Mega Man 8-bit Deathmatch > Tutorial Collection

(V5B) Creating Map Creator Cards for your maps!

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CutmanMike:
Map creator cards are little boxes that pop up for players at the start of each map to let them know who created the map, what song is playing and where the song is from. They can be toggled off by player clients. They can also be used to define what boss music/victory music will be played in the map, without the need of including a complicated script for every map. Core MM8BDM will handle them with a global script but mappers can easily include their own by defining them in an OPEN script! Here's what they look like in game:

(click to show/hide)
To define a map card, paste the following code into an OPEN script in your map. You can use a new OPEN script or one you happen to use (but it should not be looping).


--- Code: ---SetCvarString("mm8bdm_map_creator", "NAME");
SetCvarString("mm8bdm_map_icon", "ICON");
SetCvarString("mm8bdm_map_background", "BACKGROUND");
SetCvarString("mm8bdm_map_musicname", "MUSIC NAME");
SetCvarString("mm8bdm_map_musiccomposer", "MUSIC COMPOSER");
SetCvarString("mm8bdm_map_musicgame", "MUSIC GAME");

SetCvarString("mm8bdm_map_bossmusic", "BOSS THEME");
SetCvarString("mm8bdm_map_victorymusic", "VICTORY THEME");
SetCvarString("mm8bdm_map_intensemusic", "INTENSE THEME");
--- End code ---

Replace the second argument (the text in CAPS) to customize the card. Note that you can use color codes here for non-graphic entries if you like:

mm8bdm_map_creator - The name of the creator of the map.
mm8bdm_map_icon - 32 x 32 icon. This can be any core graphic or new graphic in your wad/pk3 file. For some examples look in the mm8bdm pk3 under patches/faces. They don't have to be robot master mugshots, be creative! Default is MAPCARDI.
mm8bdm_map_background - 264 x 92 background image of the card. You can make your own or use one included in the mm8bdm pk3. Click here for an image gallery of all title cards and their graphic codes. Default is "MAPCD10".
mm8bdm_map_musicname - The name of the default song of your map. Note that it is not actually set here, this is just for player convenience without having to look up the name.
mm8bdm_map_musiccomposer - The composer of the default song of your map.
mm8bdm_map_musicgame - The song/movie/whatever your default map music is from.

The following are unrelated to the map card and can be used on their own to define music for your map:

mm8bdm_map_bossmusic - The music code for the Boss music you wish to play when the game is almost over.
mm8bdm_map_victorymusic - The music code for the Victory theme you wish to play when the game is over.
mm8bdm_map_intensemusic - The music code for an "intense" scenario. Currently used when both teams are tied in TLMS and only 2 players remain.

Now let's look at an example of a map card that works in V5B:

(click to show/hide)#include "zcommon.acs"

Script 10 OPEN
{
SetCvarString("mm8bdm_map_creator", "Crazy Dave!");
SetCvarString("mm8bdm_map_icon", "MAPCARDI");
SetCvarString("mm8bdm_map_background", "MAPCD10");
SetCvarString("mm8bdm_map_musicname", "Pure Emptiness");
SetCvarString("mm8bdm_map_musiccomposer", "A \cvblue \c-creature");
SetCvarString("mm8bdm_map_musicgame", "Biomind");

SetCvarString("mm8bdm_map_bossmusic", "FAKEBOSS");
SetCvarString("mm8bdm_map_victorymusic", "MM1VIC");
SetCvarString("mm8bdm_map_intensemusic", "MMWTFBOS");
}
Produces:

Hallan Parva:
 :cool: f i r s t  :cool:

Maybe "intense" could be used in core during Team LMS or a Duel? Say, there's only one player left on each team for TLMS, or in Duel both players are just one frag away from winning. Those two modes seem perfect for an "intense" situation in my opinion.

Still, this looks cool as figs. Can't wait to get my grubby little mitts on it.

Rozark:
Oh the ways I can make this fun~

Geno:
Here's some extra Map Creator Cards I made for the game that were not going to be used

If you want a little GB look to them and are unsatisfied with the MMV one

(click to show/hide)Mega Man: Dr. Wily's Revenge


Mega Man II


Mega Man III


Mega Man IV

NES Boy:

--- Quote from: CutmanMike on January 24, 2017, 06:29:25 PM ---mm8bdm_map_background - 264 x 92 background image of the card. You can make your own or use one included in the mm8bdm pk3. Click here for an image gallery of all title cards and their graphic codes. Default is "MAPCD10".

--- End quote ---
I noticed that MAPCDV uses the GBC palette (specifically one of the palettes used by the bootstrap ROM, so I looked into the palette used when the game is played on Super Game Boy.

It turns out that the text box uses five different SGB palette schemes throughout the game:






Here is a breakdown on the SGB palettes and when they are used (as well as HSL informaton based on the SNES's color space):

(click to show/hide)Palette 1 (used throughout the majority of the opening sequence, as well as the transition between Terra's stage and the Rush Space stage, and the ending scene between Mega Man and Dr. Wily):#D0D0D0 (SNES RGB: 26, 26, 26)
H: N/A
S: 0%
L: 83.(870967741935483)%

#A8B038 (SNES RGB: 21, 22, 7)
H: 64°
S: 51.(7241379310344827586206896551)%
L: 46.(774193548387096)%

#505820 (SNES RGB: 10, 11, 4)
H: 68.(571428)°
S: 46.(6)%
L: 24.(193548387096774)%

#000000 (SNES RGB: 0, 0, 0)
H: N/A
S: 0%
L: 0%

Palette 2 (used in only one part in the opening sequence, namely when Mega Man wakes up after his battle with Terra):#D0D0D0 (SNES RGB: 26, 26, 26)
H: N/A
S: 0%
L: 83.(870967741935483)%

#909838 (SNES RGB: 18, 19, 7)
H: 65°
S: 46.(153846)%
L: 41.(935483870967741)%

#505820 (SNES RGB: 10, 11, 4)
H: 68.(571428)°
S: 46.(6)%
L: 24.(193548387096774)%

#000000 (SNES RGB: 0, 0, 0)
H: N/A
S: 0%
L: 0%

Palette 3 (used in scenes taking place in Dr. Light's laboratory, as well as the scene where the Wily Star reveals itself and the scene where Sunstar is defeated):#D0D0D0 (SNES RGB: 26, 26, 26)
H: N/A
S: 0%
L: 83.(870967741935483)%

#909820 (SNES RGB: 18, 19, 4)
H: 64°
S: 65.(2173913043478260869565)%
L: 37.(096774193548387)%

#485020 (SNES RGB: 9, 10, 4)
H: 70°
S: 42.(857142)%
L: 22.(580645161290322)%

#000000 (SNES RGB: 0, 0, 0)
H: N/A
S: 0%
L: 0%

Palette 4 (used only in Terra's boss stage -- in fact, it's actually the palette of the stage itself, since this is the only part of the game where the text box doesn't use its own palette):#D0D0D0 (SNES RGB: 26, 26, 26)
H: N/A
S: 0%
L: 83.(870967741935483)%

#709830 (SNES RGB: 14, 19, 6)
H: 83.(076923)°
S: 52%
L: 40.(322580645161290)%

#683818 (SNES RGB: 13, 7, 3)
H: 24°
S: 62.5%
L: 25.(806451612903225)%

#101010 (SNES RGB: 2, 2, 2)
H: N/A
S: 0%
L: 6.(451612903225806)%

Palette 5 (used only when Sunstar is introduced):#E0E0E0 (SNES RGB: 28, 28, 28)
H: N/A
S: 0%
L: 90.(322580645161290)%

#909820 (SNES RGB: 18, 19, 4)
H: 64°
S: 65.(2173913043478260869565)%
L: 37.(096774193548387)%

#485020 (SNES RGB: 9, 10, 4)
H: 70°
S: 42.(857142)%
L: 22.(580645161290322)%

#000000 (SNES RGB: 0, 0, 0)
H: N/A
S: 0%
L: 0%

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