looking at the MM7 pause screen too much

I also did make a Wild Coil one, but it looked kinda awful so I just palette-swapped the 7FC one, haha

I also do think the Freeze Cracker one looks like Centaur Flash, but nobody else at the time I first made them really thought it was an issue, and tbh the old one is really ugly and "lumpy" looking. I think it'll be fine. It's still a noticeably lighter colour than C.Flash, so there's that

F.Cracker was really the main reason why I even started those icons, haha (also S.Claw, as the MM7 one had a bit more detail than the 7FC one, which just looked like a toenail clipping or something)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on March 01, 2016, 06:52:39 AM
Quote
Hopefully this is fine with NemZ

Of course it's fine.   Very fine, in fact!  :mrgreen:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on March 04, 2016, 02:54:11 AM
Here's one for the Q&A next time:

How is Plug Ball going to work? Will it cause ripping damage or otherwise something else to help it differ from existing floorhugger weapons?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on March 04, 2016, 03:06:33 AM
Here's a question I totally forgot to ask.

Are the MM7 weapons receiving new sound effects? Most of them use existing sound effects (Ring Boomerang, MM6's lightning sound, Drill Bomb, Gravity Hold, Pharaoh Shot) rather than their own unique sounds.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on March 04, 2016, 04:31:25 AM
Quote from: "Gumballtoid"
Here's a question I totally forgot to ask.

Are the MM7 weapons receiving new sound effects? Most of them use existing sound effects (Ring Boomerang, MM6's lightning sound, Drill Bomb, Gravity Hold, Pharaoh Shot) rather than their own unique sounds.

I'm no part of the dev team, but I am one of the few people I know that have tried to replicate MM7's sound effects using Famitracker (don't know if the dev team got someone else doing or that did a better job than I did). I can at least say that my attempts at replicating the MM7 sound effects using Famitracker were partially rejected like, 2 or 3 years ago or something, for not being good enough for the core game...I don't exactly recall the entire thing, but bottom line is, they got rejected back then, with an open window for approval is I ever improved them. I've probably released these sound effects in some way or form before, and I haven't updated them since................May 2015, so I'd guess if the team ever desired to incorporate them, they would've hit me up or something. Since I don't recall this ever happening, I'd guess nobody's ever brought that up for discussion, or were again internally rejected for the same reasons as before?

If it gets brought up again, I'll try and look at them again, and see if I can make them achieve the quality necessary to be added into the game.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on March 06, 2016, 07:03:29 PM
Quote from: "Knux"
Here's one for the Q&A next time:

How is Plug Ball going to work? Will it cause ripping damage or otherwise something else to help it differ from existing floorhugger weapons?

To add on to that question, will it climb walls, go along ceilings and drop when it is above your opponent like it does in MM9?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on March 10, 2016, 08:17:35 PM
I feel like I remember the red Mega Buster being confirmed for team modes, and presumably the orange and purple busters too. However non-Light players are still using blue busters. Any reason why? The Mega Buster matching the team colours would really help out.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on March 12, 2016, 03:57:38 PM
Another question I forgot to add, but will MM7 weapons get new aesthetics in the attacks themselves such as Danger Wrap ground mines flashing before exploding?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on March 14, 2016, 01:46:23 AM
Llama's not here today, so I'll be popping into his place for this update.
Also, I aplogize for the late update today. Hopefully the content inside will make up for that!

First up, the Q&A!
(click to show/hide)

With those questions washed away, let's move on to our map this time.
(click to show/hide)

Hm, I guess that's it. I can't think of anything I might have forgwatten...or is there?
(click to show/hide)

See you guys next update, and I look forward to your questions!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on March 14, 2016, 02:33:35 AM
I almost just typed Dive Man instead of Bubble Man.  It's looking great, but it does remind me of the map a bit.  Maybe it's just the first screenshot-- in any case, it seems a lot more structured.  I kind of wish there was an above water section, but I suppose we'll see if it matters too much with the layout.  Looking good!

How's Plug Ball's ammo consumption?  I can easily see maps like MM1CUT and MM6WIN becoming hell on earth if the ammo consumption is low.  The concept is super cool, though.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on March 14, 2016, 04:18:50 AM
I like the change to bubbleman, but I do wish you kept the spikes in some form, even if just in a few dangerous hallways with great weapons.  Right now it looks like it's going to just be a green version of diveman without the whale.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on March 14, 2016, 04:55:08 AM
Quote from: "Korby"
6) Will Plug Ball climb walls, go along ceilings and drop when it is above your opponent like it does in MM9?
To my knowledge, Plug Ball doesn't drop down on enemies it passes over, only Plug Man's did that.

Hm, I guess that's it. I can't think of anything I might have forgwatten...or is there?
(click to show/hide)

Your right, only Plug Man's Plug Balls dropped on enemies. Will it still go along ceilings though? Mega Man's Plug Ball goes along ceilings.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on March 14, 2016, 04:55:51 AM
i think the update you quoted very clearly explained it
it doesn't go up
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on March 14, 2016, 04:57:57 AM
Quote from: "Dr. Freeman"
i think the update you quoted very clearly explained it
it doesn't go up

I wonder why did didn't have it do that. if the reason was they couldn't program it to do that or that didn't want it to do that.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ice on March 14, 2016, 05:05:48 AM
The most logical reason they will never go along the ceilings is because what point would it be to have them to? In the games you have enemies sticking to the ceiling while other than gravityman in the classes mod, NOTHING in mm8bdm ever walks in the ceiling, it'll literally be useless on the ceiling as there's no targets.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on March 14, 2016, 05:10:52 AM
Quote from: "ice"
The most logical reason they will never go along the ceilings is because what point would it be to have them to? In the games you have enemies sticking to the ceiling while other than gravityman in the classes mod, NOTHING in mm8bdm ever walks in the ceiling, it'll literally be useless on the ceiling as there's no targets.

Other than someone jumping too high, I guess you are right.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on March 14, 2016, 07:29:58 AM
Well it would be able to loop to the other side and come back down the other wall to go along the floor again, or up 3D floors. But I don't see that being very practical except in smaller rooms.
The explained version sounds like it will work, after all there is Search Snake and Ice Wave already going up, no need for ANOTHER weapon to do the exact same thing to out class Search Snake.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -Daiki-TheOni on March 14, 2016, 07:42:21 PM
wauw~~! I can see a lot of work done: new maps, revamped maps and there's more activity in general, every expansion improves a lot of things compared with the older ones. bubble man has newer sections and keeps some of the older ones, thats prety cool *^* Keep up dev team!! looks great!! :)
(almost a year or more without posting O_O )
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on March 14, 2016, 07:59:31 PM
Quote from: "NemZ"
I like the change to bubbleman, but I do wish you kept the spikes in some form, even if just in a few dangerous hallways with great weapons.  Right now it looks like it's going to just be a green version of diveman without the whale.
I might have missed the point of this post, but there are a few spikes visible on the right side of the first screenshot. (Above the large health)
The spikes in the current version of the map are unbelievably frustrating at any rate-- they're plastered all over the walls and anyone trying to have a fight near them is likely to crash into the spikes and die.  I'd be fine with them more being present on the ceiling than the walls, and that appears to be the case for the new version.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on March 17, 2016, 01:05:28 AM
I noticed some spikes in the top-right of the first screenshot, so at least they'll still be present.

A bit disappointed that there's still no above-water segment, but eh I'm not worried about it too much.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on March 17, 2016, 07:12:58 AM
I did miss that.  Okay, fair enough.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Goomba98 on March 22, 2016, 01:26:16 AM
Aren't we supposed to get an update around this time?
Title: it's late
Post by: LlamaHombre on March 28, 2016, 04:31:10 AM
Hello Mega Man fans! There's been a lot of discussion over the past few days or so about the state of the development team, so I guess I'll try to convey the rationale behind v5 and what the dev team is like on the interior. Before we start with that, though, I have some news that may shock you all.

But first, the QnA.

(click to show/hide)

Let's get around to what I planned on showing today!

(click to show/hide)

And as much as I've been reluctant to talk about this subject in the past, I can't help but feel as if my hand has been pushed.

(click to show/hide)

If you have questions over specific people or pretty much anything I said in the second spoiler please just leave it out of this thread. Quote me and move it back to the Spamthread, ask me personally through like PMs or whatever, do whatever. Leave this thread to discussion of the new content.
I'll be updating the front post a little bit to keep everything standardized and up to date, but I'll see you all next update.
Title: I couldn't think of a question rip
Post by: Thunderono on March 28, 2016, 05:05:14 AM
Plug Man's looking pretty neat.  I'll admit I'm having a hard time getting a read on it from the screenshots, but from what I can tell it seems solid.

Honestly, I think the big thing is the roundup of screenshots.  Most of those are taken from more flattering angles than the ones taken for their initial releases.  Galaxy Man, in particular, looks really nice from that shot.  It seems like the MM9 maps vary in the style of the layout, with some having intense CQC (Plug, Jewel), some having more open spaces to fight (Splash, Tornado) and some having a nice mixture of the two (Hornet, Magma).  While this may be a byproduct of the mappers having different styles, it looks like there'll be a lot more variety in the MM9 content than in any other set, and I can definitely get down with that.  Excited to see how this all plays!

of course that's all just conjecture based on screenshots but I can believe
Title: normally i wouldnt do this in the thread but i get ignored a
Post by: Max on March 28, 2016, 12:56:26 PM
Quote from: "LlamaHombre"
while Gospel was invited for his success in the recent FTM competition.

Quote from: "FTM2 (out of 17)"
13th: F2M08 - Abondoned Wily Fortress

w a k e  m e  u p  i n s i d e

(click to show/hide)

overall i think concrete magma tornado hornet are great and core quality (though tornado looked pretty open theres also a good job with barriers)
splash jewel and plug are semi-close to close in ascending order
galaxy still looks pretty butts to me

sorry i didn't have much to say about plug it looks really small and dark and uh small-connected-rooms focused
i hope those dark rooms are just rooms that are dark and the whole stage doesnt go dark
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on March 28, 2016, 01:51:06 PM
FTM with Dyna Man, sorry.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on March 29, 2016, 12:30:39 AM
clearly nobody asked the important question yet so I guess I'll just have to do it myself


can you walk through the Shadow Rockman screens on MM9PLU or are those just wall textures
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: King Dumb on March 29, 2016, 08:05:20 AM
Quote from: "LlamaHombre"
If you have questions over specific people or pretty much anything I said in the second spoiler please just leave it out of this thread. Quote me and move it back to the Spamthread, ask me personally through like PMs or whatever, do whatever. Leave this thread to discussion of the new content.
Sorry, I need to cut the conversation short here.

It is about respect, Bikdark. Not the kind of respect you're thinking of; it's about respecting authority. Llama is not 'someone', he is a moderator and the manager of this thread. You didn't respect that. Oops.

No more of these sorts of talks in this thread. That goes for Bik, Knux, Gospel, as well as anyone else of course. Feel free to continue your discussion somewhere else, as long as it stays within the rules. Nobody is stopping you from making your own thread (though I don't imagine that would go how you hope it would) nor from having this discussion somewhere.

I've responded to all of your questions and more in a PM, Bik; feel free to post that entire message somewhere better if you so choose, but if I see any more posts about these topics in this thread, I'll be deleting them and taking additional action.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on March 29, 2016, 02:42:43 PM
Just FYI I have removed posts that aren't to do with the new expansion. If you have any disagreements with this action or have the need to take that discussion further, send me a PM or we can discuss it on Skype or something.

Please remain on topic, I will be keeping a close eye on things from now on.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on April 10, 2016, 12:42:31 PM
I don't remember if I've asked this before and if I have, I don't remember the answer, so I'm just gonna ask it again.

Are certain MM7 covers being updated? The dry ones gleaned from 7FC specifically -- the boss theme, the fortress boss theme, Bass's theme, etc.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on April 11, 2016, 01:20:20 AM
IIRC, the only 7FC songs left in 8BDM are:

-Bass' theme
-MM7 boss theme
-MM7DW1 theme
-MM7DW2 theme
-MM7 fortress boss theme
-MM7 staff roll theme

Last thing I recall about that is, Freeman did the MM7 Wily Capsule song for v4 long ago, and I once submitted did a cover of the MM7 staff roll song, as well as also a MM7DW2 cover by Freeman, but I don't think the later two were used for v4. I'd assume they got Baii or OM to cover the remaining 7FC songs (Bass' theme, MM7DW1 if that wasn't updated, MM7 boss theme and MM7 fortress boss theme).

Edit: also, let's not forget the 8FC cover of the staff roll theme that's left in 8BDM, too
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Magnet Dood on April 11, 2016, 01:33:00 AM
Am I allowed to suggest Threxx's version of the MM7 boss theme? I always thought it had the best sound to it.

Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on April 11, 2016, 01:36:08 AM
just stopping by to say I'm going to be a day late on the update - class has been demanding my attention a good bit more than usual recently.

if anyone has questions until then feel free to keep asking, just know I probably won't get an answer out until tomorrow
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on April 11, 2016, 01:41:49 AM
I've heard Threxx's MM7 covers, but I don't think his sound really fits into 8BDM's overall reimagining of MM songs. Pretty much every single cover so far of a MM song that was not originally on the NES was done in such a way that it would sound like it did, making heavy use of instruments from MM1-6 songs (barring original compositions). Threxx is far, far more liberal in that aspect, and unless the devteam pulls a 180 in terms of how MM7, MM8 and MM&B songs should sound like, I don't expect them to replace them all with Threxx's covers. Maybe just one. If he ever sent his stuff to the devteam or not, I don't know.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on April 11, 2016, 04:26:31 AM
Speaking of music, while I doubt it'd happen I would really like to see redone themes for Time, Oil, and the MMPU boss theme made using MM1's sound font.

Yes the current themes do sound like something that'd be in a Mega Man game, or at least an NES game = made later into the system's life, but I feel like they may be too detailed of remixes especially compared to the OSTs of 1-6, 9, and 10.

(the non-PU MM1 maps themselves also have this to a certain extent in my opinion- with the six+two Wily stages sticking to original, arguably more simple MM1 tiles instead of opting for combining them with more detailed tiles like colored MMI, downgraded MM1WW, or downgraded MMPU tiles)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on April 11, 2016, 04:47:55 AM
Timeman's theme and Oilman's theme are covers by OM. The MMPU boss theme is a cover done by whoever was in charge of music for the FC Team, at the time of 8FC's development. I did try making a MM1-themed edit of OM's MMPU covers, but the original compositions aren't something that would lend itself well 1:1 to MM1's sound in some specific parts, which honestly need some more in-depth look at them and perhaps a finer ear for MM1 pitches and vibratos.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on April 11, 2016, 06:44:52 AM
I don't care much for the 'explosion' effect in Threxx's version.  Just doesn't fit my view of the retro megaman asthetic.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on April 11, 2016, 12:00:14 PM
I kinda like the dynamic the Powered Up masters have going with the original six; yeah, they were included in the remake, and they share the same series of map code, but they're a fair bit more refined since they only existed in the remake. Even their boss theme lends itself to that.

Personally I'm happy with the MM1 maps as they are now. Including Wily Wars tiles would mix it up too much for my tastes.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on April 11, 2016, 07:51:22 PM
The only song in core I'd care to see be remade is Search Man.  That song sears my ears every time we roll that map.  Of course, I wouldn't shed any tears if TENVMUS bit the dust or at least had a little less than 1/11 chance of rolling.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: <geminibro> on April 11, 2016, 08:15:05 PM
Going slightly off-topic, but, the MM9 Expansion Team, you did a very good job with these maps.

I remember awhile back, i made a Galaxy Man map, it ended up getting lost as i switched computers. But i was proud of it, noneoftheless.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on April 11, 2016, 08:23:26 PM
Most of the MM8 covers OM did need to be looked at, IMO. I'm sure he can make them sound way better now.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on April 11, 2016, 11:22:55 PM
Quote from: "Gumballtoid"
Personally I'm happy with the MM1 maps as they are now. Including Wily Wars tiles would mix it up too much for my tastes.

You do have a point there. The maps are playable and fare pretty well even if the textures for those stages may lack detail compared to the maps in the games to follow Then again the original game's tiles weren't exactly eye and I can't blame someone for sticking true to the source. I would be interested in seeing how the MM1, 2, and 3 maps fare with Wily Wars textures, but I wouldn't hold my breath for it considering it'd only be simple aesthetic changes.
Title: v5 weapon thread going up tomorrow
Post by: LlamaHombre on April 12, 2016, 01:29:35 AM
Hello again, Mega Man fans. Today's buzz is some more Mega Man 9 content, but before I get too far ahead of myself let's answer some questions.

(click to show/hide)

Here's a look at one of the new weapons.

(click to show/hide)

See you all next update, and prep yourselves for some weapon discussion tomorrow!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on April 12, 2016, 01:47:54 AM
Such an unBEElievable weapon. I can't wait for this expansion to BEE released.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -FiniteZero- on April 12, 2016, 05:42:31 AM
It's a deadly bee weapon.

Bees.
My god.

Does seem to be a very interestuiging weapon that succeeds in setting itself apart from all of the other homing weapons.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: SmashTheEchidna on April 12, 2016, 12:24:26 PM
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on April 12, 2016, 01:03:37 PM
I like the direction Hornet Chaser's taken. Feels like more than just a generic homing weapon. Nice work!

I assume there won't be any item retrieval features? If there isn't then I understand. That seems hard to implement properly.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on April 12, 2016, 04:37:36 PM
I'm just wondering, though. How many bees can a player stack at once?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on April 12, 2016, 07:18:47 PM
yeah, great job finding a new niche to fill.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on April 12, 2016, 09:38:10 PM
Is it possible to directly run from a Hornet Chaser by strafe running?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: TheDoc on April 12, 2016, 10:00:18 PM
Quote from: "Llama"
Their speed isn't great, so you can run from them if needed, but if you try to dance around them you're most likely gonna get stung.

Yes
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Orange juice :l on April 12, 2016, 10:52:41 PM
Can I swat them away with a well-placed Slash Claw backhand though
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Sonnitude on April 15, 2016, 12:02:33 AM
How will Black hole bomb work? Or is that 10? I get 9 and 10 mixed up ^^;
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on April 17, 2016, 11:02:17 PM
Quote from: "Sonnitude"
How will Black hole bomb work? Or is that 10? I get 9 and 10 mixed up ^^;

No, that is Mega Man 9. I hope it works similar to the Galaxy Man class.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on April 18, 2016, 08:31:35 PM
It was already mentioned but I'll recap post it here.
Quote from: "Llamahombre on page 22"
8) How will aiming Black Hole Bomb work?

Someone brought up CBM earlier in regards to Black Hole Bomb, and yeah there are a few similarities. Control should be familiar when moving into v5, though BHB is currently delegated to more of a power archetype. There's a fine line to work with here, but just think of the bomb's center hurting a lot and let your imagination plan out from there.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on April 18, 2016, 11:14:09 PM
I just hope the initial BHB doesn't have gravity before exploding like in CBM.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: HeelNavi on April 20, 2016, 03:22:29 PM
Will B. Bomb absorb some projectiles ?

like magnet missiles for instance
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on April 24, 2016, 07:40:38 PM
Hey again Mega Man fans, today we're going over some MM9 content refinements in preparation for some upcoming larger scale updates.

Let's open things up with the QnA session.

(click to show/hide)


All of the content I want to talk about today can be demonstrated using one map as a base.

(click to show/hide)

See you all May 8th, and keep those questions coming!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on April 24, 2016, 07:56:31 PM
I'm afraid I don't quite understand Jewel Satellite.  From your descriptions, it sounds to be Leaf Shield except with a segmented fire.  A lot of points brought up regarding it beg questioning-- can you fire it four times per shield (with one usage per clip), or do you get four uses per clip?  If it reflects projectiles and grants immunity from homing, does it run on a timer, or do you lose satellites as it gets shot?  Or maybe it autofires the jewels?  I understand that the focus is to bridge the gap, but if it grants the aforementioned buffs it sounds like it's much more effective from a retreating standpoint.  I guess I'm just struggling to understand the "Offensive" utility of a weapon like this.  I know this isn't one question but I'm very confused and let's be real there aren't that many in each QnA anyway EDIT: Llama and Freeman cleared up its utility for me, and I think llama edited the post.

Jewel man textures look pretty nice.  Glad to see you all were able to find a way to break up the monotony.  I'm not trying to rag on Jewel Satellite or anything; I'm just really confused by the description.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Max on April 24, 2016, 07:58:54 PM
jewelman looks a lot better thank you
maybe the background where the mine cart enemies go past should be black though, not purple wall

anyway

i have a question
how freaking long is this going to take
the topic is over a year old now
mm8bdm V4 was in 2014 - quite close to two years old
and you said 'almost done' at the start of march
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on April 24, 2016, 08:04:03 PM
when's mahvel leaf shield
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on April 24, 2016, 08:13:35 PM
Aww.  You didn't use my Jewel Man character skin :(

Ah well.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on April 24, 2016, 08:37:34 PM
Quote from: "Max"
how freaking long is this going to take

Would you prefer "when it's done" or "soon™?"
Joking aside, I understand it's taken a very long time and I'm not particularly happy about that myself.
I can't really provide an accurate timeframe on when v5 should be released, but we really are getting fairly close.
I do appreciate that you care enough to complain, though!

Quote from: "SmashBroPlusB"
when's mahvel leaf shield

Working on it, shield weapons are difficult to make unique from one another, useful, and not broken.
The current version we're testing is arguably unique, but whether or not it's useful or not broken is entirely debatable.
It also just doesn't feel good to use most of the time, and that's just not kosher.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on April 24, 2016, 09:23:42 PM
Quote from: "Max"
i have a question
how freaking long is this going to take

I understand it seems stupid that it's taking so long to get a few maps + extras out but don't forget everyone is doing this as a hobby, no one is getting paid to make content for this and we all have our own lives to worry about.

I'll be doing my part (bosses/singleplayer) on it soon, and if we're not ready by the time that's done I'll start kicking people to get a move on (but it's most likely going to be the other way around).
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PotatoStrike on April 24, 2016, 10:30:40 PM
Quote from: "CutmanMike"
Quote from: "Max"
i have a question
how freaking long is this going to take

I understand it seems stupid that it's taking so long to get a few maps + extras out but don't forget everyone is doing this as a hobby, no one is getting paid to make content for this and we all have our own lives to worry about.

I'll be doing my part (bosses/singleplayer) on it soon, and if we're not ready by the time that's done I'll start kicking people to get a move on (but it's most likely going to be the other way around).
Yes, think about it!!
They're humans after all!
Let them work as they feel it!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on April 24, 2016, 10:46:58 PM
you guys are making it sound like we haven't been working the entire time ;_ ;

We've been keeping things moving along for a while, it just takes time to make sure everything's set while weaving in our normal lives and stuff.
I, myself, have been trying to keep things rolling during a large chunk of my free time, as I seem to be one of the few on the dev team at the moment who seem to have such a luxury.
Just hold tight a little longer, we're at the point now where all that's left is revisions to older content and tweaking of gameplay to assure the quality of the game.

We apologize for the wait, but we're doing our best. We won't be satisfied until we're sure we can give you guys a release the Mega Man 9 expansion deserves!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -Daiki-TheOni on April 25, 2016, 05:46:53 PM
MM8BDM is the best free FPS and even a lot of paid ones are so much down the list. I'm proud as F.... Faramir(?) with this comunity and above all the devs, working in a game for free like 7 or 8 years...
Go out there and look how many games are abandoned within 6 months or even less.
I would wait till my hair is grey as the ash to play new content.
Keep up guys/gals! your making a lot of people arround the world happy.
( *^*)

out of that...
Hornet chaser with those "kill the bees or run" will be pretty interesting, it will grant the user the oportunity to escape if its low on health because he can set the enemy in bees so the enemy must take down those bees, run or die.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -FiniteZero- on April 27, 2016, 01:35:52 PM
Or you could be like modern game devs and release it early with bugs and incompleteness, saying you'll patch it later.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on April 27, 2016, 09:23:07 PM
You really need a rock texture for jewel that has a top edge to match the bottom edge version, because the bottom of that column is just a mess.  Even just another thin rough black edge would help a lot.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on April 27, 2016, 10:23:16 PM
MM9JEW looks awesome!  I am so excited for V5's release
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on April 28, 2016, 09:01:06 AM
I hope you will release the game in July
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: bass44 on May 05, 2016, 04:20:55 AM
Man what I'd do to get a chance to contribute to this project.

  :cry:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: LlamaHombre on May 09, 2016, 12:02:00 AM
Hey Mega Man fans, got some more info coming on through. Nothing to cover as far as the QnA goes, so I may as well just dive on in.

(click to show/hide)

(click to show/hide)

That's all I've got to say for today, but expect some big news to come out alongside this update!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Watzup7856 on May 09, 2016, 12:19:54 AM
New Dive looks good, also wtf is up with floorhuggers going up slopes?

That's some crazy shit right there.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: bass44 on May 09, 2016, 12:30:29 AM
Those stages look amazing, I might consider starting to play this game again!

Man I wish I could contribute to this MM9 expansion though :cry:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on May 09, 2016, 12:37:07 AM
Side note that not all floor-climbing weapons will be climbing slopes as demonstrated.
Specifically Wind Storm, Water Wave, and Scorch Wheel will more than likely not have this capability.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on May 09, 2016, 12:39:02 AM
Those are some wide corridors you got there...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on May 09, 2016, 12:40:15 AM
I am sooooo glad that Dive Man's stage got an above water section.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: bass44 on May 09, 2016, 12:41:44 AM
Quote from: "CopShowGuy"
I am sooooo glad that Dive Man's stage got an above water section.

It was probably my least favorite stage because of the water psychics, now it'll probably be less "annoying".
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on May 09, 2016, 02:20:08 AM
Finally, my dreams of seeing a Dive Man with an above water section have come true
Quote from: "bass44"
Man I wish I could contribute to this MM9 expansion though :cry:
I feel your pain, Bass.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on May 09, 2016, 02:29:22 AM
I still think new Danger Wrap looks silly
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on May 09, 2016, 04:00:14 AM
While I like what I'm seeing, the coloring in the outside area of Dive kinda burns my eyes. I blame the white in the square floor tiles, mostly.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on May 09, 2016, 04:43:55 AM
Quote from: "Knux"
While I like what I'm seeing, the coloring in the outside area of Dive kinda burns my eyes. I blame the white in the square floor tiles, mostly.

I agree, the green wall texture hurt my eyes.

Quote from: "Llamahombre"
That's all I've got to say for today, but expect some big news to come out alongside this update!

Could it be a release date? :D
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on May 09, 2016, 05:32:40 AM
I think you should use Tomahawk Man's map in CSCM version as offical map. It hasn't changed from the first ver. The CSCM map's area is larger and more interesting.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Watzup7856 on May 09, 2016, 04:36:37 PM
I remember the last time a CSCM map was put into core. It was a disaster.

Seriously, please no CSCM. Just let it die.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on May 09, 2016, 07:06:16 PM
Quote from: "Watzup7856"
I remember the last time a CSCM map was put into core. It was a disaster.

Seriously, please no CSCM. Just let it die.
Seconded.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on May 09, 2016, 07:13:29 PM
It was also Cloud of all maps.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on May 09, 2016, 07:57:45 PM
Quote from: "fortegigasgospel"
It was also Cloud of all maps.

"Yea man Crystalman looks great"
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on May 10, 2016, 02:28:26 PM
Thank you for the new MM4DIV!! :)

Little confused about the past few CSCM-related posts. Wasn't MM7CLOX's inclusion a good thing?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on May 10, 2016, 04:34:06 PM
MM7CLOX and MM5CRYX were ported to core 8BDM. With CLOX being an only slightly better map and CRYX being there for reasons unknown since it wasn't the best.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on May 11, 2016, 11:47:08 PM
So, Knuxman and I were wondering..
You stay above water longer in Bubble Man's stage than you do in Dive Man's stage, so why doesn't Bubble Man's  map have an above water section? That is a good portion of the level after all.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on May 12, 2016, 12:25:04 AM
I've been petitioning for waterfalls for years and nobody believes me
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on May 12, 2016, 12:48:57 AM
^ Yes, please.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on May 12, 2016, 02:07:58 AM
Seconded.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on May 12, 2016, 03:09:55 AM
After all, Bubble Man's stage is dubbed as taking place in some sort of "waterfall institute", even the Wily Wars version of the stage has a sky background for it, I think. I guess for convenience's sake, just turn the map from a fully submerged map to a mostly submerged map, with towering waterfalls coming right down from the sky.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on May 21, 2016, 01:42:57 PM
I hope the next update will be the teaser  :mrgreen:  :mrgreen:  :mrgreen: so excited :lol:  :lol:
Title: i'm sorry thunder
Post by: Korby on May 23, 2016, 01:11:43 AM
(click to show/hide)

Basically, this started because the tiles that are currently being used for Pirateman are surprisingly not horribly accurate to Pirateman's tiles from MMB. Many changes to the tiles were made in order to make them more accurate, although they're still being worked on. The palettes you see here are arguably placeholder, and the rocks definitely still need more work, but I'm fairly happy with the direction the tiles are moving in. I will also mention that there will be underwater textures, although they're not hooked up quite yet so there isn't much to show on that front.

If you'd like to compare some of the tiles to the ones found on the stage, you can find its map here: PirateMan (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-PirateMan.png)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on May 23, 2016, 01:15:33 AM
why would you do this to me
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on May 23, 2016, 01:28:08 AM
They look more accurate, I'll admit. Though I'm curious to know what the underwater tiles look like (if they were changed)
Title: stay rekt thunder
Post by: Knux on May 23, 2016, 02:08:20 AM
Hey, those rocks do seem to look a lot better. At the very least, they're more visually tolerable. Nice work.

By the way, is the darker ocean in the distance a thing now? That looks pretty cool as well.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on May 23, 2016, 02:12:46 AM
The distance effect's an Open GL setting, gl_lightmode 4 in the console.
It used to be called Legacy lightmode, but it can't be accessed in the menus anymore.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on May 24, 2016, 03:45:49 AM
Yeah, I always forget to turn that off when I screenshot for this game.
Sorry about that.

(click to show/hide)
This seems like a suitable enough reason to bump.
Tried working on the rock textures more to address a few complaints I got, should be closer to final.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NemZ on May 24, 2016, 06:32:59 AM
I'll agree the rocks are better and that I somehow missed those textures existing in the stage, but to be fair you guys also misused the rock edged tiles I provided which were actually meant to construct sprawling perforated reef walls that dominate most of the stage backgrounds, not typical solid walls.

I don't agree with the color changes.  The teal-filled blocks are used far more in the actual map than the green ones, and the purple was necessary to accommodate the interior walls within color limitations.  Besides that, they look hideous next to each other.

If you really felt the tiles needed adjustment I wish you'd talked to me about it rather than letting me find out like this.  Dick move, guys.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on May 24, 2016, 07:12:08 AM
While I can't speak to the improper usage of the edging tiles as I didn't create the map, the tiles that replaced them in the updated version were used for edging on the rock textures.
The tops are from the areas in the beginning of the stage and the sides are most notable in the vertical sections.

The teal blocks are used for underwater segments.
The same change has been reflected here, although there are no screenshots of them presently due to them not being hooked up yet, as I mentioned in my earlier post.
We're going to have to disagree on the hideousness of the combo. While it's possible the color isn't quite there yet, if it does change, it'll look very similar to this.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on May 26, 2016, 07:16:51 PM
It's pirateman then? looks cool, the maps was a bit hard to fight in because too much water and ground part...personaly i was lost often.
In dm vanilla, we are 5 arounds better to make the maps not too big (for pirateman at least?) Well, i havent played this map a lot... But it was a cool map too.
Title: way to leave the crosshair in most of the shots, freeman
Post by: Dr. Freeman on June 05, 2016, 05:07:51 AM
Hey all you mega fans! The mods are resting, so I'll be writing up this week's update. How fun!

This week, we're going to be looking at a few smaller details and a few things already shown off. Nothing too spectacular this time around, but even the little things are important.

First of all, let's look over that Q&A!

(click to show/hide)

Now then, let's take a quick look right were we left off last time and take another look at Pirate Man!

(click to show/hide)

Keeping with our underwater theme, let's move right back to another map that was known off rather recently, Dive Man!

(click to show/hide)

While we're on the topic of Mega Man 4, let's look at one more stage from that game!

(click to show/hide)

And those were only a few tiny map things we have going on. That's not even beginning to discuss some of the weapon balance changes that are being made during this version for healthier balance. Maybe we can look at one now?
Hmm, we'd need some flat open space to show this off properly...Oh, I know! Let's head on over to the Robot Master Museum and check this out!

(click to show/hide)

Until next time, everybody!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Knux on June 05, 2016, 08:35:18 AM
Quote from: "Freeman"
dim Brightman textures
I can leave next week with peace in my mind.  :ugeek:

Also, the above water textures for Dive definitely look a lot better now.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on June 05, 2016, 12:46:17 PM
On Friday, June 3rd, 2016, at approximately 10:00 PM EST, Dive Man took everything I knew about the NES palette and color differentiation and fucked it.

That is all.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on June 05, 2016, 03:50:28 PM
Nice for Diveman ! And for Brightman Yes ! The full map with no light at all was really complicate to handle sometimes...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on June 05, 2016, 04:48:32 PM
Fucking love that new Brightman update! That suddenly looks so much better now!

I've never noticed anything odd about MM4DIV's colours somehow. Then again map colours isn't something I ever focus on so eh.
Really looking forward to playing some of these new maps, especially MM4DIV!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on June 05, 2016, 07:21:20 PM
HELL YES BRIGHT MAN MAP IS FINALLY TOLERABLE.

Also I legit chuckled at museum closed.
Title: Re: way to leave the crosshair in most of the shots, freeman
Post by: Goomba98 on June 05, 2016, 11:00:36 PM
Quote from: "Dr. Freeman"
Before I post the image, I feel like I should preface this. After some comments regarding the...bright color palette used above water, a few of us started looking at Dive Man's palette as a whole and when comparing a ton of different sources we realized something very fascinating.

This stage has been using the incorrect color palette since V1.
(click to show/hide)
I was never aware of this, but I'm still glad it was fixed.
Title: Re: way to leave the crosshair in most of the shots, freeman
Post by: MusashiAA on June 06, 2016, 12:36:09 AM
Quote from: "Dr. Freeman"
(click to show/hide)

Virtual Boy mode activated.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on June 09, 2016, 11:50:29 PM
Aww.  They closed the museum?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: GameAndWatcher on June 10, 2016, 03:27:10 AM
Speculation time: is the Robot Museum getting elements from Mega Man 7?
I hope so!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Ryshin on June 15, 2016, 03:06:18 AM
I got a question, will the weather in Tornado Man's stage change by itself, or will there be a manual way to change it?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Korby on June 15, 2016, 04:05:08 AM
Technically, both.
The stage picks a weather type at the beginning of the map and sticks with it until the map is reloaded.
Thus you can manually change it via reload or puking the script.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on June 18, 2016, 09:33:39 PM
Here's a question I'm pretty sure nobody has asked yet.

With Skull Barrier's recent change, how will maps like MM3TOP be affected? Does it still have the ability to protect the player against spikes and lava to help players retrieve those coveted items, or are those maps being changed on account of its lack thereof?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on June 19, 2016, 03:49:23 AM
here's a question that was glossed over and never answered


how about those Bubble Man waterfalls huh
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on June 19, 2016, 04:38:13 AM
Hey everyone! It's that time again, for another update!
There's a little less to show off this week, buttttt I'm thinking it might be a little bit more exciting!
ooh boy

Let's get right into this with a short Q&A!

(click to show/hide)

Well, that was fun. Let's look at some screenshots. As I said, there isn't a whole lot of technical screenshots, but it should be fun nonetheless!

First of all, well, this isn't a normal map but...

(click to show/hide)

Now, I'm not going to lie. We're at a bit of an awkward point with this update here. There are a few maps that are getting done, but unfortunately are juuust short of being ready to show off. We'll be seeing them soon, just not today.

But I do have something else to show off.

(click to show/hide)



That's all for this update, not technically a lot, but I hope you all enjoy nevertheless!
Next update we'll go right down the line and look at Wily Stage 2!

Until then!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -Daiki-TheOni on June 19, 2016, 09:14:51 AM
hory muffins~~!!
I like what I see *^*
Keep up devs, this expansion is getting pretty exciting!!!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on June 19, 2016, 02:18:51 PM
Light Labs is looking really promising.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on June 19, 2016, 03:00:37 PM
Quote from: "SmashBroPlusB"
how about those Bubble Man waterfalls huh

I want them too. I will consult the elders at night fall and see if we can come to an agreement.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on June 19, 2016, 04:52:57 PM
I wonder if you used a Lightning Script on the first Wily Castle stage map.

http://zdoom.org/wiki/script_types#LIGHTNING (http://zdoom.org/wiki/script_types#LIGHTNING)

It could be useful if you added a thunder sound for that map. You do hear the thunder on that stage after the lightning flashes.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on June 20, 2016, 02:02:53 AM
black skyboxes in maps make me v happy, wily stage 1 is lookin slick af. just make sure there arent too many dead ends, because atm it looks like it might be a little chokey
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Magnet Dood on June 20, 2016, 02:45:07 PM
This is an extremely minor question, but one I wanted to ask anyway.

Is there any chance that Cold Man will be showing up in Light Labs as well? The guy is a Light robot, after all, and he's pretty much the only one you'd be missing at this point (unless you count MM3's masters sans Shadow Man as Light's creations, when canonically they are more often associated with Dr. Wily). It would be neat to see his inclusion, but it certainly isn't necessary.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on June 20, 2016, 04:18:22 PM
We spoke about this but I have no idea where that fact originally came from, so I'm not sure if it should be done. It is never mentioned in game that's for sure.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Geno on June 20, 2016, 05:16:58 PM
The original "Cold Man was created to store Dinosaur DNA in Light Labs" fact comes from the Robot Master Field Guide
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on June 20, 2016, 06:04:20 PM
I personally see Cold Man as one of King's robots. Sure, he's technically Light's, but it's awfully understated and sort of arbitrary.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on June 20, 2016, 06:09:49 PM
Cold Man is listed as part of the KGN series, so its alliance is with King. Both the MM1 and MM9 Robot Masters are listed as DLN, so they're allied with Dr. Light.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on June 22, 2016, 11:45:37 PM
I am still hoping for a Fake Man map, or at least a Fake Man skin.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on June 23, 2016, 11:29:50 AM
Only three Wily stages? I guess the MM4, MM5, and MM6 Wily fortresses are out of the cards, then.

By the way, I see that when showing off the updates to Light Labs, you've avoided the room under construction to the left of the entrance. Was that deliberate? And where's Guts Man now?

And since Mighty No. 9 finally came out, will there be a bonus skin of Mighty No. 9 himself (using his sprites from Mighty Gunvolt), kinda like how you have the Bad Box Art Mega Man skin in the game?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on June 23, 2016, 01:27:42 PM
Quote from: "NES Boy"
And since Mighty No. 9 finally came out, will there be a bonus skin of Mighty No. 9 himself (using his sprites from Mighty Gunvolt), kinda like how you have the Bad Box Art Mega Man skin in the game?

It destroyed my soul to allow BBA in the game, I don't think I want MN9 in. Has even less to do with Mega Man.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein on June 23, 2016, 06:20:42 PM
Quote from: "NES Boy"
And since Mighty No. 9 finally came out, will there be a bonus skin of Mighty No. 9 himself (using his sprites from Mighty Gunvolt), kinda like how you have the Bad Box Art Mega Man skin in the game?
I sure hope not. If something from that were to get in, yet Mega Man DOS content was excluded, I'd be so upset.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on June 23, 2016, 06:36:44 PM
Beck wouldn't be a skin I'd like in Core without a doubt. If someone wants to make one that's optional i'm all for it.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on June 24, 2016, 12:47:17 AM
Quote from: "CutmanMike"
It destroyed my soul to allow BBA in the game, I don't think I want MN9 in. Has even less to do with Mega Man.
GUNVOLT IT IS THEN!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rui on June 24, 2016, 01:12:07 AM
Wait.... why was BBA Mega Man allowed to have a skin in-game?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on June 24, 2016, 01:26:56 AM
Quote from: "Rui"
Wait.... why was BBA Mega Man allowed to have a skin in-game?

I was outvoted I think.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on June 24, 2016, 04:01:37 AM
Street Fighter x Tekken was funny
it was just very very poorly timed


that, and we have three Bass skins
like come the hell on people
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on June 25, 2016, 09:45:19 PM
Random and mildly outdated question.

How much bot compatibility will the new Centaur Flash have? Like, will the invisibility work on bots at all? Will bots make any effort to avoid players while invisible (backing away for example)? Seems like it would be worth making sure it's there.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on June 25, 2016, 10:45:29 PM
To be honest, I'm not even sure bots will be able to pick up the weapon. I think the better question is, "How will the bots react while the player is invisible?"
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: ice on June 26, 2016, 03:07:21 AM
Well, in classes and in the megaman X classes, they seem to ignore cloaked Shadowmen/Sting Chemeleon
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: tsukiyomaru0 on June 26, 2016, 09:28:11 AM
If I recall, the invisibility % defines how likely they are to target and adds a "chance to sway aim". Which is why Partial Invisibility made monsters take longer to notice the player and would often aim left and right of player instead of straight at them.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: PressStart on June 28, 2016, 04:02:17 PM
All the screens you dudes have posted of MM9 stuff looks wonderful! Glad you're still working on this!

I probably already posted something like this, but I remember MM8BDM starting development after MM9's release and before MM10's, so it's really cool to see an official MM9 expansion finally coming to the game : )
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: TheRealRoyale on July 01, 2016, 04:00:46 PM
hey, why u dont add a boss rush mode?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: GameAndWatcher on July 01, 2016, 06:57:52 PM
Quote from: "TheRealRoyale"
hey, why u dont add a boss rush mode?
Prior to v3, there was this option, but it was removed as of v3, as the stage select made it redundant.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Jakeinator on July 01, 2016, 11:05:46 PM
Well, it'd be nice and convenient to have an easy way to fight every single boss in order without having to go to the stage select and press right a bunch of times. And some people (otherwise known as insane people) would like the option to limit healing or something to that effect.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 01, 2016, 11:16:23 PM
Maybe on the Stage Select, you could make it so pressing Up/Down changes to the next/previous game over.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 01, 2016, 11:48:35 PM
Quote from: "Superjustinbros"
Maybe on the Stage Select, you could make it so pressing Up/Down changes to the next/previous game over.

I already kind of did this. Pressing up and down now scrolls by 5 levels for speedier selections.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Messatsu on July 02, 2016, 01:57:14 AM
Fun fact:  Boss rush still exists.
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on July 03, 2016, 04:25:34 AM
Hey all you mega fans! We're back in action for another update!
Wow! How do people come up with good intros for these?

Let's cut right to the chase with some Q&A
and i mean some because Mike answered nearly all the questions before the update anyway, so that makes my job a bit easier.

(click to show/hide)

I promised you all 9DW2 today, and we're still gonna be taking a look at that. However, we have another map to take a look at first...

(click to show/hide)

Now that we got that out of the way, let's take a quick look at the second Megaman 9 Wily Stage!

(click to show/hide)

That's all there is to show off today! Next time we're gonna be taking a look at another map, and 9DW3! And maybe a few other mysteries, after all, it could very well be the last text update in this fashion.
I'm almost going to miss it.

But I make no promises.

Until then!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Magnet Dood on July 03, 2016, 04:43:28 AM
Cool update. I always wondered if MM7's Master Museum would get implemented in some way, and this is the most logical way to do it as it stands. This answers at least half of the eternal question of whether MM7's missing maps would be added in.

Here's the other half of it just for fun: has MM7's intro stage been considered for this expansion, or future ones?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Geno on July 03, 2016, 01:12:24 PM
Quote from: "Dr. Freeman"
and this is the closest you guys are going to get to seeing the non canon megaman games in core. don't expect anything else.
(click to show/hide)


Also, if anyone looks at Green Devil too much and thinks he doesn't follow NES rules, this is how I drew him and it would THEORETICALLY work
(https://dl.dropboxusercontent.com/u/5237238/MM8BDM/gdevil-layers.png)
(the blue-ish palette there would be for his eye before it enters the goo)

I did it that way because using just 3 colours only (like RM8FC does) doesn't really do a good job of imitating the gooey look of the original (and the RM8FC team didn't do a good job with it to begin with)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on July 03, 2016, 04:20:59 PM
Hope the next update is the last, and the next one will be teaser for V5
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 03, 2016, 04:23:59 PM
OH MY GOD THE DIMENSIONS
Is still hoping for Dimensions Reborn someday
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Thunderono on July 03, 2016, 05:05:03 PM
Great update!  One thing's really bugging me, though...
(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Emmanuelf06 on July 03, 2016, 06:16:54 PM
Quote from: "CutmanMike"
Quote from: "Rui"
Wait.... why was BBA Mega Man allowed to have a skin in-game?

I was outvoted I think.

Even that, you should take care, but yes, we need some stuff who can be a little bit off topic because it's supposed to be a fps for the most.
But why not, if a lot of people like it? We can play him in a fighting game x)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gothic on July 03, 2016, 06:23:43 PM
I love the new museum, especially the MM7 bits and the R&F2 statues. Can't wait for the new release!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on July 03, 2016, 07:01:06 PM
Seems a lot more museum-y now. Good work!  :)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on July 03, 2016, 07:07:10 PM
Quote from: "Superjustinbros"
OH MY GOD THE DIMENSIONS
Is still hoping for Dimensions Reborn someday
That really shouldn't be a needed, the ones here are roughly based off the Roll-Chan (that payed off finally) ones while also having been edited to look more accurate as well, with full rotations on standing sprites at that. ;P
Quote from: "Forster"
Hope the next update is the last, and the next one will be teaser for V5
Patients young padawan, patients.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Goomba98 on July 03, 2016, 10:41:02 PM
I was astounded by the R&F2 masters making cameos in the museum. Nice!

(Also, We're the Robots (https://www.youtube.com/watch?v=wfvpNd56yrY) hype.)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Geno on July 03, 2016, 11:05:13 PM
Hehe, it was originally my idea to include the Dimensions in the museum (along with the Green Devil)


Glad to see other people like it!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 04, 2016, 03:13:26 AM
Well then, congrats Geno!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 07, 2016, 07:36:56 PM
Why do you mods like teasing us? I want v5 to be done so badly T~T

Anyway, I like the idea of combining the robot museum from Mega man 7 and Mega Man and Bass. Also...

Quote from: "Thunderono"
Great update!  One thing's really bugging me, though...
(click to show/hide)

 ^ I agree with this as well. This slope in particular bothers me.

(click to show/hide)

This is one reason i hate making slopes in my maps.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Geno on July 07, 2016, 08:41:08 PM
that slope next to Komusou Man there does look odd

The texture on the side makes it look like it should be stairs instead
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on July 07, 2016, 09:18:32 PM
That room in general looks kind of... lazy. I'm seeing a lot of open rooms with pillars, and I'm not digging it much
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 08, 2016, 12:55:38 AM
Quote from: "Geno"
that slope next to Komusou Man there does look odd

The texture on the side makes it look like it should be stairs instead

They should do what they did to the slope in  MMWTDW2 to that slope or change the slope into stairs.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -Daiki-TheOni on July 08, 2016, 08:48:34 AM
is just a slope, i know it makes textures look bad but theres no need to point at that so badly. just make some low stairs (I mean stairs where you don't have to jump necesarily) and everything should look ok.

also

everything is looking so cool! *^* keep up devs!!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gothic on July 11, 2016, 02:44:17 AM
I'd say replace the brick textures on the inside with more tech textures, feels like they belong outside.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 14, 2016, 03:58:33 PM
Quote from: "King Dumb"
-3 MM9 Wily Castle maps, representing Wily Castle Stages 1, 2, and 3+4.

So will the third map use Strange World (https://www.youtube.com/watch?v=jtEci6KLVt0) or Castle of Evil (https://www.youtube.com/watch?v=FgBvQHvFvNM)?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 14, 2016, 06:53:54 PM
I believe it uses Strange World, but Castle of Evil is used somewhere!

Also I have started tweetng out v5 teaser screenshots since we got a bit of a boost from IGN noticing us. Most of the things I've posted about can be found in this thread but not everything!

https://twitter.com/CutmanMike (https://twitter.com/CutmanMike)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 14, 2016, 07:12:48 PM
Quote from: "CutmanMike"
I believe it uses Strange World, but Castle of Evil is used somewhere!

Also I have started tweetng out v5 teaser screenshots since we got a bit of a boost from IGN noticing us. Most of the things I've posted about can be found in this thread but not everything!

https://twitter.com/CutmanMike (https://twitter.com/CutmanMike)

Quote from: "CutmanMike"
There shouldn't be too many of these posts left mind you, since I want to get v5 out in July.

Are you on schedule for this estimated release date? If so, then I am really excited!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on July 14, 2016, 07:16:03 PM
Gonna go ahead and compile these tweets in a single post for people to see them here if they've missed them.

(click to show/hide)

You can go ahead and follow Mike on Twitter to see if he posts more info about the update.

EDIT: Also yeah hopefully nothing or no one's unnecessarily keeping development on a crawl so that july release gets met.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 14, 2016, 07:32:37 PM
We're actually still developing things, we're not waiting for anyone or anything. The team has working towards a late July release. Once the trailer hits you'll know it's round the corner.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 14, 2016, 10:49:07 PM
Oh god, Galaxyman in that vid.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: TheRealRoyale on July 16, 2016, 02:41:42 AM
Can add twin devils for mm9 boss? and can add a bossrush?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on July 17, 2016, 02:49:07 AM
Quote from: "CutmanMike"
The V5 bosses are so insane I had to give them their own map.
I miss UNKOWN already :ugeek:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 17, 2016, 03:00:02 AM
Well get used to it! They're SO insane that I have no choice but to make an unkown3 for v6.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dr. Freeman on July 17, 2016, 04:39:43 AM
Hey all you mega fans! We're back for the last one of these updates!

W O W
DOES THIS MEAN THERE'S A REEELEEASE DATE

nah. that's with the trailer.
So you still get to wait on that for a bit longer, even though we are aiming for a late July release! Which is soooon! Definitely starting to wrap things up, I can say that much.

So CutmanMike has basically been handling Q&A for me, so I'm gonna be leaving all that to him and get right one to some more screenshots!

First on our list is the last Megaman 7 map to be remade...
(click to show/hide)

That was quite a lot for that map, mechanics and all, so let's move on to the last map I promised all of you, MM9DW3!

(click to show/hide)

Would you look at that? That seems to be all there is for this last text update!
You might be expecting some super cool last photoshoot, but to be honest, I have nothing. Mostly because hey, development is (finally) starting to wrap up, and once we have that trailer, well it'd just overshadow whatever picture I'd have to show you.

It's been fun everyone, but I think I speak for everyone when I say we are glad to finally be getting this out the door. We just want to take a moment to thank all of you for sticking with us for this entire development cycle and to thank all of you for your continued support of MM8BDM. This game wouldn't be anywhere without all of you guys!

Before I head off, I'll be leaving one more picture, nothing super big and game changing, just a little something pertaining to the single player campaign.

(click to show/hide)

Until next time!
Which won't be me!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 17, 2016, 04:43:05 AM
OH MY BLOODY HECK YES
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on July 17, 2016, 04:43:36 AM
(click to show/hide)
i'm gonna miss doggo
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Tfp BreakDown on July 17, 2016, 04:48:44 AM
That new cloud map looks sooooo lovely~.

And the the mm9 maps are looking good as well. Can't wait to see the release.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on July 17, 2016, 08:21:58 AM
Is that boss rush room unther the laser door?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 17, 2016, 02:04:06 PM
Boss Rush will be accessed through Light Labs... (somewhere).
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 17, 2016, 04:51:36 PM
I like the look of New Cloud. Current Cloud is so annoying after someone hits the Cloud Man rain spawner.

fell too far

Cloud Maaaaaaaaaaan!!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on July 17, 2016, 08:25:35 PM
Make it be now!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: KeryoWolfe on July 19, 2016, 09:44:13 AM
Just gonna say, this update is a long time coming. And when this update finally drops, ya boyee The Henshin Gamer is gonna let's play the crap out of it on his Youtube channel. Can't wait to have this number in my Kamen Rider loving hands.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 19, 2016, 11:19:15 AM
I look forward to it!

Here is some more stuff I've been tweeting for you non-twitterers:

(click to show/hide)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Zdagger67 on July 19, 2016, 11:32:45 AM
AAAAAMMMAZING
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Goomba98 on July 19, 2016, 11:49:54 AM
Beating all the bosses in this game with only one life sounds harder than any of Kirby's True Arenas. Maybe you should give a prize to the first person to post proof of beating it cheatless.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on July 19, 2016, 12:08:36 PM
I hope the Boss Rush at least has recovery items placed throughout.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 19, 2016, 12:47:14 PM
Quote from: "Goomba98"
Beating all the bosses in this game with only one life sounds harder than any of Kirby's True Arenas. Maybe you should give a prize to the first person to post proof of beating it cheatless.

I don't really want to rush people into doing this though. However you do get a little reward for beating it!

Quote from: "Gumballtoid"
I hope the Boss Rush at least has recovery items placed throughout.

You heal to full and gain whatever weapons you're meant to have in the boss fight (and lose them when going to the next). It also doesn't include the lengthy Boss gauntlet before Gamma or any hidden boss battles.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Goomba98 on July 19, 2016, 05:04:00 PM
Actually, healing to full makes it sound a bit easier than I thought.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on July 20, 2016, 12:22:45 AM
Will there be a super secret boss rush only "soul" boss at the end?
Title: my money's on Soul Devil
Post by: Hallan Parva on July 20, 2016, 12:40:36 AM
well I mean

if he told you, then it wouldn't really be a secret anymore, would it
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Orange juice :l on July 20, 2016, 02:00:00 AM
A server variable to disable music changing on last player in CTLMS matches would be fantastic considering how often the music change happens. Really screws up custom music usage.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Messatsu 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?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Orange juice :l 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.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Stardust 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
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel 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.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 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
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: fortegigasgospel on July 22, 2016, 02:58:37 AM
Its a burst fire, you fire three projectiles per single ammo use.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Atticus 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.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA 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.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: TheRealRoyale 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?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein 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?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Jakeinator 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.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gummywormz 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)?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel 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.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy 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!"
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 23, 2016, 04:58:42 PM
*tease* (https://www.youtube.com/watch?v=GG0SqbC_MjI)

PS. This is not the trailer. I will post that when we have a release date.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on July 23, 2016, 06:19:43 PM
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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 23, 2016, 08:57:12 PM
Quote from: "Fr3ak"
According to Mike, a v5 trailer will be uploaded either tonight or tomorrow

Mega Hype!  :D

I will be looking forward to hearing Tornado Man's music
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: bass44 on July 23, 2016, 10:55:51 PM
I still wish I could've contributed to this project

At this rate, I might actually start playing this game again! Can't wait to mess around in the main hud like I always do see if I still have my FPS skills.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 23, 2016, 11:30:31 PM
I know that feel Bass
This pre-trailer does give me the idea of a redesigned Roboenza mode where the "zombies" are instead that evil color, complete with the eyes turning neon yellow-green.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 23, 2016, 11:39:03 PM
https://www.youtube.com/watch?v=S4kUChZePzw (https://www.youtube.com/watch?v=S4kUChZePzw)

Here it is!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on July 23, 2016, 11:46:02 PM
Quote from: "CutmanMike"
https://www.youtube.com/watch?v=S4kUChZePzw

Here it is!

First.

That Fake Man map tho.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Rozark on July 24, 2016, 12:24:23 AM
Yea, I'd say it's pretty nice  :ugeek:
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: GameAndWatcher on July 24, 2016, 12:54:15 AM
Hyped!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Forster on July 24, 2016, 01:21:59 AM
It's funny to see Hornets attack Splash Woman!!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on July 24, 2016, 01:53:50 AM
Can't wait to see what the bosses will have in store for us.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: The_Broker on July 24, 2016, 04:29:17 AM
It's been a long time in the making. Can't wait to try it out!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 24, 2016, 04:31:21 AM
IT'S BEEEN TWO YEARS.

TWOOO YEARS

/allcaps
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 24, 2016, 05:39:57 AM
By the look of it, Leaf Shield now fires leaves when you have Leaf Shield up and someone fires at you. I see you can still throw the shield, does that do damage as well?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Stardust on July 24, 2016, 06:21:18 AM
omg such very many goooood
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on July 24, 2016, 05:35:14 PM
I'm definitely on the hype MM5CHA now!  :D

One more question I have before release. This is something I meant to ask awhile back but forgot. Will the Guard Powerup be included?
Title: I have no clue why the framerate sucks
Post by: Hallan Parva on July 24, 2016, 07:18:23 PM


don't touch his turtle
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 24, 2016, 08:21:17 PM
I wish I could convince you to LP the singleplayer for (UNDISCLOSED REASONS) but I dunno if I wanna see it if the video quality is gonna be like that, heh.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: HeelNavi on July 24, 2016, 08:34:49 PM
woo
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Hallan Parva on July 25, 2016, 02:41:54 AM
yeah sorry Mike
my video usually isn't garbo like that


I'll try to have it fixed within the week
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Orange juice :l on July 25, 2016, 04:33:52 AM
Strongly considering becoming Singleplayer SPEEDRUN CHAMPION possibly on stream once v5 comes out, especially since this already exists apparently http://www.speedrun.com/mm8bdm (http://www.speedrun.com/mm8bdm)

Even though I haven't even touched the v4 campaign (https://static-cdn.jtvnw.net/emoticons/v1/25/1.0)

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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 25, 2016, 04:45:25 PM
I don't like true RNG in games for speedrunning. It'll be annoying for any bosses that chooses different attacks to do (i.e evil robot) cause some are faster than others.

I've seen quite a few replies from people analyzing the trailer but there's still something no one has mentioned yet. Oh well, come Friday all will be known! There are quite a lot of cool moments to spoil so I recommend on Friday you grab the download link and just dig straight in cause the secrets won't last long in a moddable Doom environment. Go to the main website to grab it if you want the direct download.

Oh just FYI I'm the one that produces and records the trailers. Everything you see is from my perspective.
Title: mike you cheeky bastard
Post by: Trillster on July 25, 2016, 07:29:10 PM
Quote from: "CutmanMike"
I've seen quite a few replies from people analyzing the trailer but there's still something no one has mentioned yet.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA WHY

Alright, so on a serious note, I spent WAY too long looking for this, like I think I probably watched that trailer a good 40 times looking for what we could possibly be missing. Eventually my search just got to the point where I didn't even care what it was but I just wanted the satisfaction of finding it. So about after 30 times of watching the video normally, I finally just got out the frame advance software. After what felt like an eternity, I found this...

(click to show/hide)

Gonna just put it in a spoiler in case you want to figure it out yourself or don't want the spoiler at all,

(click to show/hide)

Anyway, that's discovered finally. Seriously though, like no wonder nobody found this secret, it literally shows up for 5 frames. That's just crazy and it drove me insane looking for it.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on July 25, 2016, 07:40:43 PM
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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on July 25, 2016, 10:09:49 PM
I am so angry at the location of that and what it is.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on July 26, 2016, 02:41:59 AM
In light of the trailer easter egg Sonicfam1102 discovered, I've taken another look at one of Dr. Freeman's update posts, particularly this part:

Quote from: "Dr. Freeman"
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So, with this evidence, I speculate that...
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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on July 26, 2016, 04:01:12 AM
On the other hand,
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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Promestein on July 26, 2016, 05:52:14 AM
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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on July 26, 2016, 03:58:19 PM
Whether it turns out to be true or not, all this speculation is getting me even more excited!  :D

Extra stuff I'm adding to the speculation:
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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 26, 2016, 05:11:53 PM
So I heard somewhere that now it's possible for five and six-team game modes?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: NES Boy on July 26, 2016, 07:27:04 PM
Yes, indeed.

(http://i.imgur.com/K3MGMOR.png)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Myroc on July 26, 2016, 07:34:45 PM
Zandronum does not support that many teams, so no, they are still limited to four. We are however implementing new colors for the already existing teams (Light, Wily, Cossack and King), which can be seen in the image above.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 27, 2016, 12:26:24 AM
Interesting. I'm guessing it's to match the default team colors on Zandronum/Doomseeker, then?
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: TheRetroDude on July 27, 2016, 03:36:41 PM
My first post!
and its speculation deal with it.

(click to show/hide)
hmmmm
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Russel on July 27, 2016, 03:38:16 PM
The team colors were both a change to match default team colors for Doom [and common team colors] blue/red/green/yellow and to give king team a gold palette.
Six teams are not possible. This was talked about in the suggestion thread for it (http://cutstuff.net/forum/viewtopic.php?f=26&t=10308) some time ago.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 27, 2016, 05:48:31 PM
A part of me hopes that those cracks in the new Bass boss fight are just for show.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on July 27, 2016, 08:41:56 PM
Quote from: "Superjustinbros"
A part of me hopes that those cracks in the new Bass boss fight are just for show.
Don't worry, they won't be. I hope you enjoy getting stuck in them while Bass carefreely obliterates you from above. :cool: And then you restart, and he kills you again because you got stuck again. :twisted: And again. And again. And again.

What's that? You want that Super Adaptor that's sitting on the pillar? Too bad, you can't jump high enough to reach it anyway. And I was smart enough to not provide Rush Coil nor Rush Jet, either! Nor any of those rubbish weapons that will give you a height advantage! No Mega Ball, no Tornado Blow, no Tornado Hold, nada! You'll never be able to! Just you and your pathetic little Mega Buster!

It's the perfect plan! With Bass' flight ability and your unfavourable terrain, you're finished! And soon, the world will be mine!! Muahahahahahahahahahahahahahahahahahaha!![/b]
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CopShowGuy on July 27, 2016, 10:58:12 PM
Fake Man.  New main!
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: GameAndWatcher on July 27, 2016, 11:06:54 PM
I'm wondering if this next version will have a music Easter Egg like the builds before it. (Including the Top Man one for v4.)
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 27, 2016, 11:36:58 PM
Quote from: "Game&Watcher"
(Including the Top Man one for v4.)

This was a mistake and the song is no longer in the game. I was against this from the beginning but it somehow ended up being in the core anyway. Not only did it have nothing to do with Mega Man, Capcom or even video games in general the 8-bit version was used without permission apparently.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 27, 2016, 11:38:07 PM
Quote from: "Beed28"
Don't worry, they won't be. I hope you enjoy getting stuck in them while Bass carefreely obliterates you from above. :cool: And then you restart, and he kills you again because you got stuck again. :twisted: And again. And again. And again.

What's that? You want that Super Adaptor that's sitting on the pillar? Too bad, you can't jump high enough to reach it anyway. And I was smart enough to not provide Rush Coil nor Rush Jet, either! Nor any of those rubbish weapons that will give you a height advantage! No Mega Ball, no Tornado Blow, no Tornado Hold, nada! You'll never be able to! Just you and your pathetic little Mega Buster!

It's the perfect plan! With Bass' flight ability and your unfavourable terrain, you're finished! And soon, the world will be mine!! Muahahahahahahahahahahahahahahahahahaha!![/b]


Just give me Freeze Cracker and I'll be good
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: GameAndWatcher on July 28, 2016, 12:12:49 AM
Quote from: "CutmanMike"
Quote from: "Game&Watcher"
(Including the Top Man one for v4.)

This was a mistake and the song is no longer in the game. I was against this from the beginning but it somehow ended up being in the core anyway. Not only did it have nothing to do with Mega Man, Capcom or even video games in general the 8-bit version was used without permission apparently.
Ah, that's a shame...
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Bikdark on July 28, 2016, 12:31:18 AM
Quote from: "CutmanMike"
This was a mistake and the song is no longer in the game. I was against this from the beginning but it somehow ended up being in the core anyway. Not only did it have nothing to do with Mega Man, Capcom or even video games in general the 8-bit version was used without permission apparently.
Let's be fair here, the entirety of new MM3TOP is a mistake.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Megaman94 on July 28, 2016, 01:14:58 AM
Quote from: "CutmanMike"
Quote from: "Game&Watcher"
(Including the Top Man one for v4.)

This was a mistake and the song is no longer in the game. I was against this from the beginning but it somehow ended up being in the core anyway. Not only did it have nothing to do with Mega Man, Capcom or even video games in general the 8-bit version was used without permission apparently.

And yet you allowed TENVMUS to be in the game. It sounds worse than the music from Mega Man 2 (GB).
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Gumballtoid on July 28, 2016, 02:13:52 AM
I can attest to the fact that TENVMUS was a mistake. Whenever it rolls, the in-game chat and the Skype call are both immediately filled with groans and general disdain.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Myroc on July 28, 2016, 12:25:55 PM
You will then be happy to hear that TENVMUS has also been removed from the game.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: -Daiki-TheOni on July 28, 2016, 01:27:01 PM
Theres something that will make everyone happy...
only 1 day remains!!!
I want to taste again how glorius this game is... 4 or 5 years here and this game and the devs never cease to amuse me with so many  updates with such quality and gameplay...
Keep up Cutman Mike and the dev team!!!
This game will never be forgoten!!

Also, nice trailers!!!
~~( *^*)~~ wiiiiiii
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 28, 2016, 01:51:43 PM
Quote from: "Myroc"
You will then be happy to hear that TENVMUS has also been removed from the game.

Rip in pieces December 21st 2012 - July 29th 2016
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: JaxOf7 on July 28, 2016, 02:49:40 PM
For the record, I would've liked Tenvmus to just play for 5-10 seconds.
Enough time to go "what" without the joke drawing out.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 28, 2016, 05:44:10 PM
Tomorrow is the big day! I don't have an exact time when I will release it. A few...... interesting...... bugs came up today, one that I'm not even certain I can fully fix (sorry software users). Apart from that we should be good to go.

Quote from: "Bikdark"
Let's be fair here, the entirety of new MM3TOP is a mistake.

It is? The old map was just a rectangle with a couple of passageways for goodies. At least new assets are available now if we decide we need to rework that one later.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Mendez on July 28, 2016, 06:43:07 PM
I don't think MM3TOP needs a complete rework, but I've always been annoyed by the number of ladders in the map, especially when the map also uses elevated platforms and those hovering tops. Replacing the ladders with either would make the map feel more unique or flow a little better. Right now, the only good use for tops in that map is for Skull Barrier, and even that becomes irrelevant in non-DM modes.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Dimpsy on July 28, 2016, 06:49:00 PM
Quote from: "Myroc"
You will then be happy to hear that TENVMUS has also been removed from the game.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on July 28, 2016, 06:57:39 PM
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Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: BiscuitSlash on July 28, 2016, 08:58:39 PM
I've never had any problem with the new MM3TOP. The creator of it did a great job with it.

Just giving +1 Defence to a map that I respect.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: RedThePyro on July 29, 2016, 05:08:52 AM
My initial reaction to finding out about the release date for v5
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Kapus on July 29, 2016, 05:57:58 AM
Quote from: "Myroc"
You will then be happy to hear that TENVMUS has also been removed from the game.
im boycotting
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on July 29, 2016, 07:06:37 AM
free TENVMUS
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: HeelNavi on July 29, 2016, 12:14:06 PM


rip tenvmus ;-;
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: MusashiAA on July 29, 2016, 12:25:57 PM
Look at that Tornadoman medal, dude.

It's here. After 3 years, v5 is already here.

I'mma wave goodbye to the MM&B expansion times, man.

Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Beed28 on July 29, 2016, 12:34:21 PM
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Jakeinator on July 29, 2016, 01:29:23 PM
That Tornado Man medal is really badass and now I am going to be plunged into infinite jealousy. I do wonder why it isn't something like fakeman, but Tornado Man is pretty damn cool too.
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: Superjustinbros on July 29, 2016, 01:44:45 PM
And after all these years I'm still medal-less
[/ego]
Title: Re: MM8BDM v5 Public Thread - MM9 Expansion
Post by: CutmanMike on July 29, 2016, 01:52:27 PM
The King is Dead. Long Live the King (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=10424).