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Author Topic: The Robots are Revolting! (DOS Reborn) [V2A Released!]  (Read 129787 times)

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January 15, 2021, 07:32:19 PM
Reply #210

Offline Gumballtoid

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Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
« Reply #210 on: January 15, 2021, 07:32:19 PM »
Worry not. Their actual, "official" colors haven't changed since we made the banner (which we should probably update sometime).

If you want the actual translations, I have them as well:
Code: [Select]
Sonic Man -- Translation "192:192=105:105", "198:198=118:118"
Volt Man -- Translation "192:192=94:94", "198:198=162:162"
Dyna Man -- Translation "192:192=87:87", "198:198=207:207"
Knife Man -- Translation "192:192=41:41", "198:198=38:38"
Braze Man -- Translation "192:192=94:94", "198:198=227:227"
Bit Man -- Translation "192:192=215:215", "198:198=166:166"
Shark Man -- Translation "192:192=205:205", "198:198=77:77"
Buoy Man -- Translation "192:192=218:218", "198:198=60:60"
Petrol Man -- Translation "192:192=87:87", "198:198=195:195"

Here's a fun bit of trivia, too. Putting aside the literal years of grief I gave the team over Shark Man's current colors (I advocated to make him gray, but was in the vast minority), you'll notice that Buoy Man is colored a bit strangely--purple instead of blue. This was for a couple of reasons, including helping him stand out against the other blue Robot Masters, but the foremost reason was to give a small nod to Robot Masters like Napalm Man and Crystal Man, whose artwork depict them as one color but whose sprites depict them as another. I guess you could call it a roundabout sort of authenticity.

January 16, 2021, 01:54:50 AM
Reply #211

Offline Elementman.EXE

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Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
« Reply #211 on: January 16, 2021, 01:54:50 AM »
Much appreciated

January 16, 2021, 03:19:38 AM
Reply #212

Offline hansungkee

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Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
« Reply #212 on: January 16, 2021, 03:19:38 AM »
Not Bad.

January 28, 2021, 05:47:52 PM
Reply #213

Offline Ruzma

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Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
« Reply #213 on: January 28, 2021, 05:47:52 PM »
Oh, wow.

I completely missed this. This is bloody freaking huge, though!

Woah, I didn't actually think you'd do it one day, despite remaining hopeful
DOSReborn is a project I've gotten incredibly attached to, even if I didn't participate in it.

I want to give all you peeps much deserved messages of gratitude and love, this is a huge contribution to this game, I really can't thank enough.

How was this done? Did you receive help from anybody, or did you learn how to code weps just so you could finally do this?

January 28, 2021, 06:34:27 PM
Reply #214

Offline Gumballtoid

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Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
« Reply #214 on: January 28, 2021, 06:34:27 PM »
For a while, about half of the weapons were done (by myself, mostly, with assistance from Lego and Badz), a few were partway made, and the rest were merely conceptualized and sprited. Trillster offered to finish the remaining ones for us, and then made them compatible with his own Modular Weapons project. Without his contributions, they probably would have stayed in limbo for a while longer.

January 31, 2021, 06:04:58 PM
Reply #215

Offline Ruzma

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Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
« Reply #215 on: January 31, 2021, 06:04:58 PM »
Props to Trill, then, and everyone who had a part in this, of course. I'm very glad this is finally out.

I've tested the weapons for myself, and I'd say that they all work pretty well, I'd say most of them are really good,
the only outcry being Plasma Cutter.

In practice, a short range weapon that needs to hit twice in a row to work, in a frantic platform shooter is not worth the trouble. It's rendered practically null by the fact that everything else is a better option, running straight into enemy fire just ends in you being fragged and other melee weapons just do more damage, more consistently.

I think an extension of its range or width to make up for how crazy unsafe it is could elevate it a whole lot.

April 10, 2023, 05:37:47 PM
Reply #216

Offline Magnet Dood

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Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
« Reply #216 on: April 10, 2023, 05:37:47 PM »
Hey, folks! Just a quick update to say that the weapons, skins and bots have all been updated for V6B compatibility. Our own DOS Reborn boys will appear in the campaign (sans the 8 and V stories), the skins have all been updated to include mugshots, and the weapons now work with a whole host of V6B features that they didn't have before. All the links on the front page have been updated accordingly.

A note: you'll have to load in the bots file separately instead of just plopping into your skins folder to load.

An update to the maps will be coming down the pipeline eventually! For now, I hope this tides you over. Happy fragging!

April 25, 2023, 12:33:09 AM
Reply #217

Offline Hunters120

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Re: The Robots are Revolting! (DOS Reborn)
« Reply #217 on: April 25, 2023, 12:33:09 AM »
I love that you're using the fan-made redesigns over the lackluster originals. I'm really looking forward to seeing how this all turns out!

Also, I wonder if that unused/unseen scientist that SnakePixel named Dr. Samba would make an appearance in this expansion of sorts.

Ask SnakePixel what Dr. Samba's full name is.

August 20, 2023, 03:06:48 PM
Reply #218

Offline Magnet Dood

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Re: The Robots are Revolting! (DOS Reborn) [V2A Released!]
« Reply #218 on: August 20, 2023, 03:06:48 PM »
Howdy, all you DOS Reborn fans! We're into a new era with DOS Reborn- V2 has now been released! The changes are... well, fairly minimal, but it's always fun when the number jumps up, right? A lot of the work under the hood has been made to make this mod much more compatible with V6B's file organization, but there have been a few changes to the maps as well.

Here's our handy dandy changelog:

Code: [Select]
[v1c -> v2a]

GENERAL
- Updated to MM8BDM V6B!
-- File structure reorganized
-- Map card scripts reworked
-- Pits updated to use new Hazard Pit actor
-- Teleporters updated to use Teleport Entrance actor
- Player 1-8 spawns added for all maps
- Map previews added for Map Voting addon

MMDSON
- Slash Claw -> Ring Boomerang

MMDKNI
- Metal Blade -> Triple Blade
- Danger Wrap -> Grab Buster
- Wild Coil -> Wheel Cutter
- Jump pads reworked
-- Instant activation with a use cooldown
- Lamp radius 32 -> 16
-- Positions adjusted to mitigate blockage

MMDDYN
- Jewel Satellite -> Water Shield
- Search Snake -> Spark Chaser

MMDBUO
- Fixed texture warning
- Fixed texture misalignment
- Moved invisible walls out further
- No longer uses deprecated pickups

MMDBIT
- Oil pits updated for hazard credit
- Updated skybox

MMDDW1
- Mirror Buster -> Break Dash

MMDDS1
- Fixed texture misalignments

Here are the links, that can also be found on the first page:

Map Pack
(Mirror)

Weapons
(Mirror)

As always, have fun playing! We'll see you next time! (hopefully with a new Buoy Man map because god I gotta redo that one)