Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pikachu4Prez

Pages: [1]
1
The forum is pretty quiet, no need for that. :)

Sorry about that. Like I said, I wasn't trying to be rude.

2
Projects & Creative / Re: Mega Man: Rock N Roll
« on: December 07, 2020, 07:28:53 PM »
There oughta be skins of the characters from there! Especially Roll in that awesome armor she had from that cool fangame!

That'd be nice if we had somebody willing to make full sprites of each character for MM8BDM. I'd do it myself if I knew anything about spriting (maybe I can ask someone to help me with it).

3
Unrelated topic here, but the wiki page about the weapons, the Boss Attack, a stage named Unknown, and 2 more chapters after chapter 11 are not updated as of now. :(

Not to be rude, but you might want to take this complaint somewhere else on the forum. Replying with an unrelated issue on a topic where some members of the development team has been posting in regards to my opening question when they might be pretty busy with other things at the moment (they have lives too) won't make the Wiki any more active.

4
Well, holy crap, I didn't expect this topic to get as much attention as it did. I just expected CutmanMike to chime in and that would've been the end of it, but it's neat to see other members of the community bounce ideas off each other nonetheless.

Also, my apologies for not looking at the topic for a few days; I was busy playing through the Make a Good Mega Man Level Contest series (just started Episode Zero as of this post!). In any case...

@ Gumballtoid, MusashiAA, Jedimaster76
That seems to be a kind of idea everyone agrees with; a more light-hearted romp after the drama-heavy final chapters. Mega Man 11's release definitely threw a spanner in the works, so I can understand why Version 6 wouldn't have been able to release as it was originally intended (as a standalone MM10 update rather than being folded into a release alongside the MMV chapter), but if it has to be adapted at all, then it should absolutely be as an epilogue of some kind...unless Capcom suddenly announces a Mega Man 12.

@ Stardust
I can understand wanting to not push the development team too hard now that the general gist of the story has concluded and for what it's worth, I can see where you are coming from. Mega Man 11 kinda came out of nowhere and still has had only about two years to set in compared to the decades of the previous titles; that Mega Man 10 almost seems like a natural end point given the implications of Roboneza leading to the eventual emergence of the Maverick Virus seals the deal. That said, MM11 does make it a point to try and go further into the history between Light and Wily and giving the two some much needed development, so make of that what you will. But whatever the development team decides to do, I'll support it...and besides, if this game's modding community is still going strong, there's always fan-made expansions that could come about. Speaking of which...

@ NES Boy, fortegigasgospel
It's a pity that so many fan expansions have so little steam behind them. I would think that with a game that's practically a standalone DOOM mod that's had ten years worth of polish the modding community would be a little more robust (ironic, considering the mod's source). There could be so much potential to be had in making all sorts of new expansions based on other Mega Man games both official and not. Hell, I'd even settle for even making bots based upon the various Mega Man fangames that have popped up in the years since the MM8-MM10 period if I could sprite worth a damn (or at all).

@ Ivory
It's always satisfying to see something you've fostered and created finally come to a close. It's sad, sure, but it's also quite nice to see something to its completion regardless. You've done an amazing job with this story and I'm really happy I've followed this project back when it was first announced because I don't think anyone could've imagined just how great this would turn out.

Suffice to say, I really hope that, now that the major updates are all but finished - and if Mega Man 11 doesn't get a full official update - the modding community will be able to pick up the slack and make some more content based upon some of the other canon Mega Man games (perhaps even - as Stardust mentioned - the later parts of the Mega Man timeline) and even some of the fan games (of course, I'm repeating myself now). Even more so now that the game has since been updated and a LOT of the older modifications hasn't been updated in years, therefore lacking future-proofing and being less-than-functional in newer iterations of the game (presumably because they were coded to work in Skulltag and not Zandronum).

5
The most recently released version has been incredible and truly feels like a fitting grand finale to what started off as a simple DOOM mod ten years in the making, and I have no doubts that Version 6 was always intended to be the true ending point for MM8BDM's story line.

So with that being said, there's Wily's letter hinting at his eventual plan to utilize his Double Gear System after completing the final chapter (and that "Wily always wins" utterance before the final Wily Star map), which seems to imply that Mega Man 11 will be happening. I just have to ask at this point: what will happen with Mega Man 11? Will it be meant as a kind of 'epilogue' to the game's story? Will anything special be done for it like it was done for Version 6's last two chapters or will it be simpler? (Though I can't imagine that anything will top the likes of the Eclipse battle and everything prior to it.) Will Version 7 even happen, considering that Version 6 was originally meant to be Mega Man 10 as a standalone expansion before Mega Man 11 was announced?

I'm really curious to know how you guys will tackle this, considering that you really went all out for Version 6 and, as I said above, it'll be really hard to top this (and I sure as hell know that you guys aren't going to make Zero the final boss because...seriously, what's the worth in doing so when Mega Man 11 doesn't serve as a "starting point" for Mega Man X?).

6
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 05, 2020, 04:19:34 PM »
Ohh... Yeah, none of the cheat commands are officially supported (because there's no good way to account for all of them), and using them against bosses can cause abnormal effects like this. Your best bet if you want to cheat is to use the Buddha command, which keeps you alive if you go below 1hp.

I gotcha. I just wanted to make sure. Thank you for taking the time out of your schedule to hear me out and I'm sorry if I worried you about this at all.

7
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 04, 2020, 04:36:07 PM »
Let me know it the issue goes away. If not I'll ask you to reset your ini file and THEN see if it crashes. If it doesn't after that, I'll want to have a look at your ini to try to see what setting is causing it so I can implement a fix.

Okay, I think I managed to figure out what was going wrong. First, I tried switching the rendering method, which failed to fix the problem, so that made me realize that the issue wasn't anything to do with the rendering. The second time, I got a bit more experimental, after resurrecting I got close to Sunstar. Turns out that it wasn't even jumping on me that was causing crashes; just getting too close triggered a crash. Around the third time I fought him today, it suddenly clicked.

The problem wasn't anything to do with the game, it was because I was resurrecting myself during the fight.

The third time I fought him, I got to his "power of the star" phase and died there. Not long afterward, I resurrected to continue the fight right from there...and when he finished, he didn't do much else beside just jump around. I stood in place and he simply hopped around the general radius of my character. His health continued to lower as I shot him, but he wasn't changing phases or anything. When I tried moving around to see if he would do something else, the moment I made contact with Sunstar is when the game crashed a third time, but by that point, I was certain I had figured out the issue. I fought him a fourth time just to be sure I wasn't crazy and to experiment with what happens if I were to beat him in this bugged state. It didn't seem to have much of an effect outside of making the fight anti-climactic and when I fought him a fifth time with God Mode turned on, I beat him with no ill side effects.

My theory is that Sunstar's programming and scripting is complicated enough that something as simple as the "resurrect" command would completely break his AI and therefore crash the game every single time it was used. It sounds weird, I know, but I wanted to try and figure this out before I reported back to you. The bottom line is that this does appear to be a sort of bug, but it seems to be caused by console commands rather than anything within the actual code of the game itself. I also can't help but feel like that Sunstar should have some more attack phases beyond the "power of the sun" attack and they just failed to trigger during the successful battle, but that could be just me. Do you think anything should be done about this?

8
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 03, 2020, 07:17:12 PM »
Your save progress only gets recorded to your ini file when the game closes properly. I.e, if you ran the entire game of 8bdm and it crashed on the final boss, you'd lose everything. I recommend closing the game after using those codes to ensure the data is recorded.

Does it only crash in phase 2 then? Couple of things to try:

Instead of going through the cutscene with wily again, just do the following codes:

mm8bdm_sunstarunlock 3
map unkown6

This will take you straight to phase 2 without any other fluff in the previous cutscene loaded. If it still crashes then, try the same but in software mode.

I was starting to make the correlation between the saves and closing the game to register saves properly before I tried fighting Sunstar the third time. Strangely, it seems to crash any time he lands on top of me or he gets close enough to where I'm in his hitbox. I'll have to experiment with this a little more to confirm this. Hopefully I'll get this squared away; I'm sorry to bug you about all of this. ^^;

9
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 03, 2020, 05:43:04 PM »
Haven't heard of this issue before. First things first, are you using software mode or opengl? If you're in software, try switching to the opengl renderer.

Second, here's some codes to help you get back where you left off. You have to open the console with ` to use them:

mm8bdm_saveprogress 1124
mm8bdm_mmvsaveprogress 255

That should get you back to where you were, but obviously won't give you your exact unlocked weapons, so here's a code to help you get those back:

mm8bdm_screwcount 5000

Yes, I am in OpenGL and I've been using that renderer for the whole game. It's weird because the entire rest of the game, I have not had any sort of hiccups or problems with the game (the Mega Mech Shark, which previously lagged a little in the previous version, ran smoothly this time), but when I get past the initial part of the Sunstar fight (the one where he's walking slowly and primarily picks you up and throws you across the room) and start fighting him for real, whenever I end up right in front of him, that's when the game suddenly crashes and kills the progress I had up until that point.

The first time it happened, I bound the MDK command to a key and went to town to build my screw count back up (though using it kinda made the encounter with Uranus sort of screwy) and to get back to Sunstar (and the game even says that it's saving the data when I get to the point where Wily is released from his cell), but when I got to Sunstar the second time, it happened again. Not wishing to do this a third time, I came here to alert the team to this issue because I wasn't even sure if it was an issue with the game or if there was some sort of issue related to my computer and I really want to be able to see this game to the end rather than just watching it on YouTube.

I do appreciate the codes, however. Hopefully they'll be of some help. In fact, I'll input them into the console and then try to get back to Sunstar to see if it ends up erasing the data again (hopefully not but if it does I'll definitely let you know).

10
Bugs/Suggestions / Crippling Sunstar Bug
« on: November 03, 2020, 04:39:55 PM »
Okay, I honestly don't know if it's because of my computer or if it's legitimately a bug in the game itself, but I've tried fighting Sunstar TWICE now and both times my game has crashed before I can get any further into the first phase. Apparently, whenever Sunstar gets close enough to grapple you in the fight, the game crashes to the desktop and stays frozen for a few minutes before forcefully closing. This would be bad enough on its own, but every single time I get back to the game, all of my save data from the last hour or so would be nuked. This means that all of that effort to collect screws to get every single weapon before taking on the Wily Star? GONE. The Stardroids I defeated? It's as though I never killed them at all. One hour of progress made so I can finally see the final boss? Completely wasted.

This is really starting to piss me off and I don't know how to fix this problem - and that's even assuming this is an issue stemming from the game itself and not something wrong with my laptop. Can somebody please help?

11
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: November 09, 2018, 11:15:33 PM »
So, now that Mega Man 11 has been released and everyone's had a chance to play through it, I have to ask the obvious question: how will Mega Man 11 factor into MM8BDM's storyline?

My guess is that after Mega Man 10 wraps up, the outbreak is still going on and everyone is starting to get desperate, fearing that this is the end of the world. While I have no idea how MM10 will work out in this game, my guess is that Wily uses the Double Gear System in lieu of the Evil Energy to make the MM11 Robot Masters stronger than Mega Man and Maestro. Though Mega Man is still likely recovering from the Roboneza virus himself, Dr. Light quickly installs the Double Gear System on Mega Man and Maestro (and maybe Proto Man too; who knows what the devs have planned) to help counter both the Roboneza virus and the newly outfitted Robot Masters.

As for Mega Man V, perhaps the Evil Energy originates from Ra Moon and the Stardroids might've been a previously benevolent force before being refurbished by Wily. Maybe Sunstar might even serve as the basis for the eventual creation of none other than Zero, tying it all together and setting the stage for the Mega Man X series. Hell, maybe the influence of the Evil Energy and the Roboneza virus might even tie into the Maverick stuff in that series, too.

I don't expect this to be an accurate prediction, nor to see these ideas taken into consideration and refined by the developers (though admittedly, I would be flattered if that did happen), but I'm still curious as to how this will all be put together once everyone gets to that point in the development cycle.

Either way, I'm really excited to see what the team comes up with!

(On another note, I apologize if some of the plot bits are incorrect and don't quite line up with canon; it's been a bit of time since I've looked at this game or the Mega Man franchise.)

Pages: [1]