Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: CutmanMike on December 26, 2012, 12:38:14 AM

Title: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: CutmanMike on December 26, 2012, 12:38:14 AM
(http://i.imgur.com/tOGnHLw.png)

Mission Mode is a singleplayer or online co-operative game mode! Fight through classic Mega Man levels as Mega Man, Proto Man, Bass or Roll and stop Dr. Wily (again)! Features include class specific weapons, a multiplayer hub with stage selection and much much more! Currently in beta with public demo versions available (4 levels).

VIDEO (http://www.youtube.com/watch?v=ZtBpqsvF9TY)

Screenshots:
(click to show/hide)

Download v1d:
https://mega.co.nz/#!6FY0QBwZ!6x-czJprs ... AVVFbi9BIs (https://mega.co.nz/#!6FY0QBwZ!6x-czJprs0kimj2nPsCrMmIpMrMpoolvBAVVFbi9BIs)


Hit new game to start the demo! When playing online, a party leader is selected who can select a stage or vote to erase the game data (talk to auto on how to do this).

For server hosts:
The starting hub map name is MMSPHUB. I also recommend the game mode to be survival to add some challenge and a reason to not die, but cooperative is supported to. If you do not specify, the hub map will force the game to survival.

Notes:
Title: Re: Singleplayer/Co-op Prototype
Post by: tsukiyomaru0 on December 26, 2012, 12:41:51 AM
Idea: Pin please?

Comment: Holy Jesus on a Pogo Stick dancing Macarena over a rainbow! That IS a must. By the way, did you code the Evil Robot? Cause that boss flows nicely.
Title: Re: Singleplayer/Co-op Prototype
Post by: CutmanMike on December 26, 2012, 12:43:31 AM
Quote from: "tsukiyomaru0"
By the way, did you code the Evil Robot? Cause that boss flows nicely.
Yes, and Duo. Those were pretty much my only contributions to the MM8 expansion (and the save system). :p
Title: Re: Singleplayer/Co-op Prototype
Post by: tsukiyomaru0 on December 26, 2012, 12:57:52 AM
Quote from: "CutmanMike"
Quote from: "tsukiyomaru0"
By the way, did you code the Evil Robot? Cause that boss flows nicely.
Yes, and Duo. Those were pretty much my only contributions to the MM8 expansion (and the save system). :p
Yes, both flows nicely. But, again on this prototype's subject... It's very impressive! Maybe this will increase MM8DM fanbase greatly.
Title: Re: Singleplayer/Co-op Prototype
Post by: Hallan Parva on December 26, 2012, 01:02:16 AM
How about a class balance similar to TF2's Highlander? You'd have a pool of six or so defined classes, and if a class is picked then someone else has to use a different class. To make up for this, each class would have a unique role and stat curve.


While having more than 4 or 6 players would be neat, a maximum size would also encourage teamwork and make players think of strategies for going through stages instead of just gathering a swarm of guys and simply bum-rushing through stages.

Again, these ideas could be the worst thing in the world, or they could be great changes to the mode. Just throwing in my two cents.
Title: Re: Singleplayer/Co-op Prototype
Post by: GameAndWatcher on December 26, 2012, 01:09:14 AM
I hope the Power and Jet Adaptors get in somehow.
Title: Re: Singleplayer/Co-op Prototype
Post by: Ukiyama on December 26, 2012, 01:11:56 AM
I think some sort of Master Weapon selection (think Wily Wars), would be interesting for selecting a weapon of choice to take in, rather than just having a specific weapon.
Title: Re: Singleplayer/Co-op Prototype
Post by: Hallan Parva on December 26, 2012, 01:13:17 AM
Yeah, that goes pretty well with my class ideas.

Mega Man would be able to select one more weapon than Proto Man, Bass, and Duo can.
Roll and Auto have dedicated loadouts and can't bring Master Weapons with them into stages.
Title: "I have terrible battle cries"
Post by: Laggy Blazko on December 26, 2012, 01:21:28 AM
OMG YES YES YES YES YES.

I've always liked cooperative modes more than competitive modes so yeah, I hope this doesn't die.
Title: Re: Singleplayer/Co-op Prototype
Post by: ice on December 26, 2012, 01:48:08 AM
...You know, I think you've finally motivated me to start coding monsters again... now if only I could map...
Title: Re: Singleplayer/Co-op Prototype
Post by: Beed28 on December 26, 2012, 01:49:43 AM
The enemies needs to flash white when they take damage. Prehaps you could study the zombies in Chaos Generator?

Also, Cut Man doesn't have a life bar.
Title: Re: Singleplayer/Co-op Prototype
Post by: CutmanMike on December 26, 2012, 01:52:34 AM
I can't have enemies enter their pain state, especially the ones with unique attack patterns. As for the health bar, he does have one if you're playing, not if you're spectating sadly.

Edit: I added a flash for when they get hit by other means  :mrgreen:
Title: Re: Singleplayer/Co-op Prototype
Post by: MusashiAA on December 26, 2012, 03:12:38 AM
Title: Re: Singleplayer/Co-op Prototype
Post by: CutmanMike on December 26, 2012, 03:14:31 AM
I really really don't want resort to using altfires if possible. Also, I know everyone already wants new classes but I'm only doing 4 for now. The rest is up to the modders.

I hope to release this publicly tomorrow. I'll still be working on it and maybe making more maps of my own but I'm guessing a lot of people just want to know how things are done etc so they can tinker with their own singleplayer adventures.
Title: Re: Singleplayer/Co-op Prototype
Post by: SmashTheEchidna on December 26, 2012, 03:20:18 AM
Quote from: "CutmanMike"
a lot of people just want to know how things are done etc so they can tinker with their own singleplayer adventures.

This made me feel so giddy. :p
Title: Re: Singleplayer/Co-op Prototype
Post by: TailsMK4 on December 26, 2012, 03:28:12 AM
All I will say is that this will become my favorite thing to play, I can say that right off the bat. Too bad I can no longer host servers. :/
Title: Re: Singleplayer/Co-op Prototype
Post by: Zard1084 on December 26, 2012, 03:30:14 AM
I look forward to this CutManMike! i love co-op modes!
Title: Re: Singleplayer/Co-op Prototype
Post by: Shyster on December 26, 2012, 04:28:06 AM
A friend of mine once asked me how cool it would be if they remade all the Megaman games, but in 3D with shooter-style gameplay. I can't believe I'm seeing a possible first step to this epic dream!
Title: Re: Singleplayer/Co-op Prototype
Post by: CHAOS_FANTAZY on December 26, 2012, 04:33:29 AM
> Roll improved from Useless Character to Medic and Support
CutManMike confirmed for Best MM8BDM Modder.

One thing I'd keep in mind during this development is that, in most original Mega Man games, there were spots where you could not maneuver around an enemy without taking damage, and you had to defeat them to move on.  Seeing bits like that in here would bring me great joy.
Cut-Man's stage looks fairly basic and simple, but I look forward to seeing what else you can cook up!  Hopefully, you can put our MM8BDM platforming skills to the test, as well as forming interesting enemy gauntlets to run!
Title: Re: Singleplayer/Co-op Prototype
Post by: Mr. Sean Nelson on December 26, 2012, 05:24:40 AM
This seems like an idea that will greatly enhance the quality of the MM8BDM experience.

If you already tested it, I assume you have a WAD.
Could you supply it publicly?

EDIT:

Quote from: "CutmanMike"
I hope to release this publicly tomorrow.

Herp Derp.
Title: Re: Singleplayer/Co-op Prototype
Post by: ice on December 26, 2012, 06:14:12 AM
Quote from: "Shyster"
A friend of mine once asked me how cool it would be if they remade all the Megaman games, but in 3D with shooter-style gameplay. I can't believe I'm seeing a possible first step to this epic dream!

Don't mind me, I'll just be sitting in the corner with the tumbleweed  :(
Title: Re: Singleplayer/Co-op Prototype
Post by: tsukiyomaru0 on December 26, 2012, 06:25:54 AM
Quote from: "Shyster"
A friend of mine once asked me how cool it would be if they remade all the Megaman games, but in 3D with shooter-style gameplay. I can't believe I'm seeing a possible first step to this epic dream!

I've seen a first step before. Except this prototype has more potential than the Megaman 3D seen above.
Title: Re: Singleplayer/Co-op Prototype
Post by: leoalex50 on December 26, 2012, 09:44:58 AM
i hope this gets in the main mm8bdm or a mod for it
Title: Re: Singleplayer/Co-op Prototype
Post by: Emmanuelf06 on December 26, 2012, 09:57:07 AM
Omg, this mode will be awesome (again), i hope, the ennemies will be strong :BBBBB Niark niark !

Good luck, you make an awesome work, guys :V
Title: Re: Singleplayer/Co-op Prototype
Post by: Hallan Parva on December 26, 2012, 10:01:21 AM
Quote from: "CutmanMike"
I really really don't want resort to using altfires if possible.
THANK YOU :ugeek:

The class drafts I put up didn't involve any altfires at all, because I was thinking of how vanilla 8BDM doesn't have any altfires in it. Yes, there are different player "classes" but I'm trying to avoid giving this mode a classes FEEL. I also tried to make every player class viable on their own instead of nerfing them to beyond awful like MusashiAA is doing; if someone feels like running through a stage on their own using only Roll, then heck, more power to them!

No offense to MusashiAA or anything, but trying to solo run a stage with his Roll is like eating a bowl of sharpened cactus for breakfast. Sure, she's the support healer, but to make every other option suck extremely hard in comparison isn't the right way to balance things. Everyone's just going to pick Mega Man because he doesn't have all these restrictive barriers on his abilities, and if everyone wants to be Mega Man then what's the point of having different classes?

I realize that for now you're only going to include the four classes you already have, and that's perfectly fine. I'd just like to remind everyone that this is not meant to be the next big classes mod. It's a co-op campaign first featuring diverse player classes second. Try to make every class fun and rewarding to play as without requiring other teammates to cover for losses. Sure, a class can be weaker in some regards, like Roll suffering at distances or Duo not being able to dodge certain attacks with his low speed, but they should have strengths or abilities to make up for their shortcomings and to overcome them.
Title: Re: Singleplayer/Co-op Prototype
Post by: Emmanuelf06 on December 26, 2012, 10:07:11 AM
http://www.youtube.com/watch?v=ZtBpqsvF9TY (http://www.youtube.com/watch?v=ZtBpqsvF9TY)

The best part is certainly the boss  :mrgreen:

4 players seems ok, maybe a little too much (2 can be good?)

It must be hard to program the "skill/difficult" style.... :/
Title: Re: Singleplayer/Co-op Prototype
Post by: -Daiki-TheOni on December 26, 2012, 01:13:59 PM
This mod is what MM8BDM needs, a singleplayer/co-op wad.
Cutmanmike>God
Title: Re: Singleplayer/Co-op Prototype
Post by: doofusroad on December 26, 2012, 04:51:33 PM
Are you doing the stages in game order, or is it random robot masters?

Also, are fortress stages going to be in this mod?
Title: Re: Singleplayer/Co-op Prototype
Post by: Emmanuelf06 on December 26, 2012, 05:18:28 PM
Quote from: "TheunlosingQuint"
This mod is what MM8BDM needs, a singleplayer/co-op wad.
Cutmanmike>God

+1 oh and

Cutmanmike + Staff MM8BDM >>>over nine thousand more >>> god =P

Sorry, i look like a "fanboy", but im so sad with what happens to megaman with Capcom jap....I'm really happy to see, it's not dead with you guys....  :roll:
Title: Re: Singleplayer/Co-op Prototype
Post by: KillerChair on December 26, 2012, 07:58:27 PM
Awesome Mike!
Ive seen attempts at invasion maps and attempts at single player maps being made by the community but they all ended in cancellation.
Best of luck to make this as awesome as possible!

*high five*
Looking forward to it.
(no idea's yet from me... but thinking like a train now)
Title: Re: Singleplayer/Co-op Prototype
Post by: Colonel ServBot on December 26, 2012, 08:04:24 PM
jeez, i must have missed every thing.....
well. a co-op mode would be lots of fun.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: CutmanMike on December 26, 2012, 08:14:21 PM
Version 1 has been released, check page 1 for info. Host a survival, check it out and have fun!
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Beed28 on December 26, 2012, 08:18:01 PM
Can this be played with single player? And if so, can it be done so through Skirmish?
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: CutmanMike on December 26, 2012, 08:19:47 PM
If you want to quickly play it in singleplayer, just type on the console "map mmspcut". Actually I should mention this in the first page.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Beed28 on December 26, 2012, 08:35:42 PM
Thanks; I tried Cooperative from the Skirmish menu and the level was nearly devoid of enemies (only the green helicoper guys, the cutter spitting machines and Cut Man himself remained). I loaded the map using "map mmspcut" and the enemies showed up fine.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: tsukiyomaru0 on December 26, 2012, 08:46:09 PM
Amazing and... Somehow, it keeps sticking to a class, no matter how many times I die or restart the map. And my playerclass is random.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: CutmanMike on December 26, 2012, 09:14:37 PM
Offline it behaves that way, I'm not sure why but it's a zandronum thing.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Laggy Blazko on December 26, 2012, 09:28:21 PM
Yep, it sucks. (http://zandronum.com/tracker/view.php?id=1037)
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: ? Manibogi ? on December 26, 2012, 10:07:09 PM
I got to the end, Cutman killed me, and, when I came back, I would recieve tons of damage instantly as soon as I crossed the gate, because Cutman was waiting right where I should cross, resulting in some sort of weird telefrag.
Also, the Crazy Razys are way too strong, it takes ages to detach their heads as any class, let alone finish it off. This wouldn't be such a problem if they were Big Eyes, but no, they attack back, and they are really strong. 2 flying Crazy Razys will wreck you in a couple seconds for sure.

Other than that, though, this was really fun, and I'd like to see how this evolves  ;)
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Emmanuelf06 on December 26, 2012, 10:37:42 PM
It's not so hard if you take care, im not very good and i did it with Bass.

Love the remix of battle mm1 ! It's special how bass can use special bullets when he is near of the death xD

You need just to not rush against the ennemy and be sure you can walk without to be in a dangerous place.

Good job guys!
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Zevallo on December 27, 2012, 03:51:50 AM
I think I'm pretty well satisfied with just having four classes, but I'm sort of bummed that I wasn't able to change my skin. Is there any way that could be possible?

I must say though that I'm very well excited for the possibilities here. You did a great job and this is something that I've wanted for quite some time. Thank you for loving and caring for Megaman so much more than Capcom does - this project in it's entirety is dimensions better than anything they've given us for some time. Keep up the phenomenal work.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: PressStart on December 27, 2012, 09:11:28 AM
This was a blast to try out! I don't think I could manage the HARD mode, though! Easy was already a challenge!
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Geno on December 27, 2012, 04:45:28 PM
what

THIS IS GREAT KEEP IT UP!

But where'd all the Big Eyes go? All I got were a few Bladers and Super Cutters.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Yuri Sakazaki on December 27, 2012, 06:00:27 PM
Correct me if I'm wrong, but I believe what enemies that appear depends on what skill you're playing on.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Laggy Blazko on December 27, 2012, 06:07:08 PM
I played on nightmare and I only got those as well.
EDIT: I also tried adding bots and nothing happened.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: ice on December 27, 2012, 06:59:59 PM
this was already posted before, you have to enter map MMSPCUT in the consol
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: CutmanMike on December 27, 2012, 08:00:49 PM
Next version up! Unless some horrifying bugs crop up during testing of this, this one is safe to start expanding on and making your own levels with.

http://www.sendspace.com/file/ct52js (http://www.sendspace.com/file/ct52js)

Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Zard1084 on December 27, 2012, 08:05:53 PM
CutmanMike please don't stop being awesome! *downloading*
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Balrog on December 27, 2012, 08:09:32 PM
About the survival thing, maybe you should look into creating a 1-Up actor that gives players an extra life up to sv_maxlives.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: CutmanMike on December 27, 2012, 08:17:47 PM
Quote from: "Balrog"
About the survival thing, maybe you should look into creating a 1-Up actor that gives players an extra life up to sv_maxlives.

Was thinking about it but there's a few complications that I need to work out first.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Released
Post by: Beed28 on December 27, 2012, 08:28:13 PM
I'm thinking of making the first Wily Hideout level for this. Can I do so?
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Laggy Blazko on December 27, 2012, 09:18:28 PM
Alright, it works now.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Jatea on December 27, 2012, 10:08:29 PM
Breaking bosses wide open with The Protomen

(click to show/hide)
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: mrjnumber1 on December 27, 2012, 10:40:49 PM
i can't play :<

Script error, "MM8BDM-v3a.pk3:actors/player/megaman.txt" line 60:
Invalid state parameter a_scalevelocity

edit: just realized i didn't set doomseeker to use the zandro exe
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Toastman on December 27, 2012, 11:45:10 PM
SEND SPACE LINK IS DOWN.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Gumballtoid on December 27, 2012, 11:54:27 PM
I enjoy this greatly. Oftentimes it'd end up being Stardroid Venus, Watzup7856, and myself racing each other to the boss in a Skype call. Of course, with my intermittent lag fits, I have a tendency to die while I'm fighting him solo, but it's still a blast!

One thing I have noticed is there is a prominent crashing problem. If I have observed correctly, it's when Bass kills Cut Man with Metal Blade that it occurs. I can't be 100% certain on that, but it happens frequently.
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: leoalex50 on December 28, 2012, 01:54:33 AM
whats in there
(http://fc05.deviantart.net/fs70/i/2012/362/f/d/coop_mmspcut_teleporter_by_leoalex50-d5pi2lf.png)
i know its a teleporter
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: CutmanMike on December 28, 2012, 01:58:18 AM
Working on the crashes and other stuff now
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Stardust on December 28, 2012, 10:30:55 AM
So, since I joined the "official server" and enjoyed it, here is my opinion about it.
(click to show/hide)
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: ice on December 28, 2012, 02:04:55 PM
I think he probobly just made this just to inspire people to make there own maps (like with invaion) and have no real plans on expanding on it, hence the "short" map and why he said that it's not going into the core
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: CutmanMike on December 28, 2012, 04:33:19 PM
I plan to make something out of this, not sure what exactly it will be but it won't go into the core game (at least not like it is at present). I will make a new map too, just not yet. I gotta fix all the crashes first and they're proving to be difficult to figure out :(
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: Galactan on December 29, 2012, 04:23:32 AM
I know that I'm jumping far into the future, but I feel like doing Search Man's map.  May I?
Title: Re: [Expansion/Demo] Singleplayer/Co-op Prototype - Version
Post by: CutmanMike on December 29, 2012, 06:07:32 AM
You can do whatever you like, but this is still buggy so be careful with the scripts... you may suddenly need to update them later
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on December 30, 2012, 11:28:14 PM
Finally figured out those blasted crashes, on with the show!
(click to show/hide)
New features:


I still recommend Skill 3 if you are constantly getting good players  :)

https://www.dropbox.com/s/25c6tp2s9q0vm ... Demo-3.zip (https://www.dropbox.com/s/25c6tp2s9q0vm1k/MMSP-Demo-3.zip)
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Beed28 on December 30, 2012, 11:52:57 PM
Are there any plans for a checkpoint system so players can respawn at the boss?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on December 31, 2012, 12:00:14 AM
I will add something in the future but at the minute, you can simply press escape and save the game via the menu.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Dr. Freeman on December 31, 2012, 12:50:33 AM
Even when we only use 8 players, telegragging is happening at the start of the match. =/
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on December 31, 2012, 01:38:33 AM
Really? Well that sucks... stick to 4 or 6 then I guess.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Laggy Blazko on December 31, 2012, 05:19:56 AM
Hey Cutman, after you got that bug when the game didn't make people spectate (or whatever was supposed to happen and didn't) when you killed the boss in that server minutes ago and left, Chris and I killed him too and the music didn't change (at least for me) and nothing happened.
Oh, and I didn't see the boss' health bar.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on December 31, 2012, 05:01:02 PM
I know of these two bugs, I will fix them... alas I may have to release another version.

And of course, people don't seem to like ol' shelly so I've nerfed his speed and made him only appear once. Also nerfed the bladers so they spawn less frequently and no longer charge at you.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: tsukiyomaru0 on December 31, 2012, 07:58:14 PM
That capsule thing that shoots in 8 directions has been troublesome as well. They tend to hug and fire, causing absurd damage. Perhaps have them wander, look, attack and restart routine?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: SaviorSword on January 01, 2013, 11:57:01 PM
I think it would be nice if there was a version without the built in classes so that other classes mod will be compatible with stuff that ya made here.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Accel on January 02, 2013, 12:00:50 AM
Quote from: "SaviorSword"
I think it would be nice if there was a version without the built in classes so that other classes mod will be compatible with stuff that ya made here.
That is actually a really cool idea. I'd love to play this with the other Classes mods if possible.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: -Daiki-TheOni on January 02, 2013, 12:26:34 AM
"I think it would be nice if there was a version without the built in classes so that other classes mod will be compatible with stuff that ya made here"
I think the same... like CSCC.
(Sorry, I donīt know how use spoilers and etc...)
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Galactan on January 02, 2013, 12:29:02 AM
I like this idea as well
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on January 02, 2013, 04:22:14 PM
It should work if the file is loaded after mine. As long as the classes mod starts with clearplayerclasses in it's KEYCONF it should work fine.

Obviously this would have balance issues up the ass though so I'm not going out of my way to support classes such as gyroman or wily alien  :p
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: MusashiAA on January 02, 2013, 09:37:20 PM
Quote from: "CutmanMike"
wily alien

Rest in peace, my sweet prince

So who's gonna do Elecman's base?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Korby on January 02, 2013, 09:38:46 PM
if mike doesn't do it?

whoever feels like it
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Beed28 on January 02, 2013, 09:41:08 PM
I am thinking of doing Wily Stage 1 (of 4) at some point.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on January 03, 2013, 03:39:14 AM
Some new screenshots of my next map.

(click to show/hide)

I won't be releasing another public version until I have a total of 4 maps  ;)
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Accel on January 03, 2013, 03:44:28 AM
Needleman? Needleman. AWWWWWWYEAAAAAAAAH. Seriously though, Megaman 3 is my favorite classic game, so this stage will be a blast when it's released.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Korby on January 03, 2013, 03:53:59 AM
Ms. Joe's School of Jump'N'Shoot

(by the way I totally called that this was the next map)
 :ugeek:
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: xColdxFusionx on January 03, 2013, 03:04:56 PM
Needleman?
Needleman?!
NEEDLEMAN!!

Oh man, I can't wait to see the Needle Traps in 3-D. That'll be both interesting and awesome.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: FTX6004 on January 03, 2013, 03:34:12 PM
Can doc robot's stage be added in this too.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Magnet Dood on January 03, 2013, 04:47:21 PM
Well hey, if you want to use my Springhead Sprites, go right ahead.

I also have a bunch for MM5 if you need them.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: BiscuitSlash on January 03, 2013, 04:54:37 PM
Bit late, but
Quote from: "CutmanMike"
(click to show/hide)
is the shield attached within the sprite or does it float in front of him?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Proto Man on January 03, 2013, 09:50:07 PM
It floats in front of him, unfortunately.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: BiscuitSlash on January 03, 2013, 10:07:20 PM
Well my Sniper Joe class uses a skin that has the shield built into the sprite. It's also the classic Joe that appears in MM1 instead of the MM2 one. If you want it I can send it to you, but that's your choice.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: TheDoc on January 04, 2013, 04:08:50 PM
This looks like it'd be really fun to make. Should there be a list of maps to show what's been taken and what is open? Because I might try one...
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Duora Super Gyro on January 04, 2013, 11:40:42 PM
Im going to do one huge expansion with this...some other time...
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on January 26, 2013, 04:01:41 AM
New screenshots of my next map!

(click to show/hide)

I'm not releasing a public version until I have 4 maps. After that I will make 4 more for a complete set of robot masters and a wily stage, then call it a finished project  :cool:
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Jafar on January 26, 2013, 04:15:21 AM
Well, this is shaping up to be......toadally awesome.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Hallan Parva on January 26, 2013, 04:23:25 AM
I thought you were going in SGC order, so I really didn't expect Toad Man before Metal Man.

I like Toad Man's stage more anyway, so it's all good! :p
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Kapus on January 26, 2013, 04:29:24 AM
The skybox background is a little bizarre, but otherwise it's looking good!
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Accel on January 26, 2013, 04:30:13 AM
Mike, why do you keep converting my absolute favorite stages into this mod. Oh my god, this is awesome.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: FTX6004 on January 26, 2013, 04:22:00 PM
Is ehery emeny sprite done or not i can make some sprites.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: xColdxFusionx on January 30, 2013, 05:49:41 PM
...Toadman.

You're doing Toadman next.

You win. Forever.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Skye.EXE on February 03, 2013, 08:22:07 PM
This is the best thing ever...
this is... THIS IS...
(http://legacy-cdn.smosh.com/smosh-pit/062011/thornberry-smashing.jpg)
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Colonel ServBot on February 09, 2013, 02:43:16 AM
Is it possible to play this on single player?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Accel on February 09, 2013, 03:44:23 AM
...did you even read the title of the thread?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Colonel ServBot on February 09, 2013, 04:10:40 AM
Yeah, but every time I put in changemap mmspcut in to the console it keeps saying no map mmspcut.
So I put in 3 bots. And it still doesn't work. So what do I do?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Tfp BreakDown on February 09, 2013, 05:35:54 AM
Go to the offline skirmish in the multiplayer options, then switch the level to mmspcut and then change the mode to be either cooperative or survival co-op and then that should be it also remove any bots in case you want to play it with enemines.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Colonel ServBot on February 09, 2013, 02:01:44 PM
I can't find the map in the offline skirmish though.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Beed28 on February 09, 2013, 04:06:54 PM
Do you even have the mod loaded? Try checking to make sure.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Colonel ServBot on February 09, 2013, 04:47:14 PM
Yes I do.
I can't find it at all.
Is there any thing else I should have loaded?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: LlamaHombre on February 09, 2013, 08:49:33 PM
Play the map in Survival instead of Deathmatch
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: FTX6004 on February 10, 2013, 11:19:31 AM
Hyper cutter? It actually calls super cutter in megaman 1 GB you need to renamed it to super cutter.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Korby on February 10, 2013, 02:24:06 PM
*cough cough* (http://youtu.be/htnXjeGHU3c?t=5m41s)

I don't actually have anything else to say in this post so uh
yeah
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: FTX6004 on February 10, 2013, 02:27:03 PM
I don't mean cutman's super attack but those cutters that comes from those machines or what ever is calls super cutter.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: fortegigasgospel on February 11, 2013, 12:58:35 AM
Quote from: "FTX"
I don't mean cutman's super attack but those cutters that comes from those machines or what ever is calls super cutter.
Dr. Wily revenge Super Cutters are different from MM1 Hyper Cutters.  The Supers are set in the stage and start rotating when you get near, the Hypers are lobbed from the machines.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: ChaoticChao on February 26, 2013, 03:22:27 PM
All I have to say is, "Make more!!!"
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Emmanuelf06 on March 17, 2013, 11:55:16 AM
Exactly, need to see the same thing with the others robotmasters! I can imagine "elecman", more stress since megaman 1 famicom  :ugeek:  :D

mmspcut is EPIC.  :cool:

EDIT:

Omg....

(click to show/hide)
ok ! XD

Hey, what is the code for the boss battle of mm1 boss? I like this remix! :v
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Gumballtoid on March 17, 2013, 12:38:05 PM
If memory serves, the code is MM1PBOSS
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Emmanuelf06 on March 17, 2013, 01:37:28 PM
Thank you very much my CutstuffBro ! :cool:
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on March 24, 2013, 08:12:10 PM
Took me a while to come up with a layout for this one but here we go!

(click to show/hide)

Once all four levels are done I'll make a way for players to select a level during online play, then release a new version for public testing.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: -Daiki-TheOni on March 24, 2013, 08:53:34 PM
Amazing like always, Cutmanmike....
(Bad thing: This isn't in the core...)
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: LlamaHombre on March 24, 2013, 08:58:06 PM
That first screenshot seems incredibly hectic for something so simple! Fantastic work so far, I cannot wait to give this a shot!
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: xColdxFusionx on March 24, 2013, 09:31:55 PM
And the hype-o-meter just hit maximum
I want to play all of these so bad
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: MusashiAA on March 25, 2013, 03:44:09 AM
One question, Mike.

Will each map try to represent the..."location" each stage was supposed to represent? You know, Heatman's stage being a furnace, Topman's stage being a spinning greenhouse, Diveman's stage being a sea base...

...although I don't really know where they (http://www.youtube.com/user/TheOSTation/) got (http://www.youtube.com/watch?v=j7rMVIfHtDU) the (http://www.youtube.com/watch?v=jc-12guILlE) names (http://www.youtube.com/watch?v=aw05pmSIz5I).
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Kapus on March 25, 2013, 05:04:14 AM
I would say yes, Musashi. Toad Man's stage is very sewer like and Needle Man's stage is designed to look like a construction site/city.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on March 25, 2013, 08:12:48 AM
I'll try my best to keep them with the theme intended unless it's not possible with the texture set. Hopefully I'll have the next version up in the next couple o' days.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Hallan Parva on March 25, 2013, 07:37:59 PM
Quote from: "CutmanMike"
the next version up in the next couple o' days
my body almost wasn't ready for this

... wait, okay there we go, I got it ready now



I can't wait for these undoubtedly awesome stages, Mike :ugeek:
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: ChaoticChao on March 26, 2013, 12:26:01 AM
Quote from: "CutmanMike"
Hopefully I'll have the next version up in the next couple o' days.
So the version will have Cutman, Heatman, Needleman, and Toadman, right?
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Colonel ServBot on March 26, 2013, 12:34:30 AM
hey, heres an idea, make a campaign, every robot master you beat, megaman,blues,and forte get their weapon!
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Hallan Parva on March 26, 2013, 01:12:28 AM
Quote from: "Colonel ServBot"
megaman,blues,and forte
no spaces after commas
using "megaman" while also using "blues" and "forte"
everything is lowercase



I'm sorry is someone cutting onions by me or something
I just feel all these tears in my eyes all of a sudden
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Colonel ServBot on March 28, 2013, 01:26:02 AM
uhmm, could you make this easier? i got angry and broke my mouse.
in other words, this is too difficult...
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Zard1084 on March 28, 2013, 01:30:08 AM
Ever heard of NES hard? anyways there is a skill setting that scales enemy hp and damage output. most likely your playing on ultra hard or nightmare mode >.>
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on March 31, 2013, 06:47:24 PM
Quote from: "Colonel ServBot"
uhmm, could you make this easier? i got angry and broke my mouse.
in other words, this is too difficult...

Sorry, the launcher defaults it to the hardest difficulty. This is still true in the next version but I disabled nightmare mode so it will default to hard at least...

Anyway, I'm releasing a new public version tonight (hopefully). But for now, here's a teaser on some new mechanics I've been working on for a long time!

Fully functional stage select and multiplayer lobby! Keep track of who has what weapons unlocked.
(click to show/hide)

Whoever lands the finishing blow on the robot master gets their power for that class! Each class has unique version of each robot master power!
(click to show/hide)
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: FTX6004 on March 31, 2013, 06:51:40 PM
My god, i can't wait to play it.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: TheDoc on March 31, 2013, 06:53:34 PM
Holy balls, Mike, how do you do it? Just.....just............wow. I can't describe how blown my mind was when I saw this.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: Rozark on March 31, 2013, 06:54:28 PM
Shut up and take my money.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: doofusroad on March 31, 2013, 07:44:09 PM
I'd like to see a Faceball 2000 level as a secret level.

If not, an 8-bit Doom secret map.
Title: Re: [Expansion/Demo] Singleplayer/Co-op - Version 3! FIXED
Post by: CutmanMike on March 31, 2013, 08:02:47 PM
Demo 1a is out for testing! I'm sure there will be bugs so I've named this version 1a. When the dust is settled I'll probably be asking sprite artists for help with some of the enemies, as that is the biggest time sink when making new maps.

Have fun!

http://www.sendspace.com/file/ofa2t7 (http://www.sendspace.com/file/ofa2t7)

Visit the front page for more info.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: FTX6004 on March 31, 2013, 08:06:02 PM
OMG is here, will it be a server open with this pk3.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Hallan Parva on March 31, 2013, 08:11:18 PM
Is this going to be as selective as the official expansions or is help open to everyone?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on March 31, 2013, 08:15:12 PM
I'll probably just post here what I need here and people can chip in at their leisure. Like the good ol days :P

Ah yes I forgot to mention, the pk3 includes an example map you can copy and paste and use to create your own singleplayer levels. The scripts include a crapton of comments to help you understand what the heck is going on.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Beed28 on March 31, 2013, 09:17:38 PM
I noticed three issues so far:
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Emmanuelf06 on March 31, 2013, 09:41:03 PM
The beginning was so epic "I" Facepalmed....when i see Capcom's project....

Good job, need to try it now =)
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: ice on March 31, 2013, 09:46:25 PM
Quote from: "Beed28"
    Probably related to the above, but, it took ages for Heat Man to die from Toad Man's weapon (I was Bass, and had infinite ammo on), but Needle Man died in a few seconds to Cut Man's weapon (he didn't even get a chance to go overdrive). Is there a definite weakness pattern here? It's hard to tell because of a missing health bar.

Try talking to auto with each weapon
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on March 31, 2013, 09:59:28 PM
Quote from: "Beed28"
I noticed three issues so far:
    There was no skull marker for Heat Man's boss room on the automap.
     Bosses don't have visible health bars. Was this intended?
     Probably related to the above, but, it took ages for Heat Man to die from Toad Man's weapon (I was Bass, and had infinite ammo on), but Needle Man died in a few seconds to Cut Man's weapon (he didn't even get a chance to go overdrive). Is there a definite weakness pattern here? It's hard to tell because of a missing health bar.

I derped for the skull marker, I'll note it down thanks.

Health bars should be working just fine. They might not appear if you're using the horizontal health bars, and if so that's my fault again. Double derp!

The four bosses have a weakness chain but it's not final.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Balrog on March 31, 2013, 10:11:54 PM
I managed to get Protoman weapons as Bass. You probably need to set some guard scripts to make sure that players get a clean slate between respawns; check Samsara, they had problems like that. Also, add some kind of "d'oh, i missed" notification when there are more than 4 players in-game, as idiots will set sv_maxplayers 32 and this mod is simply not fun with that many players.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: tsukiyomaru0 on March 31, 2013, 10:15:50 PM
Sadly, things still can break (http://www.mediafire.com/?kks78x3rdo8bkat)...
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on March 31, 2013, 11:09:15 PM
Quote from: "Balrog"
Also, add some kind of "d'oh, i missed" notification when there are more than 4 players in-game, as idiots will set sv_maxplayers 32 and this mod is simply not fun with that many players.

All the scripts allow up to 64 players, if that's what the server wants. Of course this is insane, but hosts may want this for some reason (see all the cheat servers that get put up) so I won't implement anything to shout at people to turn the player count down and leave the responsibility up to the server hosts. There were a few up at the time with limited amount of player slots, nothing stopping people migrating to those.

Not completely sure why classes are getting weapons they shouldn't, there are things in place to reset what weapons you have. I'll look into it.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Orange juice :l on March 31, 2013, 11:49:06 PM
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: ChaoticChao on March 31, 2013, 11:52:22 PM
Quote from: "Orange juice :l"
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:
:? I don't know that  :?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on April 01, 2013, 12:25:26 AM
Quote from: "Orange juice :l"
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:

Hmm possibly! I'll think about it
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: leoalex50 on April 01, 2013, 12:45:21 AM
Quote from: "Orange juice :l"
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:
how do u get it in the contest?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Laggy Blazko on April 01, 2013, 03:38:53 AM
Someone should host Survival.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Colonel ServBot on April 01, 2013, 04:00:46 AM
Well, I just ran this with several classes mods...
...
IT WORKS!
I only tried it with TeaParty Classes and a couple more, the only thing I found wrong with the TeaParty Classes were that the colour didn't change from the Blue/Cyan, but that's okay.
And when I went against CutMan, I died and he disappeared.
Time for some more Danmaku Gun Mayhem :twisted:
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Emmanuelf06 on April 01, 2013, 06:29:33 AM
I don't know if it was showed. But

The 3th little boss on toadman stage...when he attacked with the eyes...the eyes was stuck on the part where i came from. I mean the thing like the door (sorry i doont know how say).
And i wasnt killed in the hole :/
Sprites bug? :v
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Gumballtoid on April 01, 2013, 02:12:19 PM
Loving this more than I can say. Each stage feels like it was so thought-out, down to the aesthetics. I was certainly surprised when I got a different weapon from Needleman as Bass. I didn't actually read the post and went straight to downloading it so I didn't know about the class-specific weapons. Nonlinear stages are my favorite, so Needleman's stage just blew my mind, including the boss. I certainly didn't expect his pinch attack, either.

One thing to note is that it can be easy to get lost in Heatman's stage. I would make some indication as to where you're intended to go, but other than that I'm loving this build.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: TheDoc on April 01, 2013, 03:09:19 PM
Speaking of the snail bosses (Stonefunk's post not Gumball's), the 2nd and 3rd ones are way too easy because it's easy to hide in an unreachable spot and just wail on him. To be specific, the 2nd one has two waterfalls leading up to it. I just stayed at the edge of the waterfall and blasted the snail. The 3rd one has you enter a small room before the snail's room. Just stay in that small room and hold down the fire button and you win. Maybe for the 2nd one you can make the waterfall current stronger so players can't go against the flow. As for the 3rd one, idk but you'll think of something  :D
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on April 01, 2013, 03:12:39 PM
Yeah I'll make that one snail less campable.

Quote from: "Gumballtoid"
One thing to note is that it can be easy to get lost in Heatman's stage. I would make some indication as to where you're intended to go, but other than that I'm loving this build.

Glad you're enjoying it! Where exactly did you get lost? I thought heatman's was a pretty linear setup. Is it after you've raised the magma level to maximum?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Magnet Dood on April 01, 2013, 03:33:40 PM
Permission to use some of the enemy sprites to make skins?

I must finish Escargot
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Beed28 on April 01, 2013, 03:38:26 PM
Quote from: "I"
Wait, a third snail? I remember only fighting two at the most; the rest after that served as bomb throwing obstacles on the way to Toad Man.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on April 01, 2013, 03:57:45 PM
Quote from: "Magnet Dood"
Permission to use some of the enemy sprites to make skins?

Didn't stop anyone doing it with my sprites before, go ahead.

Quote from: "Beed28"
Quote from: "I"
Wait, a third snail? I remember only fighting two at the most; the rest after that served as bomb throwing obstacles on the way to Toad Man.

If you played online, maybe people rushed through too quick for you to notice the third?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Beed28 on April 01, 2013, 04:03:00 PM
Quote from: "I"
Nope, I play offline. I only remember the snail after opening the first floodgate and then the second snail when going for one of the switches for the second floodgate (it has the flowing water floor going into the pit)
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Gumballtoid on April 01, 2013, 04:13:14 PM
Quote from: "CutmanMike"
Is it after you've raised the magma level to maximum?
That's pretty much exactly where. Once you raise it, you begin to think "Maybe now I can't proceed, I'd better go lower it again," and you return to the first switch only to find you're in the wrong place. Of course, this was only on my first run and I don't make that mistake anymore, but new players likely would.

On a side note, Roll's basic color scheme feels more Protoman-ish and less Roll-ish, but it's not a huge deal.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on April 01, 2013, 04:21:11 PM
Quote from: "Beed28"
Quote from: "I"
Nope, I play offline. I only remember the snail after opening the first floodgate and then the second snail when going for one of the switches for the second floodgate (it has the flowing water floor going into the pit)

Ohhh I remember. One of the snails doesn't appear on a lower difficulty setting.

Btw please stop the needless quote code, it's kinda annoying..

Quote from: "Gumballtoid"
That's pretty much exactly where.

Ok I'll change it, my brother made a fuss about that bit too.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Beed28 on April 01, 2013, 04:39:42 PM
Also, I find the flying enemies that often respawn are often difficult to shoot down before they reach the player, especially since they often attack from behind. Prehaps give them a health nerf for singleplayer only? I also have difficulty shooting down the homing missiles the Giant Springer shoots.

Anyway, Roll probably shouldn't spawn with the healing gun thingy in singleplayer since there are no other players for her to heal anyway.

Anyway, can I start making a boss rush stage, if I may? ;)
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: FTX6004 on April 01, 2013, 05:59:54 PM
I think i and some guys found a bug with the snail when the snail use the eye attack and hited someone whatever i was not there when that come but it got stuck i think orangesmario knows about it.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: tsukiyomaru0 on April 01, 2013, 06:42:56 PM
Tell me, is it supposed for Roll to, in respwan, select the healing gun?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: gamerman on April 01, 2013, 10:20:28 PM
This is now my absolute favorite thing. I need to try this out with some friends of mine...
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Colonel ServBot on April 01, 2013, 10:27:08 PM
Hey guys, ever wanted to do this with other classes mods?
Well, it's possible!
Load this game up first in the mods, then any classes mod(as long as its up to date) and whalaa!
You just got weapons you probably shouldn't when you play this!
Hooray!
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: TheDoc on April 02, 2013, 01:15:37 AM
I can't imagine how this could possibly be fun with any classes mod.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Colonel ServBot on April 02, 2013, 01:21:10 AM
Quote from: "TheDoc"
I can't imagine how this could possibly be fun with any classes mod.
...
What...
Well, you could use the CutMan class against CutMan.
Really, fun is infinite with classes mods.
Like Zards TeaParty Classes, each Class is different, like Zards class. That is best used with close to medium range, where as some classes are great with long range and support.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Emmanuelf06 on April 02, 2013, 06:18:21 AM
Gyroman ? Cutman jump, strong weapon Napalmman...ect...

It's cheating ^^
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on April 02, 2013, 12:13:34 PM
Ok now that I've given it a day to breathe I'm gonna start working on a new version to fix bugs and balance things a little bit. I might even throw in one extra enemy I've been thinking about.

Obviously no new levels yet. :p
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: FTX6004 on April 02, 2013, 04:50:34 PM
I got a idea lets have duo as a playade class for this mod.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Hilman170499 on April 02, 2013, 05:02:11 PM
I got 2 things:
1) There is one bug I experienced. I call it 'Broken Man'. However, I have no screenshots, sorry. :(
I do, however, know what happens. Sometimes, if you play Random, you may sometimes respawn as one class with another's weapons and/or look. I remember instances with Roll looking like Proto Man and having the Proto Buster, but it cannot fire... Will it be fixed? Thanks in advance.

2) I know the community is allowed to make maps based on this mode, but can I please have permission to borrow coding from this as reference for the future? Thanks in advance.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on April 02, 2013, 07:17:16 PM
That bug is known about and it's out of my control, I've reported it to Zandronum though: http://zandronum.com/tracker/view.php?id=1313 (http://zandronum.com/tracker/view.php?id=1313)

I think it's best just to not pick random or change class this way until that is fixed, as I can't make an easy workaround for it. As for your second question, sure but keep in mind that the code will be updated every version so you may want to wait until a future final release.

I think I'm ready to release a new version which fixes a lot of the issues and balances a few things, but I'll give it one more day to breathe see if anything else comes up. The only new addition to it however will be a new enemy (gasp!).
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: FTX6004 on April 02, 2013, 07:23:54 PM
Did anyone seen this post.
Quote from: "FTX"
I got a idea lets have duo as a playade class for this mod.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Korby on April 02, 2013, 07:32:48 PM
giant and ugly resized textures
(click to show/hide)

I thought I could stay hidden for longer  :ugeek:


not official
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: FTX6004 on April 02, 2013, 07:34:22 PM
I want to play as duo when the new demo is out.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: TheDoc on April 02, 2013, 08:22:58 PM
How about, and this is IF Duo is in the mod (CMM hasn't said anything about him being in it yet so don't get your hopes up yet, guys), Duo has more health and can charge his fist, but he has ridiculously slow speed, slower than Protoman?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Korby on April 02, 2013, 08:26:57 PM
He's not in, hence the giant "not official" thing. This is just me messing around.
Title: I have a palette fetish
Post by: Gumballtoid on April 02, 2013, 10:22:38 PM
Quote from: "CutmanMike"
I'll give it one more day to breathe see if anything else comes up.
Well, in that case...

(click to show/hide)
And this is one of the most inane things I could have noticed, but if the colored names of the Robot Masters are intended to match that of their bots, Heat Man doesn't follow that rule. His name is yellow on his bot and red on the HUD message when he's defeated. ...Don't hurt me...
Title: Re: I have a palette fetish
Post by: CutmanMike on April 02, 2013, 10:58:02 PM
Quote from: "Gumballtoid"
Do these look any better or worse than what's currently being used?

I think they do. If you could port them to separate pngs and zip them up so I can throw them in easily tomorrow that would be great. And I'll fix heat man's name GRUMBLE GRUMBLE
Title: Re: I have a palette fetish
Post by: tsukiyomaru0 on April 02, 2013, 11:58:52 PM
Quote from: "CutmanMike"
Quote from: "Gumballtoid"
Do these look any better or worse than what's currently being used?

I think they do. If you could port them to separate pngs and zip them up so I can throw them in easily tomorrow that would be great. And I'll fix heat man's name GRUMBLE GRUMBLE
Since I was bored...
http://www.mediafire.com/?nehhrqt5jbq5e3m (http://www.mediafire.com/?nehhrqt5jbq5e3m)
Title: fak
Post by: Gumballtoid on April 03, 2013, 12:00:49 AM
Goshdurnit Tsuki.

I literally just finished doing that.

Oh well, at least they're ready for use. Thanks.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: CutmanMike on April 03, 2013, 12:11:28 AM
Oh no you're both too helpful!
Title: Re: fak
Post by: tsukiyomaru0 on April 03, 2013, 12:38:02 AM
Quote from: "Gumballtoid"
Goshdurnit Tsuki.

I literally just finished doing that.

Oh well, at least they're ready for use. Thanks.

 :lol: That strange moment, when you were minutes, perhaps seconds, than someone else, accidentally ninjaing them.
Title: Re: I have a palette fetish
Post by: fortegigasgospel on April 03, 2013, 12:51:46 AM
Quote from: "Gumballtoid"
Quote from: "CutmanMike"
I'll give it one more day to breathe see if anything else comes up.
Well, in that case...

(click to show/hide)
And this is one of the most inane things I could have noticed, but if the colored names of the Robot Masters are intended to match that of their bots, Heat Man doesn't follow that rule. His name is yellow on his bot and red on the HUD message when he's defeated. ...Don't hurt me...
Thats not how Bass changes colors though, only his orange changes. And maybe his gems.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Korby on April 03, 2013, 01:03:02 AM
?_?



(http://i.imgur.com/JCU8hiH.png)
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Tfp BreakDown on April 03, 2013, 01:14:31 AM
Quote from: "Korby"
?_?



(http://i.imgur.com/JCU8hiH.png)

Hmmmm Are those preview color schemes for future weapons?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Gumballtoid on April 03, 2013, 01:15:04 AM
Those are his weapon palettes from Mega Man 10
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: ChaoticChao on April 03, 2013, 01:17:25 AM
I forgot how little of a difference there is between normal Bass and Bass with the thunder wool
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: fortegigasgospel on April 03, 2013, 03:31:57 AM
Quote from: "Korby"
?_?



(http://i.imgur.com/JCU8hiH.png)
Every game not 10 begs to differ. And 10 was the only of them he wasn't a default character.
(http://images1.wikia.nocookie.net/__cb20100724151443/megaman/images/f/fe/Bass32b.PNG)(http://images1.wikia.nocookie.net/__cb20101111175442/megaman/images/d/d1/MMB-WaveBurner-Bass-Sprite.PNG)(http://images2.wikia.nocookie.net/__cb20101111175148/megaman/images/1/17/MMB-IceWall-Bass-Sprite.png)(http://images3.wikia.nocookie.net/__cb20101111175554/megaman/images/0/00/MMB-RemoteMine-Bass-Sprite.PNG)(http://images3.wikia.nocookie.net/__cb20101111175655/megaman/images/1/1c/MMB-SpreadDrill-Bass-Sprite.PNG)(http://images1.wikia.nocookie.net/__cb20101111180327/megaman/images/8/84/MMB-TenguBlade-Bass-Sprite.png)(http://images4.wikia.nocookie.net/__cb20101111180426/megaman/images/0/0b/MMB-MagicCard-Bass-Sprite.png)(http://images2.wikia.nocookie.net/__cb20101111180540/megaman/images/3/3f/MMB-CopyVision-Bass-Sprite.png)(http://images2.wikia.nocookie.net/__cb20101111180629/megaman/images/2/22/MMB-LightningBolt-Bass-Sprite.png)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
Stop basing EVERYTHING around MM10 simply because that game did it. Like giving Enker, Punk and Ballade the MM10 boss theme, Enker comes from a game with a unique one roughly based off 1's, and Ballade had his OWN battle theme just for him.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: Kapus on April 03, 2013, 04:07:13 AM
The Bass in this expansion is bassed more on MM10, though. He uses MM10's sprites and MM10's weapon get screen.

I'd say both of the color schemes are technically correct, as they were both done by Capcom. We're just going with MM10's.


ALSO, MM8BDM's Bass skin lays out the blue/cyan colors with this scheme in mind, so it wouldn't make any sense to go against that.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: CutmanMike on April 03, 2013, 01:02:26 PM
New version time! Here's the changelog. Again, no new maps so don't get yer hopes up.


http://www.sendspace.com/file/a9hvsh (http://www.sendspace.com/file/a9hvsh)

I'll be posting details about the next map soon and what sprites I'll need for it, if anyone is up for some contributing! Also probably going to make a time trial version of one of the stages so we can get a speed run competition going!  ;)
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: ChaoticChao on April 03, 2013, 01:16:51 PM
In what ways can people contribute/help?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Korby on April 03, 2013, 01:21:47 PM
well judging by the fact that he brought up sprites, he's probably going to ask for help with those.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: FTX6004 on April 03, 2013, 01:22:44 PM
I think i can help to make some sprites But i wonder what sprites it is.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Beed28 on April 03, 2013, 05:29:17 PM
I'm starting to see a pattern here with the roster. It looks like we're getting one Robot Master per game. So far, we got a Robot Master from the first four Mega Man games. Not only that, but we already have representations of the Cutter (Cut Man), Fire (Heat Man), Neutral(?) (Needle Man), and Aquatic (Toad Man) types.

I wonder what Robot Master we're going to see from Mega Man 5-8. My predictions:

What do you think?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: CutmanMike on April 03, 2013, 05:38:55 PM
You're right about one robot master per game but there's no other real pattern other than what I decide myself will be good for variety (both with level theme, enemies/textures available and weapon possibilities).

Obviously some people are gonna be sad with what I pick but that's not stopping people from doing their own thing when I'm done  :) .
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: TailsMK4 on April 03, 2013, 07:17:04 PM
A quick question for you, Mike. Is it possible for you to add more spawn points to the maps? In a server with more than 7-8 people, telefrags occur often and people will not be able to play in survival. If not, what's a workaround to the problem? An idea I had was hosting another server so there could be two different games going at once, and reducing the chances of a telefrag.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: CutmanMike on April 03, 2013, 07:37:12 PM
There's no real solution other than to spam deathmatch player spots and hope for the best, but that's not very reliable.

The next version of Zandronum will have a working sv_unblockplayers which we can use, it will fix this issue completely as well as jumping on players to skip parts of the map.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Magnet Dood on April 03, 2013, 07:49:57 PM
Here's a question- are people allowed to make maps for games that have already been covered, and if so, could they be added to the mod as "official" co-op maps?

I would enjoy seeing a few more levels from 2, 3, and 4 in this mode.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: MusashiAA on April 03, 2013, 08:03:19 PM
A question regarding skill level: it seems to always set itself to 2, and cannot be set to a higher skill level. Is there a special reason why?
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: CutmanMike on April 03, 2013, 08:36:55 PM
Quote from: "Magnet Dood"
Here's a question- are people allowed to make maps for games that have already been covered, and if so, could they be added to the mod as "official" co-op maps?

I would enjoy seeing a few more levels from 2, 3, and 4 in this mode.

Of course, but they won't be implemented in my version and will have to be add-ons.

Quote from: "MusashiAA"
A question regarding skill level: it seems to always set itself to 2, and cannot be set to a higher skill level. Is there a special reason why?

Yeah, because there's only 3 difficulties (hit new game to see em'). Doom has 5 and 2 of them are just slightly different versions of the others so I didn't feel like they were needed. We DID have nightmare mode for a while but because the launcher defaults it to that, I didn't want people launching the game and jumping straight into nightmare by mistake.

Also I might make a harder difficulty later on which mixes up the enemy layouts (maybe even having enemies visit other maps).
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Knux on April 03, 2013, 08:42:31 PM
Hey Mike, remember I ripped the unused MM textures in case you want a little more variety in some levels.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: CutmanMike on April 03, 2013, 08:54:18 PM
So I hear, I'll check those out next time I start mapping.

Speaking of, I may as well get the next one started so I'll go ahead and reveal the fact it's gonna be Napalm Nan.

If you want to help me out and make some sprite rotations for some enemies, sign up here! Here's a list of enemies that need sprite rotations. If you call one out I'll mark your name down here.

Jet Bomb (http://megaman.wikia.com/wiki/Jet_Bomb) - Need all rotations - Jelly
Metall Cannon (http://megaman.wikia.com/wiki/Metall_Cannon#Metall_Cannon) - Need all rotations - Yellow Devil
Mizzile (http://megaman.wikia.com/wiki/Mizzile) - Need all rotations - Knux
Power Muscler (http://megaman.wikia.com/wiki/Power_Muscler) - Need all rotations (but will use his jetpack effects as a separate entity) - Korby
Rolling Drill (http://megaman.wikia.com/wiki/Rolling_Drill) - Need all rotations - SmashBroPlusB
Sumatran (http://megaman.wikia.com/wiki/Sumatran) - Need pouncing rotations (the sitting ones are already done, use them as reference!) -  Kapus
Taban (http://megaman.wikia.com/wiki/Taban) - Need flying rotations - FTX
Yudon (http://megaman.wikia.com/wiki/Yudon) - Need all rotations including rotations for his missile (only one direction) - Copy Robot

You can get sprites here http://www.sprites-inc.co.uk/files/Classic/MM5/Enemy/ (http://www.sprites-inc.co.uk/files/Classic/MM5/Enemy/)

Please upload them in raw sprite sheet format, I will recolour them and import them to doom format myself. If they become unclaimed for too long I will claim and do them myself. All help is appreciated and you will be credited accordingly.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Knux on April 03, 2013, 09:00:11 PM
Mizzile looks like a simple one. Sign me up, but it'll have to wait until at least Friday.
To be clear, I don't have my laptop with me here, so I'll START on Friday when I get home.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: FTX6004 on April 03, 2013, 09:04:43 PM
Okay i can try taban.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Copy Robot on April 03, 2013, 09:09:04 PM
gimme that fatty Yudon
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Korby on April 03, 2013, 09:16:02 PM
going to claim me some power massler(muscler?)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Magnet Dood on April 03, 2013, 09:39:48 PM
I've got sprites for a couple of these guys (namely Yudon and Power Massler) if you need them.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Stardust on April 03, 2013, 09:44:05 PM
I didn't tried it since only the Cut Man map was released, and oh snap it sure is a wonderful mod now. Hey, it should really be confirmed to go in the official MM8BDM engine. Anyway you did an amazing work and it sure took a lot of time, and after all it's even more Mega Man related because it includes more platform game and especially gimmicks (through somehow I find them funnier to hit in the original games, I don't know why, maybe because firing with the mega buster is almost not limited on the fire rate thing.). If we guess that each Robot Master will get its map (well I'm seeing faaaaaaaar forward right now >w<) the game will probably balance at 50/50 between Deathmatch and "Arcade/Adventure" (this mod's maps). Conclusion and problematic, should the actual game keep its current name ?

Also on a side-note, my favourite idea is to have platform map for each level, through I'm not really fond of this class idea and even less of the word (at least, for a cooperation level mod). I'm especially looking at you, Roll. MM10, the latest MM classic series game, eventually proposes the use of Proto Man and Bass, but when I heard "Roll is a playable class", it reminded me of Medic instantly. The three guys robots are independant and with different abilities, like in MM10 (firing rate, speed/dashing, etc) but on the other hand she's supposed to "play with an offensive character". I was wondering if we couldn't give her abilities to help herself to make her look more like an "unique character", not an "unique class" : removing her healing thing that only work when in coop and, like, increase the amount of health she gains when she gets some health capsules, etc. It's just an idea I throw there. I think a character is more fitting than a class for this mod =w=

Oh and yeah, I can't help, sowwy for that. Not only that I'm busy with the Wiki, but I can't draw sprites. I should really learn pixel art ~.~ Apart from that, coding stuff isn't requested, so... I can only wish you all of my respect for the continuation of it :I
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 03, 2013, 09:58:43 PM
As I said before, no plans for this to go in the core just yet. Wait until I've finished and we'll talk about it but it's not guaranteed.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Balrog on April 03, 2013, 10:02:05 PM
Quote from: "CutmanMike"
Napalm Man
Seriously? Maybe my memory's failing me, but there aren't any distinguishable features in that stage, unless you count robot tigers. Star Man or Gravity Man would have been a better fit, since they both have interesting gimmicks to base a level around and add the missing Space theme. Grenade Man would probably work for the "explodey death robot" theme.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: FTX6004 on April 03, 2013, 10:04:18 PM
Gravityman would be fun but i Think that can be hardd to make you know up side down thing and napalman is my fav robot master in MM5.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: CutmanMike on April 03, 2013, 10:08:11 PM
Quote from: "Balrog"
Seriously?

Yup, I like him and his stage and his enemies.

I haven't seen a good (KEYWORD: GOOD) way to do upside down gravity so he's at the bottom of the list of ones I want to even think about trying to do.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Balrog on April 03, 2013, 10:20:33 PM
Quote from: "CutmanMike"
Quote from: "Balrog"
Seriously?

Yup, I like him and his stage and his enemies.

I haven't seen a good (KEYWORD: GOOD) way to do upside down gravity so he's at the bottom of the list of ones I want to even think about trying to do.
You could do the low/heavy gravity mechanic from MM5GRA instead of using reverse gravity.

Anyway, any plans on doing MM9/10-based Wily stages?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Kapus on April 03, 2013, 10:20:58 PM
Well, that was fast. It's good to see people are eager to help sprite.

I guess I'll take a look at Sumatran when I have the time.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Max on April 03, 2013, 10:25:44 PM
Quote from: "Balrog"
Star Man or Gravity Man would have been a better fit,

Napalm Man's stage is the first natural stage so far. It has trees, grass, and underground caverns. Star and Gravity are both metallic, and there will be room for low gravity 'fun' if a water stage is done in the future!
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: tsukiyomaru0 on April 03, 2013, 11:12:20 PM
(http://i.imgur.com/Rv7M6du.png)
This... Isn't normal!
No, he is not missing the Hammer Joe by a huge margin. Hammer Joe is actually standing where he is shooting, but his sprite... Uh... Let's say this isn't the only scenario that seems to be glitching in v1b.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: Hallan Parva on April 03, 2013, 11:18:30 PM
Hey, I can tackle Rolling Drill. He's just a stupid fat circle with spikes on it so it shouldn't be too hard.
Quote from: "CutmanMike"
I'll be posting details about the next map soon and what sprites I'll need for it, if anyone is up for some contributing!
are we allowed to contribute


an entire map ?????
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 03, 2013, 11:25:28 PM
Quote from: "tsukiyomaru0"
No, he is not missing the Hammer Joe by a huge margin. Hammer Joe is actually standing where he is shooting, but his sprite... Uh... Let's say this isn't the only scenario that seems to be glitching in v1b.

Yeah this happens for a few of my enemies, it's to do with A_JumpIf with args. It only seems to happen when there's latency issues. I am aware of it just so you know, just not sure how I need to recode things to fix this yet.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Gumballtoid on April 03, 2013, 11:26:35 PM
I played the new version today and had a blast. Toad Man's underwater behavior change certainly made it more challenging at first, but since we had a party of four, everyone took to a corner and shot at whatever moved. It was good fun.

Though in getting his weapon, I realized Tsuki did the new Get Equipped sprites improperly (that being without the initial 128 x 128 dimensions) so they appeared in the wrong place. I updated my zip from yesterday (http://www.mediafire.com/?8b1l1a6i1z76u6y) so not only does it alleviate that, but it also fixes a two-pixel palette error on Bass's Rain Flush that I missed. I also included Napalm Bomb's palette for the upcoming map.

I find myself playing through Needle Man's stage over and over, simply because I love the nonlinear map structure. I'd definitely like to see more of those in the future.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Kapus on April 03, 2013, 11:31:29 PM
Quote from: "Gumballtoid"
I find myself playing through Needle Man's stage over and over, simply because I love the nonlinear map structure. I'd definitely like to see more of those in the future.
I agree! Needle Man is my favorite map do to its non-linearity. I always enjoy splitting up the party to tackle the different areas.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: CutmanMike on April 03, 2013, 11:45:40 PM
Quote from: "SmashBroPlusB"
are we allowed to contribute


an entire map ?????

Nope but feel free to make one for your own side project if you want.

Quote from: "Gumballtoid"
I find myself playing through Needle Man's stage over and over, simply because I love the nonlinear map structure. I'd definitely like to see more of those in the future.

Ah I'm glad people ended up liking that map. The large amount of textures allowed me to make many areas, especially with the city theme. There were four switches at first but I ended up removing one due to the map taking so long to complete.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: fortegigasgospel on April 03, 2013, 11:50:59 PM
I also ripped and started scripting for the destroyable walls that appear throughout the games, if a map may use those. If any that have them are made that is.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: tsukiyomaru0 on April 03, 2013, 11:56:20 PM
Quote from: "CutmanMike"
Quote from: "tsukiyomaru0"
No, he is not missing the Hammer Joe by a huge margin. Hammer Joe is actually standing where he is shooting, but his sprite... Uh... Let's say this isn't the only scenario that seems to be glitching in v1b.

Yeah this happens for a few of my enemies, it's to do with A_JumpIf with args. It only seems to happen when there's latency issues. I am aware of it just so you know, just not sure how I need to recode things to fix this yet.
Well, there's a simple way to figure. In v1a, that glitch did not happen or, if happened, I happened to never witness it.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 04, 2013, 12:04:25 AM
It did, Hammer Joe hasn't changed at all other than his HP value.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Copy Robot on April 04, 2013, 12:10:01 AM
how in the face is this the first posted thing

(http://www.iaza.com/work/130404C/iaza17386197481800.png)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: SmashTheEchidna on April 04, 2013, 12:19:30 AM
The side frames are shockingly flat.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: TheDoc on April 04, 2013, 12:22:24 AM
The side sprites look skinny, but besides that, I don't see any glaring issues.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: tsukiyomaru0 on April 04, 2013, 02:40:23 AM
(http://i.imgur.com/kkTLrWL.png)
Hohoh whoops! I think I forgot to die after failing to kill that miniboss and press the switch for the second gate! :lol:
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Dr. Freeman on April 04, 2013, 03:02:42 AM
I don't know if it's been mentioned before, but in case it hasn't it might be worth saying. The teleporter in Toad Man's stage after the waterfall snail sometimes takes you to the boss door instead of taking you back to the "midpoint" effectively skipping the whole last section (and one switch if you did the waterfall one first)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: theanjo on April 04, 2013, 06:36:50 AM
(click to show/hide)

Well here's the details:
Basically I crash when I pick up health and energy.
-I can pick up health and energy in any other game mode besides this.
-I used to be able to do this in 1a
-It only happens in 1st person (Spectating and playing) and chasecam (spectating and playing). Free cam works normally.
-Using Eddie in the hub map doesn't crash me.

That is a Mac you are seeing. I use wine (a windows emulator, basically) and it very stable when running MM8BDM (at least for every other game mode besides this one).
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: FTX6004 on April 04, 2013, 06:39:40 AM
Okay i Think im done here, (http://img97.imageshack.us/img97/5041/tabanh.png)
i know you guys will not like the side.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Jc494 on April 04, 2013, 08:12:12 AM
Well, if you will be making Wily Stages (doubt it due to mass amounts of coding for the bosses), I could be able to contribute a map, as I have started making a Wily Stage which uses textures from MM3 Wily and the first MM7 Wily map. I plan to make it very long with small amounts of backtracking (no need to go back to activate a switch you missed) and multiple checkpoints. I already had a basic idea of what enemies to use mainly Tellies, Hotheads, Springers and Sniper Joes. I'm sad. It won't have 100 3d floors

Edit: Screenshot below of the starting area of the stage.

(click to show/hide)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Beed28 on April 04, 2013, 11:52:12 AM
Speaking of Wily Stages, can I try my hand at the boss rush teleporting hatches?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 04, 2013, 11:55:24 AM
Quote from: "Dr. Freeman"
I don't know if it's been mentioned before, but in case it hasn't it might be worth saying. The teleporter in Toad Man's stage after the waterfall snail sometimes takes you to the boss door instead of taking you back to the "midpoint" effectively skipping the whole last section (and one switch if you did the waterfall one first)

This happens when you reach the boss, so this means your team mates were rushing too fast!

Quote from: "FTX"
i know you guys will not like the side.

The wings just need to be a bit wider on the side frames I think. Don't worry if you can't get it looking right, I can do it.

Quote from: "theanjo"
Basically I crash when I pick up health and energy.

That is really weird. I would suggest deleting your settings file (ini) and seeing if that helps, I can't imagine while this is happening for you and no one else.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: FTX6004 on April 04, 2013, 11:58:38 AM
Quote from: "CutmanMike"
The wings just need to be a bit wider on the side frames I think. Don't worry if you can't get it looking right, I can do it.
Okay Thanks.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Steve Johnson on April 04, 2013, 12:39:13 PM
Can i try Blizzard Man's stage?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: GameAndWatcher on April 04, 2013, 01:14:48 PM
Is it alright if I just post ideas for weapons?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 04, 2013, 01:30:07 PM
I already have ideas for weapons, but will ask here if I run out
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Isaac940 on April 04, 2013, 02:17:40 PM
Quote from: "CutmanMike"
Quote from: "Dr. Freeman"
I don't know if it's been mentioned before, but in case it hasn't it might be worth saying. The teleporter in Toad Man's stage after the waterfall snail sometimes takes you to the boss door instead of taking you back to the "midpoint" effectively skipping the whole last section (and one switch if you did the waterfall one first)

This happens when you reach the boss, so this means your team mates were rushing too fast!

This actually can just happen randomly without reaching the boss first. It's happened several times when there was only a few of us, and all of us defeated the waterfall snail together yet when we take the teleporter to go back, it drops us in front of the boss door.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 04, 2013, 02:27:20 PM
Uh oh, that sounds bad. All the maps use this method of changing where the teleporter sends you so it might happen on other maps. I hope it's just something I did wrong and not like a lag issue or something :(
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: FTX6004 on April 04, 2013, 05:17:10 PM
What should be the robot master's weakness be,
i think heatman should be weak to toadman weps.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: ChaoticChao on April 04, 2013, 06:04:00 PM
I think it should vary on what class has the weapon.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: tsukiyomaru0 on April 04, 2013, 06:09:18 PM
Now that someoen mentioned pickup crash... TheAnjo told us in game he was crashing all the time, whether he or someone picked a recovery item. Not long after he mentioned, it happened to me too. Maybe the cause of previous crashes with me in MMSP might be linked to something like that?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Beed28 on April 04, 2013, 06:48:27 PM
I kept forgetting to mention this but, the blue weapon energy pickups and tanks don't change colour with you. Will this be fixed?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Gumballtoid on April 04, 2013, 07:15:33 PM
Quote from: "FTX"
What should be the robot master's weakness be,
i think heatman should be weak to toadman weps.
(click to show/hide)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 04, 2013, 07:44:34 PM
Quote from: "Beed28"
I kept forgetting to mention this but, the blue weapon energy pickups and tanks don't change colour with you. Will this be fixed?

Probably not for a while.

Quote from: "Gumballtoid"
(click to show/hide)

All spot on except for that last one is even simpler:

(click to show/hide)

Depending on what robot masters show up I may have to switch them around a little later.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Rozark on April 04, 2013, 09:20:33 PM
Quote from: "CutmanMike"
Depending on what robot masters show up I may have to switch them around a little later.

Or you could pull a MM7/MM8 and release the RMs in two separate waves with their own weakness chains, possibly applying some of the first chain into the second. (Multiple weaknesses for a few)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Beed28 on April 04, 2013, 09:38:11 PM
Quote from: "Rozark"
Or you could pull a MM7/MM8 and release the RMs in two separate waves
Don't forget the Game Boy games, now. The Robot Masters (and Stardroids) came in two waves of four in all of those games as well.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Rozark on April 04, 2013, 09:39:36 PM
Quote from: "Beed28"
Quote from: "Rozark"
Or you could pull a MM7/MM8 and release the RMs in two separate waves
Don't forget the Game Boy games, now. The Robot Masters (and Stardroids) came in two waves of four in all of those games as well.

Same thing still accomplished, I was thinking more of the consoles at the time. The whole "Two waves" things is still a possible gimmick though.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: ChaoticChao on April 05, 2013, 01:57:13 AM
When Heat man is defeated, it says "(Megaman/Protoman/Bass/Roll) has defeated GHeat Man"
I find it worth mentioning
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: tsukiyomaru0 on April 05, 2013, 02:01:54 AM
Quote from: "ChaoticChao"
When Heat man is defeated, it says "(Megaman/Protoman/Bass/Roll) has defeated GHeat Man"
I find it worth mentioning
I didn't know the Gheat Kim Jong Un was in the game! :lol:
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CStar7 on April 05, 2013, 04:01:55 AM
Hey, guys. I'm utterly stuck.

I added MMSP to Doom Builder and then removed it later on.

All my maps are Co-op, no matter what I do!

Could it be my slight editing of a few resources?

I use CSCM-Remix, The main IWAD, MM8BDM-v3a.pk3, and a few custom music packs.

Should I get a fresh copy of each?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: dayman on April 05, 2013, 05:30:11 AM
Ignoring some of the glitches, such as the eyes getting stuck when Escago shoots them out in Toad Man's stage, I have a few suggestions.

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

Classes

------------------------------------------------------------------------------------------------------------------
Mega Man: Starts with the default Mega Buster, which can charge. It can shoot up to three lemons on screen at a time (not all three instantly). A charged shot deals twice as much as damage (screw the actual, game's canon logic on this!) and a fully charged one does three times as much damage as one, non-charged shot (back to game canon!). He has access to New Rush Coil, Rush Jet, Rush Power Adapter, Rush Jet Adapter, Rush Super Adapter, Beat Call, and Rush Question/Eddie Call.
Health: 165
Speed: 100%
Weaknesses: Nothing

Proto Man: Slightly slower than Mega Man, but has a Proto Shield with all weapons. His Proto Buster is similar to Mega's Mega Buster. He has the ability to use Proto Strike, a powerful, short ranged charged shot, and Big Bang Strike, which travels through enemies and is mostly an insta-kill, not insta-killing bosses, all at the cost of 7/8 (~144) or 3/4 (~124) of his health bar.
Health: 165
Speed: 93%
Weaknesses: Commando Bomb, Crash Bomber, Drill Bomb, Flame Blast, Hard Knuckle, Laser Trident, Spread Drill, Thunder Beam, Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.

Bass: Quicker than Mega and with a Double Jump! He also has an Air Dash! He starts with the Bass Buster, which, of course, functions as it already does (rapid fire, but each lemon not as strong as Mega's), though, this one can charge with alt fire (spitting out one regular shot and then charging like the Mega Buster). He has access to the Super Adapter thanks to Treble, though, he can shoot a fist with the main fire or a regular charged shot with alt fire, as well as Rush Jet (Treble Jet, really), Eddie Call/Rush Question (really Treble Item), Beat Call (really Treble Rescue), and Treble Sentry.
Health: 138 (~83.333 % of 165)
Speed: 133%
Weaknesses: Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.

Roll: Her main weapon is the Roll Swing, in which she whacks her enemy with the broom. When she switches weapons, this becomes her alt fire, unless the weapon she equips already uses alt fire, in which case, it is either disabled or requires both main and alt to be pressed. Her alt, when she has Roll Swing equipped weapon is the Roll Buster, which shoots like the Mega Buster, but is bigger and does a bit more damage, but cannot be charged and has a delayed fire when she shoots for the first time (she need to put her shoe on her arm, guys), but the delay is ignored on subsequent shots until she stops shooting for one second.
She can regain 3 points of health per second while shooting off her weapon. However, if she does not shoot a (non-support) weapon for three seconds, the health regain goes up 1 point up to a max of six, making her healing rate 3-6 health per second.
Her other weapons are all support weapons:
-Health Gun: When used on someone, it restores their health at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. Other Rolls will continue their natural healing throughout this process as well.
-Energy Gun: When used on someone, it restores their weapons energy (of their selected weapon) at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. It has a use of 60 seconds before having to pick up energy itself. Different Rolls can restore each others Energy Guns energy.
-Prayer Gun: Randomly: restores all health, restores 1/8 health, restores 1/4 health, restores 1/8 weapon energy, restores all energy and health, deals 21 (about 1/8 of 165) damage, or drains 1/8 of a weapon's energy from the victim.
Health: 193 (~116.666 % of 165)
Speed: 107%
Weaknesses: None

All:
-All weapons gained should be the same for everyone except for Roll, who's weapons gotten may vary, from being support or non-support as they are now. (Some weapons are debatable in this.)
-All characters should be able to slide.

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

Support weapons
-Any weapon that doesn't do damage (with the exclusion of the Prayer Gun) should be counted as this.

Enemy drops
There should be more drops from enemies.

Enemy spawns
Enemies should not be allowed to flood an area (play Toad Man's stage and you'll see those 'brella fuckers be in a spam mob). Respawning enemies should only respawn a minute after their death and should respawn where they are first spawned.

Enemies need to be slightly weaker
Enemies, excluding bosses, should be a little bit weaker. Especially those headbutting umbrella thingies.

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

That's all for now.

EDIT: Crap, I forgot some other things I wanted to add to Roll. Screw it, I'll add them later.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: ice on April 05, 2013, 05:52:08 AM
Quote from: "dayman"
Ignoring some of the glitches, such as the eyes getting stuck when Escago shoots them out in Needle Man's stage, I have a few suggestions.

Quote from: "dayman"
Enemy spawns
Enemies should not be allowed to flood an area (play Needle Man's stage and you'll see those 'brella fuckers be in a spam mob). Respawning enemies should only respawn a minute after their death and should respawn where they are first spawned.

And thus a new weapon was born. Needle Rain
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 05, 2013, 02:27:56 PM
Quote from: "CStar7"
Hey, guys. I'm utterly stuck.

I added MMSP to Doom Builder and then removed it later on.

All my maps are Co-op, no matter what I do!

Could it be my slight editing of a few resources?

I use CSCM-Remix, The main IWAD, MM8BDM-v3a.pk3, and a few custom music packs.

Should I get a fresh copy of each?

You mean in doom builder it's co-op or when you test the maps out? If you're talking about in game, you can change it to deathmatch by typing deathmatch 1 on the console.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CStar7 on April 05, 2013, 02:58:15 PM
Quote from: "CutmanMike"
Quote from: "CStar7"
Hey, guys. I'm utterly stuck.

I added MMSP to Doom Builder and then removed it later on.

All my maps are Co-op, no matter what I do!

Could it be my slight editing of a few resources?

I use CSCM-Remix, The main IWAD, MM8BDM-v3a.pk3, and a few custom music packs.

Should I get a fresh copy of each?

You mean in doom builder it's co-op or when you test the maps out? If you're talking about in game, you can change it to deathmatch by typing deathmatch 1 on the console.


It happens on both.

I'll try your recommendation, Mike.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CStar7 on April 05, 2013, 03:09:28 PM
I'm hosting this map on a local server, and I am still experiencing issues.

It says it will be changed for the next game. I assume it means type changemap "MAP NAME HERE" or map "MAP NAME HERE"?

I've tried both, and am still pretty stuck. Maybe I should do myself a favor and get new resources.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 05, 2013, 04:09:14 PM
You have to use the map command, changemap acts like the player exited the level naturally and won't use your new settings.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CStar7 on April 05, 2013, 05:42:11 PM
It still isn't working.

Mike, do you think that I should get a fresh Doom Builder, new resources, and try it again?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Magnet Dood on April 05, 2013, 06:20:00 PM
Prepare for Wood! Man!

(http://i48.tinypic.com/21abvhf.png)

I don't know how to monsters but I'm doing pretty good on the mapping end of it.

If anyone could help me out with those I'd really appreciate it! I'm gonna need all of the enemies from Wood Man's stage, including his minibosses. I could probably attempt the sprites maybe sort of.

This won't be released when I'm done with it- I still have a few more up my sleeve...

Also Mike if you don't want this here I can just move to Screenshots or something
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: dayman on April 05, 2013, 06:58:31 PM
Quote from: "ice"
Quote from: "dayman"
Ignoring some of the glitches, such as the eyes getting stuck when Escago shoots them out in Needle Man's stage, I have a few suggestions.

Quote from: "dayman"
Enemy spawns
Enemies should not be allowed to flood an area (play Needle Man's stage and you'll see those 'brella fuckers be in a spam mob). Respawning enemies should only respawn a minute after their death and should respawn where they are first spawned.

And thus a new weapon was born. Needle Rain

Whoops. Meant to say Toad Man. Guess I should post a huge post while impaired by a lack of sleep.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CStar7 on April 05, 2013, 07:06:28 PM
Quote from: "Magnet Dood"
Prepare for Wood! Man!

(http://i48.tinypic.com/21abvhf.png)

I don't know how to monsters but I'm doing pretty good on the mapping end of it.

If anyone could help me out with those I'd really appreciate it! I'm gonna need all of the enemies from Wood Man's stage, including his minibosses. I could probably attempt the sprites maybe sort of.

This won't be released when I'm done with it- I still have a few more up my sleeve...

Also Mike if you don't want this here I can just move to Screenshots or something

Wow!! Very Nice!

It looks good so far! Keep up the good work!
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: FTX6004 on April 05, 2013, 07:09:01 PM
Quote from: "Magnet Dood"
Prepare for Wood! Man!

(http://i48.tinypic.com/21abvhf.png)

I don't know how to monsters but I'm doing pretty good on the mapping end of it.

If anyone could help me out with those I'd really appreciate it! I'm gonna need all of the enemies from Wood Man's stage, including his minibosses. I could probably attempt the sprites maybe sort of.
woo
This won't be released when I'm done with it- I still have a few more up my sleeve...

Also Mike if you don't want this here I can just move to Screenshots or something

That looks great in the start but will you add the light part in it Woodman in mm8bdm din't had it.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Magnet Dood on April 05, 2013, 07:29:41 PM
The light part? As in the place with the swinging Monkings?

Currently, yes, this is planned.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: dayman on April 05, 2013, 07:33:34 PM
(I added a few things to my original post, including spoilers for ease of access and whatnot. Most of the changes are in Roll's section.)

Mega Man:
(click to show/hide)
Proto Man:
(click to show/hide)
Bass:
(click to show/hide)
Roll:
(click to show/hide)
All classes:
(click to show/hide)
Support weapons
(click to show/hide)
Enemy drops
(click to show/hide)
Enemy spawns
(click to show/hide)
Enemies need to be slightly weaker
(click to show/hide)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CStar7 on April 05, 2013, 07:59:16 PM
Quote from: "Magnet Dood"
The light part? As in the place with the swinging Monkings?

Currently, yes, this is planned.

How will you do the monkeys?

Will they hang onto the side, or pop out from the ground?

Sorry for the goofy question. :)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Magnet Dood on April 05, 2013, 08:07:01 PM
They'll probably pop out from the "ground" and grab onto the platform, then swing themselves up and attack by jumping at you.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CStar7 on April 05, 2013, 08:36:04 PM
Ah! I see!

That was better than my idea....

Oh, whatever. Nice map design. I hope you do as good a job on the rest as you did here!
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: dayman on April 05, 2013, 09:43:56 PM
Will there be any "hidden" enemies?
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: dayman on April 06, 2013, 02:39:37 AM
I found a glitch. Every time I'm one class and switch to another and switch to the new class upon death by an enemy, I spawn as that new class, however, with all of the old class weapons and abilities with none of the new classes.

For example, I can be Bass and switch to Roll. When I die as Bass, I respawn as roll, but her buster shoots off like Bass's, and her weapons like are Bass's (i.e. Atomic Radiance = Atomic Dash).

The problem is fixed whenever I use the console to kill myself, however, when I do that it takes away any W tanks and my E tank.

Another glitch I found is probably one that everyone is aware of. Escago's eyes keep getting stuck when he shoots them out.

One more glitch, some of the enemy sprites appear through walls and platforms. You cannot harm them, and they cannot harm you, but they are there. When you go to the area where they should be at, they are there and function as normal.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Magnet Dood on April 06, 2013, 03:01:58 AM
To answer your question, dayman, no, I do not believe so.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: xColdxFusionx on April 06, 2013, 03:24:30 AM
Quote from: "dayman"
I found a glitch. Every time I'm one class and switch to another and switch to the new class upon death by an enemy, I spawn as that new class, however, with all of the old class weapons and abilities with none of the new classes.

For example, I can be Bass and switch to Roll. When I die as Bass, I respawn as roll, but her buster shoots off like Bass's, and her weapons like are Bass's (i.e. Atomic Radiance = Atomic Dash).

The problem is fixed whenever I use the console to kill myself, however, when I do that it takes away any W tanks and my E tank.

Another glitch I found is probably one that everyone is aware of. Escago's eyes keep getting stuck when he shoots them out.

One more glitch, some of the enemy sprites appear through walls and platforms. You cannot harm them, and they cannot harm you, but they are there. When you go to the area where they should be at, they are there and function as normal.

All of these are already known.

First is Zandronum doing some weird weapon info desync. CMM sent a bug report in to the Zandronum team, but we probably won't see that get fixed until 8BDM hits v3b or v4a.
Second is already known and supposedly fixed. Mike said there's a failsafe in place, but people seem to keep having the same problem...
The last one's probably a server desync issue. There's a somewhat similar bug regarding boss sprites being in the wrong spot, which is probably also a Zandronum thing.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Magnet Dood on April 06, 2013, 03:29:32 AM
The third glitch he pointed out most notably happens at Toad Man's sewers, where the Gyotots appear. They're in the right place, but they show through the walls...
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: SmashTheEchidna on April 06, 2013, 03:33:43 AM
I had that happen to me in Heatman's stage with the mets, as well. I was walking along one of the pipes, and suddenly stopped a few feet in front of a met because it was showing in the wrong place when it was really right in front of me. Happened about twice in the same run.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Magnet Dood on April 06, 2013, 03:48:30 AM
Speaking of tubes, there's an odd glitch with a health capsule inside of one. It shows that it's inside the pipe, but you pass right through it and can't grab it. If you get on top of the pipe, though, you're able to pick it up just fine.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: leoalex50 on April 06, 2013, 04:05:01 AM
in needlemans lvl i saw two badguys (idk there names(there were two of the same badguys)) and they were firing stuff at me but i killed them
and a hamer joe kept killing me and it said that i died  (i saw the hamer lol)
p.s. there were hard to see  cause they had no sprites lol
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Knux on April 06, 2013, 05:07:41 AM
Well, I'm done doing Mizzile. It's the first time I try to sprite with rotations, so my apologies if it's not up to expectations. The bottoms seem white, but they're transparent with a white shine, actually.
(http://img819.imageshack.us/img819/8074/mizzilesheet1.png)
If it's too bad, someone else go ahead and try it. You can use these as a base, too. No credit needed. By the way, this guy has a fourth sprite in the enemy sheet, but because it looked EXACTLY the same as the second one, I didn't use it.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! V1B Relea
Post by: JaxOf7 on April 06, 2013, 05:45:39 AM
Quote from: "CutmanMike"
I haven't seen a good (KEYWORD: GOOD) way to do upside down gravity
Late, but ahhh, I'm hurt.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: -FiniteZero- on April 06, 2013, 05:55:51 AM
Maybe the second best thing to do is areas without gravity?

Or maybe just keep the low/high gravity from the MM8BDM map.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 06, 2013, 02:03:37 PM
Quote from: "Knux"
Well, I'm done doing Mizzile.

It's fine, good work!
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: CutmanMike on April 06, 2013, 03:18:15 PM
Here's a final version of the demo to hopefully fix all the odd little remaining bugs and map issues. I'm probably not going to release any more versions until the final product is done after this one, unless some game breaking things come up. As it was said before, I am aware of the class weapon switching bugs and can't do anything about them just yet.

http://www.sendspace.com/file/apw59a (http://www.sendspace.com/file/apw59a)

1c.
[li]Added an altfire to protoman so he doesn't have to keep clicking to fire his regular buster (NOT ADDING ANY OTHERS FYI).[/li]
[li]Fixed the weapon get screen positions.[/li]
[li]Fixed Survival so you no longer get to carry ETanks/WTanks to other maps.[/li]
[li]Fixed Roll Healer so you get your ammo back when dying on Co-op.[/li]
[li]Attempted to improve the code for Hammer Joe and Sniper Joes who sometimes "leave their bodies" online.[/li]
[li]Changed Pyopon to non-solid so he can't stick onto you and kill you.[/li]
[li]Added more player starts to all stages.[/li]
[li]Fixed players getting teleported to the boss too early.[/li]
[li]Fixed a shortcut in Toad Man's stage that people were using to skip a section of the map.[/li]
[li]Added a waterfall to force you to fight the third Escaroo in Toad Man's stage.[/li]
[li]Fixed the two death pits near the third Escaroo in Toad Man's stage.[/li]
[li]Made Heat Man less vulnerable to Puncture Needle.[/li]
[li]Fixed Toadman hiding under players and dealing damage.[/li][/list]

I'm only adding Protoman's altfire in for convenience sake. Some people didn't want to play proto man just because they didn't want to keep clicking to shoot their buster, now they can if they're willing to use the altfire button. I am not adding any other altfires.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: TheDoc on April 06, 2013, 03:34:49 PM
Quote from: "CutmanMike"
Changed Pyopon to non-solid so he can't stick onto you and kill you.

THANK YOU MIKE! You don't know how annoying those damn blobs were!....Well, apparently you did because you knew to fix them, but you get my point.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 06, 2013, 03:51:45 PM
I liked it in singleplayer because you could blast them off you before you died, but online with the health scaling it's pretty much impossible to take them out in time.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Tfp BreakDown on April 06, 2013, 04:00:11 PM
There was a shortcut in Toad Man's stage?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 06, 2013, 04:23:52 PM
I have a question: why did you make it so that you can't carry your tanks to another level in survival?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 06, 2013, 05:09:29 PM
Quote from: "TheDoc"
I have a question: why did you make it so that you can't carry your tanks to another level in survival?

In survival I wanted to make it so you have to survive with what when you booted the level up, not with what you grabbed from the other maps. It kind of works in co-op but there's a weird quirk at the moment where you can only 1 of each item through maps which I don't think I can fix using built in features.

Quote from: "Tfp BreakDown"
There was a shortcut in Toad Man's stage?

It involved a somewhat tricky jump from a higher platform to a lower platform, skipping the section where you have to balance across waterfalls.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CHAOS_FANTAZY on April 06, 2013, 07:03:23 PM
Let me just go on the textbook as saying I preferred Proto with the rapid-click for normal shots.  Gives you even further incentive to actually use his charged shots, besides being the only class that has them and all.

Also I do love the fact that each class receives their own unique weapon from each Robot.  It further differentiates the classes and makes you want to spend time playing as each one, which is good for variety.
Title: Granted, Duo isn't much better with his 120 Charge Shot
Post by: Korby on April 06, 2013, 07:16:10 PM
Quote from: "CHAOS_FANTAZY"
actually use his charged shots

On that note, Protoman is blatantly overpowered. His buster does 12 > 40 > 100 damage.
A Big Eye has 280 health, a Bikky has 160 hp, a Giant Springer has 150 health, a Giant Metall has 360, Escaroo has 190, Hothead has 135, Sniper Armor has 250, and pretty much every other enemy has less than 100 health.

So basically, Protoman kills everything in 1-4 hits.
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: tsukiyomaru0 on April 06, 2013, 07:20:44 PM
As for Protoman's buster, you could have put both charge and rapid buster on main Fire, so it wold take holding to start charging and tap-wait-hold to spam the normal buster.

The only problem I have with Proto Buster is the same I still have in DM: the projectile's hitbox is way wider than the projectile's sprite in back and front view (justified in side and diagonals for the sprite length).

As for Roll Healing Beam... Is it me or respawn has the bad habit of selecting Healing Beam right away?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Gumballtoid on April 06, 2013, 07:26:38 PM
I personally had no problem with Proto Man before the addition of the altfire. CF put it pretty darn well that Proto Man's advantage over the other classes is that he's got the charge shots in the first place (not to mention the shield). His only drawback was that he couldn't rapid-fire his shots, which was where Mega Man and Bass had their advantage.

I've seen Proto Man used fairly often (at times moreso than Bass) because not only does he have those incredible charge shots, but his special weapons are among the best. The altfire seems to be an unnecessary addition, and if he was overpowered before, he's likely even more overpowered now.

Though I'm darn glad the offsets were fixed. I'm still loving this mode as much as ever.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 06, 2013, 08:22:20 PM
No one even mentioned his damage until this patch which has nothing to do with his altfire :(
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 06, 2013, 08:27:35 PM
Quote from: "CHAOS_FANTAZY"
Gives you even further incentive to actually use his charged shots

Using just the charge shots can be a problem when your enemy is spamming shootable projectiles. A great example of this is when you're trying to get the first switch in Heatman's stage, but it's guarded by not 1, but 2 hotheads who are throwing assloads of tackle fires at you. You simply can't hit the hothead with a charge shot without running straight up to it, getting your balls fried along the way.

As for his charge shot, I must agree that the damage is immense, but I don't think anyone brought it up because they're more likely to report things that keep them from completing the game, not things that would make it harder. I simply forgot to mention it.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 06, 2013, 08:39:35 PM
Can we still expect Wily Castle stages (or another fortress similar in nature, who said it was Wily who was behind this?) once the Robot Masters are done? Auto does say that Dr. Light had been kidnapped...
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ServantofCygnus on April 06, 2013, 08:58:17 PM
Quote from: "Beed28"
Can we still expect Wily Castle stages (or another fortress similar in nature, who said it was Wily who was behind this?) once the Robot Masters are done? Auto does say that Dr. Light had been kidnapped...

I refuse to let him give this up without seeing a commando man stage.
DEM SANDSTORMS
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Knux on April 06, 2013, 08:59:55 PM
Quote from: "CutmanMike"
It's fine, good work!
Oh cool, glad to be of help.

I have a prediction of what the MM6 map will be, but I'll keep it to myself.  :ugeek: Spoilers: It's not Tomahawk.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Magnet Dood on April 06, 2013, 09:03:40 PM
Quote from: "ServantofCygnus"
Quote from: "Beed28"
Can we still expect Wily Castle stages (or another fortress similar in nature, who said it was Wily who was behind this?) once the Robot Masters are done? Auto does say that Dr. Light had been kidnapped...

I refuse to let him give this up without seeing a commando man stage.
DEM SANDSTORMS

butbutbut Napalm Man already has bawmbs

Personally, if this ever gets to MM10, I'd love to see Strike or Sheep in this. They have some neat minibosses and gimmicks in their stages.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: FTX6004 on April 06, 2013, 09:05:12 PM
Quote from: "Magnet Dood"
Quote from: "ServantofCygnus"
Quote from: "Beed28"
Can we still expect Wily Castle stages (or another fortress similar in nature, who said it was Wily who was behind this?) once the Robot Masters are done? Auto does say that Dr. Light had been kidnapped...

I refuse to let him give this up without seeing a commando man stage.
DEM SANDSTORMS

butbutbut Napalm Man already has bawmbs

Personally, if this ever gets to MM10, I'd love to see Strike or Sheep in this. They have some neat minibosses and gimmicks in their stages.
Yea if they add nitroman i will love this i will FREAKING LOVE IT.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ServantofCygnus on April 06, 2013, 09:09:34 PM
Quote from: "FTX"
Quote from: "Magnet Dood"
Quote from: "ServantofCygnus"

I refuse to let him give this up without seeing a commando man stage.
DEM SANDSTORMS

butbutbut Napalm Man already has bawmbs

Personally, if this ever gets to MM10, I'd love to see Strike or Sheep in this. They have some neat minibosses and gimmicks in their stages.
Yea if they add nitroman i will love this i will FREAKING LOVE IT.
Nitro is cool I can admit, but the sheep man gimmick would break it because you'd need über precise teamwork for the colored platforms.
Strike is k though
Nitro man trucks would be nigh impossible to code (then again he coded the evil robot)
Title: Re: [Expansion] Mission Mode V1B Released! (now requesting h
Post by: Balrog on April 06, 2013, 09:20:42 PM
Quote from: "CutmanMike"
Fixed Survival so you no longer get to carry ETanks/WTanks to other maps.
But you could keep them in the console games!
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 07, 2013, 12:31:28 AM
I found a mapping error in Toad Man's stage, when looking backwards while going down the waterfall just after the second floodgate:
(http://img580.imageshack.us/img580/7564/screenshotdoom201304070.png)

Also, a suggestion; in Single Player mode only, how about giving the player an Exit Unit that takes the player back to the lobby, when revisiting cleared stages? Obviously it'll have to work only when you "double" use to prevent acidental use, but still...
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Hilman170499 on April 07, 2013, 03:44:35 AM
(click to show/hide)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: theanjo on April 07, 2013, 04:34:30 AM
Well I just did a speed run of the Mission Mode!


Bonus Soda!
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: tsukiyomaru0 on April 07, 2013, 05:33:25 AM
Quote from: "Hilman170499"
(click to show/hide)
But the game autosaves on certain moments, thus preventing you from having to redo everything. At least it did with me.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Atticus on April 07, 2013, 06:20:08 AM
This mode is really great. My only suggestion is that Roll should be able to heal faster, and maybe have the heal beam as an altfire instead of a separate weapon.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 07, 2013, 03:18:05 PM
I second that, but CMM said he wouldn't be making anymore altfires. I don't know why he dislikes them so much.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CHAOS_FANTAZY on April 07, 2013, 03:40:37 PM
Quote from: "TheDoc"
I don't know why he dislikes them so much.
I know that part of it is to keep the game as simplistic and NES-esque as possible.  On an old NES you only had Jump and Shoot; if you actually had a healing-gun, you'd have to pause, switch weapons, then heal your teammates.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Kapus on April 07, 2013, 11:50:36 PM
Lego and I made a patch for this mode that changes Roll's skin into Mobile Roll. You can download it here. (http://goo.gl/e5V0D) Remember to load it after the SP demo!

Of course, this won't work online unless the server itself is hosting the patch.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Stardust on April 10, 2013, 02:03:31 PM
Did the idea of using the user created skins (http://mm8bdm.wikia.com/wiki/User_Created_Skins), so we don't need to resprite every gimmicks, has been already mentioned ?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Russel on April 10, 2013, 02:56:33 PM
Quote from: "Kapus"
...Of course, this won't work online unless the server itself is hosting the patch.

Wrong~!
This is a client patch, so if you were to go online with it, then it would work fine, you just can't autoload it from Doomseeker.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on April 11, 2013, 07:10:47 PM
Damn it, Mike! Why did you make Atomic Flames so addictive?  :lol:
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Hilman170499 on April 13, 2013, 01:30:08 PM
This is slightly old and I do not want to start an argument but:

(click to show/hide)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 13, 2013, 03:28:12 PM
Quote from: "Hilman170499"
1)Players that reached a checkpoint with low health.
E-Tanks, son.

2)Players that lost track of their save files.(may happen although not very likely)
Probably won't happen considering checkpoints automatically load after death, plus each save file has a picture of where they saved.

3)Players that cannot beat a boss in one life.
Well, that's just a matter of difficulty. Megaman is SUPPOSED to be difficult. Can't go complaining about the game being a challenge; that's what makes it fun.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: tsukiyomaru0 on April 13, 2013, 04:38:55 PM
Also, on checkpoints, this reminds me: Some of them causes intense client lag upon crossing them by yourself online. The most alarming one is the one after you cross the first bridge in Needleman.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on April 13, 2013, 07:28:38 PM
I'm pretty sure this was asked before but, if I want to play this offline, what are the settings I need to have?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 13, 2013, 07:48:57 PM
Quote from: "tsukiyomaru0"
Also, on checkpoints, this reminds me: Some of them causes intense client lag upon crossing them by yourself online. The most alarming one is the one after you cross the first bridge in Needleman.
I have been noticing brief pauses when the game autosaves in single player. Could it be related to that?

Quote from: "Knux"
I'm pretty sure this was asked before but, if I want to play this offline, what are the settings I need to have?
In the most recent release, simply selecting Single Player on the main menu should do the trick.


EDIT: I'm needing a request done. Can someone please send me a Doom Builder 2 UDMF configuration file for Zandronum? I have a brilliant idea for a map in mind but I cannot make it unless I have the configuration file. Thanks.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on April 14, 2013, 05:10:55 AM
That works, Beed. I'm having a total blast with it. I beat Needle Man with Cutter Arm (I'm using Bass), but it was tricky and it took me two tries. That E-Tank sure helped. Saved at the start of Toad Man's level.

I like that berserker route you took for Bass, Mike. It makes taking down bigger enemies much better (the giant flying met things in MMSPNEE).
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 14, 2013, 02:40:07 PM
I know it's a REALLY early time to ask, but do you have an estimated release date (or even month) in mind for the next release? I'm just having too much fun with this mod and I can't wait to see what new maps you have in store.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 14, 2013, 05:58:22 PM
This project is my second priory at the moment. I have a new project in the works as of a few days ago ;) That doesn't mean I won't be working on it, I'll probably switch on and off between each one.

I know you're all excited for more maps and stuff but as you can probably tell I put a lot of time and effort into each map, weapon, enemy, boss. It will take a while and I have no ETA yet. If you really can't wait, open up the example map try your hand at some of your own maps!
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Magnet Dood on April 14, 2013, 09:51:22 PM
Hey, uh, how do you get this whole GZDoom thing to work? It'd be great if you could put a tutorial or something for it.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 14, 2013, 09:54:34 PM
GZDoom? Mission Mode (or anything MM8BDM related, period) won't run on GZDoom because of ConsoleCommand (http://zdoom.org/wiki/ConsoleCommand).
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Magnet Dood on April 14, 2013, 10:04:05 PM
Huh.

So why can't I load these maps into Doom Builder using the standard setup without getting a whole bunch of error messages?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Dr. Freeman on April 14, 2013, 10:39:30 PM
You need GZDoom Builder because it uses some format thing. That took a while for me to figure out (And Lego telling me)
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: TheDoc on April 15, 2013, 10:06:09 PM
Quote from: "Beed28"
Anyway, Roll probably shouldn't spawn with the healing gun thingy in singleplayer since there are no other players for her to heal anyway.

This is what I was going to say. I was going to say that for singleplayer Roll needs to not have her heal gun, but I forgot. It just gets in the way, especially when you're in the heat of battle and you switch your weapon over just to start shooting the boss with a healing gun.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Laggy Blazko on April 16, 2013, 12:09:53 AM
Why doesn't this mod support sv_maxlives on survival?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Hallan Parva on April 16, 2013, 12:18:55 AM
Yeah, you get force spectated after you die. It's probably so you can take turns but otherwise it's OBNOXIOUS TO THE MAX


Otherwise, a multi-lived runthrough would be hilarious. 3 lives a pop just like in the games, crank it up to Extra Hard to burn through said lives...
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 16, 2013, 01:40:40 AM
Quote from: "Laggy Blazko"
Why doesn't this mod support sv_maxlives on survival?

Waiting for this to be implemented http://zandronum.com/tracker/view.php?id=1229 (http://zandronum.com/tracker/view.php?id=1229)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Laggy Blazko on April 16, 2013, 02:03:46 AM
That doesn't mean we need that spectate script. Currently sv_maxlives works on survival the same way it would work in any other mode. (I think there are a few bugs but they aren't usual)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 16, 2013, 12:39:31 PM
The spectate script is there so everyone playing survival can get a turn playing the game.
Title: Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
Post by: TheDoc on April 17, 2013, 12:07:37 AM
Quote from: "TheDoc"
Quote from: "Beed28"
Anyway, Roll probably shouldn't spawn with the healing gun thingy in singleplayer since there are no other players for her to heal anyway.

This is what I was going to say. I was going to say that for singleplayer Roll needs to not have her heal gun, but I forgot. It just gets in the way, especially when you're in the heat of battle and you switch your weapon over just to start shooting the boss with a healing gun.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TailsMK4 on April 18, 2013, 01:02:14 AM
Unless there was something I overlooked, survival is NOT supported on v1c. I ran a test server with v1b to double check on this issue, but on survival, when you pick a map, you enter the map as if the server did a map command, instead of instantly like in Cooperative. I also had a server crash when Needleman was beaten on v1c survival. V1B does not have this issue, though.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 22, 2013, 02:53:01 PM
After another playthrough, I noticed something that bugs me a lot; the flying enemies often attack you from behind with little to no warning, and they respawn to boot. This is especially notable since they don't even drop anything at all; prehaps make them drop small health every once in a while?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 23, 2013, 11:13:39 PM
Respawning enemies purposely don't drop items so you can't farm health. A mechanic I didn't like in megaman. I'll probably add sounds to these enemies but I couldn't come up with a good one for tellys spinning.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: fortegigasgospel on April 23, 2013, 11:16:40 PM
Maybe a "wirr wirr wirr wirr" or a "weeeyuuu weeeyuuu"
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 23, 2013, 11:39:42 PM
Yeah I had trouble finding an 8-bit sound that didn't sound like something else from the game :(
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CHAOS_FANTAZY on April 23, 2013, 11:42:23 PM
Honestly, the Tellies drift through the air so slowly that I have no problem spotting them before they're right on top of me.  It's like a fair trade, actually—the Bladers get to move faster but they make noise too.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 24, 2013, 12:29:48 AM
But the Yambow enemy in Needle Man's stage annoyingly doesn't make a sound either, and they move faster than the Tellies.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: tsukiyomaru0 on April 24, 2013, 12:39:41 AM
How about do this: if non-respawning enemies have a 1/10 (non-accurate number, only for example) chance of dropping an item, why not make the respawning ones have 1/20 or 1/40 then, and have them have a very low chance (1/8 chance of a normal enemy) of dropping a large health/weapon energy capsule?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Stardust on April 24, 2013, 07:10:08 AM
Actually Tsuki, it depends of if you'd like to farm the enemies to earn capsule items.
And even with low probability of drop, some players will still come back to thrash some gimmicks to recover.
So, by not setting the respawning enemies to drop, you're sure that people won't tend to recover from enemies. Anyway I agree it would be a kind of cheating...
Forget my arrogance but how is Napalm Man's stage doing ?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: tsukiyomaru0 on April 24, 2013, 06:15:13 PM
Well, it was a tradition among Mega Man games, to head back and forth to farm recovery. Plus, it's reasonable, as some enemies bosses can kill you in few seconds even if you have full health.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Ivory on April 24, 2013, 06:19:17 PM
Tradition doesn't justify it as a reasonable mechanic however. waiting for enemies to spawn and then farming items off of them has always been my most hated part of playing classic Mega Man games.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on April 24, 2013, 06:45:05 PM
Am I the only one that ever ran out of crash bombs at the boobeam trap? It's enough to scar you for life!
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 24, 2013, 06:54:12 PM
Quote from: "CutmanMike"
Am I the only one that ever ran out of crash bombs at the boobeam trap? It's enough to scar you for life!
Don't forget running out of Bubble Lead for the Alien (especially if you used it beforehand against Picopico-kun and the Heat Man refight). That's an even worse fate.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Stardust on April 24, 2013, 08:39:51 PM
Quote from: "tsukiyomaru0"
Well, it was a tradition among Mega Man games, to head back and forth to farm recovery. Plus, it's reasonable, as some enemies bosses can kill you in few seconds even if you have full health.

Forgive my unawareness, but except in the Mega Man X series where you can farm health to fill the Energy Tanks, I was actually wondering how and why would you recover ? In all my classic Mega Man experience, except when I do the "use all the ammo of all the weapons and then use the buster to rebuild each weapon" challenge, I never had to recover... you know pretty much that you'll restart right in the hall before the boss in the case where the boss anihilates you. And you'll have full health, and won't be able to go before the door, so... so do you have an example of situation where you could and would recover ?

EDIT : Completly unrelated to the above : but can some custom maps made by some people else than Mike be imported into the official Mission Mode ?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: SmashTheEchidna on April 24, 2013, 09:07:42 PM
Quote from: "CutmanMike"
Am I the only one that ever ran out of crash bombs at the boobeam trap? It's enough to scar you for life!

Trust me, Mike. You are NOT the only one. .___.;
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Rozark on April 24, 2013, 10:56:18 PM
Quote from: "CutmanMike"
Am I the only one that ever ran out of crash bombs at the boobeam trap? It's enough to scar you for life!

Please.
Don't remind me.
This is one of the gaming experiences I wish to forget.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 24, 2013, 11:05:43 PM
Yes, easily the worst boss in the entire Mega Man franchise ever. (http://www.themmnetwork.com/2012/07/22/a-critical-look-at-mega-man-2-stages-dr-wily-stage-4/) What were you thinking, making it so that a no damage run is impossible without exploiting the pause glitch, and then making it vulnerable only to a weapon with VERY finite ammo.

Anyway, we're going way offtopic here. Has anyone tried my custom Boss Rush map over in the co-op fan maps thread?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: fortegigasgospel on April 24, 2013, 11:26:58 PM
You all do realize it is near impossible to beat Boobeam trap in one life.
The ONLY way to do it is to place the bombs in an exact spot that it destroys a turret and a wall at once. And it only works for 2. Which would result in having just enough ammo. Thats why it doesn't have a shutter door, so you CAN get ammo before returning to it.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Magnet Dood on April 24, 2013, 11:47:58 PM
Yes, because having a difficult boss in a game isn't fun.

Seriously, everyone complains that Mega Man 2 is too easy, and yet when they hit the Buebeam Trap, they go ballistic and say the boss is almost impossible. It isn't that hard, and losing a life and regaining energy isn't the end of the world.

But anyway, to answer Stardust's question, no, any fanmade co-op map will not be added to the core. Mike made this clear quite a few times.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Dr. Freeman on April 25, 2013, 12:08:07 AM
Quote from: "Magnet Dood"
Yes, because having a difficult boss in a game isn't fun.

Seriously, everyone complains that Mega Man 2 is too easy, and yet when they hit the Buebeam Trap, they go ballistic and say the boss is almost impossible. It isn't that hard, and losing a life and regaining energy isn't the end of the world.

But anyway, to answer Stardust's question, no, any fanmade co-op map will not be added to the core. Mike made this clear quite a few times.

It's not the fact that it's difficult, and it's not just that you die that makes the boss so frustrating. First off, the only way to can kill it is to use an already sorta awful weapon with very limited ammo, combine the crazy amount of sprite flicker that comes with the boss leads to attacks you can't possibly see coming until there's one or two cannons left.

That and dying is fine, farming for Crash Bomb ammo against Rider Joes (or whatever they're called) is not fun.
Farming for ammo is never fun in any game. Unless tellies show up or something, and you have a energy balancer.
And Jewel Satellite.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 25, 2013, 12:19:16 AM
Quote from: "Beed28"
Anyway, we're going way offtopic here. Has anyone tried my custom Boss Rush map over in the co-op fan maps thread?

I think there should be a reward for slaying a boss in that map. Maybe refill all their weapons? Besides that, works fine for me. (I have a server up with the boss rush if anyone is interested)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on April 25, 2013, 03:24:59 PM
Quote from: "CutmanMike"
Am I the only one that ever ran out of crash bombs at the boobeam trap? It's enough to scar you for life!
Just one of the reasons why MM2 is my least favorite of the series.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TailsMK4 on April 25, 2013, 10:12:52 PM
Great...I tried to solo run Toad Man as Roll (on v1b since survival does not work on v1c), and when I destroyed the Escargoo in the area with the second secondary switch (not the one in the waterfall), the teleporter did not work for me. A great run was wasted...
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ServantofCygnus on April 26, 2013, 06:58:31 PM
Quote from: "Knux"
Just one of the reasons why MM2 is my least favorite of the series.
Quote from: "Knux"
one of the reasons why MM2 is my least favorite of
Quote from: "Knux"
why MM2 is my least favorite o

Quote from: "Knux"
MM2 is my least favorite
Charging proton cannon, stand still a sec.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Ivory on April 26, 2013, 07:01:07 PM
Hey, MM2 is pretty up there with my least favorite games of the series too. :ugeek:
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ServantofCygnus on April 26, 2013, 07:04:37 PM
Quote from: "Ivory"
Hey, MM2 is pretty up there with my least favorite games of the series too. :ugeek:
Still charging.
Go stand infront of him would ya?  :evil:
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Tengu on April 26, 2013, 07:07:58 PM
Me three. I think its the fact that 2 is so.... I don't know what the word is. Say Megaman to someone and they immediately say "Megaman 2 is my childhood!!" Its like saying Pokemon to someone and they say "Pikachu bulbasaur omg!!"
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: LlamaHombre on April 26, 2013, 07:09:26 PM
MM2 had a lot of great ideas but a lot of them were poorly executed in the grand scheme of things. Wily 4 in that game is easily my least favorite part of every single video game I've ever played combined, so it's not a downright broken game but it's not one that deserves the mounds of praise it does. It still beats out MM4 and X5 in terms of which one I'd go back to replay first, but only for the novelty of it. Every time I play it, it just seems to cram more things I find irritating in my face.

Heat Man ironically enough is my favorite stage in this mod because of the various ways the lava level changes the situation and how satisfying it is both to go through as a speed run and as a collector's run.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Gumballtoid on April 26, 2013, 07:11:58 PM
Mega Man 2 is overrated and, aside from the diversity of the Robot Master roster, isn't all that noteworthy to me. I prefer Mega Man 3 far more.

I would always do Needle Man's stage first in Mega Man 3, and I especially love his stage in this mod as it takes the linearity of the original stage and throws it out the window, emphasizing more on exploration in a large, maze-like city, throwing switches to allow the party to proceed.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Dr. Freeman on April 26, 2013, 07:12:35 PM
I basically agree with everything Labada said. Except I like Megaman 4, but opinions whoa.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Ivory on April 26, 2013, 07:15:06 PM
I give MM2 the respect it deserves. It did refine the system that MM1 started. It was the reason why the series didn't get canned by Capcom, but that's about it. Every other game refined what MM2 started and progressed further. Stupid crap like the boobeam trap and alien wily only being weak to a single special weapon with no way of gaining more ammo in battle is extremely poor game design. Which is basically the problem, MM2 was full of poor design. That's why I'm not fond of it.

MM2 is fine for what it is, and if it's your favorite game of the series, kudos to you. If someone doesn't like it, no reason to threaten anyone with charging your proton cannon.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on April 26, 2013, 08:20:16 PM
Quote from: "ServantofCygnus"
Charging proton cannon, stand still a sec.
I don't dislike MM2 because it might be considered overrated. It's pretty much what Llama stated. Great ideas, poor execution. I still like Wood Man's stage, though. Wood Man himself is full of incredible why without Atomic Fire though.

Still, we really got off-topic here. I wonder how that Napalm Man stage is coming along.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 28, 2013, 10:46:26 PM
I can't open up the maps from this particular mod in Doom Builder 2. When I try, this is what I get.

(click to show/hide)

which is normal except for the fact that it says there is no map to open. When I check it in Slade, there is a map. I would've posted this in the mapping tutorial, but it's only the maps from this mod, so I thought what the heck?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 28, 2013, 11:41:04 PM
The maps are in UDMF format for Zandronum, but Doom Builder II only ships with the configuration files allowing it to read and write UDMF map formats for ZDoom and Legacy, not Zandronum. I had to hack together my own configuration file for UDMF format for Zandronum.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on April 29, 2013, 12:49:23 AM
Quote from: "Beed28"
I had to hack together my own configuration file for UDMF format for Zandronum.

Could-could I see that? :)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on April 29, 2013, 12:24:49 PM
Quote from: "TheDoc"
Quote from: "Beed28"
I had to hack together my own configuration file for UDMF format for Zandronum.

Could-could I see that? :)
Alright. Save everything in this spoiler as Skulltag_DoomUDMF.cfg and put it into your Configurations folder inside the base Doom Builder 2 folder. You'll need to set it up for MM8BDM editing again, but only for this new format.
(click to show/hide)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Hallan Parva on April 29, 2013, 06:02:23 PM
why don't you just use GZDoom Builder


I can look at the maps fine using that :I
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on May 03, 2013, 02:32:54 AM
Will you change the weaknesses of the current 4 bosses to fit the last 4 or will you pull an MM3 and make 2 separate boss weakness chains? I'm hoping you do the first.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: fortegigasgospel on May 03, 2013, 03:35:22 AM
MM3 wasn't the only game to do that. The first 4 game boy games all did as well. In some a weapon from the first set may help against a boss in the second.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ServantofCygnus on May 03, 2013, 05:36:19 PM
CMM, you're doing MM5-8 bosses for the other four slots, correct?
Well, I have a suggestion:
Either MM9-10 bosses in the fortress stages (if there are any)
Or a Weapons Archive with only 9-10 bosses
If there's a final boss, I highly suggest Wily Machine 10- damn that was hard.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on May 03, 2013, 05:57:46 PM
I would also like to see Wily Machine 10, if only for the pirate ship motif. It would be cool to see, and its music theme is already in the MM8BDM core.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: FTX6004 on May 03, 2013, 06:12:24 PM
Quote from: "ServantofCygnus"
Either MM9-10 bosses in the fortress stages

I agreed with you i really want to see MM9-10 robot masters in the fortress stages and i would like if one of the Megaman Killers is the 3rd fortress boss.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ServantofCygnus on May 03, 2013, 08:15:44 PM
My votes:
Splash woman (most special MM9 RM)
Commando man (because BOOM)
Then probably Enker from Flashman (campaign) buffed with new attacks.
Robot master rematch.
Wily Machine 10
Then probably some boss CMM is going to make because taking everything from canon games is boring
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on May 03, 2013, 08:20:30 PM
I'm excited to see what CutmanMike does with the Wily Castle bosses without wasting potential by including MM9 and MM10 Robot Masters. The Mecha Dragon would be good to see, for example.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on May 03, 2013, 08:42:30 PM
Quote from: "TheDoc"
Will you change the weaknesses of the current 4 bosses to fit the last 4 or will you pull an MM3 and make 2 separate boss weakness chains? I'm hoping you do the first.

Sooooooo yea
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ChaoticChao on May 03, 2013, 09:33:01 PM
If there is going to be Napalm, why add commando?
Anyways, for MM10 I would like to see strike or nitro. They are fairly unique.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Stardust on May 04, 2013, 06:44:19 AM
Because he has an amazing weapon ? =w=
The real question would be, "will MM9-M10 stuff be added ?" for the first finished version ?
If the Mission Mode project goes further than expected, let's say that there'll be chapters with stages for EVERY Robot Master (kyaaaa), MM9/10 Robots should have their own, and not simply have them as mini fortress bosses =w= After I saw Knux's Commando Man Deathmatch, I wondered how amazing would be his stage. Filled with lots of sandstorms and death pits.... yeah, ha ha ha

EDIT : What Beed28 said

EDIT2 : Haaaa sorry for making you repeat CMM, I won't do it anymore. <_< ; >_>
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on May 04, 2013, 02:38:03 PM
I'm not sure if he said this already, but I'm guessing CMM isn't going to do all of the RMs stages himself. He's just doing one from each game. If you want more RM stages, then those will have to come from the Fanmade Co-op Map List (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=5565) thread.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on May 04, 2013, 08:22:45 PM
I thought I already cleared this up but I'll say it once more anyway: My project will have eight robot masters, each one from each Mega Man game 1 to 8. We already have cutman, heatman, needleman and toadman so that's 1,2,3,4 done, the next set will be from 5,6,7,8. I haven't decided what I'm going to do with the wily stages yet but I was thinking instead of just focusing on replicating some of the wily stages from 9 or 10, just make originally wily stages that compliment the enemies I've already made and come up with some new bosses.

Quote from: "TheDoc"
Will you change the weaknesses of the current 4 bosses to fit the last 4 or will you pull an MM3 and make 2 separate boss weakness chains? I'm hoping you do the first.

The weakness chain is subject to change. I want it to make as much sense as possible (capcom-sense that is) but I won't do it like Mega Man 3 cause that was just weird.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Dimpsy on May 04, 2013, 11:37:10 PM
Okay, so, instead of having 9 and 10 Robot Masters in Wily Castle, why not this?

After the initial 8 main Robot Masters are defeated, 4 more become selectable, taken from Mega Man 9, 10, Bass, and maybe Bass 2 (The Wonderswan Title).
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: fortegigasgospel on May 04, 2013, 11:49:37 PM
Quote from: "VirtualSonic43"
and maybe Bass 2 (The Wonderswan Title).
As one of the few people in this community who doesn't think the game is horrible, I'll admit that is likely not a good idea, due to the majority of the community's view of the game.
World V may be a better choice. Being much more popular.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: SaviorSword on May 05, 2013, 12:13:58 AM
Wily is just Wily, he doesn't really have a "theme" per game more often than not. I believe that those stages shouldn't be bound to just ONE game only. Heck, Wily's stages also revisits themes from the Robot Master stages and it's more of a everythin' goes kind of deal.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: SmashTheEchidna on May 05, 2013, 12:15:19 AM
Which is actually why I was thinking of suggesting to use Wily stage textures from various games instead of just from 9-10.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on May 05, 2013, 12:34:47 AM
Quote from: "VirtualSonic43"
Okay, so, instead of having 9 and 10 Robot Masters in Wily Castle, why not this?

After the initial 8 main Robot Masters are defeated, 4 more become selectable, taken from Mega Man 9, 10, Bass, and maybe Bass 2 (The Wonderswan Title).

Quote from: "CutmanMike"
My project will have eight robot masters.

Quote from: "CutmanMike"
My project will have eight robot masters.

Quote from: "CutmanMike"
My project will have not twelve, eleven, ten, or even nine robot masters.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on May 05, 2013, 12:38:34 AM
Kinda looking foward to see what Wily Castle bosses he will choose. Not Robot Masters, not Mega Man Killers, and not the bosses that already appeared in MM8BDM's main campaign mode (so no Yellow Devil, no Guts-Dozer, no Metool Daddy, etc.)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Magnet Dood on May 05, 2013, 01:34:06 AM
Quote from: "CutmanMike"
I haven't decided what I'm going to do with the wily stages yet but I was thinking instead of just focusing on replicating some of the wily stages from 9 or 10, just make originally wily stages that compliment the enemies I've already made and come up with some new bosses.


*cough wheeze*

I'd like to see Wily stages from 1-8 if you were replicating them, though.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on May 05, 2013, 03:04:57 AM
I'm as excited to see what CMM does with the Wily stages as everyone else, but right now, I'm just hoping the last 4 RMs come out okay. I've been DYING to see what CMM will do with these last 4 stages.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on May 05, 2013, 02:16:22 PM
Don't die for a while then, I still haven't finished napalm man's stage! (the enemies are all done though)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Dimpsy on May 06, 2013, 10:39:19 PM
Quote from: "fortegigasgospel"
Quote from: "VirtualSonic43"
and maybe Bass 2 (The Wonderswan Title).
As one of the few people in this community who doesn't think the game is horrible, I'll admit that is likely not a good idea, due to the majority of the community's view of the game.
World V may be a better choice. Being much more popular.
World V was going to be my choice, but I quickly forgot about it. So Bass 2 was a last-minute choice, but if it isn't World V, I suggest the Wily Tower Robot Masters too.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: dylstew on May 09, 2013, 01:04:32 PM
It crashes for me a lot :/.
It's pretty damn cool, but you should make a better hit indication on enemies.
It doesn't really seem like you're doing damage at all.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Stardust on May 09, 2013, 01:38:15 PM
Try reducing some parameters that could make the game goes slower : use a lower game resolution. You could also delete some useless processes on your computer.
There was that punchy hit sound on the originals Mega Man games, used on the enemies of this modification, so it's quite fun to have this cue. Otherwise, the only other thing that could show the pain indication is that flash when you hit a NES Robot Master. Honestly I don't think anything else is needed.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: dylstew on May 09, 2013, 02:20:31 PM
Quote from: "Stardust"
Try reducing some parameters that could make the game goes slower : use a lower game resolution. You could also delete some useless processes on your computer.
There was that punchy hit sound on the originals Mega Man games, used on the enemies of this modification, so it's quite fun to have this cue. Otherwise, the only other thing that could show the pain indication is that flash when you hit a NES Robot Master. Honestly I don't think anything else is needed.

I don't hear a hit sound at all, I just see barely visible blood and that's it.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on May 09, 2013, 02:31:35 PM
Blood? There isn't any blood. The only "blood" that appears is a white flash effect sprite of sorts.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: dylstew on May 09, 2013, 02:40:55 PM
Quote from: "Beed28"
Blood? There isn't any blood. The only "blood" that appears is a white flash effect sprite of sorts.

Here's a recording of what i see ,recorded with fraps:

http://www.youtube.com/watch?v=Ngt1YwJQ ... e=youtu.be (http://www.youtube.com/watch?v=Ngt1YwJQ6Is&feature=youtu.be)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Russel on May 09, 2013, 06:24:14 PM
Set your blood type from particles to sprites. Doing so will change the effect to white pain-sprite effects and they will be white.
This setting will be implied on my changes to the mod.

Speaking of which, I had a very successful testing session last night. I predict release shortly after I get home this evening...but again can't promise anything, as something might come up.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TailsMK4 on May 09, 2013, 07:51:50 PM
I tried to join the session last night, but since the wad likely was only passed out to certain people, I couldn't get in. Ah well, hope the release turns out fine.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Hallan Parva on May 10, 2013, 12:34:06 AM
I've given up on Duo and abandoned him at the local orphanage.


Dark Man is my new son. :ugeek:
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on May 10, 2013, 12:45:34 AM
Aww, poor Duo! What did the poor guy ever do to you? :cry:
So when can I get my hands on this masterpiece?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Ukiyama on May 10, 2013, 12:51:08 AM
"this evening...but again can't promise anything, as something might come up." .... I guess probably sometime soon >_>
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on May 10, 2013, 12:51:55 AM
Dang, that means I'll have to wait for tomorrow for my side.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Russel on May 10, 2013, 01:40:31 AM
Well, I guess that was a fun trip~

I present: Mission Mode: Strength in Numbers
This mod adds four additional classes for the players to choose from.
These classes are:
Duo
Doc Robot
Darkman
Fakeman

I have made several other changes based on what I thought would need to be changed in actual core Mission Mode.
The changes include optimization of certain code sections, globalization of the weapon get code, and even down to slight
things like changing the skins of Bass and Roll.
Full changelog (including the added classes)
(click to show/hide)

Without further ado, I give you Mission Mode: Strength in Numbers (http://static.best-ever.org/wads/mmspsin-v1a.pk3)
I hope that I don't have to reupload this five minutes after posting this
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on May 10, 2013, 03:18:52 AM
The only class I've tried out so far is Docrobot ( :mrgreen: ) and I LOVE it. However, there are a few things.
1.) The Gargantuan Cutter kills and Escaroo in 2 hits....OP much?
2.) I tried to use the Atomic Wave to ram a gyotot (piranha) and it didn't seem to do any frontal damage until after the attack....
3.) After I killed Toadman, a message popped up saying
Code: [Select]
ACS: I don't know what SURPRISERAIN is,then it didn't give me the weapon. The weapon get animation played, but I didn't have the weapon, nor did the weapon room say I did, nor did it say I even killed Toadman. I had to give myself SurpriseRainWep.
4.) If you throw the Gargantuan Cutter into the sky, you have to wait FOREVER for it to reappear in your hand. Maybe you could say when the projectile dies, you can refire again?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Russel on May 10, 2013, 03:25:23 AM
1.) Blame Uki
2.) Wait...I think that can't be fixed. Transfer Heights blocks explosions.
3.) Fixed in v1b-1
4.) Fixed ""

It would be greatly appreciated if you moved all discussion about my changes to this thread (http://cutstuff.net/forum/viewtopic.php?f=31&t=5642) so as to not clutter this one up too much.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on May 12, 2013, 07:49:55 PM
While I was fighting Heat Man as Bass, I noticed that Rain Torrent (or whatever Bass's Toad weapon was named) doesn't do any damage to Heat Man. Any idea why this happens? I still made quick work of him with Needle Sprayer, though.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Korby on May 12, 2013, 07:53:36 PM
Weapons that are not the master's weakness vary in power against certain robot masters. For example, hitting Cutman with a Needle weapon does no damage because it's the opposite of the weakness chain.

That's what it seems like staring at the code, anyway.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Beed28 on May 12, 2013, 08:11:41 PM
Except it makes no sense that any of the weapons gained from Toad Man does no damage when BUBBLE LEAD was his weakness in Mega Man 2.

I'm sure it will be fixed in the future, though, since when CutmanMike adds in the rest of the Robot Masters, he'll have to rework the weakness chain.
I'm toadally (ow) calling Napalm Man's weapons becoming Toad Man's new weakness, since he was weak to Drill Bomb in Mega Man 4.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Magnet Dood on May 12, 2013, 11:46:39 PM
Korby hit the nail on the head.

Toad Man's weak to Heat Man.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: fortegigasgospel on May 13, 2013, 12:16:55 AM
But even in the main games very rarely are bosses immune to even their weaknesses, or even their own powers.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on May 13, 2013, 04:44:35 PM
Oh right, I forgot Toad was weak to Heat, hurr. Still feels weird, though.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Emmanuelf06 on May 14, 2013, 01:59:33 AM
Quote from: "Knux"
Oh right, I forgot Toad was weak to Heat, hurr. Still feels weird, though.

Let's get....toad for dinner?.... hurg... °_°
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Knux on May 14, 2013, 03:11:03 PM
No, it's a well known fact that amphibians need to stay wet. I even studied this in Life in the Past this semester.  :|

Casting college aside, I never actually understood Mizzile's sprites. It's been a while since I played MM5.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: kuja killer on May 22, 2013, 05:14:47 PM
This probably already has been brought up by someone on this thread, but i dont wanna try going through over 40 pages to see if there's been a response to it or not. but..

Roll's healing really needs to be fixed. Well i hope it can be fixed on the next version. It almost never works most of the time no matter who you use it on.

So many times im on those online servers, i wanted to try roll, and use up more than half the whole healing lifebar... or the entire thing ..and never manage to heal someone at all... or only 1 or 2 little "hits" on people.

The "hit detection" for it is really poor. It only just works when it feels like it.
------------------
Also -- what do those Protoman whistles mean whenever i find one in any of the stages ?? I never notice anything new happen anywhere. I just see "a secret is revealed"

There may be a W-Tank, or E-tank there.. but i thought something else was supposed to happen.
-----------------

Is there any point at all to defeating all the enemies in a level ?? When looking at the automap .. it says xx of xx enemies defeated. I once got 100% completion in Cut man.. like 56 of 56 enemies or whatever.

Is it just "for show" ??
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: xColdxFusionx on May 22, 2013, 07:05:20 PM
Quote from: "kuja killer"
This probably already has been brought up by someone on this thread, but i dont wanna try going through over 40 pages to see if there's been a response to it or not. but..

Roll's healing really needs to be fixed. Well i hope it can be fixed on the next version. It almost never works most of the time no matter who you use it on.

So many times im on those online servers, i wanted to try roll, and use up more than half the whole healing lifebar... or the entire thing ..and never manage to heal someone at all... or only 1 or 2 little "hits" on people.

The "hit detection" for it is really poor. It only just works when it feels like it.

You were probably playing Strength in Numbers (the modded version). Lego himself has no idea what happened when he ported the code over; apparently something got screwed up. For the time being, I discovered a good tactic is to aim at the floor in front of the target. A bit wonky, yes, but we have to work with what we have until things get fixed.

Quote from: "kuja killer"
Also -- what do those Protoman whistles mean whenever i find one in any of the stages ?? I never notice anything new happen anywhere. I just see "a secret is revealed"

There may be a W-Tank, or E-tank there.. but i thought something else was supposed to happen.

It's a cosmetic thing. It's supposed to be like the big loud "DUN" that plays whenever you find a secret area in Doom; nothing really happens. You just find some cool loot.

Quote from: "kuja killer"
Is there any point at all to defeating all the enemies in a level ?? When looking at the automap .. it says xx of xx enemies defeated. I once got 100% completion in Cut man.. like 56 of 56 enemies or whatever.

Is it just "for show" ??

It's pretty much just for completionists who want to get 100%.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TheDoc on May 26, 2013, 09:20:16 PM
Out of curiosity, what difference(s) are there between a vanilla weapon and its SP counterpart? For example, how do NeedleCannonWep and NeedleCannonWepSP differ besides the fact that Auto actually says something if you equip an SP weapon?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Russel on May 26, 2013, 09:35:20 PM
SP weapons generally have +BLOODSPLATTER on their projectiles and Auto's messages are hard coded into the map itself.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Superjustinbros on July 17, 2013, 03:43:58 AM
I'm wondering if it'd be possible that sometime following the first Mission Mode's completion, we could do a sequel with 8 different Robot Masters and a new set of castle stages.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ZeStopper on July 17, 2013, 05:45:18 AM
The problem is deciding the robot masters is going to be hard. Another problem is time, adding all these enemies and masters and maps is going to take roughly 2 months unless the whole community helps in a way. There is still a possibility that it can be made.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Superjustinbros on July 19, 2013, 11:39:29 PM
I was thinking of strategies to deciding the masters, mostly based around the type of weapon the player acquires (Rapidfire, shield, area of effect, explosive, etc.) the theme (Bladed, Water, Fire, Earth, Electricity, Light, Ice, Plant, etc) the colors of players when equipped, and the general setting of each Master's level (indoors, outdoors, factory/warehouse, among others).
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: sonichero123 on July 28, 2013, 02:07:33 PM
PLAYPAL not found.  What should I do?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: ZeStopper on July 28, 2013, 05:38:06 PM
Quote from: "sonichero123"
PLAYPAL not found.  What should I do?
Are you using Zandorum to launch?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Carprillo on May 18, 2014, 11:36:09 PM
(( Hey admin, you may want to close this thread. Pretty sure it's dead. Once it's closed or I am told it won't be closed, I'll delete this. ))
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: LlamaHombre on May 18, 2014, 11:41:24 PM
You don't really need to bump threads solely to say that they're dead. Leaving them alone is even more efficient, if you ask me. :|

Not really sure what Mike is still doing with this so I'm keeping it open for the time being.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on May 18, 2014, 11:58:32 PM
Yeah please don't bump old topics in the future. But while I'm here I may as say whats going on with it.

I'm not working on this anymore. Maybe when the MM8BDM dev team has nothing else to do we can work on implementing a version of this into the core build, but until that happens I have no interest in just making another mod for MM8BDM. My reasoning is because it's a lot of work for one guy to do for it to just be modded and have the vanilla product brushed aside by addons. I included a map template for people to make their own adventures but it seems like people only have interest for piling on classes and stuff for the levels I already created. Sorry if it comes off as selfish but the community is more than capable of making singplayer stuff as good and potentially better than me alone.

I'll keep it open in case people have any questions about the vanilla product or the template.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Tfp BreakDown on May 19, 2014, 12:04:19 AM
May I ask how much of napalm was completed? (If you don't mind answering)
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on May 19, 2014, 12:08:37 AM
Literally built a waterfall and a cave and ran out of ideas. Most of the enemies (sprites and code) were done though.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Flare Blitz on June 17, 2014, 05:06:02 PM
I think I can help with the mapping part of Napalm Man.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Linnie on June 17, 2014, 05:58:01 PM
Quote from: "Flare Blitz"
I think I can help with the mapping part of Napalm Man.
I think TailsMK4 is in charge of any further Mission Mode maps, you should talk to him about it.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: Flare Blitz on June 17, 2014, 07:53:51 PM
@Linnie OK.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: William0918 on June 30, 2014, 09:20:32 PM
Are you going to update this to make it compatible with v4a?
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: TailsMK4 on June 30, 2014, 10:51:35 PM
It pretty much already has, though people don't rename the wads to show this.
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: NinjaBrad on July 05, 2014, 09:01:27 PM
Quote from: "TailsMK4"
It pretty much already has, though people don't rename the wads to show this.

Sorry to say, atleast when I Try, it returns with a

Script error, "MMSP-PublicDemo1c.pk3:sbarinfo" line 21:
'MrXTeamFlag' is not a type of inventory item.

I do not know if this is something easily fixed, But I would appreciate it, I kind of wanted to take a look at the template
Title: Re: [Expansion] Mission Mode V1C Released!
Post by: CutmanMike on July 05, 2014, 10:49:31 PM
I have updated Mission Mode to V1D. This update fixes a few things which made it incompatible with MM8BDM V4. I haven't tested it online or anything but it should be working a-ok. Let me know of any bugs you find.

https://mega.co.nz/#!6FY0QBwZ!6x-czJprs ... AVVFbi9BIs (https://mega.co.nz/#!6FY0QBwZ!6x-czJprs0kimj2nPsCrMmIpMrMpoolvBAVVFbi9BIs)
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: TailsMK4 on July 06, 2014, 01:29:26 AM
Honestly surprised to see an update to this mod. The SIN update for some reason doesn't work on Best Ever, so I guess I'll give this a quick test to see if it works. Because of the fact this only has four classes, though, I know people will not be interested at this time...but that may hopefully change soon. It depends if people are willing to do some mapping, if they are already provided enemies to work with, which has been my focus for a while now.

EDIT: Enemies do not spawn normally except in Single Player. Even offline Cooperative doesn't have enemies, and I've tried this by selecting a stage in the HUB map first. Of course, enemies spawned from scripts still spawn (including the bosses), and I also noticed that the Hyper Cutters in Cut Man's stage also spawn normally. To be honest, though...I've had this problem the entire time I've tried to spawn enemies normally like other power-ups on the maps. I'm probably just going to suggest new map makers make enemies appear by script, unless there's some secret to the enemies appearing in Single Player as opposed to some other mode.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Joseph Collins on July 11, 2014, 08:26:42 AM
Quote from: "TailsMK4"
The SIN update for some reason doesn't work on Best Ever
That's because he forgot the www on the URL.  I had to manually find the file myself, but I got SiN v1e.  Haven't played it at all though.  I really should one of these days...
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: CutmanMike on July 11, 2014, 02:23:20 PM
Quote from: "TailsMK4"
EDIT: Enemies do not spawn normally except in Single Player. Even offline Cooperative doesn't have enemies, and I've tried this by selecting a stage in the HUB map first. Of course, enemies spawned from scripts still spawn (including the bosses), and I also noticed that the Hyper Cutters in Cut Man's stage also spawn normally. To be honest, though...I've had this problem the entire time I've tried to spawn enemies normally like other power-ups on the maps. I'm probably just going to suggest new map makers make enemies appear by script, unless there's some secret to the enemies appearing in Single Player as opposed to some other mode.

Make sure sv_nomonsters is off.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Blaze Yeager on July 11, 2014, 02:32:45 PM
Also, Mike.

You kinda forgot to update the weapons for the new ACS. it doesn't refill ammo.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Max on September 02, 2014, 02:33:20 PM
Could the completed Napalm resources (eg. sprites and enemies) ever see public release? Just to be used by other people, of course.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: TailsMK4 on September 03, 2014, 04:01:16 AM
Quote from: "Max"
Could the completed Napalm resources (eg. sprites and enemies) ever see public release? Just to be used by other people, of course.

I was thinking of asking this myself if I ever get around to doing MM5 enemies. That was quite far in the future, though, considering I'm only almost done with the MM1 enemies...
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Knux on September 03, 2014, 05:11:52 AM
(http://i.imgur.com/T6u49Pz.png)

Feel free to use this Mizzile rotations sheet I made back when Mike asked everyone to help.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: CutmanMike on September 03, 2014, 05:10:48 PM
Quote from: "Max"
Could the completed Napalm resources (eg. sprites and enemies) ever see public release? Just to be used by other people, of course.

Very well, since I don't plan on ever finishing this off. Here's my work in progress version of the resources, no idea if they actually work with v4 or not since I haven't touched them in ages. Includes the sprites, sounds and code for the enemies which probably needed testing online so be careful.

https://www.dropbox.com/s/uty8a6nt7r26d ... d.pk3?dl=0 (https://www.dropbox.com/s/uty8a6nt7r26df4/singleplayer_unfinished.pk3?dl=0)

There's a couple of enemies I didn't finish and therefore the sprites aren't in the pack. I forgot who made the graphics for the others, sadly I didn't keep the CREDITS lump up to date. I know I made the sprites for Yudon(or Yadon?) though.

Edit: Apparently I didn't make the Yudon, Copy did. My bad!
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: SmashTheEchidna on September 03, 2014, 05:28:14 PM
Quote from: "Knux"
(http://i.imgur.com/T6u49Pz.png)

(http://i.imgur.com/IvZhuZ6.png)

I don't know why, but this ALWAYS looked like a face to me. Like some creepy, lumpy, uncanny head with a :| face. Or like an easter island head or something. (I guess the extra | was its nose or something, I don't know.)

It wasn't even until I zoomed in on the sprite when I noticed it had ACTUAL eyes.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: -FiniteZero- on September 03, 2014, 05:52:07 PM
Quote from: "SmashTheEchidna"
Quote from: "Knux"
(http://i.imgur.com/T6u49Pz.png)

(http://i.imgur.com/IvZhuZ6.png)

I don't know why, but this ALWAYS looked like a face to me. Like some creepy, lumpy, uncanny head with a :| face. Or like an easter island head or something. (I guess the extra | was its nose or something, I don't know.)

It wasn't even until I zoomed in on the sprite when I noticed it had ACTUAL eyes.

THOSE ARE EYES?!

Well then. My mind has just been blown. I also thought that the top of it was its face.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: fortegigasgospel on September 03, 2014, 11:09:41 PM
Quote from: "-FiniteZero-"
Quote from: "SmashTheEchidna"
Quote from: "Knux"
(http://i.imgur.com/T6u49Pz.png)

(http://i.imgur.com/IvZhuZ6.png)

I don't know why, but this ALWAYS looked like a face to me. Like some creepy, lumpy, uncanny head with a :| face. Or like an easter island head or something. (I guess the extra | was its nose or something, I don't know.)

It wasn't even until I zoomed in on the sprite when I noticed it had ACTUAL eyes.

THOSE ARE EYES?!

Well then. My mind has just been blown. I also thought that the top of it was its face.
Show of hands who never noticed the eyes until seeing the this or the MM5 promo image?
(click to show/hide)
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: TheDoc on September 04, 2014, 03:07:28 AM
I thought the same thing. In fact, I'm somewhat confused at the closed eyes sprites because I don't remember them EVER bilnking or anything in MM5. If they had, I (probably) would've noticed.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Emmanuelf06 on September 04, 2014, 02:16:09 PM
I always think the same thing for the eyes of the...missile-spikes? xD

Anyways, any plan to add some maps , really? It could be cool to have like..a complete "game", Exemple, in the start, you must keep the same character for all the game, and together, you must beat Wily ! You could add Duo or Auto, i dont know, it could be fun?... (specially Duo)
1 life for all the teams, you need to get the life-up. MMSP could be an Adventure mode.....awesome *w*
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: NES Boy on September 21, 2014, 03:10:38 AM
I saw someone one Miiverse notice the same unintentional detail on Mizzile's head (https://miiverse.nintendo.net/posts/AYMHAAACAADRUqF9jRAzcQ).
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Dark_Chaos on August 29, 2015, 05:30:49 PM
Hey just a small issue but you man want to change the file hosting system you have because mega upload isn't allowing me to get the file anymore. Even if I download it w/ my browser the dl finishes and gets added to "mega" which cannot be accessed without a firefox plugin and a megaupload account. That is way too much effort for a simple file. Please fix this and change the download source.
EDIT: Somehow the file got on my desktop. This is too weird and it feels invading. I still want a change on the file source.
DOUBLE EDIT: And it crashes on attempted load
(click to show/hide)
Pardon my language here but now I'm out of single player pk3's. All of them are broken. sooo
fuck!
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Trillster on August 29, 2015, 06:05:22 PM
Well, for starters, this mod is dead in a form, in fact, the last post in this thread was from 2014 until you necroposted. So I'm pretty sure that's not getting fixed, though if you must have your co-op fix, go for MMXSP or MMSP : SIN (I think these two might be broken so yeah..) or just wait until MMWorld is released.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Dark_Chaos on August 30, 2015, 05:45:57 PM
Ok first of all I didn't realize the thread was kill
Second that game was canceled don't be a smart ass
Third I'm not looking for co-op I just want to do the single player by myself >:I
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: ice on August 31, 2015, 12:13:59 AM
Just popping in to say technicly this mod is Co-op too, those mods just add more stuff but can still be played in single player, and nobody was being a smartass, anywho, before this escalates any further, could a mod lock this?
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Dark_Chaos on August 31, 2015, 10:59:54 PM
Quote from: "ice"
Just popping in to say technicly this mod is Co-op too, those mods just add more stuff but can still be played in single player, and nobody was being a smartass, anywho, before this escalates any further, could a mod lock this?

Just to clarify he was being a smartass when he said this "or just wait until MMWorld is released" Mega Man world was cancelled and he knew it.
EDIT: and now I look stupid because there was an online mega man game that was cancelled but this dingus didn't explain "hey it's a mod for mm8bdm"
This is why you don't trust people w/ a sanic Icon. They're just trouble.
Title: Re: [Expansion] Mission Mode V1D Released! (v4 working)
Post by: Korby on August 31, 2015, 11:38:40 PM
There was never a cancelled megaman game called Megaman World.
There was a Rockman Online in Korea that never happened and a Megaman Universe that was cancelled but was not an online game.

Mega Man World, however, is still ongoing, and is actually just a few places below this one, and was actually above this topic before you bumped it. (http://i.imgur.com/Jg3fkZM.png)

While learning the name of said project could have easily been done, that doesn't particularly matter. Please do not sling insults either way.
This mod (Mission Mode) hasn't been compatible with 8BDM for quite some time. If I recall, someone has made patches for both SiN and MMXSP if you wish to play something similar. I do not know where either patch is located.

I'm going to lock this topic until further notice. Normally I'd ask the topic creator to contact me for an unlock if he wants to update, but seeing as it's Mike, he can just do it himself.