Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: Ivory on March 01, 2012, 06:13:43 PM

Title: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 06:13:43 PM
That's right, it's finally time to unveil, The MM8 Expansion! - Release Date: December 21 2012

(click to show/hide)

I'll start by answering some questions you'll probably be wondering.

1) So to answer the first obvious question everyone must be thinking at this point. Ivory? Where is CutmanMike! Mike has taken a backseat on this expansion, and has placed me in charge of development. So basically, if you have questions, ask me, not Mike.

READ THIS
2) This is important. You are probably wondering "Gee, how can I help?" The short answer is, I'm sorry, you can't. MM8 has been in progress since late October. I've assembled a team of mappers, modders, graphics artists, and so forth to work on MM8. We're more or less half way done the expansion at this point in time. If we need help from the public, then I will make a post here saying what needs to be done. In other words, don't go making graphics or anything and expect us to include it in MM8 when you were not asked to do it. Askers are not receivers, and whiners are not receivers either.

3) With that being said, I will not be mentioning who is on the MM8 Team other than myself and Mike. Those individuals are free to say if they are working on the team, but I'll leave it up to them to decide if they want to be known now, or wait until MM8 is released.

Now, onto the expansion itself. What can you expect from it?

Well:

I'll go into more details closer to release.

Otherwise, feel free to ask questions, suggest, hype, and do whatever you want to do in this topic.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 06:17:53 PM
I have a question.

Can we call you...handsome guy? :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on March 01, 2012, 06:18:57 PM
We don't talk about... him anymore.

Oh and I like attention so I WORKED ON THIS GUYS

my cool clowns runnin' in the backgrounds
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 01, 2012, 06:20:00 PM
I've had one question I've been wondering about when this was going to happen... how big is Frost Man? Is he effing ginormous like in MM8 or have you scaled him down some so he can fit in hallways ect?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on March 01, 2012, 06:21:12 PM
Looking forward to this! Best of luck to everyone making the expansion!

How many Wily maps will there be? I think one big map would be good but people can sometimes hate big maps so....
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 06:22:00 PM
I don't think it should matter, though. Stone Man's a giant tower of pixels too. Frost is just...wide.

Only thing I hope is that there's a mandatory Bionic Commando nod on MM8Search.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 01, 2012, 06:22:28 PM
Like the best punchline, I didn't see it coming. Now my eyes hurt with joy.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 06:34:49 PM
Quote from: "fizzyman"
how big is Frost Man?
He will still be big, but scaled down.

Quote from: "Michael712"
How many Wily maps will there be?
It's a tough question. We won't know until we get to the Wily Stages. The problem is, MM8's wily stages basically equated to. JUMP JUMP SLIDE SLIDE, SHMUP, Actual level, refights and boss fight. In short, ideally 4 stages, but stages themselves lack textures, so it may end up being a Stage1&2 and 3&4 mashup.

Quote from: "Musashi-COM"
Only thing I hope is that there's a mandatory Bionic Commando nod on MM8Search.
Didn't you look at the teaser screenshots? They are in plain sight.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 01, 2012, 06:36:17 PM
For the record, I'm on the team, I made Search Man's stage, and it's got plenty of Thunder Claw swinging~
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 06:39:46 PM
Quote from: "Mr. X"
For the record, I'm on the team, I made Search Man's stage, and it's got plenty of Thunder Claw swinging~

Is it not enough (http://www.youtube.com/watch?v=zLeiM_6X3t4)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 01, 2012, 06:40:58 PM
No, no Easter Egg songs in Search Man's stage.  Besides, that song isn't that good...not that Search man's theme is but meh.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 06:43:44 PM
Tengu Man's stage, then. Sega Saturn version as easter egg.

Will there be ANY kind of easter eggs? I mean, I know there are probably more important things to be asked but hnnnnnng
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 06:48:08 PM
As of now, we have nothing planned. Tengu's stage will have both music. At the start of the match it will have a 50% switching to the Saturn version
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 01, 2012, 06:48:48 PM
I wish you guys good luck!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 06:51:20 PM
Quote from: "Ivory"
As of now, we have nothing planned. Tengu's stage will have both music. At the start of the match it will have a 50% switching to the Saturn version

Kinda mirroring 8FC's dual stage themes... I see.

Well, you have lots of NES Capcom songs to use as easter eggs.

Are the copy weapons radically different from those made by ThatGuyWhoDidThe8-10WepMod?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 06:56:39 PM
Lego's weapons are the base of the weapons in the official expansion, but everything has been modified from those versions.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 01, 2012, 07:13:15 PM
Quote from: "Ivory"
As of now, we have nothing planned. Tengu's stage will have both music. At the start of the match it will have a 50% switching to the Saturn version

So yer not going to use a redone 8-bit version of the themes? Its going to be the actual songs on MM8?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 01, 2012, 07:16:20 PM
No, they will be 8-bit songs.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 07:17:54 PM
fizzy, there's a Rockman 8 FC fangame that has already done all the 8-bit conversion for us. It's an easy guess on what assets this expansion will use.

So there will be NES-styled MM8 songs playing on the maps. And they are delicious, by the way.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 07:18:38 PM
Actually no. We aren't using the FC versions of the songs.
Title: M. Bison: YES! YES!
Post by: Sora on March 01, 2012, 07:19:17 PM
Ow this looks so amazing.

Best of luck to everyone working on this!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 07:27:03 PM
Quote from: "Ivory"
Actually no. We aren't using the FC versions of the songs.

You sir, have no taste whatsover

Good day

...or maybe I'm too used to 8FC's music. Eh, the new composer's an easy guess as well.
Title: A Baii composing is great taste~
Post by: Ivory on March 01, 2012, 07:28:52 PM
Baiisilisk is composing all the tracks in the expansion.
Title:
Post by: MusashiAA on March 01, 2012, 07:32:36 PM
My goodness, I am in shock, this is my shock face
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 01, 2012, 07:33:58 PM
Quote from: "Musashi-COM"
fizzy, there's a Rockman 8 FC fangame that has already done all the 8-bit conversion for us. It's an easy guess on what assets this expansion will use.

So there will be NES-styled MM8 songs playing on the maps. And they are delicious, by the way.

Yeah I figured that, but the way he said he was using the Saturn version made me think it was going to be that version and not an 8-bit version of the theme.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on March 01, 2012, 07:36:34 PM
I know it won't happen, but it would becool if there was a chart or something so we know what's done already.

inb4 yes
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 07:37:43 PM
Well, to be honest I never really digged Baii's instrumentation.

I'm gonna guess he already did all the songs a while ago and you guys just asked him for the full compilation.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. Sean Nelson on March 01, 2012, 07:43:47 PM
Are there going to be hidden Woodman and Cutman tracks?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 07:50:11 PM
No, he did a few of the songs beforehand, but he agreed to compose the rest for us.

Quote from: "Human Destroyer"
I know it won't happen, but it would becool if there was a chart or something so we know what's done already.
I'll be posting more specific details on the expansion a few weeks. Patience.  :ugeek:

Quote from: "Sean Nelson"
Are there going to be hidden Woodman and Cutman tracks?
Probably not. The real songs are in the game anyways.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 01, 2012, 08:17:12 PM
i swear, if the aquaman bot doesn't say "i'm aquaman, but you can call me handsome guy!" for an intro line, someone is gonna have their head bitten off by a 49-headed billy goat

but someone else composing the new songs answers my questions about the MM7 expansion

and since MM7 and MM8 require(d) much editing and ripping from FC remakes, MM9 and MM10 will be all the easier
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on March 01, 2012, 08:43:49 PM
I also want to hear "FREEZE! I'LL CRUSH YOU!! I'LL MAKE A POPSICLE OF YOU!!!" and "Say hello to my cute little bombs!!!!", and of course, all of Tenguman's intro lines. But then again, why the hell wouldn't they go in?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on March 01, 2012, 08:46:41 PM
Quote from: "Michael712"
But then again, why the hell wouldn't they go in?

8-Bit Deathmatch?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 01, 2012, 08:48:06 PM
Quote from: "Yellow Devil"
Quote from: "Michael712"
But then again, why the hell wouldn't they go in?

8-Bit Deathmatch?
Bot Chats, and then taunts for Classes because we know they will be done eventually.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on March 01, 2012, 08:51:23 PM
He said hear though...

classes don't count
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 01, 2012, 08:54:27 PM
naturally, the mm8 classes wont have any of the mm8 voice lips, rite
Title: Perhaps I should delete my MM7 medal
Post by: LlamaHombre on March 01, 2012, 09:00:23 PM
I wish luck to all of you doing this.

I'm honestly glad that I'm not involved. I was a shoddy addition to MM7 and contributing to MM8 would likely decrease the overall quality of the pack.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on March 01, 2012, 09:07:36 PM
I wonder, besides new content, will there be changes to the Skulltag version and weapon balances? I still remember my old weapon and items poll, but that died out. I really would like to brin' that up again on a new topic, if it is allowed of course.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 01, 2012, 09:20:02 PM
There has definitely been some weapon balancing going on.  As for the music thing, if I remember correctly pretty much everybody on the team felt Baii's remixes he had already done were better than the RM8FC versions and since he had already done some, it meant less waiting for every single song.
Title: i am so excited i am going to cry tears of joy from my anus
Post by: Red on March 01, 2012, 09:35:52 PM
Best of luck to all of the team!


please don't make search man's theme complete crap.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 01, 2012, 09:55:27 PM
Huh. So this isn't a public expansion? :^(

Oh well. Good luck anyways.

BTW, feel free to use my train prop located in the bowels of the MM&B expansion for Clown Man's stage, since it's gathering a lot of dust there...
Title: Re: i am so excited i am going to cry tears of joy from my a
Post by: Mr. X on March 01, 2012, 10:29:59 PM
Quote from: "Lag Man"
Best of luck to all of the team!


please don't make search man's theme complete crap.

Thanks!

It's already crap in MM8 so that'll be kind of hard.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on March 01, 2012, 10:47:47 PM
So much hate for MM8 music...sigh...

So yea, Messatsu and I made the weapons.

Or, really I should say, I made the weapons, and then Messatsu made them way better.

Wha-oh... I just remembered something about Flame Sword..............
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 01, 2012, 10:51:03 PM
Hey yeah Flame Sword, how is testing that going? And will it be able to burn down parts of maps or is that too complicated for Skulltag?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 11:00:54 PM
No, Flame Sword won't be burning down anything. The only thing Flame Sword even burnt down in MM8 was in Search's boss room.

And Lego, it was more of a team effort. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on March 01, 2012, 11:15:43 PM
Quote from: "Ivory"
The only thing Flame Sword even burnt down in MM8 was in Search's boss room.
Objection!
It burnt down those electrical... plant... things....
And lit fuses...


Also, need to ask... how does homing sniper work?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 01, 2012, 11:26:16 PM
None of those things are in the MM8BDM search stage. :ugeek:

As for homing sniper, the current incarnation of the weapon charges. It launches missiles. It finds a target and then redirects itself towards said target. With additional speed. It's important to note it doesn't redirect itself any further once it finds a target, but it does gain speed.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Red on March 01, 2012, 11:32:50 PM
Can you charge the homing sniper to lock on more targets like it did in mm8?



Don't get me wrong, i love search man's theme, i just don't want its 8 bit version to be complete mierda
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 02, 2012, 12:04:20 AM
Quote from: "JaxOf7"
Objection!
It burnt down those electrical... plant... things....
And lit fuses...


Also, need to ask... how does homing sniper work?

Didn't it also melt those weird ice blocks in Frost mans stage? or was that Astro Crush?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 02, 2012, 12:15:33 AM
Quote from: "fizzyman"
Quote from: "JaxOf7"
Objection!
It burnt down those electrical... plant... things....
And lit fuses...


Also, need to ask... how does homing sniper work?

Didn't it also melt those weird ice blocks in Frost mans stage? or was that Astro Crush?
Both did that as well as Flash Bomb
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 02, 2012, 12:28:05 AM
This should be the chapter boss. No, really. (http://youtu.be/IeN-R0O6z1M?t=3m34s)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 02, 2012, 12:33:40 AM
The chapter boss has already been planned out. :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 02, 2012, 12:37:14 AM
Ah well, it was worth a try.

Two pound coins say it's Wily Machine #8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 02, 2012, 01:02:00 AM
Is ther going to be a secret boss? Will it be *u*?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 02, 2012, 01:13:16 AM
Hey wait! I forgot all about the mega ball or whatever its called, that soccer ball you get on the first stage. Is that going to be in the expansion?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 02, 2012, 01:28:10 AM
Yes, it will.


Unfortunately.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dark Phil on March 02, 2012, 01:35:31 AM
Will the ball have the "bounce off" ability allowing the/a player to jump higher?

Oh, and will one of those smaller changes be an adjustment of the MM7 chapter select so that it fits in the screen? (or is that just a my computer thing?)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Clayton on March 02, 2012, 04:06:48 AM
Oh man, the I must give credit to the guy who is making the music for this expansion, those bass patterns are very complicated. one of the reason why I respected this game so much UwU.

I wish you guys best of luck. Can't wait to play as Swordlad!!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Lobsters on March 02, 2012, 05:06:51 AM
I am excited I love MM8 one of the best in the classic series IMO. I hope mainly 3 things, Frostman's theme's bassline still being godly in 8-bit Era Style. Swimming in Aqua Man's Map. Duo being in the expansion in someway preferably not just a skin.

Some questions I have are:

If the MM8 Expansion team deicides to go with a Wily 1 and 2 [and Wily 3 and 4 merge] merger, would it play either song from the stages? Similar to Tengu Man switching from PS to Saturn versions as mentioned eariler.

Is Frost Man's Stage going to have a night time sky or day time sky? I don't think the stock maps have a night time snow stage it would be neat to have one.

Is Sword Man going to be have areas based on the weapon trials, the lava tunnels/second half or a mash-up of both?

Anyways I have a feeling this expansion will be a blast to play. It's MM8 baby! Can't Wait. Woot. I can understand if my questions are overlooked.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DCN004PharaohMan on March 02, 2012, 05:09:55 AM
...Why do I get this ominous feeling Duo is gonna play a role in this...?

By the way, good job with the project guys. The music for this game was, well, decent (Duo's theme=Mind Blown), but I hope to see some really awesome stages assembled. Keep going.  :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 02, 2012, 05:13:02 AM
Swimming will NOT be in Aqua Man's stage.  It wouldn't make sense to have swimmable water in only one map of the entire game.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheBladeRoden on March 02, 2012, 10:05:50 AM
I'm proud to announce that I'm on the team too!

...

...I'm not :(
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 02, 2012, 02:29:47 PM
Quote from: "Game&Watcher"
Is ther going to be a secret boss? Will it be *u*?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on March 02, 2012, 04:05:13 PM
Quote from: "Ivory"
The chapter boss has already been planned out. :cool:
lrn 2 read
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Jc494 on March 02, 2012, 04:35:22 PM
Quote from: "Lego"
Quote from: "Ivory"
The chapter boss has already been planned out. :cool:
lrn 2 read

I think he meant a secret boss as in Punk in Chapter 4, not the chapter boss.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 02, 2012, 05:31:43 PM
Now now, the boss wouldn't be secret if we told you about it!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 02, 2012, 06:11:57 PM
So there is a secret boss...
Will Thunder Claw work as it did in the 8-10 weapons mod?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 02, 2012, 06:15:57 PM
inb4 Quint battle
I think they said they changed the weapons around from Lego's version.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 02, 2012, 06:17:59 PM
If it's Yadokargo, that hermit crab from the intro stage, then okay.
If it's Atetemino, that monkey thing, it would make an intresting puzzle boss.
If it's Bliking, that unpainted plane thing, it would make an epic Rush Jet battle.
If it's Green Devil, OH GOD NO!! PLEASE HAVE MERCY!!
If it's Wily Machine, we already have such boss in the Mega Man Powered Up user expansion.
If it's Wily Capsule, we already have that in the Mega Man 7 expansion.
If it's Duo, we must really be evil or something.
If it's that evil robot, then... uhh...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 02, 2012, 06:40:12 PM
Quote from: "Beed28"
If it's Atetemino, that monkey thing, it would make an intresting puzzle boss..
The monkey (Monking A) is in MM&B. Atetemino is the penguin-like barrel.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 02, 2012, 06:44:08 PM
When I asked about the mega ball (soccer ball weapon) I was thinking about that one boss in wily's castle... I think its the first one you fight, it can drop down from the ceiling in 3 places. And I had to kick that godamned ball to hit it, I think you can use the ice weapon on it too if it drops on the sides... Anyways I think I would cry if that thing was in the expansion, it took me forever to get past that boss.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 02, 2012, 06:46:08 PM
I'll go over exact weapon details in a few week. Most of the weapons are different from Lego's original versions in some way shape or form though.

As for bosses, we aren't spoiling those, some things need to be a surprise for release!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Lobsters on March 02, 2012, 06:48:35 PM
That is Atetemino and yes it appears in Wily Castle 1 the Jump Slide and Thunder Claw Grapple Level.


Quote from: "Mr. X"
Swimming will NOT be in Aqua Man's stage.  It wouldn't make sense to have swimmable water in only one map of the entire game.

This makes me a tad bit sad. If the team decided against it there really is nothing I can do.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 02, 2012, 07:12:22 PM
How about you guys just have ONE Wily Stage?

Like the campaigns of 2 through 6?

You know, to make it a bit more balanced?

Really, there should be only one Wily Stage for Mega Man 7's campaign too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 02, 2012, 07:20:10 PM
Well, I know MM1 has more than one fortress stage to make up for the lack of robot master stages.

I'm not Mike, but I THINK the reason MM7 has multiple fortress stages was to make it a more substantial expansion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 02, 2012, 10:17:26 PM
So there is a secret boss. Ok.

It better be Quint, or else I'll throw a fit. I mean, &Bass would obviously have, you know, Bass as a secret boss. Or maybe Bass IS the MM8 expansion boss.

You know, I'm gonna go with Evil Energy Super Bass being the secret boss for this expansion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 02, 2012, 10:27:37 PM
i always thought quint in grenade man's stage would be fitting, with all the machinery 'n stuff
but bass AND quint both appear in the campaign's stages, and would have to be removed for that, most likely
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on March 02, 2012, 11:20:52 PM
Quote from: "Gumballtoid"
i always thought quint in grenade man's stage would be fitting, with all the machinery 'n stuff
but bass AND quint both appear in the campaign's stages, and would have to be removed for that, most likely
Astro Man's would fit better due to time travel and space.
And Quint actually does not appear in the campaign. Hmm, ominous...

Here's hoping to hilarious miniboss fakeout.

This is... my destiny!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 03, 2012, 02:30:03 AM
Warning: below is my actual reaction to finding out about this:
(click to show/hide)

-cough- now that thats out of the way..
i sorta figured that mr. x, yellow devil,  ivory, korby, and OBVIOUSLY mike would be apart of the team whenever it started. theyre only some of the best/well known on here IMO.

This has made my day. But, im anxious to see what comes out of it. But what to do while I wait? maybe if a certain someone released the new cscm.. that could kill some time..

Sorry if its been asked already, but im aware of grappling points (yay! :D), but are there flying/snowboarding parts in tenguman's/frostman's stages?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 03, 2012, 04:03:06 AM
I'm not really one to be answering questions seeing as I pay about as much attention to this as I do to King's spritesheet, but I do not recall flying being used in Tenguman's stage. I can't say anything about Frostman's map because I literally know nothing about it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 03, 2012, 05:28:23 AM
Frost is still being ironed out, Tengu will not have flying.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Davregis on March 03, 2012, 07:50:57 PM
I'M ASTRO MAN! AND I HAVE NO IDEA WHAT TO DO!

:D Will that be his intro, or will it be saved for his taunt?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on March 03, 2012, 07:54:20 PM
I think they said earlier that they will not be making the taunts for classes based off what they say in MM8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 03, 2012, 07:57:58 PM
Vanilla MM8BDM will NOT have taunts.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on March 03, 2012, 08:06:03 PM
I think when Daveris says intro, he's talkin' about the bots intro when they enter the game. I think Daveris is talking about the Classes when he says taunts.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 03, 2012, 08:41:13 PM
Quote from: "Fyone"
I think they said earlier that they will not be making the taunts for classes based off what they say in MM8.
I know this for this expansion and thus will not have taunts but why NOT use actual voice clips of the characters? It makes more sense, then random lines you find over the internet.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 03, 2012, 11:03:46 PM
Mega Man 8-BIT Deathmatch

The 8-bit games never had voice acting.  Plus, it would get old fast.  If there's anything the Sonic series has taught us, it's that you don't want to have characters shouting the same lines over and over and over.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 03, 2012, 11:11:40 PM
Think he's talking about YD's classes mod.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 03, 2012, 11:12:38 PM
Ah, the fact that he said "This expansion" at the beginning made me think he wasn't talking about classes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 03, 2012, 11:59:00 PM
Quote from: "Mr. X"
Ah, the fact that he said "This expansion" at the beginning made me think he wasn't talking about classes.
Yea I ment the taunts wouldn't be in this expansion by that, sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 04, 2012, 12:03:44 AM
Uh, so, I found my train.

(http://i41.tinypic.com/2ecq8nb.png)

Feel free to use it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 12:29:31 AM
I have questions!: Will the skins of the masters be scale on the size of each or not? Are there gonna be beta tests or what? ( I think this is kind of "Gee, How Can I Help" example ).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 04, 2012, 12:31:17 AM
All the skin sizes will be suitable(ish) for NES sprites. As for the beta tests, they will be closed beta, sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 12:35:06 AM
So so sorry another question, So that means we cannot even help with sprites, maps, etc. It's completely reserved all to the MM8 Expasion Team?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 04, 2012, 12:37:05 AM
Quote from: "Ivory"
READ THIS
2) This is important. You are probably wondering "Gee, how can I help?" The short answer is, I'm sorry, you can't. MM8 has been in progress since late October. I've assembled a team of mappers, modders, graphics artists, and so forth to work on MM8. We're more or less half way done the expansion at this point in time. If we need help from the public, then I will make a post here saying what needs to be done. In other words, don't go making graphics or anything and expect us to include it in MM8 when you were not asked to do it. Askers are not receivers, and whiners are not receivers either.

Reeeeeeeead.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 12:58:57 AM
First of all, i read it all! :I. I didn't know ok?, ok?, for god sake -_-. Look I thought we could just help with sprites i didn't meant to say other because of.. idk. NVM
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 04, 2012, 01:05:17 AM
Unless we make a post for submissions, yes, everything is reserved to the team assembled to handle the project. MM7 was a mess in this regard, everyone trying to "help out" even if it mean making sprites that weren't even asked for and then bawing when Mike turned it down. I'm trying to avoid that.
Don't worry, I do have something planned for the community to do to help out with MM8BDM.
Title: Inb4 thing planned is for everyone to download it when finis
Post by: Magnet Dood on March 04, 2012, 01:14:38 AM
Quote from: "Ivory"
Unless we make a post for submissions, yes, everything is reserved to the team assembled to handle the project. MM7 was a mess in this regard, everyone trying to "help out" even if it mean making sprites that weren't even asked for and then bawing when Mike turned it down. I'm trying to avoid that.
Don't worry, I do have something planned for the community to do to help out with MM8BDM.

I was, unfortunately, guilty of this.

But that was when I was a noob here so hurr

The problem I have with this, however, is that now since everything's being worked on behind the scenes, so progress can't really be seen. Plus no one gets the cool medal except your hand chosen team of, what, ten people?

There's a giant fanbase here willing to contribute and help in any way possible, but... oh, never mind. I won't complain. I guess I'll trust your judgement.

On an unrelated note, will the Intro Stage be in this expansion? If so, could you also add the intro stage and mid-stage to MM7, too?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 01:20:23 AM
Victory!, finally a chance to win a medal, also there's something that is making me unsettled: the Water Balloon will have like I don't know like a range, distance from the point you will fire to the target?, something like the Flame Blast? Because, I mean when the Expasion is out I will have to practice a lot.

EDIT: No chance, no medal, no victory, no happy. My first chance and all ruined, don't feel guilty. This is disappointing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 04, 2012, 01:27:42 AM
At this point in time, no. however, I am working on Duo's stage for the expansion.

Quote from: "Star Dood"
The problem I have with this, however, is that now since everything's being worked on behind the scenes, so progress can't really be seen. Plus no one gets the cool medal except your hand chosen team of, what, ten people?
14, but that isn't the point. No one should be working for a medal, that's why I decided to go with this route as opposed to an open expansion. It's easier to manage a small group of people than a large group of volunteers. It also allows me to have a tighter quality control. Overall, while less "fair" to the general public as you put it, it makes my life easier in terms of management and keeping a tight quality control on what gets done.

Like I said, I do have something planned for the community. I wasn't planning on completely leaving you guys out of development, so just wait a few days until I get it sorted out, and you'll have a chance at earning a medal. Not that you should be contributing purely for a medal.

Quote from: "MetalJosh"
the Water Balloon will have like I don't know like a range, distance from the point you will fire to the target?
Haha, no. While sticking true to the canon interpretation of the weapons is important, certain steps have been taking to ensure each weapon is practical and fun to use in a 3D deathmatch environment. Water Baloon is a very good weapon in MM8BDM, and even Megaball isn't as useless as it was in MM8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 04, 2012, 01:36:26 AM
Goddamnit.

Oh well. Duo had a stage? I really oughta play MM8 soon...

Bleh, yes, I know, it's selfish to work on an expansion just to get a medal. I've been told that a few times already.

I can see your point of reasoning behind it, and I accept your judgement. It will most likely make for a speedy release date under this system.

Thing is... Is Mega Mans 9 and 10 being worked in the same way?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 04, 2012, 01:39:57 AM
Depends on if Mike manages them again or if he asks me to manage them. MM9 and 10 won't have any work done for them until after MM8, so I wouldn't worry about them yet.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on March 04, 2012, 01:46:45 AM
Just remember that my servers are always available!

And no, I don't want a medal. I just want to feel like I helped in some way.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on March 04, 2012, 01:56:29 AM
We've got plenty of people on the team who can host, but thanks!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 04, 2012, 01:58:19 AM
Quote from: "MetalJosh"
EDIT: No chance, no medal, no victory, no happy. My first chance and all ruined, don't feel guilty. This is disappointing.

And this is one of the reasons why MM8 is not public like MM7 was.  People just did stuff wanting the medal.

EDIT:  D'oh, I somehow missed the line in Ivory's post where xe said that.  That's what I get for posting just after waking up from a nap.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 02:08:22 AM
Actually you're right, people including me in this time getting greedy for a medal  :shock:. Wow am speechless now, you know what?, bring what you need public help for. I do not care about medal anymore :D
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 04, 2012, 02:14:14 AM
We're going a bit offtopic, but if I wanted a medal I'd try to find a way to donate money to Cutstuff. (Blood donor)
(There's no way I can donate for now)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on March 04, 2012, 02:14:54 AM
Quote from: "Kapus"
We've got plenty of people on the team who can host, but thanks!

Oh well. Damn my uselessness. /me shuffles away
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on March 04, 2012, 02:16:52 AM
There's no need to feel bad! We've got just about everyone we need and things are running smoothly.

Your thought is enough!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on March 04, 2012, 02:25:23 AM
must...find...loophole...somewhere...that...allows...me...to...help...somehow...

Nah, just kidding. The only other thing I can help with is recording, and I highly doubt it's needed, so meh. I do wish you guys luck in your efforts though!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on March 04, 2012, 02:34:14 AM
I just wanted to say that I am helping out with this too!
Though I won't be doing as much as I did for MM7 as that really burnt me out

I'll be doing Frost Man's skin, a brand new launcher artwork that won't be terrible like the rushed MM7 one that i did and am ashamed of.

...and i'll also be doing something else that is very very secret.

you can also expect a new video from me nearer the release!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 04, 2012, 02:40:34 AM
Read "something else that is very very secret" as RM8FC's Super Bass boss rotations.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 02:44:33 AM
Nice but are you part of the MM8 Expasion Team?. Also the MM7 launcher artwork was amazing there's no need to be ashamed for it. And I will probably donate as soon as I can. Back to topic remind courtesy from Blazko. In MM7 Expasion MM7DW4 there was this random GutsMan claw robot assisting you when someone fell down and could come up, Will there be something like that in MM8 Expasion?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 04, 2012, 02:45:36 AM
He wasn't exactly assisting you.

That's Gutsman G, a Fortress Boss from MM7.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on March 04, 2012, 02:47:06 AM
I am a part of the team of course!
I have been a part of the 8bdm team for a long time
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 02:48:30 AM
1) I know, he doesn't help in real MM7, neither on MM8BDM. Am just saying he helps you to get up. Wow Brotoad , I actually, somehow knew were part of the team since the first release. I mean who makes the art  :p.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on March 04, 2012, 02:54:53 AM
Quote from: "MetalJosh"
In MM7 Expasion MM7DW4 there was this random GutsMan claw robot assisting you when someone fell down and could come up

I wouldn't exactly call it assisting, but that's up to you, I guess. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AccidentalNightmareFuel)

Brotoad made a lot of the stock skins you use daily as well as Moby and the Yellow Devil, Josh.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zellough on March 04, 2012, 03:02:04 AM
So... who's in charge of this again?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 04, 2012, 03:02:41 AM
Quote from: "Zellough"
So... who's in charge of this again?
Ivory
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 04, 2012, 03:39:32 AM
started in mid-october...
more or less halfway done...
it's possible it would be out by... july?
school, end faster!
Title: I'll take my backstory with a side of fries, thank you
Post by: Hallan Parva on March 04, 2012, 07:51:41 AM
Will you be working on adjusting the previous expansions as well as this one? I know I made a post about it a while ago, but I really liked the mini "story" that 8BDM had, and the MM7 expansion really felt "shoehorned in". If possible, I'd really love it if you could somehow work this expansion (and the MM7 one, mind you) into the game's plot.

also make MMPU a canon expansion
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on March 04, 2012, 02:20:59 PM
These are all the things that I sprited for MM8BDM
(click to show/hide)
Ego boosting aside, I can't see that happening. Most people don't pay much attention to this games story, most people just do it to get it over with so they can get on with multiplayer.
Plus changing the story after every expansion would be a bit tedious, maybe it could be done once we get to MM10?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 04, 2012, 02:31:45 PM
[offtopic]You made both Slashmen? I didn't know that![/offtopic]
Is there going to be a skin based off of Frostman's appearance in MM10?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on March 04, 2012, 02:36:11 PM
The skin i am working on of frostman is the MM10 one.
MM8FC is using that Frostman too, so there is no point in having 2 Frostmen!

Also because just 1 Frostman is going to be hard enough to make
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 04, 2012, 03:42:11 PM
Didn't know that the RM8FC team was using MM10 Frostman's sprite.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 03:49:44 PM
Quote
Game&Watcher: Is there going to be a skin based off of Frostman's appearance in MM10?
Wait, what's point of making Frost Man from MM10 if it's actually the same robot? I don't even. One from scratch and one sprited from MM10?   :shock:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 04, 2012, 03:55:31 PM
There are 2 Slashman Skins...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 04, 2012, 03:58:05 PM
Okay...FROSTMAN.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 04, 2012, 04:00:52 PM
There might've been two Frost Man skins if the RM8FC guys used a different Frost Man sprite, like the case with Slash Man. Since they do not, we don't have to make two different versions.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 04, 2012, 05:28:21 PM
2 questions.
1.- Is the step booster (that thing that allows to climb ladders faster) in this expansion?
2.- Can I make my own version of that thing for one of my maps? (No, I'm not asking to make it for the expansion. It wouldn't work in other maps anyway)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on March 04, 2012, 05:53:07 PM
1. As of now, no.

2. Sure, I guess?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 04, 2012, 05:57:14 PM
Are the Arrow and Laser upgrades going to be in?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 04, 2012, 06:11:56 PM
Quote from: "Game&Watcher"
Are the Arrow and Laser upgrades going to be in?
I'm going to say no because both were Charge Shot upgrades and only the Proto Buster uses the charge shoot so no point in having either.  Be better if they make more buster weapons to leave them to being characters who don't have their own weapon drops in. Protoman drops the protoshield in MM7 but we have the Protobuster which is basicly the same thing, Bass never drops anything so the Bass Buster works, Roll never drops anything but has a weapon in the PU expansion. The only other bosses/characters who don't have drops are Auto, Compassman and R-Shadow and the later two should be held onto until their expansion.  

But Auto's firework gun would be neat, you know the one he uses in his helmeted skins firing animation from the rush jet sections of 8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 04, 2012, 06:35:23 PM
Justice Fist and Auto Bazooka.

MAKE IT HAPPEN. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 04, 2012, 07:01:44 PM
Arrow and Laser busters are in.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 04, 2012, 07:15:47 PM
If the Arrow is getting in, why not just put in Super Arrow?

Always wanted to use that weapon in this game...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on March 04, 2012, 07:17:24 PM
Super Arrow and Item 2 are nearly identical, and we're already trying to get Item 2 in.

I don't really see how Super Arrow relates to Arrow Buster, anyway.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 04, 2012, 07:35:05 PM
Quote from: "Kapus"
Super Arrow and Item 2 are nearly identical, and we're already trying to get Item 2 in.

I don't really see how Super Arrow relates to Arrow Buster, anyway.

Super Arrow could be used an actual weapon though, so there is a big difference between that and Item #2 being an item that is one use only.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 04, 2012, 07:35:40 PM
Quote from: "Mr. X"
Arrow and Laser busters are in.
:mrgreen: That just makes me a little happier!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on March 04, 2012, 08:00:03 PM
Since everythin' can be a secret (such as the boss, Easter eggs like ducks, or many more stuff that sparks our curiosity is worth surprisin' at the end), however weapon/item balance/change should be discussed beforehand. Since once the weapons are set in place, we'll be stuck with them for a long while. Example would be if we had talked about Treble Sentry's change before it happened, we could of prevented Treble from bein' quite an item of interest to grab in almost every mode. Of course, folks with reliable field experience should give some sort of input (not help, give input) on what changes should or should not happen.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 04, 2012, 08:20:52 PM
And it is discussed, within the MM8 team.

Also, Treble will also be altered. You have to remember, Treble was a last minute addition in MM7. There was never time to discuss him.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 04, 2012, 08:22:44 PM
Besides, if classes has taught us one thing, it's that opening discussion for everyone on balance ends up with people just yelling at each other and nothing really getting resolved.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on March 04, 2012, 08:49:54 PM
Well, I suppose Treble was a bad example. However my point is still to give the folks in the community a heads up on balance/changes since that's extremely crucial to gameplay. Maps and bosses won't have THAT much impact to said gameplay, since maps will be voted off quickly if it is really hard to play on and such. Unlike weapons, where there's little that can be done once they are set in stone.

Now, no offense or anythin', someone like ya (Ivory) have a really long history and experience in the Doom moddin' department for an extremely long time, in fact longer than most folks' time that they joined Cutstuff I dare say! However, MM8BDM calls for a lot more different thin's (can't think of another word) than other FPS's do. This became really evident in the 1st I-Pack when it was 1st released, as a lot of maps were hardly playable. Of course now ya've grown alot and yar a lot more familiar with how MM8BDM runs, however there are folks who still better understand the clockwork better than most. A good example is Celebi, ya give him somethin' to play with for an hour, and he can show ya what can break in more than one fashion. Another example, I can quote off of Bikdark as he said...
(click to show/hide)
Which shows that even though he has the field experience, he does not qualify as he said himself to teach. Of course a lot of "yellin'" does come from a lot of folks who don't have the necessary qualifications who think they can do so. Much like almost every other balance discussions in every other big games.

(I really hate usin' other folks's names >.>) It's like shootin' a mockin' bird.

Of course, puttin' all the load onto one person or a very select few to check up the balance is not that effective since we are human and we will miss somethin'. With more heads to catch any potential mistakes, the better. Just be careful on who ya think is better suited to catch these said potential mistakes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 04, 2012, 09:01:23 PM
The testing team has been made.  It consists of 14 people.  Your example for Ivory is a year and a half old and thus isn't really relevant.  Thanks for your concern but we will continue as we have been doing.  Weapon details will be released in weeks to come.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 04, 2012, 09:05:50 PM
Item 2 is already in game, though... At least if you add KY's classes.

And now I want Item 3  :geek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on March 04, 2012, 09:06:46 PM
I did say that Ivory has grown a lot. Oh well, good luck to the team!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on March 04, 2012, 11:29:34 PM
Oh what MM8?

Awesome! You dudes rock.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on March 05, 2012, 02:19:20 AM
I just now discovered this thread, how very slow of me.

Greetings everyone! I hope the botchats are accurate enough for each character I created them for.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 05, 2012, 02:33:08 AM
Ah yes. I've already implemented them in. Thank you for the contribution.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on March 05, 2012, 06:08:36 PM
Dayum! nice!
Ive been waiting for something to get me back in to this game.
This might just do the trick.
Im gonna have to lay down some other games i have waiting for me though ;)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on March 05, 2012, 06:11:35 PM
Quote from: "Star Dood"
Uh, so, I found my train.

(http://i41.tinypic.com/2ecq8nb.png)

Feel free to use it.

Quote from: "Star Dood"
Quote from: "Ivory"
READ THIS
2) This is important. You are probably wondering "Gee, how can I help?" The short answer is, I'm sorry, you can't. MM8 has been in progress since late October. I've assembled a team of mappers, modders, graphics artists, and so forth to work on MM8. We're more or less half way done the expansion at this point in time. If we need help from the public, then I will make a post here saying what needs to be done. In other words, don't go making graphics or anything and expect us to include it in MM8 when you were not asked to do it. Askers are not receivers, and whiners are not receivers either.

Reeeeeeeead.

Just saying
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 05, 2012, 08:26:36 PM
i did notice a few things in-game that could be changed (won't affect gameplay, just cosmetic changes) so i figure now is a good time to mention them... we're not gonna release a whole new version just for these little things

-enker's bot name color is ck, but his campaign boss name color is cf

-punk's campaign color scheme is red-on-brick red atm, it should be red-on-white
(probably to maintain screw crusher colors, but no idea, really)

-the ballade cracker's color scheme is purple-on-yellow for some reason, it should be purple-on-lavender
(i think this was by popular demand, so it might have been intentional, in which case, ignore this)

these are so miniscule, it probably doesn't matter a whole lot, but just throwing 'em out there
don't hate me for nit-picking  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 05, 2012, 08:34:20 PM
To answer the Ballade Cracker color, there is no lavender in the palette, so we went with the next best thing by popular demand.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 05, 2012, 08:41:40 PM
MM10 in-game Ballade Cracker colors:(http://images.wikia.com/megaman/images/5/5e/MM10-BalladeCracker-Sprite.png)

I see no lavender there. Just purple and violet.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 05, 2012, 08:45:07 PM
Alright, now find it on the doom palette.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 05, 2012, 09:08:23 PM
ah... didn't know there was a specific doom palette :/
the more ya know, huh?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 05, 2012, 09:14:28 PM
Well, YD, I didn't specifically make it for this expansion. Since the expansion I did make it for is dead, and since this enemy did appear in the game, it's available to be used.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 05, 2012, 09:23:17 PM
Quote from: "Korby"
Alright, now find it on the doom palette.
I think YD is using it for the classes mod.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 05, 2012, 09:44:04 PM
Quote from: "Star Dood"
Since the expansion I did make it for is dead

It's not dead, it's sleeping.

Also, saying you "made" it is technically incorrect. You made it about as much as I made the Front/R poses for Astroman.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 05, 2012, 10:22:57 PM
Fine edited

And yes, I suppose it is sleeping. Korby you might as well make it an official expansion asap
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 05, 2012, 11:01:46 PM
Quote from: "Star Dood"
Fine edited

And yes, I suppose it is sleeping. Korby you might as well make it an official expansion asap
He is busy working on this one, after MM8 chronically M&B is next, so it is likely that it can become an official one. Though personally I feel they shouldn't be mixing the Tengu and Astro maps, both had completely different gimicks, themes, layouts, and palettes.  Even the bosses fought completely differently.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 05, 2012, 11:23:01 PM
Quote from: "Star Dood"
Korby you might as well make it an official expansion asap

I can't just outright make it an official expansion, but I'll probably at least try later.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 07, 2012, 12:32:36 AM
Quote from: "fortegigasgospel"
Quote from: "Star Dood"
Fine edited

And yes, I suppose it is sleeping. Korby you might as well make it an official expansion asap
He is busy working on this one, after MM8 chronically M&B is next, so it is likely that it can become an official one. Though personally I feel they shouldn't be mixing the Tengu and Astro maps, both had completely different gimicks, themes, layouts, and palettes.  Even the bosses fought completely differently.

We could go chronologically.. OR!
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 07, 2012, 05:42:43 AM
...Why in the world would X1 ever get added?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 07, 2012, 07:09:05 AM
Quote from: "Mr. X"
...Why in the world would X1 ever get added?
There is a class mod for it, and it is Megaman, though I'd keep official releases classic series only.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 07, 2012, 07:15:47 AM
It's Mega Man 8-BIT Deathmatch.  The classic series is inherently tied to 8-bit gaming.  The X series is not.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on March 07, 2012, 07:32:12 AM
X1 would be cool, although getting sprites for the stages seems like it'd be a pain (I guess stuff from Xtreme would work...maybe?!)

ANYwho though yea, I think it'd be cooler to have all of classic covered before going into X territory (although that'd probably draw in a lot more fans)

Still, I'm happy enough that we have 1-6 (and 7 now I guess!)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 07, 2012, 01:02:01 PM
MMPU is not on his "list" of suggestions therefore his argument is invalid :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 07, 2012, 02:19:49 PM
perhaps PU could be mixed w/ megaman 8, considering the prospect of them being in FC?
or it could be a separate chapter entirely if mm&b has new astro and tengu stages, PU should have the PU expansion in it, just no X series, except maybe the first.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 07, 2012, 06:23:42 PM
This is the MM8 expansion, not the MM8 + PU expansion. Don't get your hopes up.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 07, 2012, 06:49:34 PM
Quote from: "Rozark"
(click to show/hide)
That won't happen. Cutman hates the X series.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 07, 2012, 06:56:46 PM
Not to mention how little sense it makes.  The X series had 2 8-bit games (well, really, 4-bit ish) and their style of gameplay does not fit right in with the classic series.  If anything, you'd make Mega Man X 16 Bit Deathmatch for Mega Man X.  Of course, nobody would actually want to do that because making rotations for 16-bit Characters would be even more annoying than 8-bit rotations already are.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 07, 2012, 09:54:00 PM
I find it funny how Rozark somehow managed to not list Mega Man 10.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 09, 2012, 04:13:24 AM
Is the "shooting part" in? If so, will it be some version of the Rage Rune?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 09, 2012, 04:40:36 AM
You mean the rapid shot or whatever it was?  No, it is not in especially since Bass Buster already is a rapid-fire buster.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 09, 2012, 05:41:05 AM
Quote from: "Mr. X"
You mean the rapid shot or whatever it was?  No, it is not in especially since Bass Buster already is a rapid-fire buster.
Mega Man 8 had 3 charge shoot upgrades Laser, Arrow and Auto Fire

The auto fire or what ever it was called was a charge shot upgrade like Laser and Arrow, which automatically fired as many shots as it could to reach the shot limit (3 or 5 with upgrade) while you charged. It could not be used with Laser or Arrow.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 09, 2012, 05:53:00 AM
Ahhh, I had heard somebody ask something about rapid fire elsewhere I think.  Probably heard wrong.  It's been a while since I've played MM8.  Either way, the answer is no.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on March 09, 2012, 04:04:34 PM
I think there's one item where you fire 3 buster shots at once when you fire. If you have the 5 shot upgrade then you'll still fire 3, but you'll have 2 in reserve.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: kirbymariomega on March 09, 2012, 05:46:00 PM
Stupid question: when will it be released?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on March 09, 2012, 06:05:35 PM
Quote from: "Ivory"
Release Date TBA later

We're going as fast as we can!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 10, 2012, 12:57:42 AM
Are there any Rush Jet segments?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on March 10, 2012, 01:18:34 AM
No.

Do you honestly want any?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on March 10, 2012, 02:02:13 AM
Quote from: "Kapus"
No.

Do you honestly want any?

I'd rather them than... *shudders* "JUMP! JUMP! SLIDE! SLIDE!"
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 10, 2012, 02:07:31 AM
Wait...
We can't even slide in MM8BDM!! D:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 10, 2012, 02:09:29 AM
Well since this will also be the next version of 8bit, may I request an update to the MM4 campaign and swapping the song that plays before Met Daddy destroys the Cockroach Twins and the song for the boss.  Kind of lame the final boss song for MM4 only plays for a brief moment for a boss you don't even fight.

As for sliding it is in classes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 10, 2012, 02:13:26 AM
Quote from: "The_Broker"
I'd rather them than... *shudders* "JUMP! JUMP! SLIDE! SLIDE!"

Quote from: "Laggy Blazko"
Wait...
We can't even slide in MM8BDM!! D:

Quote from: "fortegigasgospel"
As for sliding it is in classes.

And there is Charge Kick...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 10, 2012, 02:18:50 AM
Do those things change your height so it would be useful in the snowboard thing?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on March 10, 2012, 02:34:15 AM
Quote from: "Laggy Blazko"
Do those things change your height so it would be useful in the snowboard thing?

If it's possible to force a crouch but I dout that's possible (though if someone did get that to work, that would be perfect for original stage mode)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 10, 2012, 03:36:56 AM
Quote from: "Kapus"
No.

Do you honestly want any?

Yeah, actually. RUSHJET DEATH BATTLE WITH AUTO EDDIE AND BEAT NARGH

Actually, you should put snowboards and rush-jetting in the Wily Stage.

hurr
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 10, 2012, 03:59:19 AM
I think if the snowboards are added they should be like the Wave Bikes.  And the Rush Jet sections isn't needed, we already have Rush Jet as an item.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 10, 2012, 04:26:25 AM
Rush Jet sections are definitely not in.  Last I heard we're still undecided on the snowboards.  I mean, sure, you may THINK you want them, but really, how many times do people go to Wave Man's stage?  Not very often because it's annoying.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on March 10, 2012, 04:44:48 AM
how many times have you seen people play on waveman's stage outside of classes and roboenza *can't remember the last time I've been there outside of those*
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 10, 2012, 04:46:37 AM
The same amount of time I've seen it with them, which is to say zero times in the past year or so.  Sure, I don't play frequently, but the only times I ever see anybody start votes for Wave Man, it's usually someone doing it as a joke and it's quickly shot down with a flood of "no" votes in any mode.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 10, 2012, 05:36:27 AM
Quote from: "Mr. X"
Rush Jet sections are definitely not in.  Last I heard we're still undecided on the snowboards.  I mean, sure, you may THINK you want them, but really, how many times do people go to Wave Man's stage?  Not very often because it's annoying.
I'm going to say no on the snowboards, make them there maybe in spirit so if someone really wants to put them into a map they can maybe. Or an actor or item that acts like Oil Slider's sliding without the damage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 10, 2012, 10:27:06 AM
Quote from: "fortegigasgospel"
Well since this will also be the next version of 8bit, may I request an update to the MM4 campaign and swapping the song that plays before Met Daddy destroys the Cockroach Twins and the song for the boss.  Kind of lame the final boss song for MM4 only plays for a brief moment for a boss you don't even fight.

Acually, the MM3 Fortress boss theme (which played at the Doc Robots) played at the Cockroach Twins before being taken out. The actual MM4 final boss theme is in but never got used.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 11, 2012, 07:59:16 AM
or, if youre going to add snowboards, lemme suggest this:
(click to show/hide)

its just a suggestion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on March 11, 2012, 12:16:13 PM
Is some form of Skulltag going to be integrated?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MetalJosh on March 11, 2012, 02:51:04 PM
Skulltag is the port, so i think only if we ask for their help and team consider helping the project, then they will. Kinda what i think
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shmeckie on March 11, 2012, 04:03:23 PM
Quote from: "Mr. X"
Rush Jet sections are definitely not in.  Last I heard we're still undecided on the snowboards.  I mean, sure, you may THINK you want them, but really, how many times do people go to Wave Man's stage?  Not very often because it's annoying.

But I like Wave Man's stage... :(
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 11, 2012, 05:25:13 PM
Is the Rush Jet Item at least going to appear in Tengu Man's stage?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -FiniteZero- on March 11, 2012, 05:34:17 PM
In my onion, Tengu Man's stage should have a large building main part thingy, and an air ship off to the side that you have to use Rush Jet to get to.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on March 11, 2012, 05:59:39 PM
Quote from: "FiniteZero"
In my onion, Tengu Man's stage should have a large building main part thingy, and an air ship off to the side that you have to use Rush Jet to get to.

I didn't know we each get our own onions! I want mine roasted!  :ugeek:  :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 11, 2012, 06:09:34 PM
Quote from: "Game&Watcher"
Is the Rush Jet Item at least going to appear in Tengu Man's stage?

No, there will be no Rush Jet at all. I know this sounds crazy, but if Rush Jet exists, the whole purpose of Torndo Hold lifting you up to higher locations is meaningless. The stage should center around the robot master weapon ideally, which is what Tengu's MM8BDM stage is going to do.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on March 11, 2012, 06:18:55 PM
Or maybe Tornado Hold reaches up to a rush jet.

I say at least have Eddie in the level somewhere, that way in isn't impossible to have rush jet.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 11, 2012, 06:20:26 PM
Quote from: "Michael712"
Or maybe Tornado Hold reaches up to a rush jet.
THIS!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 11, 2012, 06:22:16 PM
You want a stage that has high elevations to have Eddie which can possibly give you Gravity Hold? Yeah, I had no intentions of Eddie existing on Tengu (and I'm the one making Tengu).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 12, 2012, 03:17:47 AM
Hitting people while they are on Rush Jet is annoying and you could easily drag out matches with it.  Besides, while Rush Jet was in the level it was a completely different kind of Rush Jet that really doesn't blend with the other games anyways.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 12, 2012, 09:10:08 AM
Quote from: "Game&Watcher"
Quote from: "Michael712"
Or maybe Tornado Hold reaches up to a rush jet.
THIS!
I am in support :ugeek:

Also while we're on the subject of Gravity Hold, how about a damage adjustment or something? I know it's supposed to be this amazing anti-air weapon and all, but the amount of damage it does to grounded and very-near-ground players is RIDICULOUS.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 12, 2012, 07:04:31 PM
I thought of this part of the opening post yesterday:

Various changes to old content (big and small)

Is something going to be done about the lag in Plantman (the grass) and Cloudman (the rain)? Also, will some of the maps already in V2C have a bit of additions/takeouts regarding their layouts? I doubt the latter, but it came to mind anyway...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 12, 2012, 07:22:22 PM
Plant Man grass lags?  It didn't even lag on my old piece of crap laptop but then again, neither did Centaur Man's stage.

Anyhoo, I don't think we've discussed major map layout changes yet, although on a personal note I'd love to readjust Yamato Man's stage to not be ridiculously claustrophobic.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 12, 2012, 07:27:45 PM
Quote from: "SmashBroPlusB"
Quote from: "Game&Watcher"
Quote from: "Michael712"
Or maybe Tornado Hold reaches up to a rush jet.
THIS!
I am in support :ugeek:

Also while we're on the subject of Gravity Hold, how about a damage adjustment or something? I know it's supposed to be this amazing anti-air weapon and all, but the amount of damage it does to grounded and very-near-ground players is RIDICULOUS.

It's probably just me, but gravity hold is WEAK AS PAPER. am i just using it wrong? lol.. it takes like 6 hits or so to kill someone, and doesnt fling them that far :L Same thing with centaur flash/bright flash or whatever its called: they hardly do anything, thus i dont use them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DarkAura on March 12, 2012, 07:32:04 PM
Quote from: "Rozark"
It's probably just me, but gravity hold is WEAK AS PAPER. am i just using it wrong? lol.. it takes like 6 hits or so to kill someone, and doesnt fling them that far :L Same thing with centaur flash/bright flash or whatever its called: they hardly do anything, thus i dont use them.

GravityHold does damage based on how high off the ground the enemy is. Also pulls them to the ground. CentaurFlash is easily spammable with a few W-Tanks in hand. Especially in CentaurMan's Stage.

Which reminds me: Will CentaurFlash be replaced with one of the MM8 weapons in ShadowMan's Stage?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 12, 2012, 07:36:23 PM
I think Flame Sword would fit, since it fits the firey theme of Shadow Man' stage.

Also, will the expansion intergrate my Automap Weapons thing?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 12, 2012, 07:49:23 PM
Quote from: "Beed28"
I think Flame Sword would fit, since it fits the firey theme of Shadow Man' stage.

Also, will the expansion intergrate my Automap Weapons thing?
I wonder how many people have relized Shadow Man's stage is some sort of sewer.

Also, would it be possible to make a TDM Spawn decor for automatic spawn points in Team DM like oh CTF uses it's?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 12, 2012, 10:28:33 PM
Quote from: "Beed28"
Also, will the expansion intergrate my Automap Weapons thing?
I would support this, but I don't read enough to confirm this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 13, 2012, 12:16:38 AM
Quote from: "Mr. X"
Plant Man grass lags?  It didn't even lag on my old piece of crap laptop but then again, neither did Centaur Man's stage.

Anyhoo, I don't think we've discussed major map layout changes yet, although on a personal note I'd love to readjust Yamato Man's stage to not be ridiculously claustrophobic.
I said Cloud Man, not Centaur Man.  :shock:  Centaur Man never lagged for me. Not even the bigger sized remix. As for Plant Man grass, I think I got a misconception there. It's not lag as such, but a kind of choppiness in framerate. Know what I mean? Oh and I believe Yamato Man could use a little widening in the hallways, both the ladder and connecting ones. Gemini Man also feels too cramped, IMO. Glad something is being thought about this.

I also forgot to mention this earlier because I was in a hurry to go work, but another thing that concerns me is the exploit with Leaf Shield (and Skull Barrier too?) in CTF. Is this going to be addressed? What I have in mind is, that if the bugs with the shield cannot be fixed because that is how they work, make them work in a different manner for the mode. This (as I envision it) would be by either making new, duplicate weapons for use in CTF only (and give them a CTF tag for Doom Builder) or by making it so that when the game mode is CTF, the weapons work in another way by shifting to another template.

That's my take on it though. I believe the bugs and issues are a priority before doing anything else with the maps. I can't think of anything else right now, though. This is off the top of my head.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Super Bondman 64 on March 13, 2012, 12:49:26 AM
I guess I haven't actually said anything yet, so... this expansion is looking really cool, guys!  I'm definitely excited about playing it once it's finished!  Great work!  :geek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 13, 2012, 01:11:07 AM
Quote from: "DarkAura"
Quote from: "Rozark"
It's probably just me, but gravity hold is WEAK AS PAPER. am i just using it wrong? lol.. it takes like 6 hits or so to kill someone, and doesnt fling them that far :L Same thing with centaur flash/bright flash or whatever its called: they hardly do anything, thus i dont use them.

GravityHold does damage based on how high off the ground the enemy is. Also pulls them to the ground. CentaurFlash is easily spammable with a few W-Tanks in hand. Especially in CentaurMan's Stage.

Which reminds me: Will CentaurFlash be replaced with one of the MM8 weapons in ShadowMan's Stage?

oh.. g hold seems more useful now i guess O.o
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 13, 2012, 01:24:34 AM
Quote from: "Knux"
Quote from: "Mr. X"
Plant Man grass lags?  It didn't even lag on my old piece of crap laptop but then again, neither did Centaur Man's stage.

Anyhoo, I don't think we've discussed major map layout changes yet, although on a personal note I'd love to readjust Yamato Man's stage to not be ridiculously claustrophobic.
I said Cloud Man, not Centaur Man.  :shock:  Centaur Man never lagged for me.

I wasn't referring to your post when talking about Centaur Man, there were people when the game was released saying Centaur Man's stage was unbelievably laggy for them on their nicer computers where mine didn't have a problem.  Basically, I'm saying random computers seem to have problems with random things.

As for the size issue, I will say the reason why Yamato is the way that it is is that I created it during the SGC Demo back when a busy server was 6 people.  I didn't think the game would take off like it did to be honest.

As for CTF, I don't have an answer as that would require talking to Mike about changing old maps.  Personally, I try to avoid shield weapons as much as possible in my CTF maps, especially after the Proto Shield mess in CTF05.  Speaking of which, I've done lots of revamping of CTF05 to hopefully make it a lot more playable.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 13, 2012, 03:15:12 AM
@Knux
Cloud Man has new rain spawners (the ones from IX-Pack) that shoot out 99% less rain and thus doesn't lag(or maybe a tiny bit). As for Plant Man Grass, nothing can really be done aside from getting rid of it completely. As for CTF, the best rule of thumb is to exclude those weapons. MM8BDMv3a(the mm8 expansion)'s new Wood Man's Revenge has it replaced.

Quote from: "Beed28"
Also, will the expansion intergrate my Automap Weapons thing?
No, Mike doesn't want it in. Reasoning being, in the case of mappers and modders, what if someone DOESN'T want weapons to appear on their maps, or etc?

Also to note, no one is touching old map layouts until all the main work of MM8 is done. So don't assume anything has been done for them yet, aside from CTF maps. I've worked on mine. Mr. X has worked on CTF05.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 13, 2012, 03:51:58 AM
Any special SkullTag version this time?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 13, 2012, 04:01:24 AM
As of now nothing planned. I'll let everyone know if we do plan to jump versions.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 13, 2012, 04:30:53 AM
I wasn't referring to your post when talking about Centaur Man, there were people when the game was released saying Centaur Man's stage was unbelievably laggy for them on their nicer computers where mine didn't have a problem. Basically, I'm saying random computers seem to have problems with random things.

Oh, derp.

As for the size issue, I will say the reason why Yamato is the way that it is is that I created it during the SGC Demo back when a busy server was 6 people. I didn't think the game would take off like it did to be honest.

Oh, I didn't know this. Yeah, it might be a good idea to do stuff to it then, what with new skills you have acquired and such.

As for CTF, I don't have an answer as that would require talking to Mike about changing old maps. Personally, I try to avoid shield weapons as much as possible in my CTF maps, especially after the Proto Shield mess in CTF05. Speaking of which, I've done lots of revamping of CTF05 to hopefully make it a lot more playable.

Lots? The only things I would do to that map is sink the weapons in the middle, make a raised floor for the white flag and leave some areas that stay with light in the rooms that darken. Other than that, I didn't find issues with it, but eh. I'll wait and see what happens to it.

Quote from: "Ivory"
@Knux
Cloud Man has new rain spawners (the ones from IX-Pack) that shoot out 99% less rain and thus doesn't lag(or maybe a tiny bit). As for Plant Man Grass, nothing can really be done aside from getting rid of it completely. As for CTF, the best rule of thumb is to exclude those weapons. MM8BDMv3a(the mm8 expansion)'s new Wood Man's Revenge has it replaced.
Awesome, I was hoping the IX-pack rain spawner was the one being used, since it works great. The thing with it is though, that it doesn't really look like it's raining (AFAIK, I never saw a single drop). Therefore, I would suggest changing the script around so that the skybox will change to Toadman's animated rain texture (or maybe even a new one based on this one!).

It's too bad for shields on CTF, really, but I can live with that. Thanks for the answers.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 13, 2012, 12:54:52 PM
Three questions!

One: Is CTF05 the Clockwork Factory or the Underwater Base? If it's the former, well, shoot. I really like that map now, I don't see why it needs changing. If it's the latter, good. That and MMCTF01 needs serious work.

Two: Are you fixing the impassable linedef problem in CTF08? What's being fixed in CTF09?

Three: Can we expect any new CTF maps from this expansion?
Title: CTF is a huge focus for MM8.
Post by: Ivory on March 13, 2012, 02:21:28 PM
One: Yes it's Clockwork Factory, Mr. X has done some modifications to make the map more friendly.

Two: Duh.

Three: Yes, at the very least, I made one new CTF Map(completely new) and Mr. X's XCTF02, Molten Mountain is going into the core. Possibly a fixed up XCTF01 as well.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 13, 2012, 04:47:41 PM
sup homies
Quote from: "SmashBroPlusB"
Also while we're on the subject of Gravity Hold, how about a damage adjustment or something? I know it's supposed to be this amazing anti-air weapon and all, but the amount of damage it does to grounded and very-near-ground players is RIDICULOUS.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 13, 2012, 05:30:48 PM
Gravity Hold has already been made to blow away (previous versions) and smash down opponents in the air (current version). The only other thing I can think of with it is making all players within it's radius unable to jump to full height, which would worsen the closer they were to the user. As for the damage that would do, it probably shouldn't be too much, I believe. After all, that'll make them predictable because they can only retreat to lower floors if low on health or force them to fight for a set amount of time, so it shouldn't be too much damage.

When I was thinking of Gravity Hold at first, I thought about slowing them down because of the high gravity. However, Time Slow and Spark Shock already do that, by area of effect and projectile respectively.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 13, 2012, 06:27:29 PM
Quote from: "Knux"
Lots? The only things I would do to that map is sink the weapons in the middle, make a raised floor for the white flag and leave some areas that stay with light in the rooms that darken. Other than that, I didn't find issues with it, but eh. I'll wait and see what happens to it.

Oh the irony:  absolutely none of those things were changed yet.  I'll go ahead and try to list everything I changed so far.  Nothing is 100% set in stone though.

Major Changes

-There is a new path through the center of the map.  Between the two crusher paths on either side of the map is a stairway leading up to a series of catwalks that run above the center room and connect to the side rooms (more on how that works later).  This path means you can now go from base to base without running into a single gimmick.  It's also pretty quick too, BUT since it's a fairly desired path, people would be more likely to patrol it to make sure nobody gets through.  The white flag is also down on the first floor of the center too so you will have to drop off the top path to get it.

-The two side rooms now have a wider, far easier path to the center room so they don't become complete ghost towns in 1-flag CTF.  They also have ladders going up to the catwalks.

-The biggest change is that one of the gravity rooms has been replaced with a new room with a new gimmick (which isn't quite as annoying).  It's a room with lava pools that freeze and thaw with each switch of the map.  The room is set up so that you can still get through it fairly quickly with the lava active but it's just more dangerous.

Minor Changes

-The two normal paths to the back of the bases are now wider and have columns on the sides to make it a little less spammable.

-The gravity room has been adjusted so it's not incredibly annoying to get through with high gravity.

-The crushers are now slower and start higher so there's less dying trying to escape the center room in 1-flag CTF.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 13, 2012, 06:35:47 PM
Some of the changes sound good, but I'm not a fan of the gimmick central.

Two was enough and more linear, but three? I'd rather just have two gravity rooms.

Guess I'll have to wait and see if it's any better. What are the changes for CTF09, by the way?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 13, 2012, 06:39:09 PM
Quote from: "Star Dood"
Two was enough and more linear, but three? I'd rather just have two gravity rooms.
Gravity, Conveyor Belts, Dark Room, Crushers, Lava, 3D Floors.

That's a bit more than three.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 13, 2012, 06:43:01 PM
Oh the irony:  absolutely none of those things were changed yet.  I'll go ahead and try to list everything I changed so far.  Nothing is 100% set in stone though.

Major Changes

-There is a new path through the center of the map.  Between the two crusher paths on either side of the map is a stairway leading up to a series of catwalks that run above the center room and connect to the side rooms (more on how that works later).  This path means you can now go from base to base without running into a single gimmick.  It's also pretty quick too, BUT since it's a fairly desired path, people would be more likely to patrol it to make sure nobody gets through.  The white flag is also down on the first floor of the center too so you will have to drop off the top path to get it.


The reason I removed the bridges connecting the trees in KCTF02 was because everyone would ignore going through the lower part, and because you can still get to the weapons in the pillars with Item 1. Hopefully, that won't be a problem here.

-The two side rooms now have a wider, far easier path to the center room so they don't become complete ghost towns in 1-flag CTF.  They also have ladders going up to the catwalks.

Sounds good. You should place something worth getting in either the catwalks or down there (or both!) to avoid one route being ditched for a superior one. This is currently a problem with my maps that I'm trying to address.

-The biggest change is that one of the gravity rooms has been replaced with a new room with a new gimmick (which isn't quite as annoying).  It's a room with lava pools that freeze and thaw with each switch of the map.  The room is set up so that you can still get through it fairly quickly with the lava active but it's just more dangerous.

I would be pretty annoyed if by going through there, I can't clearly see if there's lava or frozen floors ahead and my strategy ends up changing at the last second, which can be costly if running away with the enemy flag. A sign or a message like in IDM04's flushing would be helpful.

Minor Changes

-The two normal paths to the back of the bases are now wider and have columns on the sides to make it a little less spammable.
-The gravity room has been adjusted so it's not incredibly annoying to get through with high gravity.
-The crushers are now slower and start higher so there's less dying trying to escape the center room in 1-flag CTF.


All great ideas, especially the crushers. I saw quite a few folks losing there, and I often had to strafe run to avoid them.

Like you said, none of it is set in stone, but that's all the more reason to give opinions. It all sounds interesting and I wish you good luck with it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 13, 2012, 06:48:44 PM
Actually, the addition of a new gimmick was to make the stage less gimmicky.  It sounds counter-productive, but the idea is that instead of two rooms where a gimmick is 100% forced upon you (high gravity or low gravity), you have a path where it's still forced upon you and one where it just changes the room a bit.  Basically, there's a room that goes from one gimmick to another for the gravity room and one room that goes from normal room with traps to normal room with no traps.

As for the warning, much like how the gravity rooms have a sign telling you in what position it's in when you enter, the lava rooms have lava columns that are either frozen or unfrozen (which you cannot touch).  Plus, you've got plenty of room to see the lava.  If anything, it's like taking a small chunk of CTF03 and having it freeze every once in a while.  Also, if it proves to still be too many gimmicks, I'd be more likely to remove the gravity room at this point as I was never truly happy with it.

EDIT:  blah, I keep forgetting something.  I am worried about the upper path being overpowered a bit, but the only weapon along that path is Metal Blade, which is at the very beginning and can easily be grabbed without really taking the path.

DOUBLE EDIT:  Actually, just have some screenshots.

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 13, 2012, 07:37:22 PM
Looking sweet! Still, I suggest that in the middle area, you change those mid-textures to 3D floors you can see through by using the same texture for the floors that you used for the bridging. I did that for CSCM26 in CSCM and posted pics to demonstrate it. This is still quite a sight, though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 13, 2012, 08:00:45 PM
MMCTF09 mostly has some weapon changes, like Leaf Shield being omitted and Napalm Bomb being more out of the way to get. The biggest change is that the platforming section in the middle is removed with a 3D Bridge and platform in the center with the white flag on it, making it playable for 1FlagCTF.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 13, 2012, 08:04:31 PM
Quote from: "Ivory"
The biggest change is that the platforming section in the middle is removed
Noooooooooooooooooooooooooooooooooo
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 13, 2012, 08:06:23 PM
You mean you LIKE having 30 second staring matches while the white flag respawns, only to do it again 2 seconds later when the resulting crossfire knocks the flag runner back into deathwater?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 13, 2012, 08:08:44 PM
It's not so much that I like it that it never happens to me, seeing as I rarely drop the flag there because I can dodge.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 13, 2012, 08:09:03 PM
I liked the platforming better, but sacrifices had to made for playability.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on March 13, 2012, 08:54:37 PM
You mean that part where you jump across the dark river? That part that was never causing trouble?
(click to show/hide)
That honestly hasn't caused a problem for me yet, even in 1F-CTF.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 13, 2012, 09:05:28 PM
You are also the same people who saw no problems back when the Wily base had the lava floors. I saw the flag getting stuck in there and people having to wait for it to move back to base. Just because you never had a problem with it, doesn't mean it doesn't exist.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 14, 2012, 12:36:11 AM
Quote from: "Ivory"
You have to remember, Treble was a last minute addition in MM7. There was never time to discuss him.
So does that mean his item icon will be changed from his colors to his MM10 colors? The only thing that concerns me are cosmetic changes to weapons and items since, aside from Treble, v2c got everything else right right.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 14, 2012, 01:10:33 AM
I believe it's gameplay-wise. Colors and stuff like that are secondary concerns, after all.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 14, 2012, 11:00:35 AM
Quote from: "Korby"
Quote from: "Ivory"
The biggest change is that the platforming section in the middle is removed
Noooooooooooooooooooooooooooooooooo
aw god damn it whyyyyyy

this is the same thing that happened to Lava Lake
people are sacrificing things to make maps "n00b friendly"
eventually all of your paths are going to be half a mile wide
then it will be near impossible to fall into a death pit

just like Lava Lake... we're all making idiot-proof maps :|
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 14, 2012, 05:35:57 PM
CTF maps almost have to be idiot proof to avoid standing around because people are running off cliffs with the flag.  Otherwise, there's a whole lot of standing around waiting.  Wood Man's Revenge was in particular the one level I experienced this first hand several times:  the fairly small entrance leading to the platforming area made it easy for entire teams to just spam weapons across the platforms compounding the problem.
Title: Who here plays CTF anymore anyway
Post by: Sora on March 14, 2012, 11:15:23 PM
Best part in CTF is stalling by grabbing the flag in pits until you wi-*shot*
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 15, 2012, 03:48:53 AM
Quote from: "Star Dood"
I find it funny how Rozark somehow managed to not list Mega Man 10.

were going in sequential order or something like that. megaman 10 is a ways down the list, and that list was only for what we should do next.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 15, 2012, 04:00:38 AM
Quote from: "Rozark"
Quote from: "Star Dood"
I find it funny how Rozark somehow managed to not list Mega Man 10.

were going in sequential order or something like that. megaman 10 is a ways down the list, and that list was only for what we should do next.
But you had said Megaman X, which would still be after 10.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 15, 2012, 04:09:58 AM
Quote from: "fortegigasgospel"
Quote from: "Rozark"
Quote from: "Star Dood"
I find it funny how Rozark somehow managed to not list Mega Man 10.

were going in sequential order or something like that. megaman 10 is a ways down the list, and that list was only for what we should do next.
But you had said Megaman X, which would still be after 10.

true. but i viewed it as a possiblity of a new beginning as well. idk, perhaps i shouldve put megaman 10 up there. -checks notes for a possible reason why i dont have megaman 10 on list- oh right... i dont keep notes >_>
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 16, 2012, 07:36:10 PM
Recently, this line here got my attention as well:

New changes to make a modders life easier, such as the implementation of categories for Doom Builder 2 to organize MM8BDM content.

Categories... that would mean that weapons would be organized in a section, items in others, and so forth? The way I see it, that sounds like a lot of hard work for something simple, since everything in the Decorate Menu is already alphabetized for convenience. And, this is exactly why I don't think that's what the line meant. I am curious as to what this is alluding to, though, since I'm not sure.

For instance, can we expect some objects that need scripts to work (such as the Gravity Man gravity shifts) to work by themselves by just placing a Gravity Shift Area thing somewhere?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 16, 2012, 07:47:37 PM
What on earth are you talking about? That's exactly what I meant.
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/MM8%20Expansion/NahThatWasExactlyWhatIMeant.png)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 16, 2012, 08:29:20 PM
Quote from: "Ivory"
What on earth are you talking about? That's exactly what I meant.
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/MM8%20Expansion/NahThatWasExactlyWhatIMeant.png)
Which is a lot better so you don't need to go past all the props to get to "shadow blade" remember there is over 60 weapons, so putting them into a foulder separate from everything else makes finding those easier, as well as the weapons.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 16, 2012, 08:43:00 PM
So to explain that screenshot a bit more indepth.

Health/Energy contains the small/large health/energy.
Assists contains all the pick up items.
Weapons is just that, all the weapons.
Props are purely decorative.
Interactive Props are props that can be interacted with in some way shape or form. Think Quick Beam Shooters, Press Balls, Fire Traps, etc.
Bosses are anything relating to the bosses.
Yashichi got its own category.


Also note, the Cossack and Mr. X Flags are now located with the rest of the flags.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 16, 2012, 09:29:23 PM
Quote from: "Ivory"
So to explain that screenshot a bit more indepth.

Health/Energy contains the small/large health/energy.
Assists contains all the pick up items.
Weapons is just that, all the weapons.
Props are purely decorative.
Interactive Props are props that can be interacted with in some way shape or form. Think Quick Beam Shooters, Press Balls, Fire Traps, etc.
Bosses are anything relating to the bosses.
Yashichi got its own category.


Also note, the Cossack and Mr. X Flags are now located with the rest of the flags.

I think Yashichi should go into the Props section since you can go through it just like a Tomahawkman cactus. Unless it's a running gag or something. :p  Oh wait, shii--

Also, the bosses section. That sure looks like it's going to be interesting for screwing around experimenting!

EDIT: By the way, are new sounds being planned aside from the MM8 ones? (Chat sound, for example.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 17, 2012, 12:55:49 PM
This is an off-topic question, but have you made specific team starts for the Cossack and Mr.X teams?

And can you interchange them? (Cossack Vs. Wily, Mr.X Vs. Light, etc.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 19, 2012, 09:42:40 PM
Quote from: "Knux"
Also, the bosses section. That sure looks like it's going to be interesting for screwing around experimenting!

I think it's just stuff like the Guts-Dozer body, weakpoints (like the devil eye) and stuff like that. There's no way in 10 billion years they will ever open the ACS source for the UNKOWN map.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on March 19, 2012, 10:21:29 PM
A little late to the party but...

Sure, I'm not as famous as folks like Korby and brotoad, but I've been part of this team since CutmanMike wanted sprites and tiles for Mega Man 5 and beyond.  Though I contributed nothing towards MM7.

Quote from: "MegaLAD1514"
I wish you guys best of luck. Can't wait to play as Swordlad!!
That, so far, has been my only contribution to the expansion.  I hope everyone likes him.

Quote from: "Ivory"
Depends on if Mike manages them again or if he asks me to manage them. MM9 and 10 won't have any work done for them until after MM8, so I wouldn't worry about them yet.
Just remember that I did a boatload of skins for both of those games (and some tilesets).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 19, 2012, 11:49:17 PM
the best part about that is it means those expansions will take so much less time, since
1) ripping FC tiles and skins
2) remixing music
3) attempting to recreate MM8 gimmicks
is adding to the time it takes to complete MM8
megaman killers get maps in MM10 or somebody dies
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on March 20, 2012, 01:17:14 AM
Quote from: "Star Dood"
This is an off-topic question, but have you made specific team starts for the Cossack and Mr.X teams?

These have always exsisted

Cossack starts' DoomED number is 5082
And Mr. X's is 5083

They are defined in TEAMINFO but will not show up in Doom Builder
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 20, 2012, 02:33:04 AM
Well, I'd rather have them in Doom Builder for efficeny reasons.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fizzyman on March 20, 2012, 10:45:30 PM
Quote from: "Gumballtoid"
3) attempting to recreate MM8 gimmicks
is adding to the time it takes to complete MM8

I agree, as much as I would like to see those spikey vines that can be caught on fire by the flame sword, and meltable things that can be melted by astro crush/flame sword... I'd much rather them not be in to get the expansion out faster.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 20, 2012, 10:50:10 PM
Except everyone(read: nemu and gummywormz) always complain about things being rushed. Getting it out "faster" may not be the best idea.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 20, 2012, 11:11:12 PM
If you are expecting spikey vines and such, then I'm going to have to disappoint you. There are no intentions of those existing in the expansion.

You have to understand, one of my goals is to make the mm8 expansion fun. Fun doesn't mean shoehorning in every gimmick possible from MM8 into the maps. There will be no JUMP JUMP SLIDE SLIDE on Frost Man because it would be just as fun as actually trying to play a serious match on Wave Man. Gimmicks are only used when it works for the gameplay.

The main reason MM8 is going to take some time is not because of the time it takes to get all the textures and make 8 bit versions of the sprites. It's basically not going to go out the door until I'm convinced It's a quality expansion. I'm fairly impressed with what has been done so far.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 20, 2012, 11:14:06 PM
Quote from: "fizzyman"
Quote from: "Gumballtoid"
3) attempting to recreate MM8 gimmicks
is adding to the time it takes to complete MM8

I agree, as much as I would like to see those spikey vines that can be caught on fire by the flame sword, and meltable things that can be melted by astro crush/flame sword... I'd much rather them not be in to get the expansion out faster.
i'm not saying it's a bad thing. it just proves MM9 and MM10 will take less time than this.
after all, we all know MM8 was the game with the most gimmicks.
mainly, the thunder claw swinging...
but vines and stuff? that seems pointless, especially since it would make the MM8 maps more or less worse than the current maps we have.

but yes, do NOT rush this. quality stuff always beats rushed stuff, even if it takes more time.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 20, 2012, 11:18:41 PM
As for the vines, yes, it's a bad idea to include every gimmick in every stage.  Otherwise, we'd have those platform things in Flame Man's stage, bubbles in Wave Man's stage, cutters flying out of dispensers in Cut Man's stage, etc. etc.  The vines would only serve to make Search Man's stage really annoying to get around since you'd meet plenty of roadblocks that absolutely require Flame Sword.  The way it's designed now, Thunder Claw is needed for only two items: an E Tank and Treble Sentry.  It makes getting around easier but the map still works without it.  Having the vines, you'd be screwed in say LMS if the game doesn't give them to you.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 20, 2012, 11:47:25 PM
Why not implement vines that could be destroyed by the other flame weapons or cutter weapons?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 20, 2012, 11:49:39 PM
Because that still relies on you having a cutting weapon? Search Man has the grapple points which it was designed around. It's not going to have the vines shoehorned in as well. It doesn't need those.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 21, 2012, 12:03:59 AM
Well, OK. Simply a suggestion.

nobody listens to my ideas
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 21, 2012, 12:17:25 AM
Well it wouldn't be to bad to have it blocking off some small side rooms, like how the PU expansions Oil Man's map has the explodable containers, and the R&F demo has the exploding barrels in Burner's map.  I'm fairly sure you have Flame Sword in Searches map somewhere, or some other fire or cutter weapon to accommodate the electrical vines blocking off something a bit more powerful. They don't need to be blocking any paths or anything, just blocking off a weapon.

I'm not saying add them, I'm more seeing that you seem to be thinking of wrong ways they would be added for.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 21, 2012, 12:32:09 AM
I suppose but either way, it's not going to happen now that the map is basically done.  The only thing left will be very small adjustments.

(to be honest, I forgot the dang things even existed until like a week ago...not that I would have added them had I remembered them)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 21, 2012, 01:11:16 AM
Add them in as props in the background?

Unless that's out of the question too.

Speaking of which, will Search Man's stage have all the bugs hopping around in the back, like in Plant Man's stage? Or will it be devoid of props?

If so, what are the props for this expansion? I would assume the Tengu birds would get in, maybe the bunny things for Frost, and perhaps the squids for Aqua too.

Oh, and the trains for Clo- *shot*
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 21, 2012, 01:49:19 AM
Quote from: "Star Dood"
Add them in as props in the background?

Unless that's out of the question too.

Speaking of which, will Search Man's stage have all the bugs hopping around in the back, like in Plant Man's stage? Or will it be devoid of props?

If so, what are the props for this expansion? I would assume the Tengu birds would get in, maybe the bunny things for Frost, and perhaps the squids for Aqua too.

Oh, and the trains for Clo- *shot*
How about they don't tell us and leave some of the expansion a surprise.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on March 21, 2012, 03:37:11 AM
In a later release (after this is done) think it'd be possible to remake waveman's stage to make it less gimmicky since people seem to hate it with the heat of a thousand suns. Maby include the indoor area?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 21, 2012, 04:15:44 AM
Remember I-Packv1? Remember Wave Trench? Remember just how well that turned out? I'm positive it will be the same reaction. Everyone stays in the lower part of the map because it's not as gimmicky, and the only purpose of being up top with the wave bikes is to get weapons and items. I've worked with Wave Trench for months before I made the new IDM04 that sits in IX today. Precisely because I could never make wave bikes and a lower area work.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 21, 2012, 04:28:28 AM
Quote from: "Ivory"
Remember I-Packv1? Remember Wave Trench? Remember just how well that turned out? I'm positive it will be the same reaction. Everyone stays in the lower part of the map because it's not as gimmicky, and the only purpose of being up top with the wave bikes is to get weapons and items. I've worked with Wave Trench for months before I made the new IDM04 that sits in IX today. Precisely because I could never make wave bikes and a lower area work.
Maybe make an alternative Wave Man map that doesn't use the Wave Bikes and is more like the first half of Wave's stage from 5 and swap that into the campaign rotation instead of the original version?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 21, 2012, 04:32:17 AM
i agree mostly
the wave bikes are a nice gimmick, but they downright ruin the gameplay
hell, i'd prefer the bubbles over those
it's impossible to have a legitimate match with the current waveman map
the wavebikes are better off for a lms match in a wave bike race track... thing...

mm7dw4 has a similar problem, but it's not nearly as bad IMO
Title: Hell, I'm using "D:" too much.
Post by: Laggy Blazko on March 21, 2012, 08:51:05 PM
Dammit, I like waveman's stage as it is.
Well, I like things that a lot of people hate. D:
Title: Re: Hell, I'm using "D:" too much.
Post by: HD_ on March 21, 2012, 08:53:28 PM
Quote from: "Laggy Blazko"
Dammit, I like waveman's stage as it is.
Well, I like things that a lot of people hate. D:

Welcome to my world...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shmeckie on March 22, 2012, 12:13:20 AM
Why all the hate for Wave Man's stage? That stage is fun as hell! High speed shootouts on the bikes, crashing into the islands to fight on land, etc.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 22, 2012, 01:26:25 AM
Because there's about five people who know how to fight there correctly. There's also a similar amount of people who know how to use Time Stopper correctly.
(hint: item 1 is on every map with time stopper)
Title: Psst, it's the one with bad music. Narrows it down, huh?
Post by: Shade Guy on March 22, 2012, 07:33:22 AM
Even later to the party, but hey.

Expect at least one stock map from me.
That's how to use Time Stopper correctly? I see that as petty exploiting.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 22, 2012, 04:39:26 PM
Indeed, and it's a nice map to boot~
I'm really just responding to say I agree 100% with Shade about Time Stopper.  Fuck Item-1.  That's why I refuse to put it in any of my maps
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 22, 2012, 05:47:33 PM
May I also suggest removing Thunderbolt from the MM7 Wily Capsule fight, in MM7 that weapon made him teleport and attack, doing no damage to him.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 22, 2012, 05:51:05 PM
Perhaps replace it with Wild Coil or Noise Crush?
Also just replying to say that MegaLAD destroyed me with Item-1 and Time Stopper in Quick Man's stage...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 22, 2012, 05:52:35 PM
Wild Coil and Freeze Cracker in the room. Its just odd that the weapon the boss is immune to being in the fight.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 22, 2012, 06:28:21 PM
There are two ways to use Time Stopper. One gives you an advantage, which a powerful weapon should do, and the other lets you run away. I'm going to use the one that gives me an advantage.

Item-1 binding isn't petty, it's part of the game, and the day it's removed shall be an incredibly sad one.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 22, 2012, 08:20:46 PM
Item-1 was never used for trapping enemies in the actual game, there's no reason why that should be its main use in this game either.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DarkAura on March 22, 2012, 08:25:02 PM
What if using an Item-1 could be spawned higher to avoid trapping someone. It's supposed to float upward, like it's NES counter-part, so I guess it could be a good idea.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 22, 2012, 09:25:06 PM
Quote from: "Mr. X"
Item-1 was never used for trapping enemies in the actual game, there's no reason why that should be its main use in this game either.

It's not the main thing I use it for. I really do mainly use it for climbing away/as a barrier for shots.
It's just a nice way to combo with Time Stopper. It's like using Charge Kick and Top Spin together, or Rush Jet and Screw Crusher or Hyper/Napalm Bombs.
Though, if you're going the canonical route, I'm sure you already know my argument for that.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 22, 2012, 09:26:37 PM
We're getting a mite off topic, so...

Can you spoil any props we'll be seeing in game?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 22, 2012, 09:27:40 PM
No, now quit asking. If I tell you everything that's going to be in the expansion, what does anyone have to look forward to?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 22, 2012, 09:30:15 PM
I only said one but ok

Now what fixes is Wood Man's Revenge recieving, exactly? I asked that earlier, but I never heard a response about it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 22, 2012, 09:31:43 PM
Quote from: "Ivory"
MMCTF09 mostly has some weapon changes, like Leaf Shield being omitted and Napalm Bomb being more out of the way to get. The biggest change is that the platforming section in the middle is removed with a 3D Bridge and platform in the center with the white flag on it, making it playable for 1FlagCTF.

You never heard because you weren't paying enough attention.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on March 22, 2012, 11:37:05 PM
Something that came up while I was adding code to the wiki.

Can the boss weapons be moved to their own file? It would be more organized than putting them in the weapon they are most similar to.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 22, 2012, 11:43:14 PM
One of the big surprises, but since you mentioned it right now.

MM8BDM-v3a's file structure has been entirely redone for better organization. Absolutely everything is now organized in some way, shape or form. I'll give further details later today when I'm out of class.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on March 22, 2012, 11:59:43 PM
Quote from: "Ivory"
One of the big surprises, but since you mentioned it right now.

MM8BDM-v3a's file structure has been entirely redone for better organization. Absolutely everything is now organized in some way, shape or form. I'll give further details later today when I'm out of class.

Yay my OCD shall be fulfilled!!! :mrgreen:  :mrgreen:  :mrgreen:

Also, Unknown map ACS would be cool too. Not that we're gonna get it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 23, 2012, 12:01:48 AM
Let me guess the unpossible impossible outcomes...

The UNKOWN ACS source is revealed? Nope. Never in a million years.
Quint is a secret boss? Maybe.
The unnamed Evil Robot hijacks Wily as the final boss? Now I'm just being silly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 23, 2012, 12:08:18 AM
Quote from: "Beed28"
The UNKOWN ACS source is revealed? Nope. Never in a million years.
We could always use an ACS decompiler.  :ugeek:  :ugeek:  :ugeek:  :p  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 23, 2012, 01:04:41 AM
Only if Mike allows it.  :ugeek:

Anyways, I'm back at my desktop, so here's an example. Remember how props all used to be shoved in a giant .txt folder(except MM7) that you had to scroll through?
Well, V3A now organizes everything by folders, with props and crap in a .txt file named after the stage. Such as Spring Man's spring props being located in the actors/misc/mm7 folder in the Springman.txt. An hour or so of work to sort through everything, but now it's stupidly easy to find what you are looking for.

The same goes with weapons, every weapon is organized by game (aside from MMK's and busters which get their own section) As of now Assist items and normal items are still one big .txt lump.
(click to show/hide)

That's it for now.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on March 25, 2012, 07:17:21 PM
Quote from: "Ivory"
Only if Mike allows it.  :ugeek:

Anyways, I'm back at my desktop, so here's an example. Remember how props all used to be shoved in a giant .txt folder(except MM7) that you had to scroll through?
Well, V3A now organizes everything by folders, with props and crap in a .txt file named after the stage. Such as Spring Man's spring props being located in the actors/misc/mm7 folder in the Springman.txt. An hour or so of work to sort through everything, but now it's stupidly easy to find what you are looking for.

The same goes with weapons, every weapon is organized by game (aside from MMK's and busters which get their own section) As of now Assist items and normal items are still one big .txt lump.
(click to show/hide)

That's it for now.

OMG... This is the best thing ever.
Im SOOOOOOOOOO late. I just finished reading through all 30 pages because I just found out about this.
I cant wait for this to get released. Mapping is gonna be so much easier.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 26, 2012, 08:15:50 AM
Will the credits map be replaced again? I hope not, because I like watching my little guy casualy walk away from Wily's burning fortress.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 26, 2012, 08:20:27 AM
No plans on it yet. It's not like MM8's ending was out-awesomeing MM7's
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on March 26, 2012, 10:09:18 AM
Quote from: "Korby"
Alright, now find it on the doom palette.

Hello there old Ballade Cracker colors subject.

Tried Grey?
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 26, 2012, 11:08:20 AM
Speaking of which, would it be possible to make the Training Simulator customizable? As in, other modifications (like Powered Up or the 8-10 Weapons patch) can add or subtract weapons and their descriptions from the list that appears.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -FiniteZero- on March 26, 2012, 01:03:36 PM
Quote from: "SmashBroPlusB"
Speaking of which, would it be possible to make the Training Simulator customizable? As in, other modifications (like Powered Up or the 8-10 Weapons patch) can add or subtract weapons and their descriptions from the list that appears.

That would actually be pretty neat.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 26, 2012, 07:23:28 PM
Quote from: "JaxOf7"
Quote from: "Korby"
Alright, now find it on the doom palette.

Hello there old Ballade Cracker colors subject.

Tried Grey?
(click to show/hide)

Jax, that is beautiful. The fact that it's yellow just bothers me so much... 'cause, yeah. Gray would work fantastic.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shmeckie on March 28, 2012, 10:45:44 AM
I take it this reorganization won't cause any problems for old mods/maps, will it?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 28, 2012, 05:25:44 PM
No, the reorganization won't. While everything is sorted, it's not going to break anything...  but some of the new changes to previous actors and weapons will. So for future knowledge of modders, mostly the class modders. Here's the biggest thing that's going to change. Damage Types also a few more of the bigger changes off the top of my head.

All weapons in v3a now have Damage Types associated with them. This change was made to allow greater flexibility to modders and development to the MM8BDM core. Damage types are uniformed, and it's the weapon name. Power Stone's damage type is powerstone. Charging weapons like Pharaoh Shot go by single name, to adding a number on the end to go up in increments. pharaohshot(weakest), pharaohshot1(strongest). Damage Type like pharaohhold still exist. While I know modders are going to have a hassle changing this, in the long run, no one has to make custom actors just to give a projectile a damage type. Thus leading to greater compatibility between mods.

Flame Man Oil Pits now work a different fashion. Projectiles have to touch the ground to trigger it. No more hitting the roof or wall to set it on fire. Also any fire weapon sets it off now. I know this was something that bothered a lot of people. It also no longer uses global scripts, and instead work off custom actors. This means you can easily have as many flame pits as you want and it has no more possible side effects due to triggering global scripts.

Junk Man lava pillars now freeze to all ice weapons

Fire Traps have also been changed. You can no longer duck under them. The biggest problem with making the whole projectile hurt is that any old map that uses them will have to raise the spawner off the ground more. The Fire Traps system has also been made more robust. It now accepts script arguments that can be assigned in Doom Builder, or changed via ACS. This allows you to alter the Fire Traps firing speed. It currently has 5 modes of fire.

0 = Normal, the default MM8BDM speed
1 = Extra Slow, it fires every 5 seconds
2 = Slow, fires every 3 seconds
3 = Normal Slow, fires every second and a half
4 = Fast, it fires twice as fast as normal (so basically undodgeable)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on March 28, 2012, 05:47:17 PM
Will the actors themselves be more orginised, like this for Megaman:
(spoilerd for size)

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on March 28, 2012, 10:45:22 PM
Quote from: "Ivory"
Also any fire weapon sets [the oil in Flame Man's stage] off now.

Junk Man lava pillars now freeze to all ice weapons
Logical, in PU Fire Storm did so in Oil Man's Stage, and in MM1, DWR, & PU, Ice Slasher could freeze fire pillars, same for MM8's Ice Wave in Sword Man's Stage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on March 28, 2012, 11:33:28 PM
Quick question, Can you change flash stopper's flickering to the Powered Up Expansion version?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 29, 2012, 12:00:29 AM
Sigh I already explained this. Most of the changes you saw in MMPU's latest release was Mess test driving new ideas for the core for us. It was a method of getting community feedback. I would love to hear a formal vote on the opinion on the full-screen flash stopper as opposed to the exploitable old method.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on March 29, 2012, 12:35:54 AM
Ok, well I vote yes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 29, 2012, 12:41:42 AM
Actually, I made it a poll for the tread. It closes in 2 weeks. Should be plenty of time to see the majority thinks of full-screen flashes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 29, 2012, 12:49:24 AM
Boy, that poll sure came up in a flash!

In all seriousness, I noticed in maps such as Crash Man, the boss music doesn't play. Was this a mistake or intentional for some unseen reason?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Jafar on March 29, 2012, 12:58:23 AM
I like the idea of full screen flashes, but I think the MMPU Flash Stopper makes the screen stay opaque a biiit too long for my tastes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on March 29, 2012, 01:01:15 AM
Quote from: "Gumballtoid"
Boy, that poll sure came up in a flash!
Oh you.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on March 29, 2012, 01:04:40 AM
Quote from: "Airman_Tengu"
Quote from: "Gumballtoid"
Boy, that poll sure came up in a flash!
Oh you.

The puns you make, they crush me in the soul. Later they burn my eyes, then they give me Poptarts
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on March 29, 2012, 01:06:25 AM
PU flash stopper is a lot more useful.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 29, 2012, 01:53:33 AM
I thought it was TIME SLOW in mmpu.. or am i just confused?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 29, 2012, 01:58:47 AM
Time Slow and Flash Stopper are completely different.

Time Slow shoots arrows and charges to slow time.
Flash Stopper blinds everyone nearby temporarily.

...Get it? Temporal? Time? Haha, funny.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 29, 2012, 02:12:35 AM
Quote from: "Rozark"
I thought it was TIME SLOW in mmpu.. or am i just confused?
They touched up weapons in the PU expansion, I think even noise crush automaticly bounces back to the shooter instead of bouncing like gemini laser, which is nice.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on March 29, 2012, 02:48:37 AM
Mess had a problem with software users (surprise, surprise), where the Flash Stopper just "pulses" instead of a blind and slowly fadin' away. That makes it a lot more useless than the core Flash Stopper. Last time I checked, I think that problem would be fixed if the blind didn't fade.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 29, 2012, 06:51:32 PM
So any chance we will be seeing missing textures from 1-6?
Such as: MM2: Wily 2 onward textures.
MM3: Wily 2 onward textures.
MM4: Missing Cossack 1, 2, 3, and 4 textures. Wily Textures
MM5: Indoor Waveman background, Missing Darkman 2-4 textures, Wily Textures
MM6: Any possible missing Mr. X textures (which I think all are used though), Wily Textures.

More textures means more for mappers to use with vanilla settings.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 29, 2012, 06:56:34 PM
Highly unlikely, sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on March 29, 2012, 07:10:34 PM
Another question...

Are you using Tengu Man's sega saturn theme? Please say yes @_@
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 29, 2012, 07:12:44 PM
Both themes will be present.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on March 29, 2012, 07:48:29 PM
Also, there are too many people that don't know what cutstuff is or how to play online. I think the banner of the launcher needs something that says "Want to play MM8bDM online? Click here!" Then it leads to instructions.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 29, 2012, 08:28:15 PM
Quote from: "Airman_Tengu"
Also, there are too many people that don't know what cutstuff is or how to play online. I think the banner of the launcher needs something that says "Want to play MM8bDM online? Click here!" Then it leads to instructions.


I second this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 29, 2012, 08:30:31 PM
Thirded. :ugeek:

Considering what just happened in the "Adopt a Noob" thread, I think something like that should be mandatory.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 29, 2012, 08:34:55 PM
4th'd and I believe we've had a discussion on it in the past.  I don't remember the end result of that discussion though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on March 29, 2012, 08:36:27 PM
5th'd just because I gave Tengu the idea to do this
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 29, 2012, 09:14:52 PM
6thed. It would be very helpful for new players who don't want to sign up just because to ask what they think is a stupid or obvious question.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Red on March 29, 2012, 09:49:52 PM
SEVEN

it would be pretty useful yeah
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mendez on March 29, 2012, 10:09:08 PM
Eighthed! I would actually love for some tutorial videos teaching people to connect to online servers.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on March 29, 2012, 11:08:44 PM
I have a topic in help and editing that I would like the banner to lead to, and I would like it sticky
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 29, 2012, 11:27:35 PM
It should be mentioned that the current launcher does have a link saying how to use doomseeker so the idea is not new.  It's just on the connect tab instead of the main tab meaning many people don't see it (in fact, I remember when we were talking about this at first, it was 15 minutes before someone pointed this out because we had missed it).  Therefore, a new topic is not necessary.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on March 30, 2012, 02:28:35 AM
I support that idea. There are some people I talk to on GameFAQs that would like to know more about it. Still, someone should really make a video demonstrating the various game modes, or at least the most relevant ones. I would have done it myself already if I still had FRAPS. New players are always welcome.

This is completely aside but I randomly dreamt about Search Man's stage. Simple but interesting.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 30, 2012, 02:38:51 AM
my windows movie maker cant save movies anymore because its missing some important file, otherwise i would. (i already have an "advertisement" video made too, but cant be published because.. movie maker wont publish it >_>)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 30, 2012, 04:29:35 AM
Any possible updates on the lack of Buckshot modifier not doing anything? Or will it remain the way it is for custom modifiers?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 30, 2012, 04:50:13 AM
Yes, Buckshot is staying as it is to allow custom game modes to use it if need be.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on March 30, 2012, 09:19:32 AM
Any plans on using the unknown customizable enigma that is known as Teamgame(ACS)?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on March 30, 2012, 11:58:31 AM
I'd like to keep that open for mod authors to use if they need to.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on March 30, 2012, 10:38:39 PM
I did something guys!
(http://img694.imageshack.us/img694/9042/balladecrackeryn.png)

Form your own conclusions
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Copy Robot on March 30, 2012, 10:39:20 PM
OBVIOUSLY.

You turned Roll blue.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on March 30, 2012, 11:14:50 PM
Quote from: "Mr. Joe"
OBVIOUSLY.

You turned Roll blue.

he changed the ballade colors to purple and gray >_>
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on March 31, 2012, 03:17:01 PM
It's a bit more than that. :lol:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on March 31, 2012, 04:54:15 PM
Roll's blue, ballade cracker looks more like the sprite, you forgot to change the ammo bar, and I'm assuming you can kill roll now (please say yes)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on March 31, 2012, 04:55:43 PM
Quote from: "ice"
you can kill roll now
Hell no. Never let this happen. sorry ice, but Roll is too special
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 31, 2012, 04:56:37 PM
All I know is the Ballade Cracker colors simply can't be refused. As long as it isn't yellow arblegarble!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 31, 2012, 04:58:11 PM
The Roll thing is a mistake.  Ignore it.  The change is also larger than just changing Ballade Cracker's colors.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on March 31, 2012, 05:00:28 PM
Well, we've already said every visible change in the pic so I'm assuming it's a coding change like changeing the ammo or damage
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 31, 2012, 05:01:08 PM
Not even close.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 31, 2012, 05:05:33 PM
The only potential lead I saw was a W-Tank in the inventory. Everything else (aside from B. Cracker and Roll) look the same to me.

I'm probably missing the most obvious thing, but hey...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 31, 2012, 05:13:19 PM
I think Roll forgot to clean that mirror. =P
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ukiyama on March 31, 2012, 05:28:07 PM
*looks at doom palette* Did you edit the palette for them colors >.>
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 31, 2012, 05:51:13 PM
Ding Ding Ding. We have a winner.

Lego is working on a new Megaman Palette for mm8bdm*

*note the inclusion of the palette is not final, and it depends on if having it has any negative side effects to the game in some way, shape, or form.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on March 31, 2012, 06:17:13 PM
Quote from: "Ivory"
Ding Ding Ding. We have a winner.

Lego is working on a new Megaman Palette for mm8bdm*


As for any problems, anything with NES-accurate colors should be fine. Everything else, however, will be bent to fit the new palette for Software users.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on March 31, 2012, 06:54:57 PM
Will the status bar show your frags this time?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on March 31, 2012, 07:37:55 PM
Actually, Balrog, this palette used has so many empty spaces, so the palette can be bent to fit what is needed, but I would rather not add RM7FC's palette because it sucked
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on March 31, 2012, 08:53:46 PM
Speaking of palettes, is Scorch Wheel going to change to it's MM7 Scarlet-on-Gray color scheme? The RM7FC one does indeed suck.

On a side note, this poll surprised me. Who knew people liked the MMPU Flash Stopper so much?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on March 31, 2012, 08:58:05 PM
Quote from: "Gumballtoid"
Speaking of palettes, is Scorch Wheel going to change to it's MM7 Scarlet-on-Gray color scheme? The RM7FC one does indeed suck.
I think the 7FC scorch wheel was baring the NES colours in mind. Megaman and his weapon projectiles are always the same colour due to colour limits. If Megaman was red and grey in the an NES version, the scorch wheel would have grey on it instead of orange.

IMO, best to keep it the way it is.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 31, 2012, 10:39:03 PM
But scarlet and grey is able to be in the NES.

Magnet Missile and Drill Bomb ring a bell?

Plus, pink and green is possible for Wild Coil, thanks to NemZ's discovery of the different colors:

(click to show/hide)

I honestly find that orange butt ugly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on March 31, 2012, 10:42:38 PM
But Pink and Green is ugly as Hell.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on March 31, 2012, 10:44:06 PM
it's able to be done yes, but as was said, it wouldn't work in actual NES limitations. Megaman has to have the same palette as the weapon, so unless you want red and grey fire it is a no go.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on March 31, 2012, 10:46:08 PM
MM7 MADE IT WORK

And orange and green isn't much better, methinks. I'd support having it closer to MM7 than having shameful plug-ins even when their correct colors were in the palette. I could see Wild Coil, perhaps, but they have no excuse on Scorch Wheel.

And, come on, if we were operating on that system, than there's no way the game would work, what with all the different weapon colors it has to support.

Couldn't you just make the fire red and white instead?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 31, 2012, 11:12:07 PM
Quote from: "brotoad"
it's able to be done yes, but as was said, it wouldn't work in actual NES limitations. Megaman has to have the same palette as the weapon, so unless you want red and grey fire it is a no go.
Item 1, 2 and 3.
(click to show/hide)
Megaman is Red and White, but the weapons are Red and Black with white highlights. Disproving what I quoted.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 31, 2012, 11:16:49 PM
(http://www.sprites-inc.co.uk/files/Classic/MM2/Wep/mm2weaponsheet.gif)

What the heck are you talking about?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on March 31, 2012, 11:21:13 PM
They are still primarily Red and Black but Megaman is Red and White.  But I just went through every 8-bit games weapons and checked that they are all matching color wise.  Some of those grey ones are hard to tell though.

Super Arm is the only one that breaks the rule a bit.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on March 31, 2012, 11:30:30 PM
It's not about the color schemes matching, it's about the actual colors themselves.  It doesn't matter if items 1-3 have more black than Mega Man, they still have the same colors as him due to system limitations.  So, scorch wheel can't have red and gray as a color scheme because that would mean the fire would absolutely need to be red and gray.

Using the items as an example, note how in the official art that the items have yellow on them but have white on the sprites.  That's because yellow is not physically on Mega Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on March 31, 2012, 11:39:27 PM
NES sprites can only have 4 colors.
Mega Man's projectiles have always been Black, White, Or the two colors on megamans palette + transparency.
That's why the weapon projectiles tend to be The palette colors + black outline + transparent.

Metal Blade, Quick Boomerang, they don't even use the browns and pinks. They use Black + White + Transparent
Funfact, Quick Boomerang is supposed to be yellow, but in-game it's white. Why? This exact reason.
Atomic Fire is Red + Orange + White + Transparent
Item 1,2,3 use Red, White, Black and Transparent.

Everything is still within the color limitations.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on March 31, 2012, 11:47:28 PM
Quote from: "Ivory"
Funfact, Quick Boomerang is supposed to be yellow, but in-game it's white. Why? This exact reason.

(http://images4.wikia.nocookie.net/__cb20100718210602/megaman/images/thumb/d/d2/MM2-QuickBoomerang-Art.jpg/250px-MM2-QuickBoomerang-Art.jpg)

EDIT: But oddly enough:

(http://www.sprites-inc.co.uk/files/Classic/MM2/Boss/quicksheet.gif)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 12:26:43 AM
Gragh, then just do red and the skin color

it's close enough rite
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 01, 2012, 01:05:18 AM
I'm not sure if this is 100% right, but I've been told when I asked about how Mega Man has more than four colors (transparent being a color) that Mega Man's face is separate from the rest of him.  The weapons are getting their palettes from Mega Man's body only so that is impossible.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 01, 2012, 01:08:41 AM
Megaman = Blue + Cyan + Black + White + Tan + Transparency.
Megaman is 6 Colors.  Egoraptor's Sequential video on X went over how Megaman breaks the NES' rules on color limitations.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 01, 2012, 01:11:09 AM
Megaman's body = Blue + Cyan + Black + Transparency
Megaman's face = Tan + White + Black + Transparency

Megaman's body with weapons = Color 1 + Color 2 + Black + Transparency
Megaman's weapons = Color 1 + Color 2 + Black + Transparency

Besides, regardless of sprite limitations, 8-bit weapons have always matched Mega Man's colors scheme so it would be stupidly out of place.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 01, 2012, 01:20:49 AM
What about buster shots?

THEY'RE FREAKIN' YELLOW
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on April 01, 2012, 01:22:33 AM
They are peach, from Mega's face
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 01, 2012, 01:26:57 AM
Also note that they use no colors from Mega Man's body.  Thus they are drawing from his face ONLY.  So it's either from one or the other but not both.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 02:05:40 AM
... Not all of them.

Bubble Bomb, for example, is blue, while the Mega Man colors are white and yellow.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 01, 2012, 02:12:21 AM
Not the sprites. The sprites are grey, because, you know, it's on the gameboy.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 01, 2012, 02:23:09 AM
Quote from: "Korby"
Not the sprites. The sprites are grey, because, you know, it's on the gameboy.
MMV has Super Gameboy support, playing on one the game is in color.  Thats where the colored in game sprites have come from.
For instance.
(http://images2.wikia.nocookie.net/__cb20070702205211/megaman/images/3/31/MMVTitle.gif)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 01, 2012, 02:26:50 AM
The Gameboy is not the NES. Their rules are different.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on April 01, 2012, 02:31:12 AM
Quote from: "Laggy Blazko"
Will the status bar show your frags this time?
Just in case no one saw this question.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on April 01, 2012, 07:50:19 AM
Quote from: "fortegigasgospel"
So any chance we will be seeing missing textures from 1-6?
Such as:
MM4: Missing Cossack 1, 2, 3, and 4 textures. Wily Textures
MM5: Indoor Waveman background, Missing Darkman 2-4 textures, Wily Textures
MM6: Any possible missing Mr. X textures (which I think all are used though), Wily Textures.

More textures means more for mappers to use with vanilla settings.

I have all of those if they are needed.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on April 01, 2012, 09:21:09 AM
Ok, time for some serious questions:

1.- Will you guys finally add the complete Proto Buster charge up sound effect? Right now (and in every single release since the beginning), the sound effect is an incomplete version. Was that on purpose?.

2.- Are there any missing sound effects you guys would like to add to v3 (like, sound effects missing ever since the previous releases)? What about the RM8FC sound effects?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on April 01, 2012, 10:12:57 AM
1. That isn't incomplete, that's the MM10 sound.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 01, 2012, 12:19:04 PM
Was going to put up a picture but the printscreen didn't work this time for some reason.

The ammo bar for Wild Coil is orange and grey, when shouldn't it be orange and green like MM's colours?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 03:41:21 PM
So what? You could at least make Wild Coil pink and green, since the coils are pink and green in the original.

Besides, you don't have to follow NES limitations because Skulltag doesn't follow them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on April 01, 2012, 03:42:47 PM
Quote from: "Michael712"
Was going to put up a picture but the printscreen didn't work this time for some reason.

The ammo bar for Wild Coil is orange and grey, when shouldn't it be orange and green like MM's colours?

Wasn't this only a problem in softwear?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 01, 2012, 04:15:41 PM
Quote from: "Musashi-COM"
Are there any missing sound effects you guys would like to add to v3 (like, sound effects missing ever since the previous releases)? What about the RM8FC sound effects?

Oh, HELL yes. Time Stopper needs a sound effect and HUD animation. I found HUD sprites in the main .pk3, but it seems they're unused.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 01, 2012, 04:32:06 PM
Quote from: "Star Dood"
Besides, you don't have to follow NES limitations because Skulltag doesn't follow them.

Yeah, you're right, we should abandon NES limitations in a game called Mega Man 8-BIT Deathmatch because it's Skulltag.

The intention is to mimic NES stuff where reasonable, and a color scheme is most certainly reasonable.  Something like say having the sprites flicker wildly when too many sprites are on screen is not.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 01, 2012, 04:59:38 PM
MM8BDM is always going to be huge in file size, but we don't have to bloat it with sound effects, textures, sprites, etc of content that doesn't even get used in-game.

Now then. We've noticed that one of the biggest problems with MM8BDM is in fact it's hard for newcomers to find missing wads. Most notably, CSCMR and IX are the most popular mappacks and most servers tend to run them. So to counter this problem, MM8BDM is going to now include CSCMR and IX maps inside of them. This also opens up whole new doors for modders as all custom content for them is now available to everyone. Even the music!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on April 01, 2012, 05:09:51 PM
Quote from: "Ivory"
So to counter this problem, MM8BDM is going to now include CSCMR and IX maps inside of them.

LOL!

Seriously, that would mean I would have to delay the next version of Chaos Generator Upgraded because of the insane time it would take to take screenshots of the CSCMR and IX maps and add their portals in to the hub.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on April 01, 2012, 05:12:44 PM
Quote from: "Ivory"
MM8BDM is always going to be huge in file size, but we don't have to bloat it with sound effects, textures, sprites, etc of content that doesn't even get used in-game.

Now then. We've noticed that one of the biggest problems with MM8BDM is in fact it's hard for newcomers to find missing wads. Most notably, CSCMR and IX are the most popular mappacks and most servers tend to run them. So to counter this problem, MM8BDM is going to now include CSCMR and IX maps inside of them. This also opens up whole new doors for modders as all custom content for them is now available to everyone. Even the music!

Ivory, your attempt at April Fooling us is pathetic.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 01, 2012, 05:16:11 PM
Quote from: "Human Destroyer"
Quote from: "Ivory"
MM8BDM is always going to be huge in file size, but we don't have to bloat it with sound effects, textures, sprites, etc of content that doesn't even get used in-game.

Now then. We've noticed that one of the biggest problems with MM8BDM is in fact it's hard for newcomers to find missing wads. Most notably, CSCMR and IX are the most popular mappacks and most servers tend to run them. So to counter this problem, MM8BDM is going to now include CSCMR and IX maps inside of them. This also opens up whole new doors for modders as all custom content for them is now available to everyone. Even the music!

Ivory, your attempt at April Fooling us is pathetic.
Don't we all wish though?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 01, 2012, 05:19:09 PM
Who is fooling?

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on April 01, 2012, 05:27:23 PM
For the record ivory, I see more servers using AMP-MP than i see using IX
Title: With that said, I'm expecting said servers to populate now.
Post by: Ivory on April 01, 2012, 05:31:18 PM
There is a difference between servers that actually get played in and servers that just sit there empty. Most of the AMP ones are the latter. The ones that tend to be played more, like classes, have IX loaded.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 01, 2012, 05:38:11 PM
So... Whole map packs included? This surprises me.

On an unrelated note, I noticed the MM7 Boss theme came from RM7FC. Is someone going to compose a new rendition of it, or did the team just like the FC version?
Title: this is totally a ploy Ivory, there's no use fooling me
Post by: Hallan Parva on April 01, 2012, 06:23:42 PM
Quote from: "Ivory"
We've noticed that one of the biggest problems with MM8BDM is in fact it's hard for newcomers to find missing wads. Most notably, CSCMR and IX are the most popular mappacks and most servers tend to run them.
oh god damn it Messatsu :ugeek:

inb4 MM3HARX becomes the new MM5GYR
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 01, 2012, 06:26:12 PM
Quote from: "Ivory"
So to counter this problem, MM8BDM is going to now include CSCMR and IX maps inside of them.
Nice try. I mean, that screenshot could easily been edited in Paint with a little copy/pasting. :p

Otherwise, I could understand IX-Pack since is quality and all, but CSCM? Heh, I don't see that happening, and I'd rather not anyway. In any case, some kinda fish smells wrong here. :lol:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on April 01, 2012, 06:34:44 PM
I'm kinda hoping it's not true or else it's going to be hell trying to fit in new gateways to them in my Chaos Generator hub.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 01, 2012, 06:36:18 PM
Make a second floor, because if I learned anything at all from CSCM it's that "3D floors solve problems".
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 01, 2012, 06:38:33 PM
Hang on hang on. Ivory was the one that kept saying that add on content such as map packs and game modes will NEVER be in the main core of MM8BDM. AND it's april fools day. Yeah, not happening.

@WildCoilAmmoBarThing I say we fix this if possible. Manly people like me don't want to use OpenGL, and you should feel sympathy for us software users.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 07:26:36 PM
Quote from: "Mr. X"
Quote from: "Star Dood"
Besides, you don't have to follow NES limitations because Skulltag doesn't follow them.

Yeah, you're right, we should abandon NES limitations in a game called Mega Man 8-BIT Deathmatch because it's Skulltag.

The intention is to mimic NES stuff where reasonable, and a color scheme is most certainly reasonable.  Something like say having the sprites flicker wildly when too many sprites are on screen is not.

Oh, come on, you could at least get away with changing two colors.

Even if you don't care about Scorch Wheel, you don't have an excuse for Wild Coil. Pink and green is possible on the NES, you should use it to emulate MM7 better. You changed a lot of the weapons- it seems reasonable to me to change two color schemes.

Plus, sprite flicker would emulate the NES better too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on April 01, 2012, 07:59:44 PM
yeah sprite flicker seems like a REALLY GOOD IDEA
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 01, 2012, 08:20:12 PM
Quote from: "Star Dood"
Pink and green is possible on the NES, you should use it to emulate MM7 better.
Here's a useful design tip.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 01, 2012, 08:22:25 PM
Quote from: "Korby"
Quote from: "Star Dood"
Pink and green is possible on the NES, you should use it to emulate MM7 better.
Here's a useful design tip.
(click to show/hide)
It looked stupid in MM7 so it should look stupid in 8BitDM.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 01, 2012, 08:23:21 PM
Personally I like the orange-and-green better, but that's because we already have a lot of pink weaponry going around.

Also someone go make an Invertus skin. Right now.

EDIT: also about Scorch Wheel, we also have a ton of red-on-gray weaponry
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 08:31:40 PM
...What Pink and Green weaponry do we even have in the game?

The only red and gray we have is Magnet Missile and Drill Bomb, so blah.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on April 01, 2012, 08:38:16 PM
pink and green would work, but it would look hideous. the less saturated colours are much more appealing to the eyes.
as for pink weapons, we have time stopper, quick boomerang, shadow blade, and plant barrier.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 08:42:56 PM
derp i thought he said both pink and green

I will see for myself if it looks bad then *pulls out NES palette and mega man sheet
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 01, 2012, 08:56:13 PM
This should make it clearer.
(http://img38.imagefra.me/i541/michael712/1atx_267_ubf6m.png) (http://i.imagefra.me/886j2tq8)
For Scorch Wheel, those are the two colour schemes from FC and original. Be honest, the scorch wheel in the original colour scheme looks weird, and that's what you'll get from an NES.

For Wild coil, take your pick, but I think orange and green works a bit better.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 01, 2012, 09:01:49 PM
I still like the orange-and-green better.

Also pelvic thrusting Mega Man is amazing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 09:02:38 PM
I dunno. I kinda like pink and green there.

Though yeah I guess I see your point on Scorch Wheel
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 01, 2012, 09:04:20 PM
Star Dood you don't understand

imagine the CHARGING COLOURS :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 09:05:08 PM
Quote from: "Star Dood"
I dunno. I kinda like pink and green there.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 01, 2012, 09:08:20 PM
For a more accurate look. Using Lego's current custom palette.

Software
(click to show/hide)

OpenGL
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 01, 2012, 09:13:02 PM
*was going to do the colour compare earlier but i can't find MM7 coil charge sprites*

I can't tell the difference between those two pictures. Software looks better though
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 01, 2012, 09:14:00 PM
Quote from: "Michael712"
I can't tell the difference between those two pictures. Software looks better though
That's the point  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on April 01, 2012, 09:17:40 PM
Quote from: "Korby"
Quote from: "Michael712"
I can't tell the difference between those two pictures. Software looks better though
That's the point  :cool:

NO THE ONE WITH OPENGL HAS A DUSTIER MIRROR!!!!!!!1111111!!!!!!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on April 01, 2012, 09:19:27 PM
I'd like Wild Coil to change to Pink and Green.

Scorch Wheel can stay the same though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on April 01, 2012, 09:21:58 PM
Quote from: "Yellow Devil"
I'd like Wild Coil to change to Pink and Green.

Scorch Wheel can stay the same though.

Same Here.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on April 01, 2012, 09:28:12 PM
Scorch wheel always looked too much like Star Crash

EDIT: Water balloon will be using a differently colored projectile from the base palette, why can't scorch wheel too?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TeirusuNuigurumi on April 01, 2012, 10:40:20 PM
i know this must have been asked, but...


will dear ol' clownman have those drop blocks? you know, the ones with a X,O,Arrow, or skull?


and will nade' man's stage have bomb blocks that flame sword blows up?



and astro's dissapearing platforms?

just highly curious.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on April 01, 2012, 10:41:27 PM
(http://img843.imageshack.us/img843/5192/rm7weps.png)

Above black line are colors not found on the NES palette. Below are those colors found in the NES palette that look close enough to the non-NES palette color scheme.

Transition to Doom palette (and maybe MM8 color schemes) coming forever
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 10:58:52 PM
*looks at color scheme on the right for S. Wheel*

what

That doesn't look very close to me.

The others all look nice though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 01, 2012, 11:01:16 PM
Quote from: "Star Dood"
*looks at color scheme on the right for S. Wheel*

what

That doesn't look very close to me.

The others all look nice though.
Scorch Wheel, Left is actual colors, Right is following that pallete rule.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 01, 2012, 11:04:13 PM
I like both the ones on the left for the weapons in question- nothing too eye-rapey for Wild Coil, and differentiates Scorch Wheel enough from M. Missile and D. Bomb.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on April 01, 2012, 11:38:43 PM
Thunder Bolt (SNES) uses blue on yellow. Now, there is no true yellow in the NES palette, so either a darker-than-Mega blue on very dark yellow (kinda like mustard, used in Fire Storm and Atomic Fire) or a peach (used in Thunder Beam) were the closest thing to a replacement for the true yellow.

Danger Wrap (SNES) has two color schemes: one used in the artwork (http://images.wikia.com/megaman/images/d/db/MM7-DangerWrap-Art.jpg), and the one shown here. The NES equivalent is actually pretty much the same color.

Scorch Wheel's SNES color scheme is a darker red on gray, but as Ivory stated, copy weapons' projectiles in the NES games were colored after Mega Man's color scheme while equipped with them. So you have either dark red on dark gray (following the SNES scheme, breaking the projectile-body color matchup rule) or dark red on Thunder Bolt's yellow replacement (dropping the SNES scheme, following the projectile-body color matchup rule without making it look exactly like Atomic Fire/Fire Storm/Star Crash).

Freeze Cracker's SNES color scheme is somewhat ambigous, and the exact colors are not in the NES palette, or even close enough counterparts. So I went between teal on very light purple (since the SNES scheme has a sort of purpleish hue going on) OR teal on very light teal (kinda reminds me of Blizzard Attack, but whatever).

Junk Shield's SNES color scheme has a purpleish hue as well, mixed with gray. The NES palette doesn't come even close to that gray purple color thingamabob, so I went with dark gray on Freeze Cracker's very light teal.

Noise Crush's SNES color scheme is a no brainer. The colors weren't actually the same on the NES palette, but they were VERY close. MM8BDM uses a much darker purple on cyan.

Durr Slash Claw.

Wild Coil (SNES) has three different color schemes: one used in MM9's ending, one used in the artwork (http://images.wikia.com/megaman/images/e/e4/MM7-WildCoil-Art.jpg), and the one used in the game. MM9's color scheme is fugly, and the pink-lime combination is worse, and it seems the magenta on light green scheme isn't as eye-exploding as Korby thought, so yeah.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 02, 2012, 01:16:48 AM
Honestly, the Red-on-Yellorange Color Scheme looks more appealing than Star Crash colors.
Just my two cents, there. Do as you will.
(Yellorange is now a word, by the way)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on April 02, 2012, 03:43:39 PM
Can we expect a trailer when release is near? Also, can you please confirm that the CSCMR and IX map packs aren't going in?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 02, 2012, 04:39:42 PM
Trailer, yes.

CSCMR and IX, nope. I had something I wanted to announce, but then I realized. On April Fools? No one would take me seriously. So I changed it to that.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 02, 2012, 06:22:34 PM
Dumb-ish question that I've never even seen mentioned. Why is the Knight Crush icon in MM8BDM different to the MM6 icon?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on April 02, 2012, 06:29:32 PM
The actual icon as seen in MM6 looks less like a mace and more like a Gordo, so that's probably why.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 02, 2012, 07:15:12 PM
And to think I believed the whole CSCM and IX thing... I'd fallen for every joke people had played on me yesterday. Lovely...

Also, I noticed the Mega Man w/ hair skin and the Quint skin have their arms down for the front frame, but up to their sides for the front/side frame. Will this be fixed?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. Sean Nelson on April 03, 2012, 04:47:32 PM
Am I the only one who liked the idea that maps would be included?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on April 03, 2012, 05:00:55 PM
Probably.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 04, 2012, 07:20:08 AM
I am against the idea of having the PU version of Flash Stopper because of a bad thought that came to mind: what if it gives people seizures? If you're going through that route, you might as well place a warning after the Cutstuff logo, just to be safe.

It could be me, but it popped into my mind in the middle of the night and it kept me wondering. I'm pretty sure I wouldn't want the site or anyone to be in trouble because something in the game affected someone.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 04, 2012, 07:23:57 AM
Shamelessly copy and pastes mm8bdm's readme

Quote from: "MM8BDM Readme"
X============X
| DISCLAIMER |
X============X

MEGA MAN 8-BIT DEATHMATCH CONTAINS A LOT OF FLASHING LIGHTS AND PATTERNS IF YOU ARE
PRONE TO SEIZURES OR ANY OTHER RELATED HEALTH PROBLEMS, DO NOT PLAY THIS GAME OR
CONSULT YOUR DOCTOR FIRST NONE OF THE MEGA MAN 8-BIT DEATHMATCH TEAM TAKE RESPONSIBILITY
FOR ANY INJURY OR SICKNESS CAUSED BY THIS GAME.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 04, 2012, 07:27:07 AM
Oh yeah, I forgot about that. I still think it could be a good idea to place it in a more visible place though since not everyone knows how to open the wad.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 04, 2012, 09:40:15 AM
The original flash stopper can potentially hurt your eyes a lot.

Go play "Brightman's Rave Party" from the Best Map Pack Ever and you'll see what I mean. Me and Super Raveman were playing in that map and neither of us could survive more than 10 seconds of it. That should say something.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 04, 2012, 09:30:56 PM
Well, my main concern is that the disclaimer (and maybe even the whole README) is placed somewhere visible to everyone else that doesn't even know what SLumpeD is.

That aside, question: Was Magnet Beam (from Megaman 1) ever discussed? I know it's not needed because there is Rush Coil, Item 1 and Rush Jet which are simply easier to use, but I was still curious as to if it was thought of at a point.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 04, 2012, 09:58:25 PM
likewise, but add item 3 to that.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on April 04, 2012, 10:40:10 PM
I'm not sure if anyone brought this up, but why not switch the RJ (Rush Jet) in MM2BUB to RM (Rush Marine). I think all you have to do is switch the sprite if I'm correct.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on April 04, 2012, 10:41:41 PM
I believe you mean MM2BUB. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on April 04, 2012, 10:42:29 PM
I fix.  :|
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Jafar on April 04, 2012, 10:48:08 PM
Quote from: "Fyone"
I'm not sure if anyone brought this up, but why not switch the RJ (Rush Jet) in MM2BUB to RM (Rush Marine). I think all you have to do is switch the sprite if I'm correct.

Most of the taller characters (Stone Man, Frost Man, etc.) wouldn't fit properly inside the Rush Marine sprite.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 05, 2012, 05:39:45 AM
As I posted in the screenshot thread. (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=348&p=163841#p163841)

The MM8 Expansion features skins for Health/Energy. All the MM1 maps will now feature their correct styled health and energy sprites. The question is. Do you want to MM7 and MM8 maps featuring 8 bit versions of the MM7 and MM8 health/energy respectively?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 05, 2012, 07:31:59 AM
Well I think that if you're gonna do custom sprites for health and ammo for MM1, you might as well go all the way, right? Of course, it's only a side thing and shouldn't be prioritized. But if it's not much work, go ahead. I'm sure I could do them too, but I won't because of what you said about submitting things. Unless you want me to.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 05, 2012, 07:34:01 AM
It only took me about 10 minutes on and off to make it work. Including ripping the sprites and editing the code. It's dead simple.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 05, 2012, 07:39:09 AM
And that's exactly why I asked if I could do them. Outside of that, I am terrible at original sprites. :lol:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on April 05, 2012, 11:48:55 AM
Quote from: "Ivory"
Do you want to MM7 and MM8 maps featuring 8 bit versions of the MM7 and MM8 health/energy respectively?
I guess that would be funny. :)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on April 05, 2012, 03:20:19 PM
I'd actually really like to see that. I was planning on giving Korby the idea for the &B a while ago, but forgot about it. It'd be nice to see it in the stock maps.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 05, 2012, 04:03:01 PM
Well here's the problem I'm seeing. MM1 and the standard health/energy aren't that confusing because they are both yellow and blue respectively.
MM7 and MM8 all have other colors attached. We currently have the MM7 versions in 8 bit format, but it does stick out being blue with a yellow core and green with a red core. If MM7 and MM8 are going to have their style respectively, for standardization purposes, they would be recolored to the yellows and blues.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on April 05, 2012, 05:12:44 PM
Quote from: "Ivory"
Well here's the problem I'm seeing. MM1 and the standard health/energy aren't that confusing because they are both yellow and blue respectively.
MM7 and MM8 all have other colors attached. We currently have the MM7 versions in 8 bit format, but it does stick out being blue with a yellow core and green with a red core. If MM7 and MM8 are going to have their style respectively, for standardization purposes, they would be recolored to the yellows and blues.

Kind of like how a fan mod of an NES game just changes the sprite of something but leaves the palette alone! A very clever way of doing making the new health items.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Clownman on April 05, 2012, 05:28:50 PM
I cant wait for this! I really wanna use a clownman skin!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 05, 2012, 07:09:09 PM
Why not instead of a script that changes them, why not just make them different decorations for mappers to put in?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 05, 2012, 07:14:25 PM
1) It's not a script.

2) Numerous reasons.
a) Wasteful to make duplicate actors that do the same thing
b) better compatibility as opposed to having the above
c) setting argument 1 to 1 for MM1 styles is painfully simple to do. Especially when you can just have a doom builder filter out everything but MM8BDM-Health and Energy and then you can select them all and set them to 1. In other words. Mappers can use them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 06, 2012, 02:29:11 AM
I just noticed this, but two weapons' names are incorrect right now. Crash Bomb should be Crash Bomber, and Fire Storm's obituary is "...was melted by Player's Firestorm." It lacks the space. This is quite minimal, but will it be fixed?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 06, 2012, 03:16:32 AM
Quote from: "Gumballtoid"
I just noticed this, but two weapons' names are incorrect right now. Crash Bomb should be Crash Bomber, and Fire Storm's obituary is "...was melted by Player's Firestorm." It lacks the space. This is quite minimal, but will it be fixed?
Hehe, I brought up Crash Bomber the other day in Celebi's class server.

Also any chance we may be able to see a way to play Invasion?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 06, 2012, 04:47:19 AM
Invasion? Hell No :ugeek:
As for the others, easy enough to do.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 06, 2012, 04:55:46 AM
Speaking of grammatical errors in the obituaries and other messages, I've seen a few too. You might want to check the bot's chat strings too. I recall seeing errors in them as well, though I forgot WHERE exactly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 06, 2012, 05:09:54 AM
Quote from: "Ivory"
Invasion? Hell No :ugeek:
As for the others, easy enough to do.
Aww, I was having fun shooting invisible Cyber Demons with Megaman weapons, so much that I felt like asking.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gummywormz on April 06, 2012, 05:11:14 AM
Ashley made an invasion mod, but it's...very lackluster to say the least.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on April 06, 2012, 05:39:56 AM
The problem with Ashley's invasion mod was that all the enemies attacked on every pain state meaning if you hit one with rolling cutter, be prepared for a beam of there attack that caused MASSIVE lag. I've been meaning to do a invasion mod myself (I'm more than capable of makeing one myself) but Ive been run down with so many things Ive never gotten around to it. From what I remembered, Ashley's invasion mod was actually pretty popular for a while, when it was hosted the server was always full, and people actually helped each other and I was actually starting to warm up to people in the community, but then the tohou incident happened, she left, invasion died, and I became distant again

Heck if we all worked together, we could all make a atleast decent invasion mod. Classes will never be implimented, but then YD came along makeing his classes mod, now look how huge classes have become

Heck, if invasion started up again, I'd probobly warm up to the community again, maby make friends, and hate certain people alot less
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 06, 2012, 05:53:52 AM
Yes, but in any case. Classes are never going to be included into the core, and invasion is not going to be included into mm8bdm. It's pointless to discuss that here.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on April 06, 2012, 02:00:21 PM
I realized that there was a glitch with the mm7 weapons.
They use the Mega Buster colours in 3rd person view.
(click to show/hide)

Just wondering if this glitch will be fixed.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 06, 2012, 02:03:30 PM
Well, you're out of ammo, firstly.

Second, that is kinda strange.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 06, 2012, 02:06:03 PM
If you'll look closely at them, there's no ammo bar. (Except for the Needle Cannon)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gummywormz on April 06, 2012, 02:08:34 PM
You're most likely playing with an old mod that doesn't have the mega man 7 WCOLORS or SBARINFO files.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 06, 2012, 07:59:52 PM
I agree with fixing Fire Storm, but can't we leave Crash Bomb as... you know, "Crash Bomb"?

I don't know, it's just that a lot of us have gotten used to calling it Crash Bomb, and it just seems better.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on April 07, 2012, 06:34:09 PM
Quote from: "Gummywormz"
You're most likely playing with an old mod that doesn't have the mega man 7 WCOLORS or SBARINFO files.
*facepalm* I'm so stupid!

Quote from: "SmashBroPlusB"
I agree with fixing Fire Storm, but can't we leave Crash Bomb as... you know, "Crash Bomb"?

I don't know, it's just that a lot of us have gotten used to calling it Crash Bomb, and it just seems better.
I agree, we should keep Crash Bomb
and also
Quote from: "MegaMan Wiki"
The Crash Bomber is called Crash Bomb in Mega Man: The Power Battle.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 07, 2012, 06:58:33 PM
Quote from: "geno"
Quote from: "Gummywormz"
You're most likely playing with an old mod that doesn't have the mega man 7 WCOLORS or SBARINFO files.
*facepalm* I'm so stupid!

Quote from: "SmashBroPlusB"
I agree with fixing Fire Storm, but can't we leave Crash Bomb as... you know, "Crash Bomb"?

I don't know, it's just that a lot of us have gotten used to calling it Crash Bomb, and it just seems better.
I agree, we should keep Crash Bomb
and also
Quote from: "MegaMan Wiki"
The Crash Bomber is called Crash Bomb in Mega Man: The Power Battle.
Quote
Crash Bomber, known as Clash Bomb (??????? Kurasshu Bomu?) in Japan,
The Power Battle Crash Bomb worked differently then the NES/GB/Genisis version. Basically Crash Bomb and Crash Bomber are different weapons.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Yuri Sakazaki on April 07, 2012, 10:36:32 PM
You have to take into account that a lot of weapons functioned differently but wasn't named something else in Power Fighters.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 07, 2012, 10:41:31 PM
On the opposite end of the spectrum, there's weapons that are exactly the same, and are named differently, like Thunder Bolt/Strike.
And then weapons that are named exactly the same AND perform exactly the same, but look like they're not from the NES (if you're too dense to get it, I'm talking about Napalm Bomb).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ceridran on April 08, 2012, 02:01:24 PM
About the poll,
Dont do full screen blinding.

People will probubly get seizures or something.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 08, 2012, 02:08:53 PM
If it hasn't happened by now, it's likely it won't happen at all.

If anything, the old Flash Stopper is MORE likely to give someone a seizure, due to the shifting image blinding you.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 08, 2012, 02:34:44 PM
Old flash stopper is only bad for your eyes if you keep it going for 10-15 seconds unless you're more prone to getting your eyes hurt or something coughcoughBEST17coughcough. I haven't actually used the PU flash stopper. Going to check it now and then giving my opinion.

EDIT: After testing out the new one, I fail to see how it's more effective than the old one. I like the idea of it and all, but in terms of blinding people to prevent them from attacking, yeah, old one seems to do a better job at that. I say keep the old one, HOWEVER, I would like to somehow see an improvement to it such as blinding them for longer and/or being able to switch out of it faster.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on April 08, 2012, 03:04:23 PM
Currently there's a bug in the PU version when using the software renderer that causes it to fade out too quickly, it works fine in OpenGL.  The major difference between the PU version and the current core version is that the PU version cannot be circumvented by changing a graphic.  In other words, the core version can be removed and the player is not blinded at all whereas that will never happen with the PU version.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 08, 2012, 03:11:00 PM
So, several Mega Man 7 songs are from FC, and they sound out-of-place. I think it's the Boss, Wily Boss, and Wily Capsule Boss. Is someone going to remake them?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 08, 2012, 03:36:22 PM
And Freeze Man. And Turbo Man, I think. And also the credits theme.

I think all the FC songs sound fine, honestly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on April 08, 2012, 03:46:16 PM
I'm not a paticilarly big fan of the 8-bit remixes (they could have done better), so used a personal WAD to replace them with the 16-bit SNES originals. I'm also thinking about doing the same for the MM8 expansion, which I will use a personal WAD to replace the songs with the Sega Saturn versions.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on April 08, 2012, 03:49:31 PM
You might want Playstation TenguMan as well.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 08, 2012, 04:00:37 PM
Quote from: "Star Dood"
And Freeze Man. And Turbo Man, I think. And also the credits theme.

I think all the FC songs sound fine, honestly.
Freeze Man, yes. Turbo Man, no.

If they could just boost the volume on those tracks a bit, it'd be much better.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 08, 2012, 04:10:14 PM
ATM when the current MM7 fortress boss music plays I usually change it to this.

True 8-bit and louder and all, so yeah.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on April 08, 2012, 04:11:36 PM
Quote from: "Game&Watcher"
You might want Playstation TenguMan as well.

Well the replacer WAD thing is not finished yet (I've got both Tengu Man's, Clown Man's, Astro Man's and the boss themes so far).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 08, 2012, 04:23:56 PM
On topic of the 7 Music, please, please please please PLEASE raise the volume of the MM7 boss battle theme. Its so quiet, to the point you can hear everything else fine, but you can't hear that song at all.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 08, 2012, 04:32:56 PM
Quote from: "fortegigasgospel"
On topic of the 7 Music, please, please please please PLEASE raise the volume of the MM7 boss battle theme. Its so quiet, to the point you can hear everything else fine, but you can't hear that song at all.
THIS! THIS! ARBLEGARBLE!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on April 08, 2012, 04:36:50 PM
I also support the music change (whenever it starts there's always this weird loud pop coming from my speakers at the beginning of each loop making me put the sound on mute)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 08, 2012, 05:55:37 PM
Please, if anyone was going to have seizures from this game, Centaur Flash would cause it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 08, 2012, 06:57:06 PM
or the extremely bright hallways in my old icecap map ^
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on April 09, 2012, 05:36:53 PM
Quote from: "Knux"
Well, my main concern is that the disclaimer (and maybe even the whole README) is placed somewhere visible to everyone else that doesn't even know what SLumpeD is.

I don't know what SLumpeD is and I can access the README by just going into the MM8BDM directory folder.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 09, 2012, 11:27:06 PM
You must've extracted it from the .pk3, then. It isn't there for me and I know I didn't delete it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on April 09, 2012, 11:43:14 PM
No, I have that readme text too and I didn't extract it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 14, 2012, 03:33:40 PM
I'ma just put this here for hahas
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 14, 2012, 04:22:45 PM
I was just waiting for someone to post that. It was only a matter of time. =P

Also, that song is the best song ever.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -Daiki-TheOni on April 14, 2012, 06:08:33 PM
can I ask a question?
Duo will be in the expansion?
how will be his weapon?
(I hate google traductor)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 14, 2012, 06:15:12 PM
Duo is in the expansion, but he has no copy weapon.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on April 14, 2012, 09:15:23 PM
No adaptor either, I assume?
Cause if no, I want to see it somewhere in our modverse.


http://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/
Duo adaptor: replaces buster with duo buster.

Firing launches your fist on a pole. Limited range.
Hitting people with the fist itself hurts 20-30.
If the fist doesn't hit anyone, it launces a fist wave before retracting. 10-20 damage.
Slow ROF.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 14, 2012, 09:43:12 PM
Nope, no adapter either. It wasn't in MM8. Besides, we are already adding Laser and Arrow Adapters, two is more than enough for one expansion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 14, 2012, 10:22:06 PM
Quote from: "Ivory"
Nope, no adapter either. It wasn't in MM8. Besides, we are already adding Laser and Arrow Adapters, two is more than enough for one expansion.
Didn't stop the Bass Buster from being in the original release. A buster that has only shown up in 2 out of the 6 games he is in by default 3 out of 7 if you count him as dlc in 10.
Bass has used a normal charge buster more often then he has used a rapid fire buster.
And for list of games Bass has been in: Megaman 7 (playable in vs), Megaman the Power Battles (playable), Megaman 2 the Power Fighters (playable with unique charge as an upgrade (the skull)), Megaman 8 ((All 4 he used a charge buster)), Megaman and Bass (playable first game with rapid fire), Megaman and Bass 2: Challenger from the Future (playable w/ rapid fire), Megaman 10 (DLC (so not cannon) w/ rapid fire).

And the Proto Buster works like in Megaman 9/10 instead of Megaman 7 or the Arcade Games. In 7 the protobuster's charge was an enormous shoot that like 2 mega buster charges put together in length and it went through you. And the arcade games he only put the shield out for his dash.

Personally I'd rather a Duo weapon over the Arrow and Laser.  The whole having a weapon for every character in the game, and not having one for him leaves him in the same boat as Auto and Sniper Joe (and Roll if you don't count PU).  And we all know Duo is much more important then the 2 supporting characters and the mass produced regular enemy.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 14, 2012, 11:12:57 PM
Duo was in 1 main Mega Man game:  MM8.  He also wasn't playable in that one game.  Bass has been playable in 3 main Mega Man games, and the one time he didn't use his rapid fire buster in those games was in a random tacked on multiplayer mode you needed a code to get to.  Proto Man has been playable in 2 main Mega Man games and used this charge shot in both of them.  Also, they are the only two with true weapons (not support items) and they're far far more important than Duo.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 14, 2012, 11:35:32 PM
Quote from: "Mr. X"
Duo was in 1 main Mega Man game:  MM8.  He also wasn't playable in that one game.  Bass has been playable in 3 main Mega Man games, and the one time he didn't use his rapid fire buster in those games was in a random tacked on multiplayer mode you needed a code to get to.  Proto Man has been playable in 2 main Mega Man games and used this charge shot in both of them.  Also, they are the only two with true weapons (not support items) and they're far far more important than Duo.
Main games or not Duo is still a main character and was playable in the Arcade game BEFORE Megaman 8's release, a game where Protoman and Bass were both playable and then not playable in Megaman 8.  And Duo has a unique "buster" as apposed to two more charge busters that offer less then the Proto Buster. (Both were the same strength as the normal charge just hit multiple times, so only did extra damage to normal enemies, not bosses)
And being in only 2 games or not Duo is still considered a major character.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 15, 2012, 12:05:50 AM
Sorry, but Laser and Arrow Adaptors were in MM8, they are already done, tweaked and completed. As Mr. X said, Duo wasn't playable in MM8, and the Laser and Arrow Adaptors were playable. They have more priority. You can argue all you want but this is the MM8 Expansion not the Power Fighters expansion. Duo Adaptor, as far as canon permits, would essentially be like Super Adaptor without the mobility bonus or homing capabilities. Short-ranged attack. We have more than enough of those. It took long enough to make Slash Claw and Flame Sword different enough from each other.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on April 15, 2012, 02:10:07 AM
Would be more thunder claw range really. And it still fires a long range projectile if that doesn't hit.
Super adaptor is an odd comparison to make, considering how you wouldn't charge it and how its damage is dependant on range.
And yeah, it lacks homing. But it's attached to a pole. Attached to your arm... which you can move...

Alright, my cares are exhausted.

So if flame sword doesn't set people on fire... how was that differentiated?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on April 15, 2012, 02:49:33 AM
I am curious to know this as well, as I am extremely favoring of melee weapons. What does make flame sword different?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 15, 2012, 03:03:09 AM
Easy, Slash Claw was changed.

Since people are bound to ask. Slash Claw now does consistent 20 damage per hit, making it 5 hit kill. But the attack speed is twice as fast.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 15, 2012, 10:10:03 AM
....now it's a clone of the sword I made for Trollman's class.

I think Slash claw is fine, and flame sword should be the persistent damage one.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 15, 2012, 02:53:37 PM
Quote from: "Ivory"
Easy, Slash Claw was changed.

Since people are bound to ask. Slash Claw now does consistent 20 damage per hit, making it 5 hit kill. But the attack speed is twice as fast.
So you're saying I have to get extremely butthurt close to someone just to do double Mega Buster damage?

I don't care if you gave it a RageRune, that's absolutely awful!

Heck, it was hard enough trying to get close to someone and survive with the current Slash Claw!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 15, 2012, 02:57:38 PM
Quote from: "Michael712"
....now it's a clone of the sword I made for Trollman's class.

I think Slash claw is fine, and flame sword should be the persistent damage one.
Its actually more accurate now though, Slash Claw only hit once in MM7 and Flame Sword hit like, 8 times.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 15, 2012, 03:15:53 PM
Quote from: "fortegigasgospel"
Quote from: "Michael712"
....now it's a clone of the sword I made for Trollman's class.

I think Slash claw is fine, and flame sword should be the persistent damage one.
Its actually more accurate now though, Slash Claw only hit once in MM7 and Flame Sword hit like, 8 times.
I think it hits more times than that. Sometimes I do only 1(?) damage to sniper joes and other times I completely knock away all 4 hp. (This is based on them having their shields up). I could be wrong, but from experience I've always thought slash claw it's multiple times.

I'm sure that either way, Flame Sword itself can be made to not be a slash claw clone. That flame sword in the MMF expansion wasn't going to be a slash claw clone. (Faster, less range and ammo etc.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 15, 2012, 05:31:00 PM
You are overreacting to changes you have yet to try. The changes actually made Slash Claw better. It's now way more consistent, when you actually hit someone, you do the damage that doesn't alter. You don't occasionally OHKO someone by aiming downwards and jumping and you don't attack and do next to no damage at all sometimes. Exact damage can be fiddled around and changed, but to most of the people who tested it, they liked a weaker but faster slash claw with a consistent damage output over inconsistency and potential OPness. Meanwhile, Flame Sword is a powerful 3 hit kill Slash Claw used to be, but way more more consistent in damage output and covers a wide approx 180 degree range in front of you.

Also, don't think we didn't try to make Flame Sword different to begin with. Problem is, all the methods of differentiating between the two led to Flame Sword either being overly the top gimmick or simply unfun, mostly a combination of the two.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 15, 2012, 06:19:23 PM
So, Flame Sword is basically a fire version of the v2 Slash Claw? That sounds like it would work. Being hit with a sword of fire sounds like it would kill you in one or two hits, whereas being repeatedly clawed would fit better.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 15, 2012, 08:24:54 PM
oh yeah, speaking of changes I have yet to try

will you be adding the Powered Up Expansion to the -- NO DON'T HIT ME I CAN EXPLAIN


You're already using more than a few things from PU like the Flash Stopper fix, and the RM8FC team has Time Man and Oil Man as bosses, so why not? I mean, the Powered Up expansion's already complete, wouldn't it be just a simple matter of just stuffing it in the core?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 15, 2012, 08:37:34 PM
^ It would require extensive balancing and new maps.  Besides, PU isn't a main Mega Man game and it certainly isn't MM8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 15, 2012, 09:22:27 PM
What about expansions like shameless self plug the DOS games, or MMV? Are they mainstream enough to be added to the main game?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 15, 2012, 09:26:40 PM
DOS, most likely not, because they were named Mega Man and Mega Man 3, respectively. They also have Robot Masters that share names with mainstream Robot Masters. I think the only potential games of that sort are Mega Man & Bass, and Mega Man V. Again, this is Mega Man 8, so I'd worry about that.

Back to the other topic; how is Flame Sword different from v2 Slash Claw?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 15, 2012, 09:41:48 PM
Don't take this the wrong way but I see this as "we "can" add more maps and weapons to the vanilla game that are from megaman but we aren't simply because they aren't (as you called them) mainstream games in the series."

But yes, I agree, this is the MM8 expansion, do things from 8.  But it doesn't mean passing up the ability to add them all later.

And yes bosses from main games use their names, but there names came first.  And you can, yea its possible to find Japanese fan art of both games, so they DO know of the games, and some people enjoy the bosses.  So unmainstream or not, they are known games, more skins, weapons and maps for people.  In my eyes, thats good for a game.

Now, back on topic of MM8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on April 16, 2012, 07:07:17 AM
Quote from: "SmashBroPlusB"
You're already using more than a few things from PU like the Flash Stopper fix
The Flash Stopper fix was made by the MM8 team to begin with. PU was simply used as a platform to try it out in public in order to gauge it's utility and power. I'm fairly sure I've already explained this several times before.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 16, 2012, 04:32:47 PM
Look, maybe someday at some point PU will be done.  The point is, it's not going to be part of this expansion.
Title: can we finally get rid of 2P Deathmatch
Post by: Hallan Parva on April 16, 2012, 08:04:10 PM
oh yeah I almost forgot

I had a question that was actually serious


new release = new Skulltag build = Duel mode fixed??????
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on April 17, 2012, 12:52:52 AM
Torr hurry up and release v98e.  :mad:
I hope MM8BDM uses the same SkullTag version as regular SkullTag some day so I don't have to switch directories on IDESE every time.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on April 17, 2012, 12:53:28 AM
Quote from: "Laggy Blazko"
Torr hury up and release v98e.  :mad:
I hope MM8BDM uses the same skulltag version as regular skulltag some day so I don't have to switch directories on IDESE every time.

YES. Switching does really get annoying after awhile.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 17, 2012, 07:49:32 PM
You know, I was thinking. Remember that message when you're about to quit the game?

"Don't make me make you play Megaman 8..."

When V3 is out, I'll be like: "Oops, too late!", if I see that still there. :lol:  

By the way, I was going to suggest something for shields in CTF: do different versions of them for the mode. Of course, these different versions wouldn't be selectable in the DB2 editor list. Rather than that, let's say you place Leaf Shield or Skull Barrier on your CTF map. When the game begins, they are replaced with their respective alternatives through the use of a script or ACS (if that's even possible).

The goal for this is to take the things that can be exploited with the weapons and remove them by making the alternate replacement shields work in a different manner. For example, you could go for it something like this:

Skull Barrier - Protects you until you either run out of ammo or come into contact with someone, which causes damage to the opponent and cancels the barrier.

Leaf Shield - Same thing as above, but with the properties of Leaf Shield. Get hit by something that can hit you (Fire Storm, Metal Blade), and the shield is off.

Mirror Buster - Once you fire it, it's automatic and depletes. Once fully depleted, it disappears like Time Stopper.

Or something along those lines. I know this was discussed quite a few pages back, but at that time I forgot to post this and I just remembered it. None of this is an exact suggestion, but rather a starter for a brainstorm of ideas. Food for thought, if you will.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 17, 2012, 07:55:47 PM
Also, is Duel mode fixed yet? :|
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on April 17, 2012, 08:06:06 PM
May I suggest again, OJ and I's idea. The banner says "want to play online? Click here!" and it leads to this viewtopic.php?f=27&t=4202 (http://cutstuff.net/forum/viewtopic.php?f=27&t=4202)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 17, 2012, 08:08:58 PM
Quote from: "SmashBroPlusB"
Also, is Duel mode fixed yet? :|
I don't read nearly enough, but I'm pretty sure we(I) don't know yet.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 17, 2012, 08:16:29 PM
Actually, if all of the alternate shields were automatic and disappeared like Time Stopper, that would probably be better. By the way, is Treble getting removed from Duel? I find it's kind of cheap in an environment where you're supposed to gauge your skill against the other player. Treble basically stands by and does the aiming and shooting for you, which ends up in being a temporary pseudo 2 vs 1, except the other one is invincible. :?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 17, 2012, 08:41:32 PM
Quote from: "Knux"
Actually, if all of the alternate shields were automatic and disappeared like Time Stopper, that would probably be better. By the way, is Treble getting removed from Duel? I find it's kind of cheap in an environment where you're supposed to gauge your skill against the other player. Treble basically stands by and does the aiming and shooting for you, which ends up in being a temporary pseudo 2 vs 1, except the other one is invincible. :?
Also duels should remove the healing items but heal the winner between rounds. Same reasons as removing Treble, its supposed to be about skill but health running can give someone an advantage over someone because you healed and are keeping them from getting to other health items.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 17, 2012, 08:42:41 PM
Quote
its supposed to be about skill but health running can give someone an advantage over someone because you healed and are keeping them from getting to other health items.

That sounds like using the core game mechanics to win to me.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 17, 2012, 09:23:51 PM
Quote from: "Mr. X"
Quote
its supposed to be about skill but health running can give someone an advantage over someone because you healed and are keeping them from getting to other health items.

That sounds like using the core game mechanics to win to me.
Usually a duel is who has the better skill with the weapons available.  2 People go in 1 person comes out, like a 1 on 1 LMS.  And with health the players end up prolonging the fight.

I hate to use it as an example but its engine evolved from Doom, but the last two Jedi Knight games (Outcast and Academy) a duel is done between two players who choose to do the duel with each other and both are given 100 Armor and 100 HP, no weapons other then saber, and they can't pick up items until the duel is over and they are brought back into the FFA.  The only way to heal is to use Force Heal or Drain, but many times duels like that are done in an server with those powers off. And the same is true for the Duel mode.  And this is a series that uses the Quake engine (which is the closer of the two to the DOOM Engine) and the first game of the series was literally a Star Wars Doom where bosses had light sabers.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Super Bondman 64 on April 17, 2012, 09:34:04 PM
Will support for some of the currently unavailable vanilla Skulltag game modes (like Domination or Skulltag) be implemented in the new expansion?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 17, 2012, 09:48:13 PM
Quote from: "fortegigasgospel"
Usually a duel is who has the better skill with the weapons available.  2 People go in 1 person comes out, like a 1 on 1 LMS.  And with health the players end up prolonging the fight.

Steal their health, shoot them so they can't get the health. Knowing when to back off and recover takes skill, and it's certainly not cowardly, it's smart. It's like killing yourself when you're about to die and your opponent is about to win.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 17, 2012, 09:50:30 PM
The way I see it, you're actually removing part of the skill by removing the health.  Part of being a good player is knowing when to attack and when to get out of there.  Without the option to leave and pick up health, duels will essentially be two players walking up to each other and holding fire.

Plus, after potentially long firefight, one player comes out victorious.  Generally, they can take the quick time they have before the other player reaches them again to get health back.  Now, they're basically set up just to die immediately and potentially instantly even up the score.

EDIT:  I will say the second thing Korby mentioned IS something I absolutely hate and makes me rage quit.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 18, 2012, 02:15:51 AM
Quote from: "Mr. X"
Plus, after potentially long firefight, one player comes out victorious.  Generally, they can take the quick time they have before the other player reaches them again to get health back.  Now, they're basically set up just to die immediately and potentially instantly even up the score.

EDIT:  I will say the second thing Korby mentioned IS something I absolutely hate and makes me rage quit.
Thats why the duels are divided into rounds like LMS, so the surviving player gets healed before the next round.

And yea, doing kill just to prevent the other person from winning is a cheap tactic, and dumb because you are one kill farther from winning yourself and he still has to get one more kill, so is not helping you win.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 18, 2012, 02:29:08 AM
Quote from: "fortegigasgospel"
And yea, doing kill just to prevent the other person from winning is a cheap tactic, and dumb because you are one kill farther from winning yourself and he still has to get one more kill, so is not helping you win.
It's not a "cheap tactic." It's prolonging the game so you can hopefully make a comeback, even if you now have one less frag. It's for people who are incredibly confident that they can turn the game around, and I've won duels using it so it does work.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 18, 2012, 02:33:22 AM
It works, but it's pretty damn cheap.  The other person deserves the frag and you go jumping to your death going "LOL U MAD?"  I'll tell you right now Korby that I honestly do not like playing this game when you're playing precisely because of this tactic.  To me, it's 5 times worse than Item-1 trapping.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 18, 2012, 02:35:41 AM
I don't go "lol u mad." I go "whew, that was close, now let's see if I can win."
If you had to sacrifice your Queen in chess to set a plan into motion where you win against a particularly tough opponent, would you do it? My answer is yes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 18, 2012, 02:38:50 AM
I don't see it like that at all.   I see it more like the other player is beating the crap out of you, pondering their next move, and you suddenly knock the board halfway across the room thus completely breaking his concentration.  Sure, the pieces get put back together correctly, but it's just a horrible thing that only makes the guy across from you want to bash your head into the wall.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on April 18, 2012, 02:42:15 AM
Lol, this reminds me of a couple times we played Fortune Street. Near the end, one person would be super close to winning, so everyone else dumped all their resources into 2nd place. Both times, the 1st place dude still won, but it is really a terrible thing to do. It's like trying to change the outcome just for the sake of changing the outcome, and it stirs bad feelings from the person who technically deserved to win.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 18, 2012, 02:51:32 AM
By the way, I'm going to say that I do not approve of killing yourself just to prolong the game. What I do approve of is killing yourself to give yourself just a little bit more time to hopefully outplay the opponent if you're both close to winning. If it's painfully obvious that you're going to lose, then it's stupid and pointless to do. If the other person really "deserves" to win anyway, then they'll outplay you and win regardless.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 18, 2012, 02:56:12 AM
What does this have to do with MM8 again?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 18, 2012, 02:57:15 AM
It has to do with removing stuff with duel, or at least it stemmed from that.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 18, 2012, 02:59:20 AM
Good Show, back on topic  :ugeek:

probably asked before, but whens the expected release date?

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 18, 2012, 03:02:06 AM
I tend to assume the release date is "when it's done."
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 18, 2012, 03:06:08 AM
I always run off the "when it's done" system. Except I actually do get things done, if IX-Pack is any indication.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 18, 2012, 03:07:58 AM
true.. you can never put a deadline on things these days :L

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 18, 2012, 03:10:09 AM
Now you got it.  ;)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 18, 2012, 05:07:28 AM
Quote from: "Korby"
It has to do with removing stuff with duel, or at least it stemmed from that.
Yeah, I brought up some relevant questions about CTF and Duel, and everything somehow went kinda nuts. Here it is again:

CTF stuff:
(click to show/hide)
Duel stuff:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 18, 2012, 05:51:01 AM
I'm 99% sure for CTF we're just going to refrain from putting shield weapons in the maps.  Having different rules for weapons between modes would confuse people and it's not like not having a few weapons in CTF maps will make everyone cry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 18, 2012, 07:09:16 AM
Well true, but I just wanted to suggest that anyway. It doesn't have to be done, as it isn't really a necessity, but it came to mind.

Now, about that Treble in Duels...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 18, 2012, 07:20:16 AM
Treble is already being changed to be less dominating, if he's still a problem in testing, he will be taken out.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 18, 2012, 10:46:24 AM
Honestly, my question never got answered and it's the simplest of them all:
Quote from: "SmashBroPlusB"
Also, is Duel mode fixed yet? :I
I blame Korby and Mr. X  :lol:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 18, 2012, 04:41:38 PM
That's weird, I specifically remember a post from Ivory answering with something mentioning that the Skulltag dev group wasn't sure how to fix it or something along those lines but I can't find it now.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 18, 2012, 05:35:58 PM
The first question we should make ourselves should probably be: "Did this version of Skulltag have the same problem with Duels by itself?". I mean, if not, it could be an 8bDM conflict or issue. Just a theory.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on April 18, 2012, 05:40:11 PM
Honestly I think treble should turn in a clockwise circle while firing once every time he switches a direction.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 18, 2012, 09:07:52 PM
If that were the case, his shots would need buffed. And maybe his ROF. Also, will Treble Sentry receive MM10 colors?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on April 19, 2012, 03:46:14 PM
Well hey I'm just saying I'm full of ideas. And would it be at al possible or item-3 to make an appearance?  


Also, what about the various rush items from megaman 8? Search, medic, etc.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 19, 2012, 04:14:25 PM
Why spoil the surprise? Wait until it's released to find out what new items are in store. ;)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on April 19, 2012, 04:17:06 PM
Quote from: "Airman_Tengu"
Also, what about the various rush items from megaman 8? Search, medic, etc.
Search debuted in 7.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on April 19, 2012, 04:21:22 PM
This expansion is going to be off the hook. Definitely will fit into a top ten list of the best ways to celebrate Mega Man's 25th anniversary!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ukiyama on April 19, 2012, 04:29:15 PM
Totally will be hoping for the rush cycle  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 19, 2012, 06:08:30 PM
Quote from: "Ukiyama"
Totally will be hoping for the rush cycle  :cool:


YEEEESSSSSSS!!!!!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 19, 2012, 10:08:03 PM
That would just be an uncrashable, timed Wave Bike.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on April 19, 2012, 11:16:29 PM
AKA totally awesome!

Although, I'd want it to be crashable too (w/ explosion damage)!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 20, 2012, 03:11:12 AM
I'm wondering if we may happen to get an 8-bit version of the unused boss track from Megaman 7?

For anyone curious I'm going to post it in a spoiler.
(click to show/hide)
It was a rather good song, and if I remember correctly it is actually in Megaman 7 still (you can get it from a Megaman 7 Music Rip) it just doesn't play.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 20, 2012, 03:26:52 AM
The magic 8-ball says "Outlook not so good"
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 20, 2012, 09:30:27 PM
Ought to have used that song during the Proto Man fight.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on April 21, 2012, 01:28:07 AM
Is there anyway to make it so that you can choose the stage you start in, instead of just going to CutMan? Due to autoamtically being teleported into CutMan's stage the music's starting to hurt my ears.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 21, 2012, 04:57:02 AM
Start in from...where?
Do you mean Light's Lab's MM1 story?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 21, 2012, 07:29:47 AM
Okay, there's something with the weapon switching that has been bothering me all this time. When I have for example, Gyro Attack, Magnet Missile, Blizzard Attack and Spark Shock, I scroll through them all using the 2 key. However, when I keep scrolling, they get stuck at Blizzard Attack and Spark Shock. Not everyone plays using the mouse (case in point), and it gets tedious in some cases. Is this getting fixed?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 21, 2012, 07:40:29 AM
I brought this up all the way back in the v1 era. I believe the answer was no, it can't.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on April 21, 2012, 01:06:32 PM
Quote from: "Korby"
Start in from...where?
Do you mean Light's Lab's MM1 story?

Yeah I'm talking about the IG experience, I don't like starting at CutMan. So is it possible to be able to choose which RM you want to start in.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on April 21, 2012, 02:06:31 PM
I know how something like that could work......
I am thinking of something similar to Beed's Chaos Hub, where you choose the map...
but instead of 8 rooms, it would be just one room, the mode for the selection thing would be based on the mode it's set in.
Like, the room will change and stuff depending on whether the "mode" is set to MM1-8
And the map selected will be based on where the player goes, like stepping through a portal into a map.
(Execution of a script that changes the map, when a player walks over the linedef)
and the map changes depending on what script is executed from what linedef with what arguments at what setting at what time...

yea...a bit too complex...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 22, 2012, 01:25:15 AM
Quote from: "Fyone"
Yeah I'm talking about the IG experience, I don't like starting at CutMan. So is it possible to be able to choose which RM you want to start in.
That's like trying to start on Flying Battery Zone in a new save game of Sonic 3 and Knuckles  :p
If you want to play the other maps, try offline skirmish. Otherwise, I don't think the "story" mode would be changed to not start on Cutman.

note: this is just what I think
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 22, 2012, 01:32:01 AM
And besides, someone posted some codes which help you warp to maps or battles some time ago. I forget where in the forums it was, though...

Oh yeah, is Spark Shock getting a projectile speed buff? It's mostly hard to hit with right now.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 22, 2012, 02:57:07 AM
Quote from: "Knux"
And besides, someone posted some codes which help you warp to maps or battles some time ago. I forget where in the forums it was, though...

Oh yeah, is Spark Shock getting a projectile speed buff? It's mostly hard to hit with right now.
I have to agree with it being hard to hit with, but thats mostly due to the delay before it fires.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 22, 2012, 04:14:45 AM
I really wish the projectile was a bit faster. The delay is fine, though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on April 22, 2012, 04:59:07 PM
We talked about it yesterday, and most people seem to be in favor of increasing spark's firing rate.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 22, 2012, 07:28:51 PM
Well, I think the firing rate is good enough since you can keep someone paralyzed constantly if you keep shooting them, and while an ROF buff would certainly help the weapon, it might make it jump from underpowered to borderline broken.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -Daiki-TheOni on April 24, 2012, 07:14:50 PM
Ivory, can you tell a date about the release of the expansion, please?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 24, 2012, 07:15:38 PM
Release Date: When it's done.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on April 24, 2012, 08:20:45 PM
All who saw that response coming, say "aye"

Aye...
Title: It'd make it much easier to combo. So would the other option
Post by: Kenkoru on April 24, 2012, 08:25:37 PM
I'd personally prefer an ammo buff to a fire rate increase on Spark Shock.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 24, 2012, 08:31:19 PM
I think it should be the original spark shock but with the quicker changing as well. Should be possible with some sort of inventory timer.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 25, 2012, 02:36:17 AM
Quote from: "TheunlosingQuint"
Ivory, can you tell a date about the release of the expansion, please?
i asked this a few pages back..
Title: inb4 scolded
Post by: DarkAura on April 27, 2012, 07:31:12 PM
Probably heard someone complaining about this before, but will Wild Coil get re-worked at all for this expansion?

Like fire one foward and one backwards, or fire one to the left and one to the right.
Title: Re: inb4 scolded
Post by: Hallan Parva on April 27, 2012, 07:32:37 PM
Quote from: "DarkAura"
or fire one to the left and one to the right.
I will kill you and your pets in your sleep.

I mean, if a 45-degree angle is "hard to use", left and right is just flat-out impossible!
Title: Re: inb4 scolded
Post by: DarkAura on April 27, 2012, 07:35:41 PM
Quote from: "SmashBroPlusB"
Quote from: "DarkAura"
or fire one to the left and one to the right.
I will kill you and your pets in your sleep.

I mean, if a 45-degree angle is "hard to use", left and right is just flat-out impossible!

Reason being that it can potentially OHKO within "daggering" range, almost like Thunder Beam. Maybe give the charged shots a damage nerf instead?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 27, 2012, 07:37:43 PM
I am fully aware of the OHKO problem, and I never said forward-and-back was a bad idea. In fact, I actually want that to happen, as to my knowledge 8BDM lacks any sort of useful "behind the user" weapon that can be used to shoo away pursuant attackers. Danger Wrap at the floor doesn't count; that usage is more of "at the user's position" instead of "attack from the rear", and wary players can easily jump over / step around the mines.

However... if it gets changed to left-and-right I will track you down to the far edges of the earth and [REDACTED]. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 27, 2012, 07:45:09 PM
melee weapons OHKOing in a game where projectile weapons are king isn't a bad thing
see: top spin.
Getting an OHKO with Thunder Beam takes incredible skill/luck anyway.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 27, 2012, 08:00:48 PM
I pointed that out to Mike the day he fixed Power Stone(?). He never changed it, so I assumed it was fine. Not that it is easy to pull off.

Quote from: "DarkAura"
but will Wild Coil get re-worked at all for this expansion?

Nope, the most it got was reduced spread, but not like the v2a days, but not as much as v2c

Quote from: "SmashBroPlusB"
I mean, if a 45-degree angle is "hard to use", left and right is just flat-out impossible!
It was actually 35, but now it's 25. Makes it easier to aim, but not stupidly accurate as the v2a days. (which was a mere 15-degree spread)

Quote from: "Korby"
melee weapons OHKOing in a game where projectile weapons are king isn't a bad thing
see: top spin.
Getting an OHKO with Thunder Beam takes incredible skill/luck anyway.

Top Spin being an OHKO is one thing but the other melee weapons? Not so much. Top Spin has more drawbacks than running into someone and pressing fire.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 27, 2012, 10:15:56 PM
Who actually uses the wild coil charge? Its more effective to just run into a room and spread bouncing hell.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on April 27, 2012, 10:17:52 PM
A lot of people actually. Please don't' deny it.  :|

I'd also like to see it fire one forward and the other backwards. It would make the weapon even more unique.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on April 27, 2012, 11:36:16 PM
Quote from: "Knux"
I'd also like to see it fire one forward and the other backwards. It would make the weapon even more unique.

I disagree if only because I prefer how Wild Coil currently is.

I would love an anti-pursuit weapon, don't get me wrong, I just don't think Wild Coil is the one for it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on April 27, 2012, 11:44:50 PM
Wild Coil is still perfectly able to OHKO as it is now, and over half for each coil is pretty decent already. I'd like to see it fire out the back to make it less of a kamikaze weapon and more of an escape weapon.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 28, 2012, 12:03:13 AM
alright so

remove OHKO chance by making it fire forward and back

also make it sexy by making it fire forward and back

also also charged power at 65 MAYBE???
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 28, 2012, 09:21:11 AM
No no no, better idea. Keep it the same power and how it fires and stuff, but make the charged coils do <50 damage for about half a second THEN return to their normal charged shot damage (iirc....80?). OHKO'ing someone from a distance is really hard so that's fine. OHKO'ing someone when their right in front of you should be a no.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on April 28, 2012, 03:12:07 PM
Quote from: "LlamaHombre"
I would love an anti-pursuit weapon, don't get me wrong, I just don't think Wild Coil is the one for it.

Leaf shield is a decent anti-pursuit. Just turn it on, walk into a crowd, and chances are your pursuer will be killed.  Power Stone is good for it too, even if its use for it is situational.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on April 28, 2012, 04:59:37 PM
Not to mention Hyper and Napalm Bombs.  If you're getting chased, just hold fire and run.  I can usually get a few frags like that.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on April 28, 2012, 06:16:27 PM
We could move all the weapon discussion onto my thread to make room for other thin's to talk about for this thread.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 28, 2012, 08:23:21 PM
Why does Windman's botchat sound american when he's a Chinese robot? Pretty sure him knowing king fu and having pandas in his stage doesn't result in him chanting "U.S.A!"
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on April 28, 2012, 08:32:48 PM
I think it's something to do with how he was a U.S. designed robot master
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on April 28, 2012, 08:54:21 PM
U.S. designed as in the reality guy that designed him or the fictional guy that designed him? Yes I know that he was designed by an american in real life, that's not exactly what I'm on about....I think....
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 28, 2012, 11:39:57 PM
Then by that logic, Dust Man needs a "Soviet Russia" joke in his botchat somewhere. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: brotoad on April 29, 2012, 01:36:01 PM
the creator of windman irl was an american

we didn't put in any russia jokes into mm4's robot masters because all of them are russian, it would get repetitive!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on April 29, 2012, 03:01:16 PM
Quote from: "brotoad"
the creator of windman irl was an american

we didn't put in any russia jokes into mm4's robot masters because all of them are russian, it would get repetitive!
At least Dive, he is big strong Soviet Submarine, pride of USSR Navy.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 30, 2012, 03:12:29 AM
Quote from: "brotoad"
the creator of windman irl was an american

we didn't put in any russia jokes into mm4's robot masters because all of them are russian, it would get repetitive!

In soviet russia, car drives you!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on April 30, 2012, 03:30:06 AM
Hmmm.. how long do you think you would wait after this expansion to work on something, say megaman 9? I would imagine that it would not be nearly as difficult as megaman 8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on April 30, 2012, 03:38:16 AM
youre thinking too far ahead, and somehow, just SOMEHOW, that hurts my head :L.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on April 30, 2012, 03:48:08 AM
Well hey what can I say, I just gotta have me some good old Jewel Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on April 30, 2012, 05:32:26 AM
Depends on whether or not &Bass comes up next, I'd suppose.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on April 30, 2012, 06:48:28 AM
Quote from: "Korby"
Depends on whether or not &Bass comes up next, I'd suppose.
I thought mm&b was going to be a side thing; like powered up
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 30, 2012, 09:07:10 AM
&Bass should get the same treatment as MMPU

especially since MMPU is technically already finished :ugeek:



if you won't add PU then no Bass for you!
Title: Short version: PU expansion is garbage.
Post by: Tesseractal on April 30, 2012, 01:35:44 PM
Powered Up is not canon.

PU contains no more than two original robot master elements, putting it below even Genesis Unit. (Which, at one point in time was considered to be included in the R&F expansion.) The Powered Up expansion can't even be bothered to differentiate itself graphically from the original Mega Man art style, and the two new robot masters contain overall poorly-executed gimmicks.

The point is moot either way, as after Mega Man 8's expansion is released it's doubtful that enough serious coders will be around to continue any official expansion. This is why I wouldn't actually mind the inclusion of graphics from MM9 and 10 in the next release; given that the majority of MM9 skins are already done, it would be a gigantic waste just to let the them rot for the sake of the purism. (Example: RNC expansion, which has 8 maps and weapons and won't be released.) At least they'll get to be used by someone.

(I suppose another expansion could happen if Shade Guy REALLY has the balls to churn out 8 maps for whatever new blood coder feels like making weapons. But if R&F never happened over a year ago, it's unreasonable to expect it to happen now.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on April 30, 2012, 02:47:02 PM
On-topic, I have a question.

With the MM8 expansion featuring a new credits sequence, will the old MM7 credits sequence still remain?

What I'm talking about is the new MM8 credits will become the default (you get it if you select credits or beat the main campaign or the MM8 campaign) but will it still show the MM7 credits after beating the MM7 campaign?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on April 30, 2012, 03:50:04 PM
Suggestions:

In Mega Man V when Light introduced Tango to Mega Man, Tango makes a little meow.

Tango should meow like that everytime he is summoned.

Speaking of credits, what about make 3 different credits? Bring back the old v1 credits, leave the v2 credits be and add the new credits. You can watch these credits anytime. When you beat MM6 campaign, it will view the v1 credits. When you beat MM7 campaign, the v2 credits will show and the fortress will burst to flames. When you beat the MM8 campaign, it will show the new credits.

Besides that, add MM7 and MM8 to the boss rush module once you beat the MM7 campaign and MM8 campaign respectively. However, you should beat MM6 to unlock the boss rush module like normal.

It may or may not be too complex, but what about change the Exit Unit so that it will check for enemies before teleporting?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 30, 2012, 04:24:19 PM
Quote from: "Beed28"
On-topic, I have a question.

With the MM8 expansion featuring a new credits sequence, will the old MM7 credits sequence still remain?

What I'm talking about is the new MM8 credits will become the default (you get it if you select credits or beat the main campaign or the MM8 campaign) but will it still show the MM7 credits after beating the MM7 campaign?

I... uh... what? How the heck did you miss this going on for weeks? (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=4226)

As for the latter, yeah, that would be very nice to include.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on April 30, 2012, 04:31:25 PM
Quote from: "Ivory"
Quote from: "Beed28"
On-topic, I have a question.

With the MM8 expansion featuring a new credits sequence, will the old MM7 credits sequence still remain?

What I'm talking about is the new MM8 credits will become the default (you get it if you select credits or beat the main campaign or the MM8 campaign) but will it still show the MM7 credits after beating the MM7 campaign?

I... uh... what? How the heck did you miss this going on for weeks? (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=4226)

As for the latter, yeah, that would be very nice to include.

I already knew that (I even contributed to it), but I thought it would have been nice to keep the old credits sequences as well, but make so that when you beat the original campaign it shows the v1 credits, beat the MM7 campaign it shows the MM7 credits, and beat the MM8 campaign (or select credits on the menu) it shows the MM8 credits.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: FluffiMasta on April 30, 2012, 04:32:57 PM
One question:

Since when is this in work?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on April 30, 2012, 04:34:45 PM
And as far as credits go, how about putting back the 1thru6 credits? I miss my dancing Brotoad!


EDIT: d'oh Beed beat me to it

and for an EXTRA treat why not put the SGC credits for when a player beats Boss Rush?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on April 30, 2012, 04:35:48 PM
Derp, I misread what as will. My bad. Teaches me to answer questions right as I get up in the morning. And yes, that can done.

Quote from: "FluffiMasta"
One question:

Since when is this in work?
I'm assuming you mean when did this project start, the answer was very late October.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: FluffiMasta on April 30, 2012, 04:39:00 PM
Quote from: "Ivory"
Derp, I misread what as will. My bad. Teaches me to answer questions right as I get up in the morning. And yes, that can done.

Quote from: "FluffiMasta"
One question:

Since when is this in work?
I'm assuming you mean when did this project start, the answer was very late October.

Oh. I thought it would be longer.

Thanks.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on April 30, 2012, 07:56:36 PM
I would also like to keep the old credits. They were very fun to watch.

And MM7 has me walking away from the castle like a baus
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on April 30, 2012, 11:50:12 PM
If that were the case, then the effort all the pixel artists (including you and I) would go to waste. MM8 Credits are probably coming, like it or not.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on May 01, 2012, 12:02:58 AM
the new credits are going in

but we're talking about keeping the old ones ON THE SIDE OF the new ones
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on May 01, 2012, 12:10:49 AM
Look at page 62 for MY suggestions on the credits.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 01, 2012, 12:28:59 AM
Quote from: "Hilman170499"
Suggestions:

In Mega Man V when Light introduced Tango to Mega Man, Tango makes a little meow.

Tango should meow like that everytime he is summoned.

Speaking of credits, what about make 3 different credits? Bring back the old v1 credits, leave the v2 credits be and add the new credits. You can watch these credits anytime. When you beat MM6 campaign, it will view the v1 credits. When you beat MM7 campaign, the v2 credits will show and the fortress will burst to flames. When you beat the MM8 campaign, it will show the new credits.

Besides that, add MM7 and MM8 to the boss rush module once you beat the MM7 campaign and MM8 campaign respectively. However, you should beat MM6 to unlock the boss rush module like normal.

It may or may not be too complex, but what about change the Exit Unit so that it will check for enemies before teleporting?
I actually second this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 01, 2012, 12:30:20 AM
You should add a Tango prop to the lab. And Beat. I have them if you'd like them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 01, 2012, 12:36:09 AM
No I meant the credits part :l
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 01, 2012, 07:31:55 PM
Actually, my post was unrelated to yours except for the fact that yours reminded me of Tango, so... Yeah.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. Date on May 04, 2012, 12:28:50 PM
I am rather unexperienced in Megaman 8 but i know: Bass was a Boss for Megaman, perhaps you should use this Fight for one of your "Secret Challengers" in one of the Campaign Maps. However the Final Boss for Megaman 8 should be the King of course.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 04, 2012, 03:01:22 PM
Quote from: "Mr. Date"
I am rather unexperienced in Megaman 8 but i know: Bass was a Boss for Megaman, perhaps you should use this Fight for one of your "Secret Challengers" in one of the Campaign Maps. However the Final Boss for Megaman 8 should be the King of course.
Ummm, you are confused. Megaman 8 yes Bass was a boss, but Bass wasn't playable so saying he was a boss for Megaman is redundante because Megaman was the only playable character. Also King is the villain in "Megaman and Bass" not Megaman 8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 04, 2012, 07:16:34 PM
Think about it. Ivory is doing Duo's stage. Duo's stage is probably the midway point in the MM8 Campaign. Secret Bosses are generally fought at the midway point (maybe with the exception of Ballade). Now I wonder who the secret boss could be...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 04, 2012, 07:31:53 PM
wasn't flashman's stage the first in mm2
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 04, 2012, 07:32:48 PM
Bubble Man, then Air Man, then Heat Man, then Flash Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 04, 2012, 07:40:45 PM
I'm gonna suggest that the order should be

Aquaman, astroman, clownman, frostman, tenguman, searchman, grenademan, swordman
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on May 04, 2012, 09:02:09 PM
No, it should probably be
GrenadeMan, ClownMan, FrostMan, TenguMan, Duo, Astro, Swords, Aqua, Search, Wily Stage(s)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on May 04, 2012, 10:35:42 PM
Quote from: "Game&Watcher"
No, it should probably be
GrenadeMan, ClownMan, FrostMan, TenguMan, Duo, Astro, Swords, Aqua, Search, Wily Stage(s)
Good order!
(Can't WAIT for this expansion to get released!11!!1!!)
Speaking of which, any updates on progress? (I'm just interested!)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on May 07, 2012, 04:07:29 AM
small suggestion, could you change some of the spawns in shademan's stage? some of them are aimed directly at the crows, and it doesn't help that you fire every time you spawn meaning as soon was you spawn, you only have 50 hp left
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 07, 2012, 04:10:28 AM
I support this even though I spawn using the "use" key instead of fire.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on May 07, 2012, 05:59:15 PM
An idea I have: how about making bots randomly switch weapons around provided they picked them up first, for example, say Skullman picked up Silver Tomahawk, and then picked up Bubble Lead. After a period of time, he switches back to Silver Tomahawk.

Would this be a good idea?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on May 07, 2012, 06:12:24 PM
Quote from: "Beed28"
An idea I have: how about making bots randomly switch weapons around provided they picked them up first, for example, say Skullman picked up Silver Tomahawk, and then picked up Bubble Lead. After a period of time, he switches back to Silver Tomahawk.

Would this be a good idea?
They could look at Mess' Bot Apocalypse, and yes, I like the Idea.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 07, 2012, 09:32:53 PM
If Time Man and Oil Man are in the next release of RM8FC, will their weapons and skins be added to MM8BDM?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on May 07, 2012, 09:35:51 PM
This has been brought up numerous times in this topic.  The answer is no:  this is the MM8 expansion, not the MM8 and Powered Up Expansion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on May 08, 2012, 02:41:55 PM
More suggestions/opinions/pointers/questions:
1) In Flame Man's stage whenever you step on the oil, what about make some sound effects. You know, the sound effects made when you step on the oil in Flame Man's stage in Mega Man 6.
2) Make it so that Charge Kick can only be used on the ground.
3) Change Super Arm's obituary to: "%o was smashed %k's boulder.". Say "Super Arm". It sounds like super strength and not rock throwing.
4) Make it so that you can turn off Skull Barrier when you fire again.
5) Change Rain Flush's obituary to "%o was corroded by %k's Rain Flush.". Sounds better because it is a missile that explodes into ACID rain.
6) If you can manipulate Eddie's item drop ratio, what about make these items VERY rare: M Tank, Skull Barrier, Gravity Hold, Centaur Flash and Time Stopper.
7) Make it so that a charged Wild Coil will bounce higher.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on May 08, 2012, 02:45:04 PM
Quote from: "Hilman170499"
2) Make it so that Charge Kick can only be used on the ground.
Go away.

Quote from: "Hilman170499"
3) Change Super Arm's obituary to: "%o was smashed %k's boulder.". Say "Super Arm". It sounds like super strength and not rock throwing.
Weapon obituaries are supposed to have the weapon name in them.

Quote from: "Hilman170499"
7) Make it so that a charged Wild Coil will bounce higher.
What made this sound like a fun idea?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on May 08, 2012, 03:28:33 PM
Quote from: "SaviorSword from page 2"
I wonder, besides new content, will there be changes to the Skulltag version and weapon balances? I still remember my old weapon and items poll, but that died out. I really would like to brin' that up again on a new topic, if it is allowed of course.

That part of my question has never been answered. Also if ya have a list of concerns for changes, this would be the best topic to dump them in? Or is it better to dump'em into Bugs/Suggestions section?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 08, 2012, 04:17:41 PM
@SaviorSword
I believed I answered it, but, right now we have no plans on going to a new version. And for concerns, it's best just to put it in here.

Quote from: "Hilman170499"
More suggestions/opinions/pointers/questions:
1) In Flame Man's stage whenever you step on the oil, what about make some sound effects. You know, the sound effects made when you step on the oil in Flame Man's stage in Mega Man 6.
2) Make it so that Charge Kick can only be used on the ground.
3) Change Super Arm's obituary to: "%o was smashed %k's boulder.". Say "Super Arm". It sounds like super strength and not rock throwing.
4) Make it so that you can turn off Skull Barrier when you fire again.
5) Change Rain Flush's obituary to "%o was corroded by %k's Rain Flush.". Sounds better because it is a missile that explodes into ACID rain.
6) If you can manipulate Eddie's item drop ratio, what about make these items VERY rare: M Tank, Skull Barrier, Gravity Hold, Centaur Flash and Time Stopper.
7) Make it so that a charged Wild Coil will bounce higher.

1) If I had the sound effects, that is doable.
2) No
3) No
4) Skullbarrier would be even more OP if you could turn it off and on whenever you want.
5) Maybe
6) Doable
7) That would make Wild Coil more useless when charged, no.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on May 08, 2012, 04:20:59 PM
Quote from: "Ivory"
1) If I had the sound effects, that is doable.

I am 93.3(recurring)% sure that the Powered Up expansion used the Oil Drop sound effect for Oil Slider's firing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on May 08, 2012, 04:34:14 PM
Quote from: "Hilman170499"
list of concerns here
1) It'd be something worth trying maybe, but it is just one sound effect...

2) Maybe you didn't notice, but being able to use charge kick in the air is how you reach some of the goodies in Charge Man stage.

3) Never really cared about obituaries, so why not?

4) Again, in the few stages it turns up in, its purpose is to get utilities (best example being Heat Man stage). And, as Ivory said, Skull Barrier is already over powered. Controlling its usage would make it worse.

5) Again, not really concerned..

6) You apparently are a very lucky individual. I have only seen one of these dropped by the walking purse. Although, I'm pretty sure that each item has the same amount of chances of being dealt (At least from what I remember, may have to look at that again)

7) Not a good idea. Wild Coil can be a pretty awkward at times, but by making them bounce higher...ugh...This is why I stick to melee weapons.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 08, 2012, 05:25:02 PM
Quote from: "Hilman170499"
More suggestions/opinions/pointers/questions:
1) In Flame Man's stage whenever you step on the oil, what about make some sound effects. You know, the sound effects made when you step on the oil in Flame Man's stage in Mega Man 6.
2) Make it so that Charge Kick can only be used on the ground.
3) Change Super Arm's obituary to: "%o was smashed %k's boulder.". Say "Super Arm". It sounds like super strength and not rock throwing.
4) Make it so that you can turn off Skull Barrier when you fire again.
5) Change Rain Flush's obituary to "%o was corroded by %k's Rain Flush.". Sounds better because it is a missile that explodes into ACID rain.
6) If you can manipulate Eddie's item drop ratio, what about make these items VERY rare: M Tank, Skull Barrier, Gravity Hold, Centaur Flash and Time Stopper.
7) Make it so that a charged Wild Coil will bounce higher.
1) They need the sound is all.
2) Like they said, its used to get stuff as is.
3) guess could work. But it has the weapon name in it atm
4) NO! That would make you able to control being completely invincible.
5) sounds good.
6) Good idea, I guess, but as they will be adding to my knowledge 11 new weapons, thats 11 more things Eddie can drop.

Now think, 8 weapons per game for 6 games. 8 x 6 = 48.  Now add 6 for Megaman 1.  48 + 6 = 54.  The 3 Busters, 3 Killer Weapons and Saku.  54 + 7 = 61.  He can also give you Treble, Tango, Rush Coil, Rush Jet?, Beat? E Tank, W Tank, M Tank, Exit. I'm going to omit the 2 I'm not sure of so 7 items.  61 + 7 = 69.  Currently you have a 1 in 69 chance of getting an M Tank, Skull Barrier, Gravity Hold, Centaur Flash OR Time Stopper out of Eddie.  We already know all 8 MM8 weapons, Laser, Arrow and Rock/Mega Ball are being added.  69 + 11 = 80 weapons.  So you will have a 1/80 of a chance to get what you want out of Eddie.

7) The charge does bounce higher then the normal shoot already, if you want it to go higher, jump.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 09, 2012, 02:40:19 PM
Just throwing this out there-- plant barrier should be a hugging weapon that saps life rather than a free healing wep
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 09, 2012, 07:11:44 PM
I actually agree. It should be like Star Crash, but do half damage. The other half of the damage that was left out is supplemented by the healing capability. Also, it should be throwable.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 09, 2012, 07:13:26 PM
I disagree. Even if it does half damage of Star Crash, it's healing you in return, and then you can shoot it. It just flat out sounds broken.
No, YD classes doesn't count.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 09, 2012, 07:16:07 PM
Nah I mean like skull barrier, you cant shoot it and you can't stop it when it stars
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 09, 2012, 07:19:07 PM
I was more referring to Gumball.
Personally, I find it fine as is. It's saved my life several times.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 09, 2012, 07:23:41 PM
Oh, I forgot that YD Classes made it work that way. Hell, I think KY Classes did the same thing. Yeah, I just thought it would make it more accurate to the original game. Now that I think about it, it does sound pretty broken...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 09, 2012, 07:38:07 PM
The shields were made different for a reason, we wouldnt want all the shields doing the same thing now would we?

speaking of unique types, its one of the few weapons that heals you, no, the only weapon. a much needed variety..
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 09, 2012, 08:06:02 PM
Plus, assuming MM&B becomes part of the core, Magic Card'd make it two healing weapons that require offense.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 09, 2012, 08:41:18 PM
Quote from: "Korby"
Plus, assuming MM&B becomes part of the core, Magic Card'd make it two healing weapons that require offense.
Same goes to Megaman World V and Grab Buster.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -RanRan on May 11, 2012, 03:02:35 AM
Quote from: "fortegigasgospel"
Quote from: "Korby"
Plus, assuming MM&B becomes part of the core, Magic Card'd make it two healing weapons that require offense.
Same goes to Megaman World V and Grab Buster.


Grab Buster is more of something that'll end up in Classes as a classvariant or at the most a power-up in a map.
I can give you 4 examples of why it shouldn't be a usable item on anything but straight up GBMM5 Stages, other than the fact that putting it EVERYWHERE and making it a weapon that essentially would either be a Rapid Fire-by-comparison HardKnuckle, or the MegaMan BigBangShot, minus the shield.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 11, 2012, 03:16:28 AM
Quote from: "-RanRan"
Quote from: "fortegigasgospel"
Quote from: "Korby"
Plus, assuming MM&B becomes part of the core, Magic Card'd make it two healing weapons that require offense.
Same goes to Megaman World V and Grab Buster.


Grab Buster is more of something that'll end up in Classes as a classvariant or at the most a power-up in a map.
I can give you 4 examples of why it shouldn't be a usable item on anything but straight up GBMM5 Stages, other than the fact that putting it EVERYWHERE and making it a weapon that essentially would either be a Rapid Fire-by-comparison HardKnuckle, or the MegaMan BigBangShot, minus the shield.
Um, Grab Buster is Mercury's weapon, you're thinking the Rock/Mega Arm.  Thats why I brought it up with the Weapons able to heal you.  Rock/Mega Arm isn't needed because we have the Super Adapter already.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on May 11, 2012, 03:06:50 PM
Just a thought, is the music for MMCTF06 CTF map permanent (I can't rememer if that's the code. i'm talking about the underwater one).

Just wonder because I've always thought that this is a waaay better remix of Bubble Crab
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on May 11, 2012, 03:11:11 PM
I find the version that's currently used in MM8BDM is far superior to that one.

How sad that the map itself is subpar.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on May 11, 2012, 03:19:12 PM
I don't to be honest. I can barely hear the current one that well and this version can actually get to me internally.

Now that I think of it, it may not fit that well, but eh, it's just a suggestion. Although I wouldn't be too surprised if the song itself is bad. Chiko composed it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 11, 2012, 04:02:50 PM
The one in 8BDM is actually pretty outdated, with the "newest" being here:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on May 11, 2012, 06:18:22 PM
Any chance that "Doom 2: Hell on Earth" message could be replaced in the start up screen?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 11, 2012, 07:24:39 PM
That would be really neat; it would give MM8BDM more of an independent feel, rather than seeming too much like a Doom 2 modification.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 11, 2012, 10:35:11 PM
I don't believe that is possible. Also, no matter what, mm8bdm is always going to be a "doom modification". Some of us love the idea, some don't.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on May 11, 2012, 10:40:31 PM
Well, I for one am tired of seeing that, but if it can't be helped... derp. I guess it was better to ask anyway.  :(
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gummywormz on May 12, 2012, 12:17:43 AM
You can replace it in ZDoom, but not in skulltag at the moment.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on May 12, 2012, 12:48:09 AM
Heretic/Hexen does it though...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 12, 2012, 12:49:41 AM
I think they're their own games, rather than a modification (don't quote me on it, though; I know almost nothing).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 12, 2012, 03:40:45 AM
Heretic, Hexen and Strife are their own independent games. MM8BDM is a glorified doom 2 modification.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 12, 2012, 04:30:59 AM
This game needs more promotional content :l
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 12, 2012, 06:25:35 AM
megaman is a copyright. the best adv we can do is to do it ourselves
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mendez on May 12, 2012, 06:04:00 PM
Actually, I think copyright only prevents us from turning a profit on the fan game (i.e. charging people $5 to buy MM8BDM).
We just another epic trailer for the game to spread around the internet, like we kinda did with the MM7 expansion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on May 12, 2012, 06:08:23 PM
We've got a youtube video with over 285,000 views already. I don't think another one on CMM's channel will make any difference- if we can get someone like Roahm or some other big famous guy then it would help.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on May 12, 2012, 11:28:21 PM
That MM7 trailer is so boss

Can MM8's possibly top it??
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on May 12, 2012, 11:42:48 PM
I have an idea on how it could:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on May 13, 2012, 12:23:17 AM
Quote from: "Game&Watcher"
I have an idea on how it could:
(click to show/hide)
I totally agree with using "Electrical Communication" because it rocks and rolls, but I dunno about recreating the intro for a couple of reasons.

1. It'd be kinda like this video (http://www.youtube.com/watch?v=jOKbeqg3xUM), but without all the cool close-ups and poses
2. The intro doesn't really show off any Mega Man 8 stuff. I guess you could replace a bunch of enemies with MM8 ones, but then you might as well remake the whole thing!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. Date on May 13, 2012, 06:53:20 AM
Just to goof off and sound like a Dickhead who can't read all the 70-80 Pages: Is this Expansion going to be Good? because to be honest, i found Megaman 8 really horrible. the Game differs from the Original Games if you guys know what i mean.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 13, 2012, 07:04:21 AM
So let me get this straight, you think because the games "sucked", the expansion wouldn't be good either? Well sure, the expansion is based off the usual blacksheep of the main series, but it's going to be as good as I can make it be.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on May 13, 2012, 09:38:30 AM
Mega Man 8 definitely has it's flaws, and you are not alone in disliking it. It might seem silly adding an expansion of what some consider to be a "bad" Mega Man game, but there's a lot of great things going for it:

-It's going to be in the 8-bit style just like everything else, unlike when Mega Man 8 totally turned everything upside down with fancy shading and weird proportion changes
-New, interesting skin designs like the massive Frost Man and double-headed Search Man (wow!)
-Some of the cray-ziest weapons in the series (mostly Tornado Hold)
-Stages you haven't seen before w/ music you may have heard before (once again 8-bit, although if you HATE MM8 songs to the core then NVM this bullet point)
-Getting one step closer to all the super nerds dream of having every Robot Master, stage, and weapon into one radical nostalgia-filled FPS
-A bunch of insane developers, working purely on love and dedication, who are jam packing this thing with who knows what just cause they can
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on May 13, 2012, 10:50:25 PM
Quote from: "Ivory"
So let me get this straight, you think because the games "sucked", the expansion wouldn't be good either? Well sure, the expansion is based off the usual blacksheep of the main series, but it's going to be as good as I can make it be.  :ugeek:

Goddamn I have to show this to Gumballtoid~

Still waiting for Grenade Dood
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on May 14, 2012, 11:55:47 AM
Quote from: "PressStart"
-Stages you haven't seen before w/ music you may have heard before (once again 8-bit, although if you HATE MM8 songs to the core then NVM this bullet point)

This shouldn't be the case anyways. I find that the two gaming franchises with the best composed musics are Capcom and Konami.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 16, 2012, 06:04:33 AM
When recoloring textures for my CTF map I had to make a lot of Burst textures blue to red and this caught my attention.
This is BURST7 out of Burst's Map
(http://i.imgur.com/797Va.png)
Looks normal until.
(click to show/hide)

And once you know its there it can't be unseen.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 17, 2012, 01:15:36 AM
Quote from: "Star Dood"
Goddamn I have to show this to Gumballtoid~

Still waiting for Grenade Dood
Yeah, I dislike DOS with a passion. However, I have been saying that the DOS expansion looks very promising.

Also, I can't wait for the Flash Bomb. It was my favorite weapon in MM8.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 17, 2012, 02:22:52 PM
Quote from: "Orange juice :l"
We've got a youtube video with over 285,000 views already. I don't think another one on CMM's channel will make any difference- if we can get someone like Roahm or some other big famous guy then it would help.
With regards to this, I asked Roahm to do a promotional video, and he got back to me and said that he would be happy to, except he cannot play online and said that the offline is boring, so promoting it would not be from his own personal experience
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 17, 2012, 06:30:35 PM
I wonder if the inability to play online would be something we could help with.

It's cool that he'd want to, though!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Jafar on May 17, 2012, 06:35:54 PM
Roahm has a horrible internet provider, and is unable to get a better one. So unless you can help him move to a place with more options, probably not.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on May 17, 2012, 06:52:06 PM
Clearly, the answer is to fly him to Mike's house for an MM8BDM convention.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on May 18, 2012, 01:43:48 AM
Well I've been trying to work something out with him. I have been subscribed to him ever since not too long after he made his youtube account.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on May 18, 2012, 11:02:41 AM
I have a question; after the CTF compitition has finished, will this expansion be nearly complete (i.e. trailer released)?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 18, 2012, 04:26:44 PM
Don't expect a trailer any time soon.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 18, 2012, 04:36:28 PM
I do kind of wish we'd post screenshots...
We've still got quite a bit to do last I checked.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on May 19, 2012, 10:20:07 PM
Quote from: "Game&Watcher"
I have an idea on how it could:
(click to show/hide)

I also support this idea for the trailer/intro screen because it would have more of a feel to what people should expect when they play the game (if that sentence even made sence).

Ivory, if you and your team decide to go with this, I'm more than willing to help out with the trailer!

On a different note, 2 questions.
1. other than just weapon layouts, is their any plans on altering the current existing stages (adding gimmicks/3d floors/changing area or recreating the stage from scratch/etc.)? I'd think it would be nice for MM1CUT to have sicciors spawn from those machines like it did in the origonal, when you did get close to them.

2. Ivory, you've mentioned that there was some changes/tweaks to weapons. can you give an idea of some weapons that might of been altered?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 19, 2012, 10:55:39 PM
Thanks for the offer, but we'll see.

1. having scissors popping out would be annoying, but those stages can only be changed to how Mike will allow them to be changed. I can't really give much on this yet.

2. It's mostly minor tweaks, like Crystal Eye's width/height being altered to minimized crystal bits getting stuck in walls or making Fire Storms shield not spawnable on top of height elevations. Buster Weapons no longer picking up weapon energy. Sakugarne costing energy to mount, to prevent infinite usage. No longer able to pick up the giver weapons if you already have said weapon. And so forth. I'll give an exact list closer to release when everything is finalized.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on May 20, 2012, 12:05:32 AM
1. The layout of the stage is already small and cramped, having those things popping out zoning you would make it even more cramped. Could be done, but not with the way MM1CUT is now (and I don't really wanna change it)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 20, 2012, 12:07:56 AM
It could always be a cosmetic change. The scissors could spawn outside the main area, like the Big Eyes.

Also, I think the Crash Man map, as it is now, is just hard on the eyes. I suggest adding transparencies to the textures, then add a skybox, akin to Ring Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 20, 2012, 02:55:51 PM
Quote from: "Ivory"
Buster Weapons no longer picking up weapon energy.


You're talking about weapons like Needle Cannon and Yamato Spear right?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -FiniteZero- on May 20, 2012, 02:57:21 PM
Quote from: "Rozark"
Quote from: "Ivory"
Buster Weapons no longer picking up weapon energy.


You're talking about weapons like Needle Cannon and Yamato Spear right?

I'd think more along the lines of Mega Buster, Proto Buster, and Bass Buster. As well as the Rush Adaptor thingymajig.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 20, 2012, 03:03:50 PM
Ah. Well.. I never noticed that those pick up ammo. I'll listen carefully the next time I play.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on May 20, 2012, 11:31:44 PM
Quote from: "Ivory"
No longer able to pick up the giver weapons if you already have said weapon.
But it fills up your ammo!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 21, 2012, 12:00:10 AM
Quote from: "CopShowGuy"
Quote from: "Ivory"
No longer able to pick up the giver weapons if you already have said weapon.
But it fills up your ammo!
Of weapons that don't use ammo.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ukiyama on May 21, 2012, 12:30:43 AM
Poor Flash Stopper nerfed again D:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 21, 2012, 02:02:05 AM
Of course, a buff for flash stopper could include the ENTIRE screen being turned white for 3 seconds or so. Now THATS something I'd get behind :D
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on May 21, 2012, 03:33:52 AM
I actually think that it would be nice if FlashStopperWep gave that little Sound effect you hear when you use it. I mean, if you pick up a item/weapon while time is frozen, the sound still plays as it should. I think it would be better than hearing absolutly nothing as soon as someone uses it.

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DarkAura on May 21, 2012, 03:48:15 AM
I actually tried fooling around with Time Stopper before. The reason why it will not work is because, since Time Stopper stops bullets as well as other players, the TimeFreeze power up is the only thing that can do both and it also stops all sounds being played. So it's technically impossible unless I can be proven wrong...and I will.

The only major alternative, if the music and sounds were wanted to be played, is if using Time Stopper were to make all the projectiles be forced to enter their Death state. But that would never happen since it wouldn't be true to the original weapon.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on May 21, 2012, 03:47:49 PM
Quote from: "Ivory"
No longer able to pick up the giver weapons if you already have said weapon.
Why? Finding the weapon you're using when you're low on ammo is a great way to get a random chunk of it back was hell useful!

Unless you're talking about the weapons such as Saku and Flash which don't ever stay in place. If so then fine.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 21, 2012, 04:52:58 PM
Giver Weapons are Skull Barrier, Sakugarne and any other weapon that respawns. You can pick it up once if you do not have the weapon, but even if it respawns, you can never pick it up again(unless you died or somehow lost the weapon in question). This is mainly to prevent instant ammo regain and hoarding weapons to keep other players from having a chance to obtain them as well.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on May 21, 2012, 06:40:27 PM
Will this affect salvaging dropped weapons in LMS? Most of the giver weapons don't appear in LMS so it's not a problem for those in particular, but it's nice to get a few more metal blades or a little extra health from plant barrier.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 21, 2012, 06:47:16 PM
Dropped weapons will behave as always, this change only applies to picking up a giver weapon.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on May 22, 2012, 05:57:32 PM
Other than just the mm8 related maps, have you ever thought about some of the Wily maps others made (one being cossack themed) being official maps in mm8bdm?

Snowed in Cossack (MM4DC2)
Made by: Blaze
Map-pack: CSCM
(click to show/hide)

MM4 Dr. Wily Stage 1 (MM4DW1)
Made by: Kapus
Map-pack: Kapac
(click to show/hide)

MM4 Dr. Wily Stage 2 (MM4DW2)
Made by: Kapus
Map-pack: Kapac
(click to show/hide)

MM6 Dr. Wily Stage (MM6DW1)
Made by: Kapus
Map-pack: Kapac
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on May 22, 2012, 06:32:33 PM
No not yet. I'd rather we worry about the maps that NEED to be in the game before we go back and make new ones when we run out of stages to make. Also I want to avoid the whole "someone made this, let's slip it in" approach because usually they're not up to my standard of quality... for me at least.

There are some exceptions to this rule though and I am looking to swap out certain maps I hate myself for making.

Edit: About the time stopper thing, yeah time freeze mutes a bunch of sound channels and I couldn't find one that works while everything is frozen.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 22, 2012, 06:41:20 PM
Could have a short delay that plays a sound before freezing time.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 22, 2012, 07:10:52 PM
Will it get the Bright/Gravity/Centaur-style HUD? That's been bothering me for a long time.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 22, 2012, 07:39:05 PM
Quote from: "CutmanMike"
I am looking to swap out certain maps I hate myself for making.

-cough- probably waveman and springman -cough-
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 22, 2012, 07:53:01 PM
am I the only person who likes Springman?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on May 22, 2012, 07:56:45 PM
I like Spring Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on May 22, 2012, 08:05:27 PM
Same here.
--
Hey, if you don't change waveman's stage, what if you add something like a "fuel limit" to marine bikes (is that their name?) to prevent them from be used forever and stall or something?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 22, 2012, 08:07:23 PM
Spring Man would be better if there were more room to walk rather than bounce everywhere. This is why I prefer the remixed map over the vanilla map.

Blazko, that's an awesome idea. The wave bikes must be changed ARBLEGARBLE!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 22, 2012, 08:26:23 PM
Spring is a solid map. People just need to learn how to fight on springs, its not hard to do either.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on May 22, 2012, 08:53:05 PM
Quote from: "fortegigasgospel"
Spring is a solid map. People just need to learn how to fight on springs, its not hard to do either.
Yeah, stay on the floor and hit the people on the springs. Real easy.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 22, 2012, 09:37:57 PM
Well, you could always camp in that center room with treble, rain flush, an m-tank, and jet adaptor and ko quickly or just fight on springs.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DarkAura on May 23, 2012, 01:27:32 AM
Quote from: "DarkAura"
I've noticed a few problems with some of the songs in-game and I thought that I could help with some of them:

MM7OBOS, WILYFLD WOODFLD, BALMUS, SKUMUS, - re-loop
DRBMUS, MM5BOSS, MM6BOSS, MRXMUS, ENKMUS, PUNMUS, FINAMUS - play twice before loop to enhance rhythm (unless it would that take up too much memory)
MM10FB2 - quality of song is different than the same segment heard in FINAMUS
D_DM2TTL, MM6BOSS2 - better quality rip
WOODFLD, WILYFLD - swap song codes
Quote from: "Ice-IX"
There's also a few Music code inconsistencies. Here's a few suggestions to remedy:

MM1WBOSS -> MM1BOSS2
DRBMUS -> MM5BOSS2

WILYFLD, WOODFLD -> CTFMUS8, CTFMUS9 (respectively)
GHOULS -> GHOSTS or more preferably "GNGMUS".

W1MUS, W2MUS, etc. aren't consistent with SKFMUS1, etc. but that naming system could probably be done differently overall. (As for how, well... get back me to on that.)

In addition, this is the current version of FREMUS. (http://www.youtube.com/watch?v=VaQfLdISD0g) Here's xxBaiixx's version. The most obvious reason you'd want to use Baii's is the phrase that starts at 00:52 / 00:51 in each video (just before the loop). (http://www.youtube.com/watch?v=yLqqsj6B14Y)

Also, there's a few boss music changes I'd suggest for CTF maps.

MMCTF05: MM7BOSS --> MM4BOSS
MMCTF06: MM4BOSS --> X5BOSS (http://www.youtube.com/watch?v=vE4kPn) MMX2BOSS (http://www.youtube.com/watch?v=rcHyXqRCSHg)
MMCTF09: MM5BOSS --> MM2BOSS
MMCTF10: MM3BOSS --> IBOSMUS2 (if I cannot get IBOSMUS2 in, then use MM3BOSS2.) This map is special!
(And as usual, I eagerly await the return of ICTFMUS2.)

In addition, I like Aura's MM5BOSS/MM6BOSS suggestions in particular. (MM5BOSS is a bit jarring) (http://www.youtube.com/watch?v=M_cXEmFXeJg)
Not trying to be a desparado bringing this back up but...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on May 23, 2012, 01:35:10 AM
If you change waveman, I will be sad. It has an amazing weapon set, boasting Power Stone, Ballade cracker, Bass Buster, Magnet Missile, and Top Spin. There's a weapon for every occasion, and health is placed in precarious locations. If you can cut the other guy off, you can Spin them. If they stay in the open, start using Bass Buster. Just takes getting used to, but once you do, it's actually somewhat fast paced.

Also, jousting.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on May 23, 2012, 02:36:56 AM
Quote from: "CutmanMike"
There are some exceptions to this rule though and I am looking to swap out certain maps I hate myself for making.
My bet is on Gyro Man...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on May 23, 2012, 10:30:00 AM
There's only two I REALLY want to switch out. That's Ring Man and Cloud Man, but due to the texture limitations of Ring Man I doubt I'll ever see a better version of that map.... No the "double ring!!1" one doesn't count.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on May 23, 2012, 02:24:03 PM
You could always add in the other textures you didn't use from the stage, like the ones in the day portion of the map.

I kinda think that map would look cooler with the day portion instead, unless you want to pull a Remixed and have a transitioning skybox. You could also add those disapeering platforms too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 23, 2012, 08:33:36 PM
Maps that need some alternate skyboxes.

CRASH MAN*
NEEDLE MAN
RING MAN
SKULL MAN
TOMAHAWK MAN
FROST MAN (if the current one uses a single one)

The skyboxes should be a 50/50 chance of either one appearing, for some variety, sort of like Tengu Man's music.
Quote from: "Gumballtoid"
I think the Crash Man map, as it is now, is just hard on the eyes. I suggest adding transparencies to the textures, then add a skybox, akin to Ring Man.
Hence the asterisk.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on May 24, 2012, 06:34:18 PM
Quote from: "Star Dood"
You could always add in the other textures you didn't use from the stage, like the ones in the day portion of the map.

Other than a bit of greeny metal, there's nothing there other than DAY GLASS.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on May 24, 2012, 08:21:03 PM
I beg to differ.  :ugeek:

And since we're on the subject of swapping out maps, is something going to be done to Gemini Man?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ukiyama on May 24, 2012, 08:27:51 PM
Like specing in Gemini and going outside to see this >.>

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 24, 2012, 08:35:45 PM
Quote from: "Ukiyama"
Like specing in Gemini and going outside to see this >.>

(click to show/hide)
Skull is similar.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on May 24, 2012, 08:51:45 PM
Quote from: "Ukiyama"
Like specing in Gemini and going outside to see this >.>
It was more along the lines of the crampedness of it. Though I suppose it makes for a good Duel map...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on May 24, 2012, 08:54:00 PM
I don't find it cramped whatsoever. Compared to the terrible giants of CSCM, it's cramped, but it's fine.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shmeckie on May 24, 2012, 09:09:59 PM
Never had a problem with Gemini Man's stage, either.

What we need, aside from those alternate skyboxes mentioned earlier, is that damnable Wind Storm being taken out of Needle Man's stage...!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 24, 2012, 09:13:19 PM
Seconded.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on May 24, 2012, 09:14:49 PM
Neverrrrrrrrrr

It's the only place we can Wind Hold anymore
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 24, 2012, 10:12:02 PM
Remember that Wind Storm will not be knocking you into the air as far as in PU if I remember correctly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on May 24, 2012, 10:24:13 PM
That's pending...not entirely sure if that's going to happen for sure
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shmeckie on May 25, 2012, 06:53:51 AM
Quote from: "Star Dood"
Neverrrrrrrrrr

It's the only place we can Wind Hold anymore

That's not a good thing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on May 25, 2012, 01:29:50 PM
Yeah, totally agree. The Wind Storm in Needle Man stage is just obnoxious. Especially since it's the weapon that everyone goes after.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 25, 2012, 08:14:08 PM
Think about it; someone could just bind a key to instantly use Gravity Hold and exploit that when you're tossed. If you want to Wind Hold someone, try your luck with Eddie. I suggest replacing Wind Storm with the upcoming Ice Wave.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on May 25, 2012, 09:55:14 PM
Quote from: "Hunter_orion"
Yeah, totally agree. The Wind Storm in Needle Man stage is just obnoxious. Especially since it's the weapon that everyone goes after.

...I almost never go for wind storm because I have no idea how to use it correctly and I just dont like it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on May 26, 2012, 12:01:05 AM
Quote from: "Duora Super Gyro"
Quote from: "Hunter_orion"
Yeah, totally agree. The Wind Storm in Needle Man stage is just obnoxious. Especially since it's the weapon that everyone goes after.

...I almost never go for wind storm because I have no idea how to use it correctly and I just dont like it.
As is now its better for a disruption weapon then actually attempting to use for damage due to how high it sends them.  Lower ceilings increases the likelihood of rapidly shoot shoots to actually land, otherwise you MUST wait a moment for them to come back down before trying to hit with it again. Needle the hallway part is the only spot in vanilla I can think of you can use wind storm to its top damage potential while rapid firing (this is counting stages that have it in them only).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on May 26, 2012, 12:36:43 AM
It's also hilarious to fire wind storm into a crowded DM in windman's house.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on May 27, 2012, 04:09:38 AM
Question regarding AquaMan's stage.

How will the water functions work? will we be able to swim/multijump like we did in the origonal MM8, or will it just be jumping higher like in the NES MegaMan series?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on May 27, 2012, 04:34:57 AM
How about instead of giving Wind Storm the axe... we get rid of Gravity Hold?

I mean really, was Hyper Bomb THAT bad of a weapon that you had to take it out for G-Hold?

I like using it to flush out players camping on the upper portions of the level. Indoors, the low ceilings allow for multiple distracting hits; outside, I might get lucky and toss some poor sap over the stage walls and into a bottomless pit of doom.

I'm still in support of that Gravity Hold nerf, by the way. Ground level damage is ridiculous. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on May 27, 2012, 04:37:47 AM
Quote from: "Star Dood"
Neverrrrrrrrrr

It's the only place we can Wind Hold anymore
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 27, 2012, 05:44:46 AM
Quote from: "OrangeMario"
Question regarding AquaMan's stage.

How will the water functions work? will we be able to swim/multijump like we did in the origonal MM8, or will it just be jumping higher like in the NES MegaMan series?

Good ol NES water. Honestly, it would be too confusing for one map in the entire game to have water that works differently from every other water stage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shmeckie on May 27, 2012, 10:28:40 AM
Quote from: "SmashBroPlusB"
I'm still in support of that Gravity Hold nerf, by the way. Ground level damage is ridiculous. :ugeek:

Indeed. Jump damage I can understand, but ground damage is about the same as the average weapon. On a large-range AoE weapon like that? Not good times.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on May 27, 2012, 12:03:55 PM
Guys I know you think this is a good time to squeeze every possible "quick fix" into a single place, but this is not the way to do it. Make new topics in the suggestions/bugs forum, get some posts in there debating whether the change should go through or not, and if it seems logical I'll move it into pending where I will deal with it myself.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on May 27, 2012, 01:59:33 PM
Well, yeah, Gravity Hold does do some pretty good damage on the ground, but it's offsetted by it's ridiculous ammo usage. You're going to get 40 damage off a full clip- you'll need two and a half clips just to kill someone with full health. Not to mention the rate of fire is utterly slow.

I find it to be an effective finisher weapon, honestly, because it's got a longish range that can take out fleeing opponents and damaged people coming out of a fight. Ultimately though, you're never usually going to see some using it that way- it's best used as an anti- air weapon. Plus, if we got rid of Gravity Hold, it would be impossible to take down those freaking Rush Jetters spamming Hyper Bombs down to rain hell on players below. I don't want B-17s in Needle Man's stage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on May 27, 2012, 02:36:27 PM
If you're worried about that, then keep Gravity Hold and replace Wind Storm with Ice Wave. No B-17 Bombers; no Wind Hold.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on May 27, 2012, 04:02:31 PM
I'm not worried about air bombings in Needleman's stage; he's got a bomb shelter built in already! Fill it with crystal eyes and nobody will try to bomb the hallway areas. Plus, on the subject of GHold, even though it doesn't do too much damage, it completely locks out your ability to jump. A close range Hold at the top of a normal jump does a sizable amount.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on May 27, 2012, 09:47:18 PM
Quote from: "Orange juice :l"
I'm not worried about air bombings in Needleman's stage; he's got a bomb shelter built in already! Fill it with crystal eyes and nobody will try to bomb the hallway areas.
Suggesting that everyone uses one weapon because of an issue is not exactly a solution. But yeah, I support Wind Storm replaced with something else in Needle Man's stage. Not Ice Wave because everyone will want to use that (height variations hurr) instead of Needle Cannon, which is supposed to dominate in that map.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on May 28, 2012, 02:20:59 PM
Quote from: "Duora Super Gyro"
Quote from: "Hunter_orion"
Yeah, totally agree. The Wind Storm in Needle Man stage is just obnoxious. Especially since it's the weapon that everyone goes after.

...I almost never go for wind storm because I have no idea how to use it correctly and I just dont like it.

...And, how would I know that? I haven't ran across you in enough games to actually see your playing style. It's rare for me to even be online at this point, since work dominates half my life, and college the other. I'm merely commenting on what I observe in some of the matches I have been a part of. In Needle Man's stage, most people I have seen go get Wind Storm at some point solely for wind holding. It's just the fact of a weapon that is meant for crowd control is being used in tight quarters, meaning there's little room to escape it.
Title: GES
Post by: Laggy Blazko on May 28, 2012, 06:43:00 PM
I think some maps should have a "BFG" (if you know what I mean). They just need to be in a place that takes long enough to get.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on May 28, 2012, 07:57:42 PM
Rush Jet bombers? Fun.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on May 29, 2012, 04:14:19 PM
(click to show/hide)
Straight out of RnD.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on May 29, 2012, 04:23:02 PM
that's so hot

Are there any other older stages getting layout changes like that?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on May 29, 2012, 04:24:45 PM
Yup.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on May 29, 2012, 04:25:42 PM
Yes. What stages are receiving edits like this will remain a secret, however. For now.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on May 29, 2012, 04:26:28 PM
Mind pushing out some sort of list that has all the changed stages (for convenience)? I'm not saying "do it now", but it would be nice to see at release or something.


EDIT: ninja of secrecy

but yes, at release it would be LOVELY
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on May 29, 2012, 04:30:24 PM
No worries. I'll be posting a change log at release.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on May 29, 2012, 05:33:54 PM
I think I'm gonna be busy liking Spark Man's stage now.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on June 01, 2012, 06:44:53 PM
I'm greatly looking foward to this, but I can't come up with another questi-- Oh wait!

Is there a pre determined date when this will be released, after the judging and adding of the CTF maps from the compo?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 01, 2012, 07:07:30 PM
My goal is to have everything done for July/August.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on June 01, 2012, 08:17:09 PM
End of July to beginning of August?? Now that would be literally the best birthday present I could ask for!! :D
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on June 01, 2012, 11:27:12 PM
I made a rough estimate a couple weeks back (Started in mid-October, roughly halfway done, count the months onward, yadda-yadda). July is what I came up with; that sounds about right.

I think a neat concept for Flash Bomb would be to literally flash you (like Flash Stopper) if you got caught in the blast. Once the explosion disperses, so does the flash.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on June 01, 2012, 11:38:23 PM
I predict that the expansion will probably be ready either late in june or early july.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on June 02, 2012, 06:13:11 AM
I came to the realization of what the Laser Charge Shot is.
(http://24.media.tumblr.com/tumblr_m4xip9tBC21qzi6qdo1_1280.jpg)
(http://i.imgur.com/12gCb.png)

Its Quint and R-Shadow's Buster shoots.  :shock: Well at least R-Shadows, Quint's still isn't confirmed.  But R-Shadow's was, and he shot a piercing laser.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 02, 2012, 06:40:10 AM
What the heck are you talking about? Laser Buster is a piercing charge shot from MM8. Arrow Buster is just more well known because it was way more useful.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on June 02, 2012, 06:46:09 AM
Quote from: "Ivory"
What the heck are you talking about? Laser Buster is a piercing charge shot from MM8. Arrow Buster is just more well known because it was way more useful.
Pff, I always used Laser in 8. And I'm only making a comparison to the fact that Quint and R-Shadow seem to use the Laser Buster upgrade as their busters.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on June 02, 2012, 06:46:59 AM
Quote from: "fortegigasgospel"
I came to the realization of what the Laser Charge Shot is.
(http://24.media.tumblr.com/tumblr_m4xip9tBC21qzi6qdo1_1280.jpg)
(http://i.imgur.com/12gCb.png)

Its Quint and R-Shadow's Buster shoots.  :shock: Well at least R-Shadows, Quint's still isn't confirmed.  But R-Shadow's was, and he shot a piercing laser.

WHAT IN BLOODY TARNATION HAVE Y-

R-Shadow is not Quint. Quint canonically does not have a buster. R-Shadow does, and it's apparently a laser shot :shock:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 02, 2012, 06:48:06 AM
Oh, I get what you mean now. I thought you were suggesting the Laser Upgrade in the expansion came from R-Shadow or something along the lines.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on June 02, 2012, 02:38:16 PM
Quote from: "Musashi-COM"
Quote from: "fortegigasgospel"
I came to the realization of what the Laser Charge Shot is.
(http://24.media.tumblr.com/tumblr_m4xip9tBC21qzi6qdo1_1280.jpg)
(http://i.imgur.com/12gCb.png)

Its Quint and R-Shadow's Buster shoots.  :shock: Well at least R-Shadows, Quint's still isn't confirmed.  But R-Shadow's was, and he shot a piercing laser.

WHAT IN BLOODY TARNATION HAVE Y-

R-Shadow is not Quint. Quint canonically does not have a buster. R-Shadow does, and it's apparently a laser shot :shock:
Quint has been shown to have one, he has never used it though. (also supported by the fact that R-Shadow was based off Quint).  And trust me, I know he isn't Quint, I've read the game script.  Also don't you help make YD classes? *looks at YD Quint*

Quote from: "Ivory"
Oh, I get what you mean now. I thought you were suggesting the Laser Upgrade in the expansion came from R-Shadow or something along the lines.
Well the thought of using the YD Quint Buster hud for Arrow and a recolor of it for Laser crossed my mind but I knew it would be shot down.
The only reason I thought of it was so both wouldn't be Blue and Cyan using the Megabuster hud.  Most vanilla maps have been good on the weapons in keeping muliple weapons of the same color out of maps (even if not intended, there are a couple with them still). But I'm assume the M-Buster hud and colors will be used for them, which now taking people from seeing that color and knowing right away you have the Buster set, will run over to try and fight you, suddenly they have a laser ripping through them.

I'm not saying to call them the Quint and Shadow busters, not in the slitest, just keep the two new buster upgrades how the others are with unique huds and colors.

Again, I know this will be shot down.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on June 03, 2012, 02:09:36 AM
Quote from: "fortegigasgospel"
Quint has been shown to have one, he has never used it though. (also supported by the fact that R-Shadow was based off Quint).  And trust me, I know he isn't Quint, I've read the game script.  Also don't you help make YD classes? *looks at YD Quint*

YD Quint has a buster to make up for the "unnefectiveness" of his awkward short range gameplay. That was a development decission not based on canon but rather on playability.

ANYWAYS, I actually came here for something more, ahem, important:

(http://img809.imageshack.us/img809/1899/mm8nestransition.png)

Tornado Hold sucks.

Ice Wave is what true eyeblinders strive for. Below it are Laser Trident (true NES colors) and Bad Box Art Mega Man for color scheme comparison.

Astro Crush, Flash Bomb and Ice Wave use the same yellow-ish color in all color schemes. Same goes for Thunder Claw and Mega Ball using the same cyan color.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on June 03, 2012, 02:09:28 PM
I think there's a yellow-ish/tan-ish color that's lighter than that shade of yellow. Why not try that on Ice Wave?
Also, you could pull a Scorch Wheel on Tornado Hold if that color scheme doesn't work.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on June 06, 2012, 05:17:05 AM
I was wondering if this will be fixed for the next version:
(click to show/hide)
I took the picture while spectating, however, it is noticeable from the ground too. Looks weird.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on June 06, 2012, 09:27:14 AM
My suggestion on Crash Man's map. (http://www.cutstuff.net/forum/viewtopic.php?f=25&t=4430)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on June 06, 2012, 01:32:37 PM
If you keep linking your suggestions over and over, Hilman, people will be annoyed by you. Just let people answer them when they feel like it.

On a more serious note, was it ever decided that you would combine elements from Mega Man 8 and & Bass for Astro's and Tengu's stages.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hunter_orion on June 06, 2012, 03:43:49 PM
I don't see why they would do that, because then it takes away from the people who are working on the MM&B expansion. Then again, maybe it's their master plan to use the 8 stages for the expansion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 06, 2012, 03:46:19 PM
No, Tengu and Astro &Bass stages were completely different and there are enough textures for us to make stages from Tengu and Astro from MM8 alone.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DarkAura on June 06, 2012, 04:24:52 PM
Speaking of Astro Man, any chance that the forever-sinking tower will be in it?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 06, 2012, 04:38:50 PM
Gotta wait and see, won't you?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on June 06, 2012, 04:48:55 PM
I'm not sure how the tower would be handled. But if it did move, Jelly World would be intresting on that stage since the tower wouldn't bounce along with the rest of the stage (like how that bridge in Shade Man's stage wasn't effected by Jelly World).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on June 08, 2012, 11:27:25 PM
In response to Cutman's sweet tweet about making the release of this the biggest and baddest:

If this expansion is anything like 7's, and I have an inkling it is, it totally deserves to get posted around to all the major Mega Man and gaming sites. 7 had a bunch of amazing stuff, but it did not get as much exposure and I think that was more of a case of people not being aware. As long as tips are sent in to sites like The Mega Man Network, Capcom-Unity, Protodude's Blog, Gonintendo, etc., that should be enough to get stories started elsewhere.

Also, this release should revolve around the fact it's Mega Man's 25th anniversary. Just like Anniversary Collection, MM8BDM now covers Mega Man 1-8. Mega Man 8 itself came out on Mega Man's 10th anniversary. Even if the original intention of this release was not to celebrate Mega Man's 25th, there's no point in overlooking the good timing and announcing the release with the fanfare that it is an example of how much respect the fans have for Mega Man over 25 years. Otherwise, people are not going to see the significance in the timing of the release, and will go "oh it's just another minor update I guess".

Those are just a few suggestions. I really want help this thing get the recognition it deserves though, so I'll be trying to come up with some more ways I can personally help out. Anyone who can make videos or art should definitely lend a hand in any way they are able to spread the word about this big release (and get started ASAP while there's still time!)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Yuri Sakazaki on June 11, 2012, 01:12:52 AM
(click to show/hide)

Does searching for Search Man in Search Man count as some kind of Re-search?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Copy Robot on June 11, 2012, 01:23:39 AM
Found him with a yellow scope that's kind of hard to see whoops
:I

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on June 11, 2012, 04:38:22 PM
Ivory,

Any ideas or plans you had in mind as far as tackleing the trailer for this release?
 I honestly thought that PressStart's timing in the release would be great, but I'm not sure whats in the works atm.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on June 11, 2012, 04:46:24 PM
Clearly, the trailer should totally mimic MM8's opening cinematic
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on June 11, 2012, 05:57:12 PM
There's overly complicated bits in there, though. Giant Snakey popping out of the ground, Shademan grabbing Megaman and Rush savin' him, Mecha Dragon, Yellow Devil, Wily Machine, ect. It should definitely use an 8-bit translation of Electrical Communication, though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on June 11, 2012, 06:01:02 PM
Quote from: "I, a while ago,"
I have an idea on how it could:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on June 11, 2012, 06:12:50 PM


Good enough
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on June 11, 2012, 07:58:26 PM
Quote from: "Gumballtoid"
There's overly complicated bits in there, though:

Quote from: "Gumballtoid"
Giant Snakey popping out of the ground,

Forget this scene, skip to next scene

Quote from: "Gumballtoid"
Shademan grabbing Megaman and Rush savin' him,

YDClasses, Shademan starts a dive (seeing from his perspective), scene quickly phases to Proto in Rush Jet shooting a charged shot, saving Mega Man (easily done through quick coding)

Quote from: "Gumballtoid"
Mecha Dragon,

MechaDragonClass using that CSCC class that breathes fire, fixing the firing position so it mathces the skin's mouth

Quote from: "Gumballtoid"
Yellow Devil,

CSCC class or just a skin of him coming from above

Quote from: "Gumballtoid"
Wily Machine, ect.

MMPU's Wily Machine 1 skin, shot from a third person Mega looking at it

Quote from: "Gumballtoid"
Giant Snakey popping out of the ground,

After that, fill with gameplay footage
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on June 11, 2012, 08:02:21 PM
Or we can just stick with the intro we've already got since we didn't change it for MM7.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 11, 2012, 08:08:29 PM
We're not changing the intro.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on June 11, 2012, 08:12:08 PM
I thought this was for the trailer.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on June 11, 2012, 08:16:59 PM
Me too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 11, 2012, 08:25:52 PM
They were talking about the intro above me. And the intro isn't changing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dr. Freeman on June 11, 2012, 08:45:27 PM
On the subject of trailers, I really don't think anything special needs to be done for it. Show off the maps a bit, possibly some of the weapons, (Something I think the MM7 Trailer should have done) and call it a day.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on June 12, 2012, 06:09:57 AM
Sorry about that; i meant to say trailer.

the intro stage didn't cross my mind at all. >_<;
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on June 20, 2012, 05:41:57 AM
Sence the CTF compo has recently settled down, I'm just wondering what will become of Eddie in CTF maps?

Anything that would make him less op, such as mabe droping hp and ammo, instead of weapons?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shade Guy on June 20, 2012, 06:45:06 AM
It has been suggested before that SickSadWorld's Eddie (the one in QBox mode) could be used as a replacement; this version of Eddie spewing out 5 random health/ammo items instead of dumping a potentially mode breaking weapon. Not sure what the verdict was on that, though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 20, 2012, 06:46:57 AM
I believe Mike was against having a CTF-Eddie function.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on June 20, 2012, 07:34:18 AM
Given the potential nature of Tornado Hold, will that be removed from/preferably not added to CTF maps? The last thing I want are whirlwinds right on the flag.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on June 21, 2012, 03:04:21 AM
Quote from: "Ivory"
I believe Mike was against having a CTF-Eddie function.
You mean, this here:
viewtopic.php?f=32&t=3719 (http://cutstuff.net/forum/viewtopic.php?f=32&t=3719)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 21, 2012, 03:16:19 AM
Removing Eddie from CTF and having Eddie-Specific CTF Functions are two separate things. but yeah, I thought I read that somewhere.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on June 21, 2012, 03:23:12 AM
Yeah, but since he was removing Eddie anyway, I thought it was rather relevant. Oh well.

By the way, has something been done to Centaur Man? It might just be me, but that stage really hates my FPS now for some reason. I really wish I could record the whole thing. It happens everytime I'm not in the water areas with the water gravity. Things slow down to a crawl.

The same happens now on Dustbowl and DarkMan Remixed on the CSCM pack, but I'm aware that's not concerning here. I just thought I'd mention it though, since I never had problems in these three maps before.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on June 21, 2012, 05:28:58 AM
Turn off Dynamic Lights. That fixed it for pretty much everyone else.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on June 21, 2012, 04:10:48 PM
...Wow, I had no idea why that was on or why it resolved the issue. I wish I knew much sooner since all of those levels are great. >_> Thanks Korbeeh!1
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on June 21, 2012, 04:48:17 PM
Wait, weren't dynamic lights supposed to be forced off by ACS?  I swear Mike made that change.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on June 21, 2012, 05:10:55 PM
Um...I know dynamic lights aren't usually used by 8BDM vanilla, but could you not disable them by ACS? That is kinda lame because there are mods that add stuff like that...granted they are not complete mods, but they still exist...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheMetalManu on June 23, 2012, 01:22:38 AM
A silly question: There will be some extra skin in the next release, like BAB Megaman or something like that?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on June 23, 2012, 01:38:17 AM
Quote from: "MetalManu"
A silly question: There will be some extra skin in the next release, like BAB Megaman or something like that?
I know there's going to be Mobile Roll, other than that idk.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on June 23, 2012, 04:36:00 AM
Will it have more Dogda Wahwee?

I know what skin might be going in, *hint* it's a main character from mm8
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on June 23, 2012, 05:53:23 AM
The red thief bot? :D
(http://images1.wikia.nocookie.net/__cb20110118004150/megaman/images/f/fd/MM8brobber.png)
That one in the car.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on June 23, 2012, 03:17:21 PM
Pssh, it'll obviously have the peanut paper as a skin.

The green bot looks cool though. Maybe both should be included?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on June 23, 2012, 03:20:30 PM
I'd love to see something like BBA Mega Man.

One can dream, I guess...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -FiniteZero- on June 23, 2012, 03:34:36 PM
Quote from: "Human Destroyer"
I'd love to see something like BBA Mega Man.

One can dream, I guess...

I'm pretty sure people have made a skin of the guy already, though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on June 23, 2012, 06:00:47 PM
Quote from: "Human Destroyer"
I'd love to see something like BBA Mega Man.

One can dream, I guess...

I still don't see what BBA Mega Man has to do with MM8 though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on June 23, 2012, 08:14:43 PM
It doesn't, but it would still be a fun skin to play as XD
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on June 23, 2012, 08:46:59 PM
Bad Boxart was made into a skin already.  I think it's on the wiki.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on June 23, 2012, 09:24:30 PM
Quote from: "Human Destroyer"
It doesn't, but it would still be a fun skin to play as XD

I guess I can't wait to play as it too. Heh.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LeafBlade on June 24, 2012, 03:58:35 PM
Bad boxart was going to be playable in megaman universe... Oh wait <____<
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on June 25, 2012, 06:49:12 PM
I actually use the bad box art skin quite abit offline.

Also, welcome to Cutstuff LeafBlade!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on June 29, 2012, 01:49:05 AM
Judging from the math... This expansion should be complete in a couple weeks? <__<
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on June 29, 2012, 01:51:06 AM
I haven't had ANY word from the judges on changes that my CTF map needs. I'd love to get their word in, so I can get to work as soon as possible.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on June 29, 2012, 11:21:45 AM
I've been improving Sacred Shrines with help from Yellow Devil (no more Rain Flush spam!), but then noone went and downloaded my most recent build. He did PM me this though:
Quote from: "Yellow Devil"
I think I'll have to bring it up later, nobody really seems to care at the moment!
Prehaps I should send it to Ivory now?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 29, 2012, 04:16:04 PM
Quote from: "Airman_Tengu"
Judging from the math... This expansion should be complete in a couple weeks? <__<
Magic 8 Ball says to not count on it.

Quote from: "SaviorSword"
I haven't had ANY word from the judges on changes that my CTF map needs. I'd love to get their word in, so I can get to work as soon as possible.
I have no intention to give any sort of feedback until we deal with the maps voted to get in for sure. I'm going to be getting at it now. I had graduation + family matters keeping me busy for the last week.

Quote from: "Beed28"
I've been improving Sacred Shrines with help from Yellow Devil (no more Rain Flush spam!), but then noone went and downloaded my most recent build. He did PM me this though:
Quote from: "Yellow Devil"
I think I'll have to bring it up later, nobody really seems to care at the moment!
Prehaps I should send it to Ivory now?
As with the above, contest winners are first.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on June 29, 2012, 07:53:31 PM
Quote from: "SaviorSword"
I haven't had ANY word from the judges on changes that my CTF map needs. I'd love to get their word in, so I can get to work as soon as possible.

...You do realize it still lost and has no chance of getting in as a result, right?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on June 30, 2012, 12:02:48 AM
Tess (Roc's) told me that he'll give me his word once he has time to do so. If that was supposed to give me false hope, then considered me sucker'd by that then.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on June 30, 2012, 12:31:15 AM
I believe I  said in the chat that any additional accepted maps would be in order of votes. Meaning Beed's map would be next in line for being accepted.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on June 30, 2012, 03:18:49 AM
Also, giving criticism does not mean it would have a chance of being considered.  I think he just meant he'd give criticism.

And to be quite frank, in terms of both votes and my personal opinion, your map was one of the worst of the competition.  There really weren't many redeeming qualities at all.  My personal notes I made while playing were...

(click to show/hide)

Also, why isn't this in the CTF competition thread anyways since that seems more appropriate for this?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on June 30, 2012, 09:10:42 AM
Sacred Shrine was one of my most favorite map. The only problem I noticed was the Rain Flush.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on July 02, 2012, 02:55:09 AM
Quick question (no pun intended): are you getting rid of the double Quick Boomerangs in Charge Man's stage and instead putting one in the center? I feel like that would be more efficent.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on July 15, 2012, 12:32:48 PM
Now that the CTF Compo is long finished, I've been wondering. Will any of the old CTF maps be getting any changes? I recall Eddie being in some of them, and he was forbidden in the CTF Compo.

I can't wait for the other map changes as well. I can't wait because I'm expecting a late August release at the earliest.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on July 15, 2012, 04:03:32 PM
CTF05 (Mr. X's map) and CTF08-10 (my maps) have been overhauled with various changes. The other maps... well, unless we had permission to edit them or the creators themselves stepped up, not too likely.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on July 16, 2012, 02:19:47 PM
Late suggestion:Make a quick edit to Napalm Man's side rotation. It is not perfectly facing left/right. By side I obviously mean rotations 3 and 7.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on July 16, 2012, 03:04:04 PM
Also, seeing that we will be able to go onto Dark Man's outer castle walls in the new update, I ask this; will we be able to climb on top of Charge Man's train cars?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on July 16, 2012, 05:11:12 PM
Hi people make some HUD show your frags thnxbye.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on July 16, 2012, 08:04:37 PM
Quote from: "Hilman170499"
Late suggestion:Make a quick edit to Napalm Man's side rotation. It is not perfectly facing left/right. By side I obviously mean rotations 3 and 7.
Have you seen Gravityman's side poses?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on July 17, 2012, 01:14:00 PM
Quote from: "Korby"
Quote from: "Hilman170499"
Late suggestion:Make a quick edit to Napalm Man's side rotation. It is not perfectly facing left/right. By side I obviously mean rotations 3 and 7.
Have you seen Gravityman's side poses?

That too.
Title: *intense back/r whining omitted
Post by: Korby on July 17, 2012, 07:37:27 PM
This was my original Gravityman sheet before Mike(?) decided to overhaul it.*
(click to show/hide)
Notice how bad it is, especially the side poses.

The new side poses are for the better.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on July 18, 2012, 06:09:10 PM
I don't think we should be worrying about SPRITE PERFECTION, especially for older content.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: FuPoo on July 19, 2012, 12:46:56 PM
i really want to fix hard man though and his SEXY THRUST! :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on July 22, 2012, 09:17:41 AM
Wind Man could afford to be...more portly...from the side.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on July 23, 2012, 01:12:54 AM
You know, when Slash Claw was confirmed a while ago to fire twice as fast but do 20 damage consistently, I thought about Mega Buster. Each pellet does 10 damage. Now this isn't a bad thing, but considering that you can just blast from far away with infinite ammo and significantly less of a chance of getting mauled by an opponent, is Slash Claw really that desirable?

Which brings me to this: Were there ever plans to reduce Mega Buster's damage to 5? It didn't do that much damage in the games, anyway. And not only because of Slash Claw, either. Think about it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on July 23, 2012, 05:01:18 AM
> halve Mega Buster damage

Knux I will eat your face

I can see what he's talking about, though... maybe a damage output of 24?
Technically this still keeps Slash Claw at a 5HKO, though it's a much better 5HKO.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 23, 2012, 05:12:58 AM
Quote from: "SmashBroPlusB"
Knux I will eat your face

Please don't, I don't want to deal with another Miami zombie >_>.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dialgaofpower on July 24, 2012, 10:06:58 PM
Suggestion: Multiple bosses.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on July 24, 2012, 10:57:53 PM
Quote from: "Dialgaofpower"
Suggestion: Multiple bosses.
Um... Clarify, Please?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on July 25, 2012, 01:32:49 AM
Will the Wily 7 capsule, and the MM8 Campaign boss be added to the Virtual Boss Rush?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dialgaofpower on July 25, 2012, 04:11:02 PM
Quote from: "Game&Watcher"
Quote from: "Dialgaofpower"
Suggestion: Multiple bosses.
Um... Clarify, Please?
As in, more than one bos.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 25, 2012, 04:14:31 PM
You mean, boss as in the end of the chapter boss? More than one of those?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DarkAura on July 25, 2012, 04:56:45 PM
He means like how you go against the Wily Machines and, after ya beat it the first time, it reveals Wily and ya fight him again, but he's more stronger. The PoweredUp expansion did that, so it's possible to do so. As for it being done in the core, I've naught a clue if they'll do it. Having to go against the RM Gauntlet and then Gamma is good enough for now.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on July 25, 2012, 04:58:09 PM
So multiple form bosses?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dialgaofpower on July 25, 2012, 05:11:23 PM
As in, a boss for each level.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on July 25, 2012, 05:15:44 PM
That's 50-some bosses, plus the ones that are already in.
It seems like a bit overkill.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dialgaofpower on July 25, 2012, 05:19:19 PM
Quote from: "Korby"
That's 50-some bosses, plus the ones that are already in.
It seems like a bit overkill.
I meant each wily level.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on July 25, 2012, 05:23:46 PM
Making even one boss is a time consuming process. So unless you want MM8 to take even longer to get done... nope.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 25, 2012, 05:29:21 PM
Speaking of which.. i hope it's finished soon  :(
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on July 25, 2012, 05:30:07 PM
So I'm assuming that it is near approaching completion?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on July 25, 2012, 08:45:41 PM
I believe it was predicted to be released around late July, early August, at best.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on July 25, 2012, 09:23:01 PM
I'd push it more late august - early September but otherwise, getting there.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on July 26, 2012, 12:35:51 AM
since the other boss related question took up all the attention...

Quote from: "SmashTheEchidna"
Will the Wily 7 capsule, and the MM8 Campaign boss be added to the Virtual Boss Rush?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on July 26, 2012, 05:01:47 PM
Then release it at 14 september :D
It will be my birthday present.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on July 26, 2012, 06:25:44 PM
Quote from: "SmashTheEchidna"
since the other boss related question took up all the attention...

Quote from: "SmashTheEchidna"
Will the Wily 7 capsule, and the MM8 Campaign boss be added to the Virtual Boss Rush?

I've brought this up before. I don't quite remember the response, but I also don't remember a definite "no." or a definite "yes" for that matter
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on July 29, 2012, 05:28:25 PM
You know what map could use a revamp in the expansion?

Cloud Man

That stage is just not fun at all
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on July 29, 2012, 05:30:51 PM
Don't worry, we have that covered.

Along with many other stages.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on July 29, 2012, 06:27:54 PM
Quote from: "Kapus"
Don't worry, we have that covered.

Along with many other stages.
Whats happening to the old versions of stages?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on July 29, 2012, 06:34:28 PM
Have some patience.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on July 29, 2012, 06:35:38 PM
Have an example. (http://cutstuff.net/forum/viewtopic.php?f=34&t=4414&start=10#p173997)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on July 29, 2012, 08:33:44 PM
I was wondering what was going to happen to the old versions themselves. Such as CMM already gave permission for the old MM1DW2 to be expanded upon for an expansion.  Anything plans for something such as a legacy pack for old maps that are being replaced by maps that are more then just updates?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dialgaofpower on July 29, 2012, 09:09:09 PM
Have a metal blade to the face.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on July 29, 2012, 10:09:56 PM
Keep your random posts out of my expansion topic.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on July 29, 2012, 11:24:20 PM
Hmm with regards to the edited maps, it sounds like it will be fun for each new map to be a surprise. Much like how when a new CSCM update comes out, many of us explore the new maps together in a server to await the surprises they hold. Wynaut.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on July 29, 2012, 11:26:36 PM
Care to spoil more of the stage changes? I already know about Spark Man and Dark Man's stages, but what other changes are happening in the other stages?

Pleeeeeeease?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on July 29, 2012, 11:27:52 PM
Where's the fun in spoiling a surprise?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on July 30, 2012, 12:20:47 AM
How about you give us a video of some good ol' Thunder Claw swinging, Indiana Jones style? :ugeek:

We all know it's going to be a thing, so it won't SPOIL anything, and it'll keep us satiated while we wait.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 30, 2012, 12:56:36 AM
I second that ^
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on July 30, 2012, 01:00:40 AM
Please ^

That would make my day
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Red on July 30, 2012, 01:11:28 AM
you know it's going to be in, and how it's going to work, so why show it?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 30, 2012, 01:27:11 AM
Because Indiana Jones style music and showing footage of leaping across gaps with it is just so appealing.

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on July 30, 2012, 01:50:09 AM
I have already predicted which two gimmicks being introduced in MM8 will become OVERUSED GIMMICK IN EVERY CUSTOM MAP (tm)  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 30, 2012, 01:52:56 AM
Quote from: "Ivory"
I have already predicted which two gimmicks being introduced in MM8 will become OVERUSED GIMMICK IN EVERY CUSTOM MAP (tm)  :ugeek:


So Grappling... -thinks-... what's the other one?
I have a feeling that it has to do with this:

(click to show/hide)

or something similiar
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Red on July 30, 2012, 02:15:43 AM
people would do jumpmaze-like maps with thunder claw and grapple points everywhere


oh god that would be amazing
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on July 30, 2012, 02:17:39 AM
Thunder Claw grappling seems like a gimmick that would actually get rather annoying if used excessively...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Davregis on July 30, 2012, 07:13:04 PM
Quote from: "Lag Man"
people would do jumpmaze-like maps with thunder claw and grapple points everywhere


oh god that would be amazing

oh god this is so true
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on July 30, 2012, 07:23:15 PM
I'm going to say that the other gimmicks is NOT "jump jump slide slide", and instead throw a curveball by saying it's the burnable terrain in SerchMan's stage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on July 30, 2012, 07:32:12 PM
Except Search Man's stage has no burnable terrain.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on July 30, 2012, 07:51:56 PM
Quote from: "SmashBroPlusB"
I'm going to say that the other gimmicks is NOT "jump jump slide slide", and instead throw a curveball by saying it's the burnable terrain in SerchMan's stage.
*cough*Trains*cough*
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 30, 2012, 08:09:36 PM
Quote from: "SmashBroPlusB"
I'm going to say that the other gimmicks is NOT "jump jump slide slide", and instead throw a curveball by saying it's the burnable terrain in SerchMan's stage.

Quote from: "Mr. X"
Except Search Man's stage has no burnable terrain.

So..
(click to show/hide)

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on July 30, 2012, 08:13:53 PM
Quote from: "Rozark"
Quote from: "SmashBroPlusB"
I'm going to say that the other gimmicks is NOT "jump jump slide slide", and instead throw a curveball by saying it's the burnable terrain in SerchMan's stage.

Quote from: "Mr. X"
Except Search Man's stage has no burnable terrain.

So..
(click to show/hide)

(click to show/hide)
Pretty sure they said earlier there will be NO sleds or flying sections, they also said no swimming.
So its probably gimmicks from Clown Man's stage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on July 30, 2012, 08:15:54 PM
-thinks back-

Oh yea.. I remember that convo.

-thinks again-

(click to show/hide)

Unless they're not including new Rush items, then in that case:

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on August 04, 2012, 10:31:53 AM
Two things, actually.

Firstly, I noticed in Gravity Man's original sprite, his head is blue, so one would assume that would be the secondary color. However, because it's blue, it wouldn't show up as a solid color like Wind Man's chest-plate or Guts Man's helmet. What I suggest is replacing what is currently the secondary color with white, and replacing the miscolored headpiece with the secondary color.

Secondly, I wanted to inquire about Search Snake. Are we at all looking at the possibility of getting v1 Search Snake back? Was anything done to it?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on August 04, 2012, 04:41:00 PM
Well GBT, Search Snake used to actually climb up the walls instead of just having the Anchor Feet Effect.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on August 04, 2012, 06:15:00 PM
Again, in my original draft for Gravityman's skin, his head was a different blue than the one used to change colors.
It's certainly possible.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 04, 2012, 08:26:16 PM
I'd love to bring back "old" Search Snake. It was a great tool for flushing players off ladders or walls. Practical uses include Elec Man, Mr. X, Snake Man (ironically), and anything that smells like Roboenza. Honestly I was disappointed when it was removed, but if it can be put back I'd love to see it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on August 04, 2012, 08:26:57 PM
Quote from: "Airman_Tengu"
Well GBT, Search Snake used to actually climb up the walls instead of just having the Anchor Feet Effect.
Uh... Yeah. I'm aware. Remember, I accidentally downloaded v1a before I realized it was outdated.

Quote from: "Korby"
Again, in my original draft for Gravityman's skin, his head was a different blue than the one used to change colors.
It's certainly possible.
That would be awesome if it were fixed. Not really a huge deal, but it's something to consider.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on August 04, 2012, 09:57:22 PM
I think the old Search Snake lagged a lot.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on August 04, 2012, 09:58:33 PM
Yea, it did.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 04, 2012, 11:16:16 PM
Quote from: "Airman_Tengu"
Well GBT, Search Snake used to actually climb up the walls instead of just having the Anchor Feet Effect.
Quote from: "Airman_Tengu"
Anchor Feet Effect

That is called +FLOORHUGGER, my good sir - do not tarnish its integrity with your ignorance of DECORATE.  :geek:

Anyway, I would love to have the old Search Snake code back as a mod, at least, if not in the main game.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SaviorSword on August 05, 2012, 02:38:05 AM
Quote from: "Laggy Blazko"
I think the old Search Snake lagged a lot.
Anyone figured out a way to not make it lag and still climb?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on August 05, 2012, 05:08:23 AM
Quote from: "SaviorSword"
Anyone figured out a way to not make it lag and still climb?

I also want to know this as well. I honestly loved the v1a search snake, regardless of how laggy it was. It did it's job and performed its relyability very well. The long awaited suprise some players get from v1a search snake (after they've already fragged my ass 5 seconds ago) feels very satisfying on my terms, a small passing of revenge redemption.  :mrgreen:

 Not to be judgemental on those who've worked on v1a searchsnake, but it feels like you could just simpily make it spawn a different snake/projectile that climbs up/down, after it hits the wall/slips off a ledge, and spawn the floor projectile after it meets the ledge/ground once again. what made v1a search snake so laggy in the first place?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 05, 2012, 05:56:16 AM
Relevant to your interests.
Title: WTF related videos
Post by: Laggy Blazko on August 05, 2012, 06:21:07 AM
O_O
You can't be serious...
Spam here I come
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on August 05, 2012, 06:43:52 AM
This + Bouncing Bubble Lead = Yes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on August 05, 2012, 07:46:07 AM
Do they lag? Anyway the video reminds me of doing this:
Quote from: "Beed28"
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on August 06, 2012, 01:56:30 PM
Those brave lil snakes!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 06, 2012, 04:08:50 PM
why don't you

uhmm

give Search Snakes a time limit???
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on August 06, 2012, 04:22:34 PM
they spawn different projectiles when they hit a wall so a time limit would be useless

fire a snake with a 10 second limit
snake hits a wall and dies spawning a new snake also with a 10 second limit
reaches a ledge and dies spawning another 10 second snake
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 06, 2012, 04:24:28 PM
Isn't it possible to give summoned actors flags or something?

Have the new snakes spawn with the same "time" (in flags) that the old one had.

I don't know if it's possible, and again, it's only meant as an emergency failsafe.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on August 06, 2012, 05:09:26 PM
Revival of the old search snake doesn't seem likely. We need a different way of making it happen and not 20 search snakes each checking whether or not they need to go up or down every 1/35 seconds as that is what lags it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 06, 2012, 05:28:02 PM
Quote from: "Ivory"
Relevant to your interests.


Errr. What are you talking about M712? This IS the revival of Search Snakes. Or Determinator Search Snakes as we nicknamed them. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on August 06, 2012, 05:44:22 PM
....you've figured out a way to stop it lagging? I completely forgot about the video so I assumed it couldn't happen.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on August 06, 2012, 05:50:15 PM
have fun shooting snakes up a flight of stairs
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 06, 2012, 05:54:27 PM
We hope this fixes the lag. The main reason we predict Search Snakes were lagging was due to the fact they were making 3 different checks a tic. The new Search Snakes work a different method.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on August 09, 2012, 10:24:13 PM
I was wondering if the battle with Punk will be changed a little. And I mean just enough to make it less umm... murderous than it is.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 09, 2012, 11:09:17 PM
Re: Search Snakes - Will there be a check to make the snakes despawn if they're in a bottomless pit?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on August 10, 2012, 11:52:35 AM
That video is the funniest thing I've seen all day.
It's the early morning here now, so...

Anyway, can't wait to be able to play as FROSTMAN!!!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 10, 2012, 05:26:03 PM
Quote from: "Kapus"
This + Bouncing Bubble Lead = Yes.
I can't believe I didn't see this before.

Are you really going to make Bubble Lead bounce? If I remember correctly the bouncing version generated more lag, so to cut down on the bandwidth it was given a maximum distance... which is exactly why YD Bubble Man is such a turn-off for me. Bubble Lead was a powerful distance weapon that wasn't as all-around useful as its brother Search Snake, but that was understandable due to the damage output. If Bubble Lead bounces now, I'll certainly be disappointed with the weapon. Not only is there the potential of the maximum distance thing, but the weapon itself functions completely different now (unless it has a VERY low bounce so gravity won't screw it up).

Oh, and was there any discussion over bringing back the old Wind Storm? Old Gravity Hold was certainly a problem before due to it easily throwing all players near you with little to no effort required, but Wind Storm was different. It acted like Bubble Lead but moved even slower, so unless you used it at point-blank range or managed to cut somebody off with a trail of them, hitting with Wind Storm wasn't a simple task. Of course, the reward was THROWING PEOPLE MILES AWAY, and it felt OH SO GOOD.

I'm only bringing up old Wind Storm because of the way Gravity Hold currently functions. It's already a good counter against Rush Coil, Rush Jet, Sakugarne, and levels with high elevation differences (coughMM2CRAcough), so why add Wind Storm to the mix? And yes, I realize that maps won't have both weapons on them at the same time (lookin' at you, MM3NEE redesign), which brings me to the other reason I brought up old Wind Storm: new Wind Storm isn't that useful. I mean, other than Gravity Hold, no weapon benefits from throwing players 50 feet into the air. Actually, most weapons are HARDER to hit with. I know it can mess with players or break their concentration or whatever other reason you have, but as it stands, the current Wind Storm deals pitiful damage for nearly no real benefit other than to combo with Gravity Hold.

Well yeah, just some food for thought.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on August 10, 2012, 05:33:25 PM
..When I said Bouncing Bubble Lead, I meant Bubble Lead bouncing up and down the stream in Toad Man's stage. Not actually bouncing off the ground like Bubble Man's class.

Sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on August 11, 2012, 04:51:36 PM
Quote from: "Knux"
I was wondering if the battle with Punk will be changed a little. And I mean just enough to make it less umm... murderous than it is.

I second this.

And third this.

And fourth this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on August 11, 2012, 04:54:52 PM
Well, I've seen some people pull off a nice Wind Storm + Hard Kunckle combo, but other than that yeah, really it's only use is wind holding. I mean, it's not useful with Treble or Tango either. I wouldn't mind seeing the old Wind Storm come back again, it was quite nice. Good for CTF too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on August 11, 2012, 05:03:40 PM
Don't forget, Wind Storm is currently in testing with the PU version of the weapon.  Let us know your thoughts on that change.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on August 11, 2012, 05:27:03 PM
You could call the PU version "Breeze Storm". Aside from delaying opponents a little bit, I didn't find it all that useful. I might be missing something here...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: fortegigasgospel on August 11, 2012, 05:47:28 PM
PU Wind Storm allows you to actually use it on its own more effectively, where you can actually rapid fire it and now have to wait for the target to come all the way down before you can hit them again.

Also a new combo will come to life, Hold Holding. (Tornado Hold + Gravity Hold)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 11, 2012, 05:55:27 PM
>_>
You do realize that PU Wind Storm was a test for the new core Wind Storm, right?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on August 11, 2012, 06:13:15 PM
Quote from: "TheDoc"
Quote from: "Knux"
I was wondering if the battle with Punk will be changed a little. And I mean just enough to make it less umm... murderous than it is.

I second this.

And third this.

And fourth this.
NNNOOOOOO

We need something there that's at least going to be some sort of challenge. Either brace the brutality or get punk'd.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on August 11, 2012, 06:31:49 PM
I haven't played the campaign in a looong time now, actually. I do remember that fight being about impossible without extremely good skills. Ah well.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on August 11, 2012, 10:27:41 PM
Quote from: "Michael712"
Quote from: "TheDoc"
Quote from: "Knux"
I was wondering if the battle with Punk will be changed a little. And I mean just enough to make it less umm... murderous than it is.

I second this.

And third this.

And fourth this.
NNNOOOOOO

We need something there that's at least going to be some sort of challenge. Either brace the brutality or get punk'd.

I'm not asking to change Punk. What I would want is
1.) 2 or so big health capsules. If you managed to get to the health capsules in one corner, they don't recover that much. Being able to grab a health capsule is challenge enough because Punk can Cannonball you when you're running to get one, so I rather run for a big one and jump back into the fight.
2.) Weapons. DEAR GOD, hitting Punk in the first place is hard enough, but when he has so many hitpoints plus the fact that you're using your piddly p-shooter is just blah. And I'm not asking for an arsenal. 1-2 would be fine. The campaign has easier bosses where you have access to 3 or more weapons. I'm not hatin' on the Megabuster, I'm saying that it's not as effective against Punk when the only time you can hit him is when he's jumping around like crazy.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 11, 2012, 11:00:35 PM
Quote from: "fortegigasgospel"
Also a new combo will come to life, Hold Holding. (Tornado Hold + Gravity Hold)
BEST
NAME
EVER


I support this :ugeek:



Oh, and I haven't really had a lot of time to play around with PU Wind Storm... well, not with bots anyway. I'd like to get some quality online time in, but Mess, your only PU server is Roboenza if I'm not mistaken. Mind hosting some PU Deathmatch or LMS so we can all play around?
Title: Trubo look! I got 966 posts!!111
Post by: Awbawlisk on August 11, 2012, 11:59:15 PM
Quote from: "fortegigasgospel"
Also a new combo will come to life, Hold Holding. (Tornado Hold + Gravity Hold)

Doubt they'd let that happen
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 12, 2012, 12:16:56 AM
You are right, because Tornado Hold doesn't actually lift up enemy players, it only damages them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on August 12, 2012, 02:47:05 AM
Well, you'd have to be careful with your own tornado hold if someone else's using a gravity hold.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on August 13, 2012, 06:44:00 PM
For the campaign, will there be a fight against bass (secret boss)?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 13, 2012, 06:44:41 PM
Anything related to campaign is secret.
Title: inb4secret
Post by: Hallan Parva on August 13, 2012, 07:04:16 PM
Is there going to be a map based on Giant Punchy Crab Island / Duo Island? :ugeek:


Oh, and will the Buster Adaptors (sans Proto and Super) be added to the LMS rotation for justice?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 13, 2012, 07:23:53 PM
I'm merging the intro/duo stage textures together in one package.

And no, Bass, Arrow, Laser are too overpowered to be in LMS.
Bass gives you rapid fire infinite ammo spam.
Arrow gives you a powerful charge shot and spread.
Laser gives you an infinite use "ripper".

Given the nature of LMS, having infinite uses of such weapons would off-balance the LMS Game.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 14, 2012, 06:47:20 PM
as long as Sakugarne's going in I'm fine

I was suddenly reminded of another weapon with an "issue" during a recent game of vanilla the other day. The weapon in question is Bubble Lead and its infamous "doubling". I brought it up with Lego and Messatsu and neither of them really give a crap; they simply brush it off as "an amusing exploit".

I think it's dumb.

Bubble Lead is meant to be a distance weapon (albeit a tricky-to-use one) that can repel players at lower elevations or surprise enemies, the obvious drawback being that it's grounded and can't climb walls. However, the weapon does some pretty low damage for being so damn hard to hit with. Unfortunately, there's a small bug... the "doubling". Basically, if you hit with the projectile early enough, the next Bubble Lead that would have been spawned to make it crawl on the floor ends up being spawned in the target instead, doubling the damage output.

Basically, I see a distance weapon that's bad at its job, and if you use it to punch people in the face instead, it can kill someone in literally just over a second.

THIS IS WRONG AND NEEDS TO BE FIXED. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on August 14, 2012, 06:58:56 PM
...Bubble Lead is a distance weapon?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 14, 2012, 07:08:10 PM
Basically with the way it works right now, yeah.

Mind you, it's not fantastic distance (more of mid-range really) but still, distance attack.

As opposed to what, Bubble Lead being a melee?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on August 14, 2012, 07:27:44 PM
Quote from: "SmashBroPlusB"
I brought it up with Lego and Messatsu and neither of them really give a crap; they simply brush it off as "an amusing exploit".

If I brushed it off, it's because it's already been fixed.  Also, I don't think I've ever used the term 'amusing exploit' in my life.

Anyway, what WAS happening was that the bubble spawned at the feet of the player and was thrusted upward till it hit the ground.  If the bubble was at 0 height, it would then spawn a new bubble.  At point blank range, this means that the bubble would spawn and die on the ground, thus creating a second bubble.  The weapon was changed so that it now fires from around buster height thus fixing that problem, along with making it spread capable and letting it work on sink terrain (snow, sand, etc).  Determinator snakes also have this fix in addition to the wall crawling.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 14, 2012, 07:36:46 PM
you totally said that in the call and I heard you say it

Well... that's good to know. Never mind, carry on with your lives.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on August 15, 2012, 11:55:53 PM
I wonder how many more of the old maps are getting some layout changes...

I can wait to see, though. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on August 17, 2012, 08:23:10 PM
So will the new MM7DW4 be more classes friendly? Also, will you still spawn with Super Adaptor, or will we have to obtain it like normal now?

Also, will Gutsman G stay?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 17, 2012, 08:26:30 PM
1. Probably

2. Nope

3. Yep

4. Yep
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on August 17, 2012, 08:40:46 PM
Here's a quick preview of what the new pallete looks like in motion.  Oh, and a few other small details  :mrgreen:
(click to show/hide)
Keep in mind I'm playing in software here.
Title: that announcer is op, remove it from duel
Post by: BiscuitSlash on August 17, 2012, 08:49:27 PM
Lovin' that new palette + other stuff. Finally we get to see the correct arm for atomic fire! Is there anything else that the new palette does that isn't secret or Wild Coil?

And is it just me or was the charging sound that cutman had....clearer.....
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on August 17, 2012, 09:09:14 PM
I like the victory music and especially the new Atomic Fire palette
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on August 18, 2012, 03:40:38 PM
Love the victory music.

Hopefully we'll get to have a better looking Ice Slasher now!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on August 18, 2012, 04:41:36 PM
Oh God dammit.

It's so beautiful.

I'm probably going to puke with happiness when this expansion is released.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on August 18, 2012, 04:53:33 PM
WAIT A GOSHDARNED MINUTE

Someone (I think Lifeup) asked me if I happened to have "an 8-bit announcer".

Now, that video has an announcer that totally doesn't sound "8-bit". If by 8-bit voices you mean DPCM quality voices, then I might as well record myself announcing and then passing those recording through Famitracker for the DPCM channel. That would be proper NES-quality voices...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on August 18, 2012, 05:07:41 PM
The announcer in the video is the default skulltag one. I would personally love to see a true 8-bit one. Even one that sounds like power fighters would be cool.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on August 18, 2012, 05:12:57 PM
Quote from: "Messatsu"
The announcer in the video is the default skulltag one. I would personally love to see a true 8-bit one. Even one that sounds like power fighters would be cool.
I do have on hand an 8-bit announcer, but I forgot who gave it to me (OrangeMario, I think) and I don't know who made it.

It's not voices, just 8-bit sound effects. It fits right in, though.
Title: I still want a Nemu announcer
Post by: Korby on August 18, 2012, 05:13:55 PM
I use that one as well.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on August 18, 2012, 05:21:33 PM
Quote from: "Messatsu"
Even one that sounds like power fighters would be cool.
I could probably make one of these. I have a Power Fighters voice/sound effect collection.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on August 18, 2012, 11:29:27 PM
Two questions.

1. With Homing Sniper, you usually see a little hud of what will be attacked. My question about this is will anyone be able to see the crosshair hud, or possibly only the individual that is using it?

2. Landing sound effects. the current vanilla build has everyone use the same landing sfx, but I'm wondering if that has been changed, to make the robot master's landing sfx match their corresponding MegaMan game: like FlashMan or CrashMan landing, they should have the MM2 sfx, as PharohMan and DustMan have the MM4 landing sfx.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 19, 2012, 02:03:27 PM
Just sent this (http://ubuntuone.com/18baMpvvaX01ApOugjI4zg) to Cutman. If it's approved, medals for everyone! No, not forum medals. That would be silly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on August 19, 2012, 02:31:34 PM
Should have had Centaurman for the Llama one.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 19, 2012, 03:10:47 PM
Psst. Balrog. I'm in charge of the expansion/v3a build. Anything should be going to me.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on August 19, 2012, 04:04:52 PM
What about this for the Llama medal:
(http://img140.imageshack.us/img140/7868/llama0.png)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 19, 2012, 04:13:03 PM
the Llama medal should be Flame Man, obviously :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on August 19, 2012, 04:16:44 PM
I thought so too
I got this picture from Skype a long time ago...not sure from who

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 19, 2012, 04:48:21 PM
Quote from: "Ivory"
Psst. Balrog. I'm in charge of the expansion/v3a build. Anything should be going to me.

Yeah, I thought that was going to happen. :? I just thought Mike would be the best person to send it to, since he would know who to forward it to if it needed forwarded.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on August 19, 2012, 04:52:18 PM
Quote from: "Lego"
I thought so too
I got this picture from Skype a long time ago...not sure from who

(click to show/hide)

I'll never see Flame Man the same way again. ;_;
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 19, 2012, 05:07:58 PM
Hold on! How about this (http://xmuppetsb1989.deviantart.com/art/Elmo-and-friends-get-trolled-212042988) for a Llama or Your Skill Is Not Enough medal? (Honestly, though, for a YSINE I'd prefer a Gutsman's ass sprite.)
(http://i46.tinypic.com/b51krl.png)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on August 19, 2012, 05:11:36 PM
I think we should stick to megaman themed medals if we're having them. Keep the internet memes for the bot chats!

To be honest though, I think the medals just block the damn screen way too much.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 19, 2012, 05:22:05 PM
Yeah, they're pretty damn big :evil: I'd recommend making them textures and applying an X/YScale 2 on the larger ones so they're more in line with the size of the Skulltag medals. I'd also recommend advertising the console variable that disables them - cl_medals, I think.

Also, happy future 4000th post Mike!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on August 19, 2012, 06:47:39 PM
HAPPY BIRTHDAY 2 ME

Well that kind of defeats the purpose of even bothering to make the medals no? That's why I made them invisible. Newbs don't know how to configure crap, and they're extremely distracting.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 19, 2012, 07:15:46 PM
But then they'll be wondering why the hell they're seeing "Accuracy!", "Excellent!", and inevitably "You Fail It!" light up on their screen. :?

If you want it to be optional, then you could include it as a skin WAD so it could be moved in and out of the skins folder easily. (Hell, if you want to make it easier, I could make an installer using NSIS.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on August 19, 2012, 07:20:51 PM
Who needs Medals for Deathmatch, I kinda like the text that pops out.

And I can't believe I forgot to make a post in this topic.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on August 19, 2012, 11:19:41 PM
Quote from: "Balrog"
But then they'll be wondering why the hell they're seeing "Accuracy!", "Excellent!", and inevitably "You Fail It!" light up on their screen. :?

*Raises hand* That'd be me. I didn't know what it was for until I tried out the medals.wad just now.  :|
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on August 20, 2012, 01:05:56 AM
I've played for almost 2 years and I must say.. stupidly.. I still don't know how to see the medals :/. I only get the words.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on August 20, 2012, 02:03:07 AM
You don't see medals in 8BDM, simply because they don't have sprites, they were removed from the game when 8BDM reached beta...I believe

They simply have null sprites replace the skulltag medal sprites
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on August 20, 2012, 09:06:30 PM
I don't see how the medals are THAT distracting. They pop up for a couple seconds, then disappear.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on August 20, 2012, 09:25:06 PM
Honestly I don't mind either way. I'd like to see the medals, sure, but I don't want to metaphorically kick Mike until he puts them in. I can also understand why they're not there.

So yeah, why not? +1 for medals. Just don't forget about that LMS Sakugarne.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: UltimateChimichanga on August 21, 2012, 12:43:50 AM
Along with the expansion, you should make it to where there's a 1/100 chance of the original G&G Graveyard theme playing in Shade Man's level. That would be freakin' awesome.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on August 21, 2012, 12:50:47 AM
I'm pretty sure there's an "easter egg" duck that you need to shoot for the song to start playing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: UltimateChimichanga on August 21, 2012, 12:57:21 AM
Quote from: "SmashTheEchidna"
I'm pretty sure there's an "easter egg" duck that you need to shoot for the song to start playing.
I thought that was only in star Man's stage with the Ducktales moon theme.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Accel on August 21, 2012, 01:09:32 AM
Quote from: "Super64ds"
Quote from: "SmashTheEchidna"
I'm pretty sure there's an "easter egg" duck that you need to shoot for the song to start playing.
I thought that was only in star Man's stage with the Ducktales moon theme.
No, there are easter eggs in other stages. You just need to find them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: UltimateChimichanga on August 21, 2012, 01:13:31 AM
Quote from: "Accel"
Quote from: "Super64ds"
Quote from: "SmashTheEchidna"
I'm pretty sure there's an "easter egg" duck that you need to shoot for the song to start playing.
I thought that was only in star Man's stage with the Ducktales moon theme.
No, there are easter eggs in other stages. You just need to find them.
So what are most of the easter eggs? I know about the Yashichis and the moon theme.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on August 21, 2012, 01:26:52 AM
Just the Duck in Starman's stage and the demon thingy in Shademan's.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on August 21, 2012, 02:18:34 AM
Quote from: "SmashBroPlusB"
I'd like to see the medals
Make a mod.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 21, 2012, 02:24:33 AM
Don't worry. MM8 will have an easteregg for everyone to try and find~
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on August 21, 2012, 02:38:40 AM
Not Yasichi, right?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on August 21, 2012, 02:40:24 AM
It's probably Bionic Commando music in Search Man's stage. Because, you know, Ivory said something from the game was hidden in it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: UltimateChimichanga on August 21, 2012, 02:54:55 AM
Quote from: "Star Dood"
It's probably Bionic Commando music in Search Man's stage. Because, you know, Ivory said something from the game was hidden in it.
I hope it's the Oil Refinery music. That music is best music.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on August 21, 2012, 03:26:04 AM
From what I remember, we had said that WASN'T going to be the case.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on August 21, 2012, 03:46:55 PM
Are you guys including any of the maps that weren't done (such as MM3DW1) at a point? I don't mean in the next release, but wondering if it was considered.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on August 22, 2012, 02:56:44 AM
I'm pretty sure I mentioned this before, but it's possible they will be added much further down the road. Like maybe around MM10.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on August 24, 2012, 05:01:49 PM
Welp.

With the recent release of Zandronum 1.0, I'm guessing the MM8 teams is working on converting files over to Zandronum from Skulltag? (beliving that this was the thing that everyone was waiting for)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on August 27, 2012, 01:58:21 PM
Uh, not really. Zandronum 1.0 is basically Skulltag 98e stable with Skulltag data moved to crutch wads that have to be loaded explicitly when needed. IIRC we don't use Skulltag-specific actors or data, so it should be plug-in and go. (I've been running MM8BDM servers via BEST-EVER on 1.0-alpha for a while.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on August 27, 2012, 03:37:41 PM
But you are right, I'm going to ensure v3a gets onto Zandronum.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on August 27, 2012, 04:09:32 PM
Quote from: "Ivory"
Don't worry. MM8 will have an easteregg for everyone to try and find~

I think I know what it is but I guess we'll just have to wait and see.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on September 01, 2012, 02:02:52 PM
I need to ask about 2 of the current botchats, because they both seem very questionable.

1) Windman. He's a Chinese robot master, right? So why does his botchat make him chant america and talk like a stereotypical american that eats a lot? I know that he had a non-japanese designer, but that doesn't mean the robot master should be obsessed with america.

2) Junkman. Why does he seem so friendly? Really, in MM7 his expression makes him seem like someone who wants to mercilessly crush you down into junk and throw you somewhere in his factory, yet his botchat doesn't relate to that at all. Why does he seem so happy about recycling and not crushing everyone into scrap?

I know I'm probably missing something here, but it really doesn't seem clear at the moment.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on September 01, 2012, 02:07:41 PM
Quote from: "Michael712"
1) Windman. He's a Chinese robot master, right? So why does his botchat make him chant america and talk like a stereotypical american that eats a lot? I know that he had a non-japanese designer, but that doesn't mean the robot master should be obsessed with america.

Wind Man was one of the two Robot Masters from MM6 that were designed by americans. Knight Man was the other.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on September 01, 2012, 02:10:32 PM
But then why isn't Knightman talking like an american? And if Windman as the character is Chinese why should he talk american? (Unless the person that made the robot master in the mm universe is american)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on September 01, 2012, 02:11:18 PM
Quote from: "Michael712"
2) Junkman. Why does he seem so friendly? Really, in MM7 his expression makes him seem like someone who wants to mercilessly crush you down into junk and throw you somewhere in his factory, yet his botchat doesn't relate to that at all. Why does he seem so happy about recycling and not crushing everyone into scrap?

He's overly passionate about recycling, but I don't see his friendly-ness. Many of his quotes refer to him recycling his opponents for creating a mess, seems pretty unfriendly to me!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on September 01, 2012, 04:57:45 PM
Quote from: "brotoad"
the creator of windman irl was an american

we didn't put in any russia jokes into mm4's robot masters because all of them are russian, it would get repetitive!

Similar to what Brotoad said 40 some pages ago, if we had two robots speaking "American"-like, then it would get repetitive.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: DVS on September 01, 2012, 05:37:14 PM
Quote from: "Korby"
Quote from: "brotoad"
the creator of windman irl was an american

we didn't put in any russia jokes into mm4's robot masters because all of them are russian, it would get repetitive!

Similar to what Brotoad said 40 some pages ago, if we had two robots speaking "American"-like, then it would get repetitive.


Knightman's designer was Canadian, actually.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on September 02, 2012, 03:10:59 AM
I think that's why Korby used quotes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on September 02, 2012, 11:32:11 AM
I'm wondering, would Frost Man's beta theme be an easter egg in Frost man's stage?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on September 02, 2012, 03:46:50 PM
^I think it would be cool (pun unintended) if that was the case, but I don't think it is likely.

Or in other words: It SHOULD be in there.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 02, 2012, 03:57:52 PM
No, sorry. The only stage with alternate music in this expansion is Tengu.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Exi<3 on September 03, 2012, 07:01:03 PM
So many requests for alternate music, why not put them in the remixed stages that are bound to be made?
Or just set them yourself after putting them in the game, Changemus is lovely, isn't it?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on September 03, 2012, 08:17:56 PM
Quote from: "Ivory"
Tengu.



I won.


Also is the music made with Famitracker?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on September 03, 2012, 08:19:28 PM
Wait aren't we going to have mapping competition like we did with v2. I know it's after v3 is released of course.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on September 03, 2012, 08:30:08 PM
Quote from: "Tengu and Tango"
Quote from: "Ivory"
Tengu.



I won.


Also is the music made with Famitracker?

Yeah, but made by Baii and not the superior 8FC music :S
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on September 03, 2012, 08:43:08 PM
FamiTracker. What else.

It's one of the few things that actually make stuff into .nsf files. And .nsf IS a format for NES music.

So technically it's 8-bit dead on using Famitracker. And Baii I think got more authentic Megaman instruments.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 04, 2012, 12:21:13 AM
Tengu had two official themes in mm8. You can't win on that one, it was to be expected. I also mentioned this ages ago when the thread first started.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on September 05, 2012, 01:16:04 AM
I wouldn't normally ask this, but is there a projected release date for the expansion as of yet?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 05, 2012, 01:38:30 AM
I was aiming for end of august, but then Zandronum and other things occurred. I can't give anything concrete, but a lot of the remaining maps are starting to wrap up.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Accel on September 05, 2012, 02:28:59 AM
Quote from: "Ivory"
I was aiming for end of august, but then Zandronum and other things occurred. I can't give anything concrete, but a lot of the remaining maps are starting to wrap up.
Well, it's exciting to know that it's going well, even if complications did arise.

Can't wait for this expansion~
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on September 05, 2012, 08:37:40 AM
Yeah, I'd say we're pretty close to completion. Pretty much all the maps have their layouts and stuff done, and just need some tweaking before being completely finished.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on September 05, 2012, 12:38:39 PM
When can we expect a trailer?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on September 05, 2012, 11:11:09 PM
Quote from: "Beed28"
When can we expect a trailer?

I second this, but I wasn't sure if there were even plans made for the trailer. :S
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on September 08, 2012, 10:25:49 PM
Quote from: "OrangeMario"
Quote from: "Beed28"
When can we expect a trailer?

I second this, but I wasn't sure if there were even plans made for the trailer. :S
Hang on, let me dig this up from Page 44 (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=4111&start=430)... and here he are.

Quote from: "Beed28"
Can we expect a trailer when release is near? Also, can you please confirm that the CSCMR and IX map packs aren't going in?
Quote from: "Ivory"
Trailer, yes.

CSCMR and IX, nope. I had something I wanted to announce, but then I realized. On April Fools? No one would take me seriously. So I changed it to that.  :ugeek:
So yes, there will be a trailer.

Also, a question. Will helmetless Mega Man, Break Man, Classic Roll, MM10 Slash Man and Alt-Ballade get bots?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zeta.EXE on September 09, 2012, 07:46:27 AM
Seems Interesting. Can't wait! :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on September 09, 2012, 01:11:53 PM
Hey, hey!

Welcome to the forums, fella.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on September 09, 2012, 01:17:58 PM
Welcome to Cutstuff  :ugeek:  Enjoy your stay here, we don't bite
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on September 09, 2012, 07:16:03 PM
Quote from: "Tengu and Tango"
Welcome to Cutstuff  :ugeek:  Enjoy your stay here, we don't bite

For the most part...

Anyways, it looks like (at least I hope) this is coming out soon, so your timing is perfect!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zeta.EXE on September 09, 2012, 08:45:08 PM
I cannot wait to use a flame sword.
Melee and rapidfire weapons are awesome.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on September 10, 2012, 04:37:28 PM
Flame sword is my fav weapon on Megaman 8 i can't wait  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Jao on September 16, 2012, 03:08:03 AM
This is gonna be awesome!!


Just a question, do you guys have any prediction of the release date?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 16, 2012, 03:24:22 AM
Hard to say. Things seem to have slowed down a bit now school is in full force. So I have no predicted release.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on September 16, 2012, 04:01:26 AM
Second week of October? :I
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheMetalManu on September 16, 2012, 03:45:21 PM
I bet that the release will be in the next year.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on September 16, 2012, 03:57:39 PM
I don't remember the exact page when I asked it, but I recall that the old expected release date was around late August-Early September. Now with school on hold, I say Somewhere between October-November.

inb4 the team decides to finish quickly in September or hold off until December..
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on September 16, 2012, 03:58:56 PM
So, what's done, and what's still to be done before a possible trailer?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 16, 2012, 04:27:11 PM
From the top of my head.
4 Stages need to be finished off, but all the layouts are done.
Balancing n stuff.
Zandronumizationing stuff.
Campaign and various other Single Player stuff
Getting MM8 content in older maps

Trailer most likely

Getting everything into the v3a build
testing, quality control, etc
any other minor changes that need to be done.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on September 16, 2012, 07:11:04 PM
So... this could take a while?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on September 16, 2012, 07:17:54 PM
Quote from: "Ivory"
From the top of my head.
4 Stages need to be finished off, but all the layouts are done.
Balancing n stuff.
Zandronumizationing stuff.
Campaign and various other Single Player stuff
Getting MM8 content in older maps

Trailer most likely

Getting everything into the v3a build
testing, quality control, etc
any other minor changes that need to be done.

Oh, now that we know this, I'mma change my expectations to Fangame Mode: "not worth waiting"
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on September 16, 2012, 07:22:46 PM
Eh, chili is a lot better if you let it simmer longer.

Might as well suck it up and wait.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on September 16, 2012, 07:26:01 PM
It's worth noting that we've been doing balancing, testing, and quality control throughout the development process, so it's probably not as bad as you think regarding those.

And as for maps where "The layouts are done", it doesn't mean they've been drawn on paper:  The stages are built in Doombuilder, they have just not been basically finalized.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on September 16, 2012, 08:37:35 PM
So what other maps from MM 1-7 have changes, besides the new MM8 items? These are the ones I can think off:

Mega Man 1
All the health and ammo are reskinned to their Mega Man 1 sprites
MM1DW2: Replaced entirely


Mega Man 2
Unknown

Mega Man 3
MM3SPA: New upper area in the middle using 3D floors

Mega Man 4
Unknown

Mega Man 5
MM5DAR: New area where you can go on the outer wall

Mega Man 6
Unknown

Mega Man 7
MM7DW4: Redone
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on September 16, 2012, 08:42:23 PM
Wouldn't be any fun for us to spoil the surprise!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on September 16, 2012, 08:58:28 PM
Quote from: "Beed28"
So what other maps from MM 1-7 have changes, besides the new MM8 items? These are the ones I can think off:

Mega Man 1
All the health and ammo are reskinned to their Mega Man 1 sprites
MM1DW2: Replaced entirely


Mega Man 2
Unknown

Mega Man 3
MM3SPA: New upper area in the middle using 3D floors

Mega Man 4
Unknown

Mega Man 5
MM5DAR: New area where you can go on the outer wall

Mega Man 6
Unknown

Mega Man 7
MM7DW4: Redone

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOH I CANT WAIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :mrgreen:  :mrgreen:  :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 16, 2012, 10:11:49 PM
Pretty much what Kapus said. We're not spoiling every surprise the expansion is going to offer.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on September 17, 2012, 04:45:10 AM
Quote from: "Gumballtoid"
Eh, chili is a lot better if you let it simmer longer.

Might as well suck it up and wait.


We don't want another Sonic 06 do we? ahue..
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on September 17, 2012, 06:06:39 AM
I'm interested in seeing what YD classes will come up with
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: OrangeMario on September 17, 2012, 07:47:37 AM
Quote from: "Galactan"
I'm interested in seeing what YD classes will come up with

err...
I'm not quite sure if this is the correct thread your posting to, unless I'm missing a post that included YD classes with the MM8 expansion.
However, thinking harder, I see what you mean, and I can't wait to see how the mm8 classes will work... but somthing like this should at least stay on the actual Classes topic, not this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on September 17, 2012, 09:38:11 PM
To be honest, don't even mortify yourself thinking how MM8 classes will work, because we don't even know: we're waiting for this thing, and the best we can do is grab the closest template and try to come up with something. The latest MM8 class was developed a LONG time ago, only two of them exists right now, and they use Lego's MM8 weapon counterparts :/. So we're waiting.

On topic, will each Wily stage have its own separate map akin to the MM7 maps?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on September 17, 2012, 09:42:43 PM
No. There will only be two Wily stages in this expansion. One map for the first two stages and another map for the later two.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on September 17, 2012, 09:48:09 PM
How do you mix SSX and a shoot 'em up and turn them into an FPS DM map? :I
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on September 18, 2012, 12:00:34 AM
By finding a way harder than Jurassic Park's dinosaurs. :ugeek:

In all seriousness though, the release won't be as exciting with too many questions being asked. Shh, people. D:
Oh hey, nine hundred.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on September 23, 2012, 04:04:42 PM
Moar video time.  Running through the robot master bot rush.  Gives a good look at how the colors appear on most of the 1-6 robot masters as well as 'some' of the weapon balance changes.  Sorry for the loud sound, I have yet to find a good way to downmix 5.1 to stereo without it causing all kinds of problems.

(click to show/hide)
Edit: I used opengl filters for this video, deal with it.  :shock:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on September 23, 2012, 04:32:23 PM
That watermark effect is ewww.

But really lovin' some of them colours. That new green and gemini laser colours....hell yes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on September 23, 2012, 04:42:04 PM
I've been gagging on the pistachio pudding colors since I started playing.

This is so beautiful I could cry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on September 23, 2012, 04:45:03 PM
I hope you like watermelon, bubblegum, and bread.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on September 23, 2012, 08:31:30 PM
Why was Hard Knuckle OHKO'ing the bots?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on September 23, 2012, 08:32:54 PM
[17:43:39] Max: i didn't feel like posting and making an idiot of myself in front of a crowd why was hard knuckle killing everyone in one hit
[18:04:49] Messatsu: Because it was buffed to 200 damage
[18:05:04] Messatsu: (or the robot master in the bot rush start with 50 health :P)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on September 23, 2012, 08:33:58 PM
Because they don't have 100 health.

I haven't counted how much but I think it's 50, if not, 51-80.

EDIT: NINJA'd
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on September 23, 2012, 08:38:12 PM
Could Wind Storm also do a liiiiitle more damage? In the video Wind Man barely chipped off about 50% of your health (yes, the E-Tank heal was ignored, I'm counting total damage here) and that's only because he managed to pretty much get an OTG Air Combo going on you. Yes, the new Wind Storm is more useful (or rather, less dumb) but it still looks to be a fairly poor weapon. I'm not asking for a huge buff, but a "just enough" one; a hit or two from Wind Storm will still appear to be fairly weak, but if you somehow manage to pull of that Air Combo, it will do noticeably more damage overall.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on September 23, 2012, 08:49:09 PM
This is kinda offtopic but... That frame rate makes me jelly. =P
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on September 23, 2012, 09:20:44 PM
Will we also fight the MM7-8 Robot Masters as well?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 23, 2012, 09:31:02 PM
I was thinking about that, I'm thinking it may be best to have a specialized boss endurance for boss rush, while the one in the campaign still only stays at MM1-6.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on September 23, 2012, 09:38:00 PM
I got another suggestion; how about making it so that the Robot Masters in the boss rush appear in their original colouring? All you would need to add is a few more translations in WCOLORS and making new boss rush specific weapons for the bots inheriting from the default ones so they use the new colours. How would that sound?

If you do it that way, it could save some colour translation work in YD and KY classes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on September 24, 2012, 12:26:29 AM
Quote from: "Beed28"
If you do it that way, it could save some colour translation work in YD and KY classes.
Don't expect anyone to jump at this  :ugeek:

Personally, I'd only want colors for Plantman, Skullman, and Flashman.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on September 24, 2012, 12:29:43 AM
isn't Skull Man

you know

Dust Crusher!?!?!??!?!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on September 24, 2012, 12:39:27 AM
he uses the mega buster in the endurance match
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on September 24, 2012, 11:09:16 PM
I've got a suggestion to make; how about we replace the music that plays during the fight with Gamma with 4MI's epic Wily Machine theme? The intro at the very beginning would go perfect when Gamma is rising up before you (although he would rise up slower).



Although I'm not sure if people would object it to replacing MM10's Wily Machine theme that's currently used. How would that sound?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on September 24, 2012, 11:10:37 PM
Personally I like the MM9 Boss theme, but that's just me. But theres no need to change it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on September 24, 2012, 11:41:31 PM
Quote from: "Tengu and Tango"
Personally I like the MM9 Boss theme, but that's just me. But theres no need to change it.

I agree. I like the MM9 final boss theme too, (especially why I used it here (http://www.youtube.com/watch?v=eTRr9uYtUrc&t=29m40s)) but MM10's is good too. I don't think it should be changed unless people really want it too.


EDIT: Ninja'd by the new page.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on September 25, 2012, 12:07:28 AM
Vote_WTFNo
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on September 25, 2012, 12:40:12 AM
Quote from: "Beed28"
I've got a suggestion to make; how about we replace the music that plays during the fight with Gamma with 4MI's epic Wily Machine theme?
I knew I recognized this song from somewhere, took me a bit to figure out what it was from.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Russel on September 25, 2012, 01:47:07 AM
Quote from: "Beed28"
4MI Wily Boss Music
Quote from: "Messatsu"
Mystic Quest Music

As much as I would love that.....
I say Gamma isn't awesome enough for that kind of music

(Same with the MM9 Boss theme)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on September 25, 2012, 01:55:42 AM
If this were the boss it COULD fit with MM9 final boss theme, but I suppose the MM9 expansion could feature it.


Also this picture just describes it SO WELL

(http://imageshack.us/a/img51/9228/mm9fb.jpg)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -FiniteZero- on September 25, 2012, 02:09:08 AM
By the by, it would be nice to have the Robot Master rush include the MM7 and MM8 Robot Masters, though I would be fine if instead there was a different map or something for that.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on September 25, 2012, 02:25:02 AM
Quote from: "Ivory"
I was thinking about that, I'm thinking it may be best to have a specialized boss endurance for boss rush, while the one in the campaign still only stays at MM1-6.

As for changing the music Gamma uses, I think it's fine as is.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -FiniteZero- on September 25, 2012, 02:25:51 AM
Ah, didn't see that.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on September 28, 2012, 07:49:37 PM
I've been thinking for a while now, but Hard Knuckle's recoil isn't enough of a thing to justify a projectile that does 80 damage, IMO. Why wasn't it ever made to start slowly like in MM3? If it was that way, you could also lower the fire rate.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 28, 2012, 08:00:32 PM
Hard Knuckles damage was already nerfed. It's still a two hit, but a weak two hit.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on September 28, 2012, 08:30:35 PM
Hmm, alright. I just had a thought though: what if Hard Knuckle started up slowly, then sped up like in MM3? The catch would be that the faster it's going, the more damage it does, capping at a number.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on September 28, 2012, 08:56:18 PM
Quote from: "Knux"
Hmm, alright I just had a thought though: what if Hard Knuckle started up slowly, then sped up like in MM3? The catch would be that the faster it's going, the more damage it does, capping at a number.

Quickly increasing from half the current damage when it barely starts (preventing point black 80 damage) to full damage after a really short while. I like this idea.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LifeCraft J on September 28, 2012, 10:56:26 PM
Quote from: "Knux"
Hmm, alright I just had a thought though: what if Hard Knuckle started up slowly, then sped up like in MM3? The catch would be that the faster it's going, the more damage it does, capping at a number.

I had this idea, some people did not like it for some reason.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on September 28, 2012, 11:23:37 PM
Quote from: "Knux"
Hmm, alright I just had a thought though: what if Hard Knuckle started up slowly, then sped up like in MM3? The catch would be that the faster it's going, the more damage it does, capping at a number.
I really like this idea. It's a lot better than this...
Quote from: "Ivory"
Hard Knuckles damage was already nerfed. It's still a two hit, but a weak two hit.
That could be something completely assinine like 50 damage.

Which is what Pharaoh Shot does.

Which has three times the ammo. And explodes.

Yeah no, I like my Hard Knuckle stupidly powerful.

I don't care how many negatives there are, I want to shave off near their entire bar in one hit.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 28, 2012, 11:28:02 PM
It was nerfed to 70 damage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on September 28, 2012, 11:45:32 PM
Quote from: "Ivory"
It was nerfed to 70 damage.
Magnet Missile: 24 damage

WHAT YOU DID THERE
I SEE IT
Title: Quick, Robin! To the Corner of Shame! (cues theme)
Post by: Hallan Parva on September 28, 2012, 11:52:00 PM
... Oh. That's fine then.

Never mind, carry along.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on September 29, 2012, 12:32:39 AM
I really dont care what weapons do what damage.
Its ok to have stupidly powerfull weapons as long as the placement in the maps is fine.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on September 29, 2012, 01:37:10 AM
On the subject of placements, MM2DW1 is a bit plentiful on large health capsules, no?

Kind of makes it hard to play on when fellas can just run off and heal all their damage away.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on September 29, 2012, 02:18:58 AM
Oh yeah, thanks GBT you just reminded me of something.
Large Health Capsules are silly.

They heal 30 HP each, where a regular Health Capsule heals 15 HP.

A common mapping mistake (even in vanilla!) is to put two small Health Capsules next to each other in a corner...
... then you treat the Large Health Capsule like it's such a big deal.

I'm suggesting that the Large Health Capsule heals more (or the regular one heals less) to make a bigger difference.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shin Star on September 29, 2012, 06:48:44 AM
Quote from: "SmashBroPlusB"
I'm suggesting that the Large Health Capsule heals more (or the regular one heals less) to make a bigger difference.
How about lower the regular ones to 10 instead of 15? In the actual game, the large ones seemed like they healed a lot more. Or, if we left the regular ones at 15, the large ones could heal 40 possibly?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on September 29, 2012, 07:19:55 AM
You are a mind reader, Shin Star.

I was hoping for a buff to 40 myself, but I would also support the small ones being dropped to 10.

Still though, you hit that spot-on.

(For those wondering, in the games Health Capsules restored 2 bars while Large Health Capsules restored 10, with your max being 28.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on September 29, 2012, 07:24:25 AM
You would be right. We decided on testing Large Health = 40 Health.

The reason being is that MM8BDM is a game where most weapons are 15+ damage. Lowering Small Health to 10 would impact the game too harshly and make it harder to recover.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on September 29, 2012, 08:58:33 AM
Big health candy: three refills are about 90% of the total HP

In games: recovers between 8-10 out of 28 health points
Closely equals to 33% of HP

Small health candy: three refills mirror a big health candy

In games: recovers betwen 2-4 out of 28 health point
Closely equals 11%

So yeah, MM8BDM health candies should be like, 15 small, 40 big. In my honest opinion, it should be proportional to the games: 33 big, 11 small. But yeah, what Ivory said.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 02, 2012, 02:11:17 AM
Wonder if Astro Crush will be on Star Man's stage. Those rails way up there could use some action.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheMetalManu on October 02, 2012, 06:28:27 PM
Not sure if someone already asked this, but will Gravity Hold stop hitting when you hold down in the ground?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CHAOS_FANTAZY on October 03, 2012, 01:15:54 AM
A quick question for the devs...
When the MM7 Expansion Pack came out, I was rather upset to see that not only were the MM7 masters not added to the Super Master Rush at the end of Chapter 6, but also that the Wily Capsule was not in the Boss Rush.  Will the MM8 Expansion Pack rectify this error?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 03, 2012, 01:25:48 AM
This was just answered a few pages back, but yes. Just not to the campaign version.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CHAOS_FANTAZY on October 03, 2012, 03:07:16 AM
Quote from: "Ivory"
This was just answered a few pages back, but yes. Just not to the campaign version.
Ah, alright.  Thanks; I really wanted to have a more complete Master Rush, but I can also understand why people would want the original campaign intact.
Also sorry for making you repeat yourself.  I knew someone might have already asked, I just figured it would be easier to ask than to sift through 110 pages.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 03, 2012, 09:25:00 AM
I don't think anyone would care, but it's worth a try...

Could you please tag all skyboxes to something higher than 256? That way, the skybox won't move when Jelly World is triggered in Chaos Generator, and people won't feel as nauseous because of the moving skybox.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 03, 2012, 03:45:50 PM
Mod compatibility is rarely ever our concern, and that's a tedious task. Sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 07, 2012, 09:10:19 PM
Speaking of tedious tasks...

So, if it isn't already obvious enough, let me restate that this expansion will be the most substantial update that MM8BDM has ever had, with plenty of new maps, items, and weapons as well as changes to old maps and weapons (some major, some minor).  Not only that, but we're also taking the time to update the little things that have gone overlooked for most of the game's history.

One of these things is the music.

Some of you may have noticed that the music for MM8BDM is really compressed, and as a result, the music sounds very "tinny".  Plus, a few of the loops have been iffy at best.  So, I've decided to take the time to go through the entire soundtrack (except most of the MM7 songs since they aren't quite a bad) and make new crisper versions of each and every song.  They'll be both better quality and feature better looping than ever before!  Here's two examples.

FLAME MAN
http://www.mediafire.com/?det0s87d67c8i41 - Old Version
http://www.mediafire.com/?1whpsxm13ceols9 - New Version
(note that the final versions are of course oggs, but in the interest of making a version that includes the new loop without losing quality due to even more intense compression, I figured I might as well go mp3)

The old version, as you may or may not tell, sounds like it's been recorded in a trash can, and some of the beats are kind of lost in the song.  The original loop also included an extra note at the end.  The new version fixes both of these things.

MM2 INTRO
http://www.mediafire.com/?55kdcy8r2v0v7s5 - Old Version
http://www.mediafire.com/?0xsgvl7tb5y9m7y - New Version

The old version is very muffled and an mp3 for some reason.  The new one sounds much clearer and is compressed more simply by being an ogg.

(Let's try to avoid making these into) FREQUENTLY ASKED QUESTIONS
Um...why are you doing this again?
I set out originally just to fix loops in the original songs, but the versions I produced sounded so much clearer than the old songs that I couldn't unhear how strange the music currently in MM8BDM sounds.

I can't hear a difference.
That's not a question.  Also, just because you can't hear a difference doesn't mean nobody else can.

Oh great, I suppose now this'll mean the next version will be eleventy billion megabytes.  Why do you do this to my poor computer, you sick jerk!?!
Au contraire, my made up friend, the new versions are actually SMALLER files than the originals!

Any chance of removing the intro to Flame Man?  It still sounds kind of weird with it.
No.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 07, 2012, 09:40:01 PM
Thanks, you saved me a lot of whining and meaningless work!

Skullman's theme also needs a loop fix
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 07, 2012, 09:46:51 PM
Yeah, I already did a lot of the loop fixes including his, Woodman's, Gyroman's, MM7 Wily Stage 2, and a whole lot of others.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on October 07, 2012, 09:53:54 PM
Is it OK if I ask you to do Junkman, Shademan, and MM7DW3 with the intros?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 07, 2012, 11:08:11 PM
Junk and Shade might be a little tricky to do because length, but I agree that 7 Wily 3 needs the epic intro in it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -Daiki-TheOni on October 07, 2012, 11:27:48 PM
That thing of oggs is true, I searched in my Guilty Gear XX Reload directory and all of the tracks are ogg and sound pretty good.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 07, 2012, 11:45:00 PM
I'll look into redoing those, although I don't have the original files used for MM7's music on my computer at the moment.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 08, 2012, 02:27:49 AM
Don't forget Bright Man's track! I have no idea why you guys cut off the best part.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 08, 2012, 02:36:47 AM
Well, I'm for sure redoing every song 1-6, so I won't miss it.
Title: eight
Post by: Captain Barlowe on October 08, 2012, 03:12:36 AM
The boss music in MM7DW levels has that very annoying noise in the beginning of the song along with low quality, if it hasn't been mentioned before.

Otherwise, I'm alright with the fixes, although I didn't mind them in the past.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 08, 2012, 04:21:47 AM
Mess already took care of that pop, so it's good to go.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 08, 2012, 04:58:13 PM
I already made a topic about it in Bugs And Suggestions, but what about Top Spinning forever on bridges?

EDIT: Oh, okay Mess. Topic derped.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on October 08, 2012, 05:18:33 PM
There's now a failsafe that prevents you from spinning forever.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shin Star on October 09, 2012, 09:27:32 AM
Quote from: "Mr. X"
One of these things is the music.
Hey, I did something similar except I did a Stereo NSF conversion for MM 1-6 + RnC + DuckTales Moon Theme so far. I compressed them as low as I could trying not to lose any noticable quality. I also "fixed" the loops too and made the boss themes last at least a minute. My music pack's currently 66.3 MB though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 09, 2012, 10:25:42 AM
You brought quality into this yourself!

EH! (http://www.mediafire.com/?ooq9ebus1ojz0de)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 09, 2012, 07:16:38 PM
Yeah, I don't want to boost the file size and I'm way too far along now to stop.  I should note I'm also including a SNDINFO file within the music wad to help balance the music volume.  It won't be perfect, but it'll be way closer than it is now (looking at you, Air Man and Skull Fortress 2.  Stop making me adjust my volume!)

EDIT:  I was referring to Shin Star.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 09, 2012, 07:28:36 PM
A SNDINFO file that adjusts music volume?

That sounds like something I really need for my personal music packs. How does this work?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 09, 2012, 07:39:54 PM
(click to show/hide)

Thought I'd tease with a screenshot of sorts.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 09, 2012, 07:41:55 PM
http://zdoom.org/wiki/SNDINFO
There's everything you can put in a SNDINFO file.  Specifically, I'm using $musicvolume musicname factor to adjust every song.  Note that in slade while editing the file, you have to go to the dropdown box at the bottom of the screen and switch it to "Zdoom SndInfo" for it to work.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 09, 2012, 07:59:12 PM
Quote from: "Kapus"
(click to show/hide)

Thought I'd tease with a screenshot of sorts.

OMG! That's a handsome party ball in a handsome water stage. Who's the handsome guy who has this handsome stage?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on October 09, 2012, 08:08:08 PM
That's one fatass party ball. I haven't played MM8, so I'm wondering who's stage this is. unless that's a surprise

EDIT: Party Ball is closer than it appears. Never mind, I thought it was it that cave or sumthin
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 09, 2012, 08:12:53 PM
Also, a question; in MM6, half of the stages (mainly the ones that have fake versions of the bosses) have palette changes when you revisit them. Will that happen randomly in those stages in v3a?

Quote from: "TheDoc"
I haven't played MM8, so I'm wondering who's stage this is. unless that's a surprise
When I said handsome guy, I actually ment Aqua Man
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 09, 2012, 08:16:47 PM
No, it's possible. Just very tedious and not worthwhile to implement. Sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on October 09, 2012, 09:12:55 PM
Personally, I think those tiles should still be ripped so maps like maple castle can use them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 09, 2012, 09:38:09 PM
What's stopping them from ripping it themselves? Why must it be in the vanilla game when it's not even used?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on October 09, 2012, 09:40:57 PM
Hey, are party balls being added to every map or just the MM8 ones?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 09, 2012, 09:41:49 PM
Party Ball will be added wherever it fits. Not every MM8 map has it either.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 09, 2012, 10:06:45 PM
oh god

Party Ball in Spark Man's pit (assuming you kept a pit)



it must happen for great justice :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 09, 2012, 10:28:17 PM
Party Balls? Is that one of the gimmicks you predicted that would be overused in custom maps?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 09, 2012, 10:33:44 PM
Not sure if you'd call Party Ball a gimmick..
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 09, 2012, 10:35:00 PM
Party Ball's as much of a gimmick as health and ammo pickups.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on October 10, 2012, 02:38:19 AM
Airman Tiles
Starman Sky
Party Balls
Crashman Music
Cake


Gentlemen, I believe we have ourselves a party  :geek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shin Star on October 10, 2012, 08:01:21 AM
Quote from: "MusashiAA"
You brought quality into this yourself!
EH! (http://www.mediafire.com/?ooq9ebus1ojz0de)
It's a little harder to notice in game, but I opened up slumped to compare and they sound a lot nicer. I personally want higher quality sound and music. Mega Man music is some of the best out of t here.

Quote from: "Korby"
Personally, I think those tiles should still be ripped so maps like maple castle can use them.
I'd like to see someone make alternate maps with these tiles. Hell, maybe this will give me an excuse to learn how??

Quote from: "Rozark"
Airman Tiles
Starman Sky
Party Balls
Crashman Music
Cake
Gentlemen, I believe we have ourselves a party  :geek:
I approve!  :cool: SOMEONE MAKE THE MAP!!!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on October 12, 2012, 04:47:11 AM
Quote from: "Rozark"
Airman Tiles
Starman Sky
Party Balls
Crashman Music
Cake


Gentlemen, I believe we have ourselves a party  :geek:
Perhaps Crystal man tiles instead?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 12, 2012, 04:00:11 PM
Annnnnd I know the next CSCM map might abuse them to death.

Speaking of abuse, nobody abused the Quickbeams like hell yet.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 12, 2012, 04:23:00 PM
It's not like we were hiding Party Balls existence all this time. You should have known it existed, it's been on the front page banner for decades.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 12, 2012, 07:42:41 PM
SPOILER ALERT!

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Accel on October 12, 2012, 07:54:52 PM
Quote from: "Galactan"
Perhaps Crystal man tiles instead?
Why hasn't anyone mentioned Flashman tiles?

Quote from: "Mr. X"
SPOILER ALERT!

(click to show/hide)
HOLY SHI- No way! This startling development has made me quite excited for this expansion!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on October 12, 2012, 10:39:29 PM
Quote from: "Accel"
Quote from: "Galactan"
Perhaps Crystal man tiles instead?
Why hasn't anyone mentioned Flashman tiles?
Was wondering the same thing ;)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on October 13, 2012, 12:12:02 AM
Quote from: "Mr. X"
SPOILER ALERT!

(click to show/hide)

I'm pretty sure someone spoiled that before.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on October 13, 2012, 01:04:28 AM
I've struggled in vain and I cannot contain this spoiler any longer! Though Mr. Ivory and his team might kill me when I tell you that
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 13, 2012, 02:24:17 AM
Quote from: "The_Broker"
Aqua Man is Mega Man's mother.
Why there's no 'Like' function for PhpBB.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 13, 2012, 03:03:56 AM
Spoilers, good sir! :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Giantmega on October 14, 2012, 05:14:55 AM
Theres TO Much spoilers ._.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on October 14, 2012, 12:06:50 PM
(click to show/hide)

True story.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: D25 on October 15, 2012, 02:04:15 AM
I learned from a secret source, that
(click to show/hide)

But enough, this should be a semi serious thread, right? Right? No? Okay.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 15, 2012, 04:02:39 AM
No seriousness? In my thread? Better fix that.

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on October 15, 2012, 04:19:09 AM
Quote from: "Rozark"
Airman Tiles
Starman Sky
Party Balls
Crashman Music
Cake


Gentlemen, I believe we have ourselves a party  :geek:


Add Mobys and Sky Whales, oh, and Disco.

This needs to happen. There is no if, this WILL happen.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Reemu on October 15, 2012, 04:22:02 AM
I agree with the comment that Uki will put after me, that skybox looks really awesome.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ukiyama on October 15, 2012, 04:22:09 AM
That skybox looks extremely nifty! Can't wait to see it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on October 15, 2012, 04:36:18 AM
So it looks like there's some good progress here. Can we forsee a relase date in the near future?  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -Daiki-TheOni on October 15, 2012, 08:28:34 AM
Ivory, beutiful screenshot  :shock:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 15, 2012, 09:21:06 AM
If you look at the outside area of the ship, it looks like it's sailing in ice-covered waters...

Like if it was some sort icebreaker.

I spy a laser upgrade module. And the Tornado Hold weptoken graphic looks neat.

Too bad this is all going to be tainted with Baii's music :^I

Why not just replicate the ship's face, make the battlefield taller, and have random cloud sprites moving fast in the opposite direction the ship is facing?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on October 15, 2012, 12:46:31 PM
I think it's cool that it'll have the whales flying in the background.

I'm sure those will be popular props...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 15, 2012, 01:05:26 PM
The map would be more awesome if the ship would crash into reach the temple if the match went on for too long.
Title: And really, it's me. I would try.
Post by: Ivory on October 15, 2012, 04:07:26 PM
Quote from: "MusashiAA"
Why not just replicate the ship's face

You act as if I didn't try to get the Kappa head in. Trust me, it isn't practical in any sense. The best bet is voxels, but that isn't supported in Zandronum yet. So for now, no head.
Title: RR Special Edition: Roc answers questions
Post by: Tesseractal on October 16, 2012, 07:40:51 AM
Quote from: "DonutYoshi"
Why there's no 'Like' function for PhpBB.
The "like" function is dumb and suggests a superficial, social-networking approach that is absent from these forums.
Quote from: "KillerChair"
Megaman will be in the expansion.
False. The expansion does not include Mega Man.
Quote from: "Ivory"
No seriousness? In my thread?
Looks a bit like X's airship stage. I can see why you had trouble with the skybox... It's not so bad, though. Maybe a bit too distorted.
Quote from: "Atticus"
Can we forsee a relase date in the near future?
Yes.
Quote from: "MusashiAA"
Too bad this is all going to be tainted with Baii's music :^I
Baii's music is better than the 8FC team's music.

And yours.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 16, 2012, 04:58:24 PM
Well, I might as well say how I feel about the music debate.  Having only heard the RM8FC versions yesterday and all of Baii's music for the expansion so far, I am inclined to say I believe the RM8FC versions are superior by a bit.  I stress a bit because it's not like it's "One's good, the other is crappy", both are quite great - just one moreso than the other.  However, Baii's versions are crystal clear while the RM8 music is muffled (or at least the versions I have).  Baii's sound more like the originals, but seeing as how this is MM8 we're talking about, the RM8FC ones sound better because they sound more at home in an NES Mega Man game with more counter melody/harmony.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 16, 2012, 05:43:50 PM
Oh, of course Baii's covers would sound crystal clear when compared to 8FC's. People that are familiar with Rockman 7 FC should know by now why: it's the method used to rearrange the songs.

Long story short, the music was done using the same method Cave Story's music was arranged: instrument samples that mirror the 2A03 audio channels, but are not actually at all straight from something as fidedign as Famitracker. This explains the same-y percussion and the somewhat simplistic instrumentation: all standarized because the mixing software doesn't exactly give too much freedom for instrument manipulation that would mirror the 2A03 chip spot-on. Despite this, 8FC's music shines over 7FC's because it's the product of years in development in both an arranging and instrumental sense, which end up far succeeding it while staying in the same style.

Baii's covers are done in Famitracker, which is much more accurate and modular than the method used for 8FC's music. Except he has developed what I believe to be standarized instruments that follow MM5 and MM6's arrangements and instrumentation. That's partially why I don't like his covers: no matter the game the song comes from, they always sound the same in a bad way, because he has a lot of freedom but chooses to standarize the instrumentation and arrangement in favour of some sort of assumption that it's ok to do so with post-MM6 music.

Having followed Rockman 8 FC since the beggining of its development, I can say for sure that the music quality has come a looooong way. Having listened to Baii for a long time as well, I can safely say that 8FC's music will be better than whatever he can come up with in his own style, regardless of me not having listened to his MM8 covers. This is because 8FC's music has achieved a point where all the flaws from 7FC have been surpassed, the MM8 arrangement style has been sufficiently replicated to a delightful point, and it keeps the MM6-like standarized instrumentation trend without sounding exactly like either MM6 or 7FC.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 16, 2012, 05:48:55 PM
Now I'm curious. Is it possible for me to hear both versions?
Title: Re: RR Special Edition: Roc answers questions
Post by: Turbodude on October 16, 2012, 05:50:50 PM
Quote from: "Tesseractal"
The "like" function is homosexual
Quote from: "Tesseractal"
homosexual
Please refrain from using that as a derogatory statement, some people (such as myself, to some extent) might find it a tad bit offensive.

Also, Ivory. Forgive me for being out of the loop about this but...
The party ball in that screenshot, what kind of items can it contain? Will it behave exactly like Eddie or will it be limited to specific items?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 16, 2012, 06:22:34 PM
If I'm not mistaken, Party Balls can only drop health, ammo, Assist Summon items, or Time Stopper.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 16, 2012, 06:23:46 PM
Party Ball can drop Health / Energy pickups, Tanks or Assist Summons. Everything is weighted so Health/Energy is usually what drops where an M-Tank has a very minimal chance to drop and anything in between. With all that being said, Eddie can no longer drop said items making him purely weapons only.

...Time Stopper? Why on earth would Time Stopper be in there?
Title: :ugeek:
Post by: Hallan Parva on October 16, 2012, 06:25:34 PM
Quote from: "Ivory"
...Time Stopper? Why on earth would Time Stopper be in there?
darling, darling, darling

it's called the PARTY ball

do you even have to ask
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on October 16, 2012, 06:32:01 PM
Quote from: "Ivory"
Eddie can no longer drop said items making him purely weapons only.
Please explain why.

At the moment I'm not amused. Eddie giving you tanks gave him more variety and interest.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 16, 2012, 06:43:41 PM
Quote from: "Michael712"
At the moment I'm not amused. Eddie giving you tanks gave him more variety and interest.

1. Get rid of overlap between Eddie and Party Ball
2. Eddie has so many weapons that it outweighed the chance of getting a non-weapon heavily anyways.
3. Most people actually expect a weapon from Eddie and get annoyed when they don't get a weapon.
Title: Re: RR Special Edition: Roc answers questions
Post by: LlamaHombre on October 16, 2012, 07:34:41 PM
Quote from: "Turbodude"
Quote from: "Tesseractal"
The "like" function is homosexual
Quote from: "Tesseractal"
homosexual
Please refrain from using that as a derogatory statement, some people (such as myself, to some extent) might find it a tad bit offensive.

Going to have to agree with Turbo here. Using that term as loosely as that is guaranteed controversy, and I'd rather not look at that.

Not going to call it a warnable offense this time, but I'm going to have to ask you never to use that term or other terms in those kinds of controversial ways again.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on October 16, 2012, 11:33:38 PM
Eddie and Party Ball separation sound p cool!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on October 17, 2012, 12:44:27 AM
Can we get a screenshot of Search Man's sprite?
Title: I don't actually know if I'm allowed to post a screenshot
Post by: Korby on October 17, 2012, 03:22:14 AM
Sure can!
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 17, 2012, 03:42:21 AM
That right face looks like a moai.

Maybe Search Man was originally part of Bacterion's army?!?!?!?!?!?!?
Title: everyone knows exe Search is like waaay better anyway~
Post by: Sora on October 17, 2012, 04:31:02 AM
Why not just show all of his sprites~:

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 17, 2012, 04:36:33 AM
Hey, that Search Man is too good to be confused with the MM8 one.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on October 17, 2012, 04:39:43 AM
Are you implying that MM8 was bad?  Because it wasn't.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 17, 2012, 04:42:20 AM
First of all, I do believe it's pretty bad, but that's not at all what I was implying.  I was implying that I think the Battle Network design for Search Man is awesome where the design in MM8 is...well, stupid.  The 2 heads thing is so random and ugly and unfitting.

In other words, I was talking about character design, not gameplay.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Shin Star on October 17, 2012, 08:13:29 AM
Quote from: "MusashiAA"
(click to show/hide)
What's the best way to contact Baiisilisk? I don't ever see him post on the topics I check or anything like that. I wanted to see if I could ask if he could convert his Famitracker MM8BDM related music into NSF so I could use them in my Stereo BGM pack I've put together.

He's still doing the music for this expansion right? I have to agree. While I really like his chiptune arrangements, they do kind of sound "the same." Now, if he tried MM3 style instruments...  :p
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 17, 2012, 08:15:12 AM
Quote from: "Shin Star"
MM3 style instruments
Gemini Man is OP

that is all :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 17, 2012, 09:53:46 AM
Quote from: "Mr. X"
First of all, I do believe it's pretty bad, but that's not at all what I was implying.  I was implying that I think the Battle Network design for Search Man is awesome where the design in MM8 is...well, stupid.  The 2 heads thing is so random and ugly and unfitting.

In other words, I was talking about character design, not gameplay.

When Capcom had their Robot Master design contest for Mega Man 8, there were three robots that had to have a specific design using a pre-made design template supplied to fans, being one with a sword and separable body, one with two heads, and one with long extendable arms. Search Man used the two headed design. You can see the templates here:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 17, 2012, 02:19:54 PM
That doesn't in all change the fact that the two heads thing makes no sense.  If it were some sort of robot master power that would REQUIRE 2 heads, then I wouldn't think so.

Oh, and ugh, MM3 instruments.  I don't like them, they lack power.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 17, 2012, 03:25:10 PM
And why can't there be just simply original instruments, but still in Megaman standards.

That's fanmade composers for you!



Two heads are kinda useful if you searching and stuff. You might as well complain to Gamefreak for coming up with a bird with two/three heads and have no wings.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 17, 2012, 03:52:44 PM
Quote from: "Shin Star"
What's the best way to contact Baiisilisk? I don't ever see him post on the topics I check or anything like that. I wanted to see if I could ask if he could convert his Famitracker MM8BDM related music into NSF so I could use them in my Stereo BGM pack I've put together.

I communicate with him via Youtube mail. He's a very nice guy, so I imagine he will respond to you if you were to contact him.
Title: @Samuel Moulton: stop acting entitled kthx
Post by: Tesseractal on October 17, 2012, 08:09:47 PM
Quote from: "Michael712"
At the moment I'm not amused. Eddie giving you tanks gave him more variety and interest.
False. Generally tanks are already present in the stage, so receiving a tank would not provide any additional variety into the map. Tanks are also immediately consumable (and not often) which provides less interest than a potentially new weapon.

(Eddie shouldn't actually drop weapons in the first place, but I've dropped that issue.)

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

The same style as what? Rockman 8? Because that's easy. Baii's covers are superior in that they match the style of the NES, for the reasons you stated. The MM8 Dev team here has recently made a push toward "NES accuracy" in terms of aesthetics. (mainly due to the efforts of you and Lego). Why insist on the NES-accuracy of a few sound bytes or color swaps but not the actual instruments used in composition? Using the NES palette is just as much of a "limitation" as using a NES tracker to compose the songs; it's used to guarantee accuracy. Baii's use of MM5/6 instruments ensure that the songs sound like Capcom's NES music. What does 8FC's team have? Just "years of development" which produced tracks that have non-melodic lines (e.g. percussion) that are too loud, in comparison to Baii's tracks which are "crystal clear"? The best claim 8FC music has is that it's superior to 7FC's, which was... atrocious.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 17, 2012, 11:35:18 PM
Actually, I think RM8FC more matches the style of the NES Mega Man games.  Baii's selection of instruments and at some points arrangement are what make his slightly less appealing to me.  He tends to overuse the "echo" effect of doubling up on the lead instrument.  However, his percussion is definitely better.

However, saying "IT'S BAD BECAUSE HE'S USING MM5/6 INSTRUMENTS!" is pretty pointless.  To me, MM5/6 instruments have the absolute solid Mega Man style:  They're THE sound of Mega Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 18, 2012, 01:38:08 AM
Quote
...he has developed what I believe to be standarized instruments that follow MM5 and MM6's arrangements and instrumentation. That's partially why I don't like his covers: no matter the game the song comes from, they always sound the same in a bad way, because he has a lot of freedom but chooses to standarize the instrumentation and arrangement in favour of some sort of assumption that it's ok to do so with post-MM6 music.

I guess it's just a matter of taste. I tried to break the instrumentation mold when I made post-MM6 music, mostly because I would only be satified if I tried to replicate the actual instrumentation from the game the songs came from through arrangement (it took a long time for me to reach a point of satisfaction with my MM7 Wily 3 cover), instead of just adapting the songs' arrangement and instrumentation to how a different composer perceived both.

A MM5/MM6-like MM8 cover that uses those two games as a basis for instrumentation and arrangement.

8FC's music, as I pointed out previously, is simplistic BY NATURE. The way PTTUNE songs are arranged is limited in terms of replicating what the 2A03 chip could do. This was surpassed by sheer replication of Shusaku's arranging style (it's not easy at all, as they were far more atmospheric than anything from the Classic games by that time, this being achieved thanks to the audio capacities of the Sega Saturn), while using instruments that mirror the ones used in both MM6 and MM4. Do note that we're talking about a NES-styled demake, so doing 2A03-styled PTTUNE songs that successfully mirror the arrangement style found in a SS game call for a lot of clever arrangement.

A 2A03-styled MM8 cover that uses MM4 and MM6 as basis for instrumentation and MM8 as basis for arrangement.

Quote
...he has a lot of freedom but chooses to standarize the instrumentation and arrangement in favour of some sort of assumption that it's ok to do so with post-MM6 music.

This is what I consider the reason for me to dislike Baii's songs, and as with everything, it originates from a different point of view about covers. I don't think it's ok to establish an instrument/arranging standard to every cover you do. Each song, and thus each game, has its own instrumentation and arranging style that can be replicated with Famitracker. One thing is doing mimics for shits and giggles: I've done so myself for the sake of experimentation, and I've even taken the liberty of reusing some instruments for some covers because I deem them fitting. Another thing is basing your style on other people's, because them you'll be stuck with mimics all the time. That is the difference between Baii and other MM fangaming composers and famitrackers.

At any rate, Mr. X already confirmed me that they weren't switching to the 8FC songs. I believe that it's because of Ivory the team respecting Baii's effort in making his covers.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 18, 2012, 01:50:29 AM
I too respect Baii's commitment and wouldn't recommend screwing him over switching on him.  I know if I were him, that would piss me off royally and his covers sound great.

Also, as far as I can tell, the Mega Man games reuse instruments within the same game, so saying "I'm not using any of the same instruments in any of the songs" isn't really an accomplishment in my eyes.  It is a matter of taste though, because I like it when a game has music all in a similar style generally because the ones that aren't in that style stand out as awkward.  A perfect example to me is Centaur Man's theme.  It's completely different than anything else in MM6, and personally, I think it sticks out for all of the wrong reasons.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Baiisilisk on October 18, 2012, 10:13:28 AM
Actually, MM8FC or mine, I am cool with it guys. Please stop debating over da muzic already!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 18, 2012, 03:32:28 PM
Isn't the music supposed to be low priority anyways? The only issue that really matters in the audio department would be the excessive size.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 18, 2012, 04:37:56 PM
No, I was aiming for the music to be as consistent as possible. As in, as much from one or two sources as possible. Some people may think "well what is the big fuss all about? Music is music right?" And It's true, I'm sure most people wouldn't really care if every song was from a completely different person. But then you have to realize, Capcom did all the MM1-6 music and thus it flows more consistently because it came from the same source. That's what I'm trying to emulate.

I can't wait for MM9. No more dancing around unofficial RM#FC sprites, tiles, music and stuff.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on October 19, 2012, 03:51:33 AM
I would imagine MM9/10 would go considerably faster than 7 and 8 did.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 19, 2012, 04:51:22 AM
The MM8 Expansion is at the end of primary development. All maps, actors, props, etc are more or less accounted for aside from final tweaking. Next up will come play-testing and making fixes based on that feed back. I'm still not going to give any definite release date right now, but I am fairly confident if the team keeps up the good work, then it should be released in approximately a months time. More details later.

As for the CTF contest winners. I'm declaring that all CTF Maps must be in by November. Currently Blue Brawl, Yellow Devil and Beed's maps have been finalized and accepted.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on October 19, 2012, 06:21:42 AM
That's some amazin' news!

There's going to be a lot of great Mega Man celebrations in December : )
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 19, 2012, 07:53:49 AM
That's the best news I've heard this week. I'm sooooooo excited now!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on October 19, 2012, 10:45:49 AM
Yush! Even though the day has just started for me, it already made my day hearing its nearly done!

Keep up the good work!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Super Bondman 64 on October 20, 2012, 01:21:55 AM
Huzzah!  I'm pretty stoked :geek:

Great work to everyone involved!  I'm sure I'm not alone in saying that we all really appreciate the effort you're putting into making sure this is a quality expansion!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on October 20, 2012, 06:40:28 PM
Are there going to be any fixes to possession? It could use some.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 20, 2012, 07:28:15 PM
Quote from: "Atticus"
Are there going to be any fixes to the MM7 weapons? It could use some.

also the other weapons

just say yes or no. no need to get technical
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 20, 2012, 07:32:10 PM
The v3a update is far more than just being about MM8, it does a lot of fixes to old content, such as weapons.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: EazyDI on October 20, 2012, 07:55:56 PM
Quote from: "Ivory"
The MM8 Expansion is at the end of primary development. All maps, actors, props, etc are more or less accounted for aside from final tweaking. Next up will come play-testing and making fixes based on that feed back. I'm still not going to give any definite release date right now, but I am fairly confident if the team keeps up the good work, then it should be released in approximately a months time. More details later.

As for the CTF contest winners. I'm declaring that all CTF Maps must be in by November. Currently Blue Brawl, Yellow Devil and Beed's maps have been finalized and accepted.

As excited for V3A as I am, that is truly great news. Looking forward to it's release!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: T's Inventions on October 21, 2012, 06:30:17 AM
Whelp, the future is upon us,
not only is the MM8BDM-V3A update coming out very very soon,
but the Wii U is also as well,
also not to mention the U.S. election very soon as well,
in alot of ways the future looks bright,
and in alot of ways the future looks dark.

Sorry for getting a bit too off topic,
I just can't help but to ponder in times like this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Colonel ServBot on October 21, 2012, 10:05:56 PM
Quote from: "Ivory"
That's right, it's finally time to unveil, The MM8 Expansion! - Release Date: Projected Mid-November

(click to show/hide)

I'll start by answering some questions you'll probably be wondering.

1) So to answer the first obvious question everyone must be thinking at this point. Ivory? Where is CutmanMike! Mike has taken a backseat on this expansion, and has placed me in charge of development. So basically, if you have questions, ask me, not Mike.

READ THIS
2) This is important. You are probably wondering "Gee, how can I help?" The short answer is, I'm sorry, you can't. MM8 has been in progress since late October. I've assembled a team of mappers, modders, graphics artists, and so forth to work on MM8. We're more or less half way done the expansion at this point in time. If we need help from the public, then I will make a post here saying what needs to be done. In other words, don't go making graphics or anything and expect us to include it in MM8 when you were not asked to do it. Askers are not receivers, and whiners are not receivers either.

3) With that being said, I will not be mentioning who is on the MM8 Team other than myself and Mike. Those individuals are free to say if they are working on the team, but I'll leave it up to them to decide if they want to be known now, or wait until MM8 is released.

Now, onto the expansion itself. What can you expect from it?

Well:
    New weapons
     New skins
     New maps
     New assist items
     New chapter boss
     Various changes to old content (big and small)
     New changes to make a modders life easier, such as the implementation of categories for Doom Builder 2 to organize MM8BDM content.
     and more!

I'll go into more details closer to release.

Otherwise, feel free to ask questions, suggest, hype, and do whatever you want to do in this topic.
would this include some thing that makes custom skins easier as well?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 21, 2012, 10:06:39 PM
Excuse me? What do you mean by that?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -Daiki-TheOni on October 21, 2012, 10:23:57 PM
I think he means this: a editor (or something like that) for make skins easier.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 21, 2012, 10:44:00 PM
No, that is beyond the scope of the core game.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 21, 2012, 10:47:01 PM
It's really not that hard to make skins anyway, spriting aside.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tipap agnef on October 22, 2012, 04:21:19 AM
Why does Dive man not open up his chest when he fires?

(http://spritedatabase.net/files/nes/235/Sprite/Diveman.gif)

This is a travesty and must be remedied immediately.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on October 22, 2012, 04:47:31 AM
Quote from: "tipap agnef"
Why does Dive man not open up his chest when he fires?

This is a travesty and must be remedied immediately.

Forgot if there was a reason for this. I included the frame in his original sprite sheet...

(click to show/hide)

Also, just found the never implemented Garfield skin:

(click to show/hide)

And the "concept art" for the first splash screen:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on October 22, 2012, 10:47:33 AM
Well... thats... intresting...ok.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on October 22, 2012, 11:56:48 AM
Quote from: "PressStart"
And the "concept art" for the first splash screen
That's pretty cool, how can I find the original splash screen? Not the art, the actual screen.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on October 22, 2012, 03:13:20 PM
Quote from: "PressStart"

Forgot if there was a reason for this. I included the frame in his original sprite sheet...

(click to show/hide)

Comparing that image to Dive Man's firing animations in the game, they just reused the F animations for all G animations EXCEPT for the 7/3 angles, where they used both G animations for. Now I've gotta fix this for my game personally until an official fix is done.

EDIT: It's a very simple fix. Just had to modify DIVMF7F3, DIVMG1 and DIVMG8G2. Thanks Mr. PressStart!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on October 22, 2012, 03:26:59 PM
Quote from: "The_Broker"
Quote from: "PressStart"

Forgot if there was a reason for this. I included the frame in his original sprite sheet...

(click to show/hide)

Comparing that image to Dive Man's firing animations in the game, they just reused the F animations for all G animations EXCEPT for the 7/3 angles, where they used both G animations for. Now I've gotta fix this for my game personally until an official fix is done.

EDIT: It's a very simple fix. Just had to modify DIVMF7F3, DIVMG1 and DIVMG8G2. Thanks Mr. PressStart!

I didnt understand any of this due to my lack of skin making knowledge.
But i think this needs to be used.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on October 22, 2012, 03:30:34 PM
If Mr. PressStart gives me his permission, I can send the fixed sprites to Mr. Ivory and perhaps he'll add them along with the other fixed skins I've submitted.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on October 22, 2012, 04:30:56 PM
That'd be awesome. Thanks, Broker : )

Quote
That's pretty cool, how can I find the original splash screen? Not the art, the actual screen.
Uhm, well here's someone's pic of an older version (found via the magic of Google)
(http://i53.tinypic.com/14npjr5.jpg)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 23, 2012, 12:01:35 AM
Oh man, I remember that old Splash screen. I loved that one. Brings back a lot of memories...


I miss classic roboenza.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on October 23, 2012, 03:24:50 AM
Roboenza... *gag*
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on October 23, 2012, 06:57:45 PM
Well, nothing to see here....nope, nothing of interest...go away. (Yup, energy is totally the normal color, uh huh)
(click to show/hide)

Also, there are no screenshots of Grenade Man's stage here, none, nada, zippo.........
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on October 23, 2012, 06:59:25 PM
Quote from: "Messatsu"
Well, nothing to see here....nope, nothing of interest...go away.
(click to show/hide)

Also, there are no screenshots of Grenade Man's stage here, none, nada, zippo.........
(click to show/hide)

I was going to ask about Grenade Man's stage yesterday actually. Very enlightening of you to read my mind like that. Oh and the stage looks great. (Do the bomb platforms regenerate?)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 23, 2012, 07:04:20 PM
Quote from: "The_Broker"
bomb platforms

AHA! Is that one of the predicted "overused gimmicks" Ivory predicted?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 23, 2012, 07:07:35 PM
You guys are blind.
Yes, Bomb Platforms were one of my predictions.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 23, 2012, 07:11:58 PM
Will there be an option to disable the weapon color switching? Personally I prefered it staying blue due to it being easy to spot...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 23, 2012, 07:16:46 PM
Quote from: "Messatsu"
Well, nothing to see here....nope, nothing of interest...go away.
(click to show/hide)
I'm still trying to figure how that will work.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on October 23, 2012, 07:30:34 PM
I just thought of the other predicted "overused gimmick"... the floating spikes that could be moved with Tornado Hold in Aqua Man's stage. Am I right?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 23, 2012, 07:41:34 PM
Ok, we've come to the conclusion that we'd prefer you don't keep posting about this on nearly every page of this topic so we'll just say it:  It's the time bombs and the thunder claw hooks.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on October 23, 2012, 07:44:33 PM
Is there jump jump slide slide?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on October 23, 2012, 08:34:21 PM
Quote from: "Atticus"
Is there jump jump slide slide?

In a way, yes. I thought I remember them saying it would not be in.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on October 23, 2012, 08:55:11 PM
Quote from: "tsukiyomaru0"
Quote from: "Messatsu"
Well, nothing to see here....nope, nothing of interest...go away.
(click to show/hide)
I'm still trying to figure how that will work.
Using a clientside translation script, maybe?
(or they are always that color in those maps)

Also I think there were time bombs in older screenshots, BTW.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 23, 2012, 09:08:55 PM
Quote from: "SmashBroPlusB"
Will there be an option to disable the weapon color switching? Personally I prefered it staying blue due to it being easy to spot...
cough cough
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on October 23, 2012, 10:18:30 PM
I, personally, will enjoy the color changing powerups.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 24, 2012, 01:17:19 AM
It actually makes the game more 8-bit, Smash. Even though the game is never really based on the NES hardware limits.

I think there's no option.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 24, 2012, 01:56:24 AM
Powerups changing colors with weapons brought a smile to my face. I don't recall this being even in MM8, but it doesn't matter. I think it's pretty cool.

Now we can totally rave in Flaming Nightlife.  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 24, 2012, 05:23:41 PM
MM8 never had any etanks. Rockman and Forte didn't either.
This is all for the NES Megaman games. Since you know that happens.


Also what are the chances of seeing a map abusing every possible gimmick of MM8BDM?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 24, 2012, 05:34:29 PM
Quote from: "Donutyoshi"
MM8 never had any etanks. Rockman and Forte didn't either.
This is all for the NES Megaman games. Since you know that happens.
I think he meant the possibility of palette-swapping other ordinary items, such as energy pickups. since Megaman 8 was made for a platform able to handle multiple palettes at once, you never saw an energy capsule change colors. But, since NES had limited palette , said change was forced because the energy capsule shared the same palette as Megaman's body. This was later carried on to Megaman 9 and 10, as well as FC-styled remakes of 7 and 8, intentionally.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 24, 2012, 05:37:20 PM
I'm just saying. I know palate swap was used only the NES Megaman games (or those who attempted to be NES styled).

What I'm saying, it occured to me MM8 never had any use of that. The only thing close enough for an etank would be the Rush Supports.

So in the end, would there be support items for rush maybe? It would be actually kinda cool if there was motorbike rush for a support item. Plus, it's make Nitroman's map less like avoiding the hell out of the trucks and more like a speedway maybe. Maybe, though. When we get to the MM10 expansion, which seems like 2 years from now maybe?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 24, 2012, 07:12:04 PM
We tried a Rush Bike.  It was like summoning a wave bike anywhere which only encouraged running like Hell from everybody and did nothing but be annoying for all, so it was removed.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 24, 2012, 07:30:46 PM
What if Rush Bike acted somewhat like a class change after you summoned rush bike and got close enough to him to trigger his function? And, as you took hits, it reduced X seconds from the maximum time you can use, and forces you to use a weak buster while on it and no strafing?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 24, 2012, 07:34:02 PM
Rush Bike sucks, it does nothing encourage stalling via running. It's not going in.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 24, 2012, 07:37:31 PM
Not even if it was a rare eddie drop and couldn't be reused? Also, yeah, Wave Bike speed is too high for Rush Bike.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 24, 2012, 07:41:26 PM
I've said this once and I'll say it again.

Not everything has to go into the core game, despite what some people seem to think. If a mod wants to add Rush Bike, then that's fine. It's not going into the core game however.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 24, 2012, 08:46:27 PM
Quote from: "Ivory"
Not everything has to go into the core game, despite what some people seem to think.
R.I.P. "The Justice Fist"
2013-2012


NEVER FORGET
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 24, 2012, 09:22:08 PM
Quote from: "SmashBroPlusB"
Quote from: "Ivory"
Not everything has to go into the core game, despite what some people seem to think.
R.I.P. "The Justice Fist"
2013-2012


NEVER FORGET
Okay then and- PIME TARADOX!

*ahem* now on serious matters:
Will there be Duo as a secret boss, perhaps rewarding something interesting?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on October 24, 2012, 09:22:59 PM
Quote from: "Ivory"
Rush Bike sucks, it does nothing encourage stalling via running. It's not going in.
Can't the same be said of charge kick, scorch wheel, skull barrier, time stopper, and exit unit?
Hell, running isn't even bad thing; in duel it gets removed and in dm and you just kill other people while the runner wastes his valuable fragging time healing for no real reason.

But I guess if you want a fragging assist tool:
Jax's rush bike: Speed boost done in scorch wheel style and slower than scorch wheel because it needs to be convenient to use and you can't get off bike.
Can still use your own weapon, rush bike itself periodically fires missiles.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 24, 2012, 09:34:50 PM
I don't think you guys ever understand this concept, because I see it come up a lot. Not everything has to go into the vanilla game, this expansion is introducing enough new inventory items anyways.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Colonel ServBot on October 24, 2012, 09:39:40 PM
Quote from: "Ivory"
Excuse me? What do you mean by that?



no. not an editor. how about. like slumped, but something that doesnt take as long
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 24, 2012, 09:41:02 PM
Then use Slade3?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Colonel ServBot on October 24, 2012, 09:42:24 PM
may i ask wat that is?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 24, 2012, 09:45:35 PM
Rush Bike COULD be introduced into the game, yes. It doesn't NEED to. It's not mandatory.

Like the Power and Jet adaptors from MM6
Or the Super Arrow and New Rush Coil from MM5
Or the Wire and Balloon items from MM4
Or Rush Marine from MM3
Or Item-2 and Item-3 from MM2
Or the Magnet Beam from MM1

Plus, it was superflous enough in MM8
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 24, 2012, 09:51:52 PM
http://slade.mancubus.net/
It's basically Slumped, but better.


==================================


And I can't stress enough. The opinions over Rush Bike is in theory only. We actually playtested Rush Bike and concluded it offers no good while allowing it to be yet another method of running/stalling. Yes, there are other weapons that do that. But do we really need yet another method? And Musashi pretty much nails what I'm trying to say. Not every single item needs to be accounted for in MM8BDM.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 24, 2012, 10:20:25 PM
Quote from: "MusashiAA"
New Rush Coil from MM5

I can see it now...it has a 50% chance of being non-solid, thus causing you to jump through it.  Any further attempt to jump back on it results in Rush jumping without you.  BRILLIANT!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on October 24, 2012, 11:05:41 PM
Difference between rush bike and those is rush bike offers something unique, flexible, and doable. No other assist item gives a running speed boost or has you fire extra projectiles and I simply feel you are misssing a great opportunity.

And we are so beyond "having enough weapons/items/maps/classes" it's not even funny.

I seriously feel extra projectiles and not having a huge speed boost would make solve the whole running away thing if that is really such a big deal.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 24, 2012, 11:07:03 PM
It's not happening.  We tried it.  We were unanimous:  we hated it.  End of discussion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 24, 2012, 11:17:37 PM
To reinforce what Mr. X just said, as the manager of MM8 and the v3a expansion. Rush Bike isn't going into the game. End of story.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 24, 2012, 11:22:46 PM
I'm OK with that. Rush Bike was a subpar support item in the game anyways, and its core role (increased mobility with offensive capacities) is already offered by other weapons. It's not needed.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 24, 2012, 11:26:14 PM
I thought it was useless in MM8. I gave it a serious try once, then never again. No, really. Was there even a good use for it somewhere? In any case, I don't think I'd like it in 8BDM, either. People run away a lot as it is now.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on October 24, 2012, 11:28:30 PM
To be honest the only real "stalling weapons" I can think of are Leaf Shield and Plant Barrier. Skull Barrier is barely a stall weapon anyway- it disappears after about 10-15 seconds, and anyone who puts it up is followed anyway.

What other "stalling" weapons/items are there? W and E Tanks? I'd kind of consider those silly to include as stalling items as, if I remember correctly, they are removed from duel, which is the only place where stalling really occurs. Charge Kick? Yes, it's a viable escape weapon, but it doesn't last forever and it's not especially hard to follow a Charge Kicker considering most of the maps it's on are basically long and narrow stretches of land. Wave Bikes and Time Stopper are terrible excuses anyway, considering they only appear in one and two maps respectively. The only item I can see as a staller would be Rush Jet and even that can be countered with the right weapons (Missiles, G. Hold).

Seriously, Gyro Pads would be a bigger staller than Rush Bike.

Couldn't just make it like Wave Bikes, so if you crash you lose it, and dissipates after a set amount of time (smaller than Rush Jet, of course)? It just seems silly that you guys wouldn't include it with such a small and undetailed explanation that doesn't exactly seem to hold up against the facts.

At least you could let the general public try it out and give their thoughts on it, since, you know, the two people explaining this are barely seen playing the game in the first place. Yeah, yeah, I know, Ivory goes by different aliases, but still, you two are part of the more infrequent players around here.

EDIT: And then there were ninjas. Disregard this post since apparently talking about it is illegal now.
Title: and then we were all banned, the end
Post by: Hallan Parva on October 24, 2012, 11:40:58 PM
Quote from: "Star Dood"
At least you could let the general public try it out and give their thoughts on it, since, you know, the two people explaining this are barely seen playing the game in the first place. Yeah, yeah, I know, Ivory goes by different aliases, but still, you two are part of the more infrequent players around here.
PRAISE BE TO THE GODS
FINALLY SOMEONE HERE WITH SOME SENSE



and you know I've seen plenty of ideas that are not "lol Wave Bike clones" put up here

you could at least have a little bit more, you know, understanding and not grating stubborn face



BACK ON TOPIC
I've heard rumours of a complete overhaul to campaign. Any news on that?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 24, 2012, 11:46:37 PM
Quote from: "Magnet Dood"
It just seems silly that you guys wouldn't include it with such a small and undetailed explanation that doesn't exactly seem to hold up against the facts.

Yes, the facts.  The "facts" that you listed which began with "I'd kind of consider".  The facts that we have are that WE ACTUALLY TESTED THE DANG THING IN AN ACTUAL SCENARIO AS OPPOSED TO YOUR HYPOTHESIZING.  First of all, "Just make it explode when you hit a wall" doesn't work because the stages aren't designed for wave bike speeds - the biggest problem with it.  "Well, then just slow it down!" - If we slow it down, then we're already overlapping not one but two slightly enhanced speed items:  Scorch Wheel and Charge Kick.  Do we really need yet another one?  Plus, as was said earlier, Rush Bike was basically useless in MM8 itself - hardly worth breaking our backs over getting it into MM8BDM.

As for "we're the only two and we don't play the game frequently", I've played several times in the past few weeks:  I don't play more than that because it's classes and/or Rage Roboenza and/or CSCM, the first two of which are mods I'd like to avoid and the last of which would take absolutely forever to download on my crappy college internet and I don't like most of the maps in it.  None of these are at all relevant to vanilla deathmatch because they all change the game too radically.

EDIT:  It's also important to note that we weren't the only two to put our foot down on the Rush Bike.  It was pretty well mutually agreed fairly on in the team that it sucked, if I remember correctly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Super Bondman 64 on October 24, 2012, 11:51:01 PM
Someone should just make a separate Rush Jet game mode mod guyz

But seriously, I agree with Mr. X and Ivory that not everything needs to be in the core, especially if it's gimmicky, or throws of the pacing of the game.  I think the MM8 team is probly level-headed enough to know what they're doing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 24, 2012, 11:59:39 PM
Well... I bet you can expect Messatsu to make something like "Extra Items Pack" XD

Also...
Quote from: "Super Bondman 64"
Someone should just make a separate Rush Jet game mode mod guyz

But seriously, I agree with Mr. X and Ivory that not everything needs to be in the core, especially if it's gimmicky, or throws of the pacing of the game.  I think the MM8 team is probly level-headed enough to know what they're doing.
That. Perhaps one or two "Rush Bike-only" maps, where they fight each other on it.. Or, since there'll be no RB in combat overall, maybe put it parked in the laboratory randomly replacing Rush, or in the ending...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 25, 2012, 12:00:47 AM
Could you atleast leave the expansion's Rush Bike as a seperate decorate file to release and we can abuse in custom maps n stuff?

There might be some uses for it in hands of custom maps or mods. Besides it's possible to make it different from the Wave Bike. Right?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on October 25, 2012, 12:22:43 AM
Quote from: "Knux"
Was there even a good use for it somewhere?
I used it to reach a bolt in clownman's stage, to damage bosses without getting hurt (because it works as a shield) and to screw around the intro stage because it's funny.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on October 25, 2012, 01:01:26 AM
It appears that someone couldn't read the footnote on the bottom.

Also, being the only ones to test it is the EXACT REASON why we're hypothesizing in the first place- since we haven't be able to test it we're trying to think of ways it might work. Gee whiz, how do you expect us to PUT FACTS TO USE UNDER IT if we haven't even been given the oppurtunity to even try it? That's really using your noggin there.

Besides, I wasn't talking about how it sucks, I was talking about the lack of escape/stalling weapons and items, which Ivory said we- sorry, you- have enough of, when I could really only count 4 (technically 3 since Leaf Shield can be incredibly easy to counter).

I did forget about Scorch Wheel, though. Thanks for reminding me of that.

Anyway, enough of this. You've made your decisions and I've made mine.

By the way, how do you plan on differentiating Astro Crush from Rain Flush? Will A. C. have smaller range but exploding projectiles with radius damage, or is Rain Flush recieving some sort of change?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on October 25, 2012, 01:08:01 AM
Just thought I'd mention that if we made Rain Flush's effects(rain) damage instead of an AOE explosion, that would already differentiate it enough, and arguably be a much more annoying weapon to fight if it hitstun.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on October 25, 2012, 01:11:51 AM
Just asking since the two weapons are pretty similar... ish.

Kind of.
Maybe.
not really

Is Astro Crush getting explosive projectiles that do radius damage? Also, will they rip? For the sake of being balanced, I imagine it's a no, but I think it would suit it pretty well.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 25, 2012, 01:17:30 AM
Unless I'm mistaken, Astro Crush's actual explosions/meteors do the damage as opposed to AOE for Rain Flush.  It's also a lot more powerful, but there's a delay between firing it and it raining down where you can't move and are vulnerable.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LeafBlade on October 25, 2012, 01:17:37 AM
Astro Crush if you ask me should have it so you use it, then about a second later it will actually come down where you activated it. So you could use it then run away from it persay, and maybe give it self-harm damage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on October 25, 2012, 01:27:41 AM
Vulnerability while using astro crush? That's sick!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on October 25, 2012, 01:36:20 AM
To be honest, that's not a bad idea. Give a reasonable amount of time to run away, but make it so if you stand under it you get hurt too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 25, 2012, 01:55:03 AM
Astro Crush is stupidly powerful as it is. (imagine someone dropping a bunch of hard knuckles from the sky) Even though the person using it is temporarily vulnerable, it's usually a better idea to just run from him instead attacking him.
Title: 30-person DM just got better~
Post by: Sora on October 25, 2012, 02:15:17 AM
Quote from: "Kapus"
(imagine someone dropping a bunch of hard knuckles from the sky)

Now I'm REALLY pumped for this~
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 25, 2012, 03:49:49 PM
Before I forget to mention it, am I the only one who thinks that the bottom floor on Toad Man's map could use one more bridge? It feels difficults to travel it when the only option is to jump in the current.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 25, 2012, 04:06:13 PM
I don't think so. Most of the more powerful weapons in the map are around that area, so I think it's good that it's difficult to traverse.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: sipfried on October 25, 2012, 05:32:38 PM
if there a secret boss then will it be quint .
he,s the last of the megaman killers.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 25, 2012, 05:43:17 PM
Quint is never actually serialed as RKN. 002, since it jumps from Enker to Punk. Quint is kinda just there as a skin and bot, despite the fact he worked alot like Enker did in Rockman World 2. Why do you think he never actually got a special stage?

I know every even-numbered chapter would probably result an optional miniboss. Though Ballade was mandatory, otherwise it would be impossible to defeat the final boss.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 25, 2012, 05:53:03 PM
No he isn't. You can beat Gamma with Hard Knuckle and charged Pharaoh Shot too. Probably something else I'm missing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 25, 2012, 05:53:38 PM
Atomic Fire works good, too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 25, 2012, 06:02:02 PM
Also, Protobuster. Protoman gives it to you if you can't damage him, I think.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on October 25, 2012, 06:07:42 PM
Derp for forgetting.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 25, 2012, 06:33:31 PM
I know why Quint is not a boss in this game:

He's secretly the canon robot that wins the DM tournament and defeats Wily.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Max on October 25, 2012, 06:34:13 PM
No, the canon robot is OVER-1
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 25, 2012, 07:00:28 PM
Quote from: "Kapus"
I don't think so. Most of the more powerful weapons in the map are around that area, so I think it's good that it's difficult to traverse.
No, that is exactly the problem. If you fall down there, the chances of becoming cannon fodder are high while trying to get back up. The idea is to provide some traffic relief because the paths are narrow anyways.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 25, 2012, 07:07:03 PM
Quote from: "Yellow Devil"
No, the canon robot is OVER-1
By the way, I'd totally use his skin if he was added in the official. Perhaps make him a cameo NPC to appear in the ending?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 25, 2012, 07:07:47 PM
Nah, we'll save that for the xover expansion.
Title: i want to say something about collision damage
Post by: BiscuitSlash on October 25, 2012, 07:34:59 PM
Will the party balls ever drop smaller party balls like in MM8?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on October 25, 2012, 07:42:02 PM
Quote from: "Ivory"
Nah, we'll save that for the xover expansion.
My body is ready.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 27, 2012, 08:57:45 PM
It's Screenshot Saturday!  A holiday I totally didn't make up 10 seconds ago, nope!

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on October 27, 2012, 09:13:42 PM
does this mean no more high fives, looks cool btw :)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 27, 2012, 09:15:11 PM
No more high fives.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 27, 2012, 10:23:38 PM
MM5GYR has been revamped?

(click to show/hide)

THERE IS A GOD
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 27, 2012, 10:42:36 PM
Just when I think I've gotten out, they pull me back in!  I was originally going to do only 1 DM map (Search Man) but instead I've done 3.5:  New Gyro, Search, Updated Yamato, and an undisclosed MM8 map to be shown at a later date (nothing too secret, I'll just talk about it if/when we show a screenshot of it).  I just can't quit on this thing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheMetalManu on October 27, 2012, 10:55:24 PM
Hey uh, quick question, will Ballade Cracker get back his original colors?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 27, 2012, 11:14:15 PM
I'm pretty sure that yes, it does. (Though better to hear it from one of the ones working on it than me.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 27, 2012, 11:26:59 PM
The reason Ballade Cracker was changed in the first place was due to problems with the palette, now that we are running off our custom made MM NES/FC/9,10 palette, pretty well everything is going to be true to their real colors.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 27, 2012, 11:36:55 PM
What about the weapons from MM7 and MM8? Are you using the actual SNES/Saturn colors, the DemakeFC colors, or an actual translation of the SNES/Saturn colors into the NES palette?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 27, 2012, 11:52:33 PM
The last one, or at least as close to it as we can get.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on October 28, 2012, 12:36:03 AM
New gyroman screenie looks good!
Not that i personally had something against the old one, but i suppose an improvement doesnt hurt ;)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on October 28, 2012, 01:14:14 AM
If Gyro's getting revamped, Cloud better get revamped too.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 01:24:32 AM
Quote from: "Atticus"
If Gyro's getting revamped, Cloud better get revamped too.

To be exact, Cloud got replaced before Gyro did.  ;)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on October 28, 2012, 01:39:20 AM
Yessss

And is Scorch Wheel's hitbox going to be reduced?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on October 28, 2012, 02:21:54 AM
Scorch is fine as is. It's got barely any ammo, which makes getting grazed by it in LMS (the only mode where getting hit by the large hitbox matters) a moot point.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 03:07:51 AM
Just asking: is there any DM or CTF Player Spawn Point near a pit or death trap? By near I mean: less than 32 units far and completely unsafe.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 03:13:56 AM
Quote from: "tsukiyomaru0"
Just asking: is there any DM or CTF Player Spawn Point near a pit or death trap? By near I mean: less than 32 units far and completely unsafe.
In what exactly? Cloud? Gyro? In General?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 03:22:30 AM
Quote from: "Ivory"
Quote from: "tsukiyomaru0"
Just asking: is there any DM or CTF Player Spawn Point near a pit or death trap? By near I mean: less than 32 units far and completely unsafe.
In what exactly? Cloud? Gyro? In General?
In general, of course. In the vanilla, I think there are few maps, about 3 to 5, which have this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: T's Inventions on October 28, 2012, 06:38:54 AM
:shock:

WHAT?!?!?!

MAPS GETTING COMPLETELY CHANGED?!?!?!

BAD IDEA!  BAD IDEA!!  BAD IDEA!!!

Why screw up what was fine with the game?

I am now not looking forward to the V3 update.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 06:40:58 AM
We're not screwing up what was fine with the game.  We're completely changing Gyro Man's stage, Cloud Man's stage, and Wily Hideout 2  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 06:45:52 AM
Well T's Inventions. I hate to break it to you, but a lot of things are changing. Maps, weapons, etc. The v3a update is more than just introducing MM8 to MM8BDM, it's also an overhaul of various parts of the current game that could be improved upon.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: T's Inventions on October 28, 2012, 06:48:43 AM
But why completely change the vanilla maps?
There was nothing wrong with them basic layout and design wise!

The only main things that needed fixing in the maps is
a few texture offsets in MM1DW2
and CloudMan's lag rain.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 06:51:37 AM
Mike made a lot of the vanilla map stages (not Gyro Man in this case). Are you saying Mike isn't allowed to change his own game?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 06:55:58 AM
Actually, there's a whole Hell of a lot wrong with them.  Off the top of my head...

Gyro Man's Stage
-Gyro Man's fans were very inconsistent.
-Very little fences = very easy to walk off and fall to your death
-Too much space between islands
-Gyro Fans encourage easy running from battle

Wave Man's Stage
-Lag makes it way too easy to crash boats
-Lag can cause the boats to not launch you in the air
-Hitting each other on boats is way too hard, and given that most of the stage is water, this is a problem.
-Again, way too easy to accidentally walk off to your death

Wily Hideout
-Tight water tunnels are perfect for just doing nothing but spamming Ice Slasher/Hyper Bomb/Rolling Cutter
-Just a boring layout altogether
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 28, 2012, 07:10:45 AM
Quote from: "T's Inventions"
Why screw up what was fine with the game?

It's not fine, you just got too used to it.

The MM7 weapons are shoddily done and can be glitchy, many maps need both small tweaks and significant layout changes, some of the weapons need balancing and improvement coding-wise, some modes don't even work well enough, some graphical and audio updates are needed, and this is all while making sure it's being shifted over to Zandronum, so EVERYTHING needs a double check.

Expect those kinds of changes that aren't too steep but very significant.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: T's Inventions on October 28, 2012, 07:12:15 AM
No I am not saying CutManMike is not allowed to change his own game.
I guess I am saying that changing stuff that was "set in stone" a long time ago is normally a really bad idea,
and there is a difference between improving and pointlessly changing.

Case and point is with the YouTube site design.
Over the years they have made countless pointless changes to it
and a lot of the times they would also completely remove or "hide" good features!

I really don't want the same to happen to MM8BDM.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 07:15:19 AM
Nothing about this game is set in stone, and nothing we've touched involves removing a good feature.  None of these maps were good by any stretch of the imagination.  We're making changes for balancing/quality reasons, not to modernize it which is the driving force behind the YouTube changes you're talking about.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 07:16:52 AM
What the heck are you babbling about. Do you enjoy having maps that people generally map vote off of? Gyro Man was one of those maps. If you have fun on Gyro Man, that's one thing. If you think the design is legitimately well done, then I'm sorry, but you really have no idea what good design really is.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 07:17:22 AM
Quote from: "Mr. X"
Actually, there's a whole Hell of a lot wrong with them.  Off the top of my head...

Gyro Man's Stage
-Gyro Man's fans were very inconsistent.
-Very little fences = very easy to walk off and fall to your death
-Too much space between islands
-Gyro Fans encourage easy running from battle

Wave Man's Stage
-Lag makes it way too easy to crash boats
-Lag can cause the boats to not launch you in the air
-Hitting each other on boats is way too hard, and given that most of the stage is water, this is a problem.
-Again, way too easy to accidentally walk off to your death

Wily Hideout
-Tight water tunnels are perfect for just doing nothing but spamming Ice Slasher/Hyper Bomb/Rolling Cutter
-Just a boring layout altogether
You forgot some details: In certain cases (example: INTENSE lag which so far I only experienced in Neo's Saxton Server with 12+ players alive, and was surely because of 20+ ACS scripts looping at the same time), the fans may malfunction, sending you as high but not as far. And even once happened to occur in Waveman that I was walking on the water with no bike at all. Also, you could infinitely bounce between fans in Gyroman if your timing was right.

also...
Quote from: "T's Inventions"
No I am not saying CutManMike is not allowed to change his own game.
I guess I am saying that changing stuff that was "set in stone" a long time ago is normally a really bad idea,
and there is a difference between improving and pointlessly changing.

Case and point is with the YouTube site design.
Over the years they have made countless pointless changes to it
and a lot of the times they would also completely remove or "hide" good features!

I really don't want the same to happen to MM8BDM.
A good share of maps were just unsuitable for DM, Duel or casual gaming. Ever tried Roboenza in Cutman? What about Duel in Gyroman? Oh, and have fun trying a DM in Waveman. So, yeah, they didn't work very well... Oh, and worst case scenario: Springman.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 28, 2012, 07:37:57 AM
Springman is not nearly as bad as the others listed.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: T's Inventions on October 28, 2012, 07:44:21 AM
I know that maps like MM1DW2, WaveMan, GyroMan, and SpringMan are not the most well made maps,
But never have I once thought that they were so bad that they needed to be completely scraped.

If map size is the main problem in WaveMan and GyroMan
then shrink the map down a bit by moving the islands closer together.

If SpringMan's map is a bit too bouncy,
just raise the bouncy floors up some.

These are a few map changes I am ok with,
but completely changing the basic design/layout of the maps?  Heck no.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on October 28, 2012, 07:53:30 AM
In that Gyro Man screenshot, the basic design and layout is still the same.  There are just more platforms for getting between the main islands.  Moving islands closer together, as you suggested, is a layout change, however.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 28, 2012, 07:55:00 AM
For a while, I've been thinking that someone should make a map pack with all of the older versions of stages...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 08:02:25 AM
Just because the maps are fine in your mind, doesn't mean the general populace thinks the same way. We're not changing maps like Knight Man or Metal Man, we're changing maps that the community generally complain about the most and often mapvote away.

I redid MM7DW4 recently for v3a. The MM8 Dev team loves it way more than the original because the original map was hell. A bunch of cramp and small platforms to run around on and forced Super Adaptor flight. Yet again, MM7DW4 is a generally avoided map. Cloud Man is avoided, Ring Man is somewhat avoided, Wave Man is avoided. See the problem here? They aren't fine. If barely anyone wants to actually play on them, then something is wrong with them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 28, 2012, 08:08:30 AM
Speaking of Ringman, were there any changes to it?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 08:09:59 AM
You'll see soon enough.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 09:03:45 AM
Now that you mentioned Metalman... At most it could get expanded. At most.

Also, Yoku blocks? Will they remain as is in Heatman?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 28, 2012, 09:34:45 AM
Quote from: "Mr. X"
-Too much space between islands
wasn't that the whole point

while I support cleaning up the core I'll have to say I don't like the new Gyro screenshot

maybe from another angle it would look nice but what I'm seeing is a bunch of added "why"

the platforms are really close together, which would work if they were touching or something

I don't know but that looks like a lot of 128-unit death that really doesn't need to be there

the distance emphasized the death and pain

now you'll get a bunch of idiots jumping to their doom like in Blizzard Man
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on October 28, 2012, 10:00:54 AM
I never knew ring man was avoided.
But I do kind of avoid waveman alot, and gyroman wasnt all that fun unless I was high fiving everyone I could...
So I also support making a few changes to the maps.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on October 28, 2012, 04:00:48 PM
Now while I am 100% positive that the changes will increase the quality of the map, I'm not sure exactly how much those improvements will be. It seems to me that you're going to get similar complaints that I had from my CTF map a while ago. The platforming's going to seem pointless when there's gyro fans to take you where you want, the pits are still probably going to catch a lot of people, and the weaponset will likely need to be altered with the platforming in mind.

If you've already put these complaints into mind, good for you. If not, you may want to just do a quick check-up for any ways to reduce death. Weapons that stop your momentum in midair should be removed at all costs, maybe some of the platforms could be bigger, etc.

Looking forward to the new changes being made, I definitely see promise in this expansion.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on October 28, 2012, 04:03:05 PM
Just asking, what will happen to MM7DW4? I hear many people saying it is bad, and sometimes, someone will call a map vote(even me).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 04:49:08 PM
Quote from: "LlamaHombre"
The platforming's going to seem pointless when there's gyro fans to take you where you want

What Gyro Fans?  There's only 2 in the map now, and they lead from two of the corners to the upper area of the center.

As for platforming death, more or less, most of the playable land is in a + shape and has railings/ways to mostly prevent people from walking off.  The corners that link the edges of the plus are routes that lead to more valuable items and are thus more platforming-centric.  We haven't done lots of playtesting on it, but if these areas prove to be too problematic, I can add railings to the paths and readjust the amount of jumping needed.

Quote from: "SmashBroPlusB"
wasn't that the whole point

It was the whole point.  And it sucked.  So much space plus gyro fans everywhere made chasing people down a pain in the ass because they kept getting blasted 30 miles away.

Quote from: "SmashBroPlusB"
the distance emphasized the death and pain

To quote a conversation Ivory and I had last night regarding something else, "The biggest opponent in DM should be the opponent, not the environment".  It's hard to have a nice solid fight against someone when a fan randomly screws up and doesn't send you the whole distance/sends you too far/sends you the perfect distance to land on the fan that sends you right back.  The entire system was inaccurate and downright stupid.

Quote
the platforms are really close together

Many of the smaller platforms have actually only 32 units between them.  They're more or less walkways with the illusion of being multiple platforms.  Skulltag screenshots make things look strange, but it makes more sense in game.

Quote from: "SmashBroPlusB"
now you'll get a bunch of idiots jumping to their doom like in Blizzard Man

Yes, now we'll have deaths due to players' faults as opposed to completely uncontrollable deaths from Gyro Fans and lack of eyes in the back of your head.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 04:54:02 PM
Quote from: "Hilman170499"
Just asking, what will happen to MM7DW4? I hear many people saying it is bad, and sometimes, someone will call a map vote(even me).

Quote from: "Ivory a few posts above yours"
I redid MM7DW4 recently for v3a.
Title: warning - may cause sudden bouts of hammer time
Post by: Hallan Parva on October 28, 2012, 05:25:44 PM
Quote from: "Mr. X"
What Gyro Fans? There's only 2 in the map now, and they lead from two of the corners to the upper area of the center.
okay

what are you smoking and where can I get it




THE MAP IS NAMED GYRO MAN. IT'S SUPPOSED TO FEATURE GYRO FANS IN IT.

you took the most fun gimmick in the game (even if it WAS broken / unreliable) and reduced it to a mere footnote



how did you get on this team in the first place
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 28, 2012, 05:36:07 PM
I would much rather have a playable map than a gimmicky one. However, I will hold off my opinion about the new MM5GYR until I can play it. Screenshots are one thing, and playing the maps are another. It's happened that I see a screenshot of a map and say it sucks, then play it and it works.

Even if it doesn't look like it works, you can't say anything for sure until it has been played a decent amount of times. You can cry all you want, but that's not getting things anywhere productive.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 05:39:12 PM
Quote from: "SmashBroPlusB"
how did you get on this team in the first place
Easy, I picked Mr. X because he's a fairly rational person, an excellent mapper, one of the best here. Good detailed, listens to criticism. Pretty good at getting things done once he's committed to getting it done.

Quote from: "SmashBroPlusB"
THE MAP IS NAMED GYRO MAN. IT'S SUPPOSED TO FEATURE GYRO FANS IN IT.
No, it isn't supposed to feature gyro fans because there never were any fans that launched you places in the stage. If anything, you should be complaining about the lack of elevators or falling platforms.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Jafar on October 28, 2012, 05:54:21 PM
Gyro Man is the least popular map in the game by a longshot. If no one ever wants to play on it, why complain that it's getting replaced? Do you want to keep the map around just so people can continue to not play it, and complain and vote away if it ever shows up?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on October 28, 2012, 06:18:40 PM
Quote from: "Ivory"
Quote from: "SmashBroPlusB"
THE MAP IS NAMED GYRO MAN. IT'S SUPPOSED TO FEATURE GYRO FANS IN IT.
No, it isn't supposed to feature gyro fans because there never were any fans that launched you places in the stage. If anything, you should be complaining about the lack of elevators or falling platforms.

Never thought about this...
I do support this change to the map. It wasnt all that fun to do an actual deathmatch on it.
Title: Re: warning - may cause sudden bouts of hammer time
Post by: MusashiAA on October 28, 2012, 06:34:56 PM
Quote from: "SmashBroPlusB"
Quote from: "Mr. X"
THE MAP IS NAMED GYRO MAN. IT'S SUPPOSED TO FEATURE GYRO FANS IN IT.

Gyro Man's stage never had that gimmick. In fact, Gyro Man's stage never had any unique gimmick. It featured an elevator with spike ceilings, falling platforms and the trademark MM5 spinning platforms. That's it.

If anything, the Gyro fans belong to Wind Man's map, since his stage did have a gimmick that resembled the fans, except it didn't propel you like a cannon, but kept you in the air.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on October 28, 2012, 06:39:16 PM
Quote from: "Jafar"
Gyro Man is the least popular map in the game by a longshot.

-coughMM7DW4beatsMM5GYRcough-

I say, wait and see how the changes will be. If it doesn't play well, they'll revert back to the old one or try something else.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 06:42:12 PM
Probably not. It already plays infinitely better compared to the old Gyro.
Title: Re: warning - may cause sudden bouts of hammer time
Post by: Laggy Blazko on October 28, 2012, 06:45:00 PM
Quote from: "SmashBroPlusB"
what are you smoking and where can I get it
ROFL'd

I don't know, I like Gyro Man's gimmick. What I hate is how much that map makes skulltag crash (almost as much as Crystal Man's, I hope Zandronum fixes that), and the eyerape is worse than Airman's but that's another story. But, yeah, I agree with the  "The biggest opponent in DM should be the opponent, not the environment" thing.

Quote from: "Duora Super Gyro"
I never knew ring man was avoided.
Neither did I.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on October 28, 2012, 06:47:44 PM
The solution to saving the old maps is pretty easy you know.

We could just archive the old maps prior to the changes in a .pk3 and make it a seperate wad- all that it would require would be changed map names.

Question is, would we have to get permission from CMM or Ivory or something? I mean, you're not going to use them any more, so...
Title: Re: warning - may cause sudden bouts of hammer time
Post by: tsukiyomaru0 on October 28, 2012, 06:54:35 PM
Quote from: "Laggy Blazko"
I don't know, I like Gyro Man's gimmick. What I hate is how much that map makes skulltag crash (almost as much as Crystal Man's, I hope Zandronum fixes that)
Well... Apparently I'm not the only. My list of maps that loves to crash with me in LMS and Campaign:
(*) More prone to crashes (**) Pratically crashes EVERYTIME

*Note: Mildly outdated list

Campaign was unplayable without saving before the bots were added, because it always ended crashing mid chapter and forced me to start the chapter all over.
I'm not sure if there's an actual pattern At first I thought they were followed by boss stages, but then I noticed they have no pattern whatsoever. Also, many custom maps that makes use of gimmicks or stuff from those maps tends to crash the same much.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 08:22:47 PM
Well, I know I've never had that problem on any stages so I can't say if anything has been fixed.  My guess is it hasn't since the giant fan is still there and that probably has something to do with it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 08:48:17 PM
My only guess ever for these crashes was the Null Pointer Exception, as it is a beginner's common scripting error, even though a LOT of professionals does it. Also, a thing I noted, is that there's a texture in Yamatoman that seems to be a bit to the right, revealing a sort of "garbage" on the left pixel column of the texture. (Is that mipmap? Data stored in the texture? Hell if I know.)

Oh, oh, one last reminder: Textures and sprites needs to be optimized. In Slade you just go Convert GFX or something and set to PNG TrueColor. It does wonders with sprites that weren't saved for web in Photoshop. (Literally. From a 1 kb sprite, it went to about 250 bytes.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 08:49:46 PM
Oh, you're in software, right?  I know some textures do that in software and I don't have the slightest clue why.  Really, software is pretty well the bane of our existence.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 09:22:08 PM
Well, Software is the "default" for Doom engines overall... And I think I have seen this in opengl too.

EDIT: Think not. But I think this prolem relates with an old one: http://www.doomworld.com/vb/doom-editin ... nd-prboom/ (http://www.doomworld.com/vb/doom-editing/61658-weird-problem-with-textures-in-software-rendering-zdoom-and-prboom/)

EDIT 2: And This one: http://forum.zdoom.org/viewtopic.php?f=2&t=31241 (http://forum.zdoom.org/viewtopic.php?f=2&t=31241)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 09:26:22 PM
Tsuki. OpenGL and Software render differently. There is absolutely no way at all you can have something being perfect in one renderer, and not have problems with the other. MM8BDM tends to cater towards OpenGL before Software users.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 28, 2012, 09:53:19 PM
I honestly don't care about the differences between OpenGL and Software rendering graphics-wise.

You can aim up and down while using OpenGL. Thus, more gameplay freedom. Therefore, OpenGL should be the default renderer because of the gameplay advantages it offers when compared to Software users. It's technically better, if you don't take compatibility with very, very outdated machines into account.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 28, 2012, 10:05:27 PM
Quote from: "Magnet Dood"
We could just archive the old maps prior to the changes in a .pk3 and make it a seperate wad- all that it would require would be changed map names.
Quote from: "Just last night, Gizmo The Cat"
For a while, I've been thinking that someone should make a map pack with all of the older versions of stages...

 :geek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 10:07:13 PM
Sounds like it would be played about as much as people play IX-Legacy. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 28, 2012, 10:08:54 PM
I can still see the map votes happening in my mind.

Though it'd be nice to host it on some sort of special occasion, like MM8BDM's anniversary or so.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 10:09:58 PM
Honestly, we should focus on dealing with it from Software Rendering. Of course, OpenGL looks nice, has a load of customization, but isn't ALL reliable. Skulltag/Zandronum OpenGL seems to consume a LOT of resource, which can cause something worse than a Very Fatal Error if you are unlucky. And, yes, I got Blue Screen of Death on Windows XP because of using OpenGL on Skulltag.

Another reason is that we don't have 3D resources (read: models), thus no real need of OpenGL at all. And, with luck, Voxels will soon come, which means we will kind of have 3D resources to improve stuff like Guts Lift.

But, still, solving problems in Software now means less work later.

And, really, optimizing images should still happen. Why have a 12kb texture if we can have 500 bytes with as much quality?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 10:12:28 PM
Quote from: "tsukiyomaru0"
And, yes, I got Blue Screen of Death on Windows XP because of using OpenGL on Skulltag.

Look, Windows XP is highly outdated nowadays. I can't hold your complaints valid if you aren't using a modern system.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 10:20:06 PM
Quote from: "Ivory"
Quote from: "tsukiyomaru0"
And, yes, I got Blue Screen of Death on Windows XP because of using OpenGL on Skulltag.

Look, Windows XP is highly outdated nowadays. I can't hold your complaints valid if you aren't using a modern system.
All those BSoDs? Were before Vista and above became mainstream. Plus, how come it was ONLY Skulltag that caused BSoD on Windows XP with OpenGL on? Just because an OS is slightly outdated but remains very functional doesn't mean it should be disregarded... Means it should be considered. And you know how hard it is to get a BSOD on Windows XP. If the thought is "something is so outdated", then... Why not go full 3D instead? (Even though I bet it would be amazing to see a Megaman Fangame developed completely in Unreal Engine
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 10:24:35 PM
Because by your logic, we should be catering to Win95 and Win98 as well. It doesn't work that way Tsuki. If you have older hardware that has problems with the maps, then that's your fault, not the games and not ours. We're updating to Zandronum anyways, any sort of problems with the current official mm8bdm build on skulltag as of now should be ignored unless it's proven the problem still exists in the up-to-date Zandronum engine.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 10:25:37 PM
Software mode is supported, it is not the main focus.  It's like with modern computer games:  it's not like they've all been scaled back to support Windows 98 because someone up there couldn't afford a new computer:  they cater to the best rigs, and the rest have to deal with a lesser graphics experience.  OpenGL looks and feels the best, and therefore is the preferred version.  Software from the terms of a developer and a mapmaker is a gigantic thorn in our backside because it has graphical glitches that simply make no sense and cannot be fixed.

And XP isn't slightly outdated anymore.  There's now been 3 Windows versions since then.  It's completely outdated.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on October 28, 2012, 10:28:12 PM
To be fair, Doom catered to win95 and win98. That's not to mention 8-bit megaman games...

Besides, I get lousy FPS using OpenGL using my 2 year old Win7 Laptop :geek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 28, 2012, 10:31:30 PM
Yes, you would be right... except that source parts like ZDoom and the daughter ports (including Zandronum/Skulltag) are tailoring Doom to a more up-to-date experience. It wasn't supposed to be the same experience as the original games.

The game works with software, but the more desirable way to play is Open GL. That's all there is to it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 10:32:35 PM
My XP still works fine... Let's see if the problems persists. But I still think centering around OpenGL is a bad idea.

EDIT: O-O-O-O-Oh, better idea: Let's leave the community to decide over the next two months. whatever is decided, we'll go with. But this release remains as is (except, you know, combing for truly misaligned textures, optimizing images to be lighter but retain quality and checking what is so unusual about those maps I have listed that seems to ahve any relation with Very Fatal Errors). If the official community poll decides Software or OpenGL is the most used, we stick to working with the most used then after the poll closes. And of course, not mentioning perks or problems.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on October 28, 2012, 10:50:54 PM
The only reason I don't use openGL is because it makes me lag like hell on stages like Ice Man. Is there any way to fix that?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 28, 2012, 11:22:47 PM
As I said: I see this as either a matter of compatibility (Tsuki) or as a matter of improvement (Ivory et all).

I'm gonna side with Ivory on this one: given the many, many advantages OpenGL gives to players in aspects other than aesthetic, I'd rather have development focused on that one instead of gimping players, any progress and improvements because of compatibility issues.

Get with the times, like me and my 512MB-RAM, 128MB-VRAM Intel integrated laptop :ugeek:

EDIT: I don't like the idea of asking the general populace which rendering method should be supported, because then you either have one chunk of the playerbase gimping the other chunk AND development with Software, or one chunk of the playerbase screwing the other chunk over because their outdated comps don't like OpenGL.

OpenGL is better from a mapping, graphical and gameplay perspective for those who can run it, and OpenGL-rendered ST/ZDN isn't at all resource-demanding on current integrated gear specs. Zandronum should prove to be a fix for most of the random crashes people can get, and if it's related with Software rendering, well...

fuck ionno, call batman?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 28, 2012, 11:28:44 PM
But we are holding back on some issues because of compatibility issues.  The Kappa Head for Tengu Man's stage is a huge example:  We have ways to do it, but they aren't supported by Software mode yet so we aren't adding it.

The point here isn't to say "we are getting rid of software", the point is saying we're not going screw up the texture alignments and other things in OpenGL so they look better in software since OpenGL is the preferred way to view the game because it looks better to begin with.  In other words, if a texture glitches up in Software mode and doesn't in OpenGL, and we have done nothing wrong, it's a problem with the renderer itself and it's an "Oh well, deal with it" situation.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 28, 2012, 11:43:50 PM
Maybe it is irrelevant, but... I can Play Borderlands 2 with everything on high (except PhysX, which is off/low) perfectly fine, whereas same can't be said when it comes to Skulltag and Zandronum (And, yes, done it recently). I'm not sure what happens in ST/ZDN that makes it take everything.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 29, 2012, 01:00:25 AM
Look, Tsuki. Not all video games are the same. My Desktop can run Portal 2 on fairly high settings with no performance issues. Sonic Generations on the other hand? Unplayable, it lags to heck and back on the lowest possible settings. Both are fairly modern games. The whole difference is that Sonic Generation is extremely unoptimized while Portal 2 (and any valve game really) is high optimized.

Same goes here, Zandronum/Skulltag just isn't quite as optimized as you want it to be. The problem is, we have no power to fix anything. This is something you should be bugging the Zandronum devs, not us. We don't have any power to do anything about it. So bring up your concerns to them, or get over it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 29, 2012, 01:10:09 AM
What I mean is that it still beats me on WHAT is the cause. I mean: There aren't 3D models in MM8DM, right? So it would help if we could find settings to optmize that until they do the fixing. I think I spoke to them already about the flaws of OpenGL, by the way.

To optmize such settings, we must research a little more on cvars and ccmds and see what can speed up, slow down, reduce RAM use, increase RAM use, etc. But that's off this thread. On this thread... Sounds like a dumb idea, but what about a "Shop" in Single Player?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 29, 2012, 01:53:04 AM
A shop to buy...what exactly?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 29, 2012, 01:54:03 AM
Exciting MM8BDM DLC of course. Like the alternate outfit for Splash Woman.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on October 29, 2012, 02:07:44 AM
I had an idea for a shop once, though I never bothered to write any of my thoughts down.

I basically pictured being able to buy Tanks, Items, and Weapons for use in a campaign chapter that would allow you to progress further in if you're bad at it. I imagined you could gain currency by scoring frags or clearing either a map, chapter, or boss. Not sure if it's possible at all to do though, so I never pitched the idea.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 29, 2012, 02:12:52 AM
As interesting as it would be, most of the stuff is easy enough to get during the course of the game anyway. Though maybe if you were able to buy weapons, and have them stick with you throughout the whole campaign (similar to beating one of the Megaman Killers and taking their weapons) that might work...Then again, it might end up being a bit of a game breaker.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 29, 2012, 02:24:33 AM
Quote from: "Mr. X"
A shop to buy...what exactly?
Power-ups and upgrades that gets unlocked for the rest of the campaign mode, maybe. I saw an interesting shop system in a Star Wars mod for ZDoom that uses WASD to control the cursor.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 29, 2012, 02:29:21 AM
I don't think so. If MM8BDMv3a is going to get out with my projected time frame, then we have to draw the line somewhere.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 29, 2012, 02:30:09 AM
You mean like buying Bass Buster in the shop and having it stick with you for the rest of the campaign?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on October 29, 2012, 02:31:13 AM
I think so. At least that's what I meant.

Quote from: "Ivory"
I don't think so. If MM8BDMv3a is going to get out with my projected time frame, then we have to draw the line somewhere.

and some people had been expecting it to be released in mid June...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: sipfried on October 29, 2012, 01:41:32 PM
i also have a great idea.
make a classic mode where you choose the master , go true the stage , and beat the master and get his power.
i know there was a wad like this and i know they gonna draw a line , but is a good future plan (i think)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on October 29, 2012, 04:12:45 PM
Singleplayer isn't getting any new additions or mechanics, it will still be simple botmatches same as before (whether we decide to change that in FUTURE FUTURE versions, is up for debate). I will however be making the singleplayer more accessible. Instead of chapter based, you will be able to select any level from the lab and it will save after each map. This includes the boss fights.

Also about maps that are being remade, please don't exaggerate their perfectness. Some maps are completely overlooked, outclassed and outdone by other maps in the game (especially ones made by the community) and we need to fix them up. We all know what they are, they're the ones no one wants to play. If you think otherwise, than preserve them and make a OLD MAP PACK or something and see just how many people bother to show up in protest.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Neo on October 29, 2012, 05:17:19 PM
You know, he has a point, i was thinking of doing that (making a revamped map pack, of the maps i felt just needed more work, and an NMP(nostalgia map pack) containing all the old versions of maps that where getting changed/have been changed, but could never decide how i should go about doing it). Yes, im looking at YOU "Elec man" stage >:/
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: ice on October 29, 2012, 05:58:18 PM
I'm not sure if I missed the post or not but, has plantman's stage been revamped? *another victim of the instavote*
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 29, 2012, 06:14:15 PM
No, Plant Man isn't on our list of maps that need replacing the most. I doubt we're going to be tackling anything about it this update.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on October 29, 2012, 06:21:31 PM
I thought Plant Man's only problem was the lag? I like the layout and it's pretty good for duels, so I think changes to it currently seem unnecessary.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 29, 2012, 07:02:58 PM
Plantman's only problem with me is personal matter.

But I have heard there's a major framerate loss in it. Well, I do have some, but nothing worth worrying. As you mentioned, Plantman is good for Duels.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: YGP1111 on October 29, 2012, 07:25:49 PM
I cant wait for it to be mid-november!
>.< not rushing the programmers or anything..
btw, guys.. can you call me.. :cool: Handsome Guy? xD
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on October 29, 2012, 07:34:31 PM
My only two problems with MM6PLA are the slim weapon choices and the fact that the grass is everywhere.

Mow the lawnnnn
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 29, 2012, 07:34:54 PM
oh right I was reminded of something
Elec Man isn't the only bad MM1 map


HOW ABOUT THAT ICE MAN
any plans to make the holes fatter or something

Quote from: "CutmanMike"
I will however be making the singleplayer more accessible. Instead of chapter based, you will be able to select any level from the lab and it will save after each map. This includes the boss fights.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 29, 2012, 07:38:47 PM
Quote from: "SmashBroPlusB"
HOW ABOUT THAT ICE MAN
any plans to make the holes fatter or something

Already been done.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 29, 2012, 07:41:25 PM
Quote from: "CutmanMike"
Singleplayer isn't getting any new additions or mechanics, it will still be simple botmatches same as before (whether we decide to change that in FUTURE FUTURE versions, is up for debate). I will however be making the singleplayer more accessible. Instead of chapter based, you will be able to select any level from the lab and it will save after each map. This includes the boss fights.
Not having to play a whole chapter in one sitting nor having to risk crashes or other things sounds great. I think that would definitely help make the campaign a less tedious experience.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: YGP1111 on October 29, 2012, 07:47:11 PM
Quote from: "Knux"
Quote from: "CutmanMike"
Singleplayer isn't getting any new additions or mechanics, it will still be simple botmatches same as before (whether we decide to change that in FUTURE FUTURE versions, is up for debate). I will however be making the singleplayer more accessible. Instead of chapter based, you will be able to select any level from the lab and it will save after each map. This includes the boss fights.
Not having to play a whole chapter in one sitting nor having to risk crashes or other things sounds great. I think that would definitely help make the campaign a less tedious experience.
AND doing just 1 level instead of 1 full complete chapter saves time, and is not as long.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on October 29, 2012, 07:55:40 PM
I dont know, I like a challenge and it seems like doing it that way would take away some of the challenge. Not saying I dont like it,
But I would prefer being able to choose the stage in a chapter, after you beat the stage, you get a power.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on October 29, 2012, 08:05:55 PM
So now after every level, you return to the lab right? Does this mean you'll use the proper "round almost over" music for the wily stages in MM1 and MM3 now? I believe the concern there was that when the levels were played all at once in the old system, you'd go through the two/one wily stage(s) and then the boss fight stage would begin with the same music.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on October 29, 2012, 08:33:12 PM
Speaking of maps being remade...

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on October 29, 2012, 08:39:00 PM
OMG... That looks like its going to be a really cool map
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on October 29, 2012, 09:19:08 PM
What have you done?!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 29, 2012, 09:25:15 PM
Quote from: "Galactan"
What have you done?!
Quiet, you. :ugeek:

That looks interesting. No more racing on Donut Plains!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on October 29, 2012, 09:30:32 PM
Well, guess we'll be up for some swingin'. Now I REALLY can't wait! :p
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 29, 2012, 10:09:51 PM
Quote from: "Galactan"
What have you done?!
Proving that ring maps can be interesting.  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on October 29, 2012, 10:57:48 PM
Ringringringringringringring bananaphone!

But yeah... I like to see that map being re-made.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on October 30, 2012, 12:22:19 AM
I like the classic Ring man, but well, this looks fine.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on October 30, 2012, 12:36:16 AM
Looks a bit cramped, but it might be good for duel.

Looking forward to playing it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on October 30, 2012, 12:46:21 AM
Quote from: "CutmanMike"
you will be able to select any level from the lab and it will save after each map

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO Thank you so much. Having to finish an entire chapter was rifreakindiculously tedious.

Anyway, I like that new Ringman map alot! The old one was ok (I didn't like the idea of having one giant room as the stage), so I'm glad this has some height variation. Quick question though:

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Davregis on October 30, 2012, 12:55:34 AM
GRAPPLE POINTS YESSSSSSS
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 30, 2012, 01:07:44 AM
A grapple point for Thunder Claw.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on October 30, 2012, 01:51:58 AM
Quote from: "The_Broker"
So now after every level, you return to the lab right?

You won't return to the light lab. It will play exactly the same, but save after each level. Then from the light lab, you can start from any level you like as long as you've at least beaten the previous stage.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 30, 2012, 05:08:41 AM
HELL YEA THUNDER CLAW

Just curious... because having a Swing Post in Ring Man's stage pretty much confirms the addition of newer gimmicks in old stages, can we see any other stages having "cross-compatability" with other gimmicks? For example, there are some Burst Bubbles in Mr. X's Fortress that bounce players up shafts in its current rendition. Might we see, oh I don't know, snowboards in Ice Man? Gyro Pads in Astro Man? Thunder Traps in Spark Man?

I'm not asking for any specifics, I'm just curious if any gimmick love is being spread around.

Quote from: "Knux"
That looks interesting. No more racing on Donut Plains!
this comment added the icing on the cake son
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 30, 2012, 05:13:40 AM
No, don't count on that at all. Only a few of the remade maps are having grapple points.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 30, 2012, 06:16:10 AM
Yay Double Posts.

This is an announcement to all you mappers that have maps that use the Fire Trap actors.

Good news is you can no longer duck under them! Whoohoo!

Bad news is that all spawners now need to be 8 units off the ground in order to function, meaning anything using the old height will be launching too high and won't even appear to be launching anymore with the old height.
This is not broken. It just means you need to the lower the actors height to 8 units above the ground.


The devs apologize for this inconvenience, but core fixes have more priority than maintaining compatibilities with unofficial mods.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on October 30, 2012, 09:21:30 AM
Quote from: "Gumballtoid"
Looks a bit cramped, but it might be good for duel.
Fun fact, the outermost ring on this new map has the same exact dimensions of the old ring, so technically, it is still the same size. It will, however, probably feel a lot smaller, since you can now just cut through the middle.

(Also I swear we provided a screenshot of grapple points earlier, I thought everyone knew about them already.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 30, 2012, 01:18:28 PM
Quote from: "Ivory"
Good news is you can no longer duck under them! Whoohoo!

Bad news is that all spawners now need to be 8 units off the ground in order to function, meaning anything using the old height will be launching too high and won't even appear to be launching anymore with the old height.
Couldn't this be resolved by sinking the spawner into the ground by 8 units? I haven't used them yet (whew), so I wouldn't know. Speaking of those, I wonder if they can be reflected by Mirror Buster... science time
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 30, 2012, 03:27:03 PM
Quote from: "Myroc"
(Also I swear we provided a screenshot of grapple points earlier, I thought everyone knew about them already.)
Oh yeah, you showed us a Swing Post alright... on Search Man's stage, one of the few stages in MM8 to actually have them featured. :ugeek:

Having a Swing Post where it wasn't before is more exciting than confirming a gimmick that most of us knew was going to happen.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 30, 2012, 03:50:37 PM
Quote from: "Knux"
Couldn't this be resolved by sinking the spawner into the ground by 8 units? I haven't used them yet (whew), so I wouldn't know.

The sprite offsets for the fire traps are stupidly lower than they should have been. The result was the actual hitbox was well over halfway up while the bottom of the sprite was perfectly safe. To correct this, the sprite offsets had to be normalized and the actor height raised up. Of course, this also meant all old placements of firetraps is now effectively spawning them in ceilings in most cases.

Quote from: "SmashBroPlusB"
Having a Swing Post where it wasn't before is more exciting than confirming a gimmick that most of us knew was going to happen.
I'll say it again though. We're not shoehorning gimmicks into maps that weren't made for it. Which is basically every other map in the game. Ring Man was an entirely new map and was designed to use the grapple points. As it stands now, that's the only old map that's going to feature grapple points. So no, Snowboards are not going to be in iceman or anything stupid like that.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 30, 2012, 04:19:55 PM
Quote from: "SmashBroPlusB"
Having a Swing Post where it wasn't before is more exciting than confirming a gimmick that most of us knew was going to happen.
Quote from: "Ivory"
I'll say it again though. We're not shoehorning gimmicks into maps that weren't made for it. Which is basically every other map in the game.
(http://skizzers.org/lux/pictures/forums/beat%20dead%20horse.jpg)


what does that have to do with anything

I was answering Myroc's question which is why it was quoted

thanks for bashing my face in when it wasn't needed




WHILE I'M HERE HOW ABOUT SOMETHING CONSTRUCTIVE

Party Ball is supposedly dropping only recovery and Assist Summon items. This includes Tanks.
Eddie dropping Tanks (and, to a lesser extent, Time Stopper) was why he was banned from CTF.
Is Eddie being re-instated into CTF? Is he still banned along with Party Ball? Is Party Ball even a thing?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 30, 2012, 04:41:46 PM
I thought the main reason why Eddie was removed in CTF was because he dropped Leaf Shield and Skull Barrier.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on October 30, 2012, 04:52:01 PM
Pretty much. Eddie can drop game breaking weapons. I remember getting (Old) Gravity Hold in CTF in an early build of Wood Man's Revenge. Good times, good times.
Title: WHAT, I HEARD A WHISPER
Post by: MusashiAA on October 30, 2012, 06:34:50 PM
This may sound silly, but...

...any changes to Dr. Light's map? :P. I think it's a bit too cramped...
Title: http://cutstuff.net/mm8bdm/?p=168
Post by: Korby on October 30, 2012, 06:41:04 PM
I've actually wanted to suggest something like that. It's very cramped, and I wish it wasn't.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 30, 2012, 06:44:07 PM
You know, making Light's somewhat-lengthy speech in the beginning of the game print on the center of the screen (as opposed to being a chat line) would help a lot of new players out. Admit it or not, it's a little hard to read small text five meters long in two seconds, especially if you're playing for the first time and you didn't know it was supposed to show up there.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on October 30, 2012, 07:30:54 PM
Quote
Two new MM8 boss battles
HELL YESSSS!!

INB4 Cutman and Woodman
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 30, 2012, 07:31:59 PM
I'd like to see Tango appear in the lab somewhere.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 30, 2012, 07:36:42 PM
Quote from: "Kapus"
I'd like to see Tango appear in the lab somewhere.

Isn't he like sleeping on Auto's desk, like in MM10?

Also, I want to go outside Light's little mountain cabin lab thingy, explore the outskirts, visit Protoman's secret bachelor cave, or maybe find a shady-looking Ariga-styled Dr. Wily giving out hints or whatever...

YOU KNOW WHAT I'D LOVE? SECRET CDS LIKE IN MEGAMAN & BASS.

The campaign can be really cool and attractive on its own if there are enough things to do or collect and check.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on October 30, 2012, 07:37:26 PM
Quote from: "SmashBroPlusB"
You know, making Light's somewhat-lengthy speech in the beginning of the game print on the center of the screen (as opposed to being a chat line) would help a lot of new players out. Admit it or not, it's a little hard to read small text five meters long in two seconds, especially if you're playing for the first time and you didn't know it was supposed to show up there.

I would like to fit this into the launcher somehow. Still working on that, I'm not sure whether I should remake the damn thing or just look to improve it dramatically in what it's currently written in.

Also, in case no one looks at the blog http://cutstuff.net/mm8bdm/?p=168 (http://cutstuff.net/mm8bdm/?p=168)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 30, 2012, 07:44:05 PM
Quote from: "CutmanMike"
I would like to fit this into the launcher somehow. Still working on that, I'm not sure whether I should remake the damn thing or just look to improve it dramatically in what it's currently written in.

Can't you code in some "messages from Dr. Light" blurbs that give out general hints for new players at random?

"Go to Options and configure you keyboard settings! Don't forget to set a button for items!"

"Pay attention to your ammo counter, it can make a huge difference"

"All skins have the same hitbox size. Don't be fooled by big-looking enemies!"

"Visit cutstufff.net/forum for online multiplayer tutorials!"

"Winners aren't smokers!"

"To be honest, Dive Man's weak to electricity...just kidding!"
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on October 30, 2012, 07:50:00 PM
Honesty, I would probably just get rid of the dr light messages altogether and just throw a GOOD default configuration upon first launch of the game. That way I don't need to bother newcomers into configuring a ton of things.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CarThief on October 30, 2012, 08:37:48 PM
While i just happened upon this post without following much of the recent discussions, i'd say that might be a little too intrusive. While its a good idea its better off with a (if possible at all) yes and no prompt asking to set the keys to something basic (i'd suggest activating mouselook as well if there's commands for that).

Preferably the good ol wasd and mouselook, and optionally, the use of q, e and r to handle jumping (q and/or right mouse button?), e (next item, maybe?) and r (activate current item).
I'd imagine everything else would be the Skulltag/Zandronum default settings.

Though if you go through all the effort of that you'd logically need to either inform them of their set up keys, or give them a tutorial if prompted yes, to let them test all of their keys. Or to simply open up the configuration screen again to give them an idea of what everything's set to.
Having a brief movement tutorial would benefit those new to this type of game, a FPS game sort of, the most.
Title: Inb4 Wily Machine is the second boss
Post by: Beed28 on October 30, 2012, 08:42:22 PM
Wow, that blog post was the best thing I read in months. I can't wait!

Two boss battles? I wonder if we will fight either Duo or Quint as the first boss?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on October 30, 2012, 08:44:26 PM
Quote from: "MusashiAA"
"Pay attention to your ammo counter, it can make a huge difference!"

"All skins have the same hitbox size. Don't be fooled by big-looking enemies!"
this is a beautiful idea

you know these two alone confuse a LOT of newbies

I'd love some random hints between levels or while sittin' in the lab, it'd be beautiful
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on October 30, 2012, 09:04:16 PM
And here I thought that the blog had been entirely abandoned! Can't say I feel excited for Frost Man's stage after that screenshot, but I'll wait and see how it plays. Search Man on the other hand... I've been looking forward to it since the start. Woo~
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on October 30, 2012, 09:29:53 PM
Wow.

Can't wait!

And, what's Grenademan doing in that Searchman screenshot?
And what's that thing that looks like a green potato in the Aquaman screenshot? (It's near the health bar)
AND DO I SEE JUMP JUMP IN FROSTMAN? YEESSSS! YEESSSS!

I CANNOT wait for the expansion!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 30, 2012, 09:46:25 PM
Quote from: "geno"
what's Grenademan doing in that Searchman screenshot?
And what's that thing that looks like a green potato in the Aquaman screenshot? (It's near the health bar)

1.- I'm gonna guess his walking frames mimic Quickman's or Elecman's or something. Like, he didn't WALK per se in the game...he just dashes...

2.- It's Astro Crush. Looks like an acid bubble :P
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 30, 2012, 10:32:59 PM
Yeah, the screenshot made the icon look weirder than it is in game.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on October 30, 2012, 10:50:24 PM
Do the jump jump slide slide signs maybe... TALK? Doubt it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on October 30, 2012, 10:54:00 PM
Guess you'll have to wait and find out.  :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on October 30, 2012, 10:58:08 PM
Quote from: "Tengu and Tango"
Do the jump jump slide slide signs maybe... TALK? Doubt it.
If they do, you'd probably have to shoot them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on October 30, 2012, 11:13:41 PM
Quote from: "Messatsu"
Guess you'll have to wait and find out.  :mrgreen:

I'm gonna be honest for a second...

There's been so many details revealed it's not even funny. It's like almost every 1 or 2 days, one detail comes out, be it through a discussion or through formal reveal.

Is there many, many more stuff than what we've been told? Please, I don't want to think this is all there is to it, or all there is of interest to it...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on October 31, 2012, 12:16:25 AM
I can think of one or two things we haven't told you about.

One of them is Clown Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on October 31, 2012, 12:22:42 AM
We've still got a few tricks up our sleeves.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on October 31, 2012, 04:37:53 AM
Awwwww... still no Search Man sprite shot...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on October 31, 2012, 04:53:46 AM
You want to see a Search Man sprite?

Here you go!
(http://i584.photobucket.com/albums/ss288/Mubarik1995/SEARCH-2.png)
Title: Re: I don't actually know if I'm allowed to post a screensho
Post by: Copy Robot on October 31, 2012, 04:58:15 AM
Quote from: "Korby"
Sure can!
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on October 31, 2012, 05:04:23 AM
It looks beautiful.  (Kapus's, not Korby's)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: sipfried on October 31, 2012, 01:13:44 PM
is the story mode also change from bots? (i mean mm7 bots are only in mm7 story but then in all story,s random like frostman in iceman stage)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: YGP1111 on November 01, 2012, 08:31:38 PM
what will a clownman bot say (like its verbal tuants, just like an airman bot would say: "im just here to support my fanbase!")
just wondering.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 01, 2012, 08:56:22 PM
Quote from: "YGP1111"
what will a clownman bot say (like its verbal tuants, just like an airman bot would say: "im just here to support my fanbase!")
just wondering.

You'll just have to wait and see!

When MM8BDM V3 is out, I'll post all of my MM8 botchats in my thread as well.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on November 02, 2012, 01:28:53 AM
I've got a feeling that the expansion is tomorrow. I'm probably wrong, but I have a feeling that it may.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 02, 2012, 01:35:26 AM
I thought they said Mid-November, not the beginning of it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Yatterhog on November 02, 2012, 02:31:17 PM
I will be waiting until the new version comes out in order to play online from my laptop.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 02, 2012, 02:39:01 PM
Quote from: "The_Broker"
Quote from: "YGP1111"
what will a clownman bot say (like its verbal tuants, just like an airman bot would say: "im just here to support my fanbase!")
just wondering.

You'll just have to wait and see!

When MM8BDM V3 is out, I'll post all of my MM8 botchats in my thread as well.

I'm just wondering, will any of the new bots swear*? That's pretty much why I don't use the "Offline Online Skirmish" bot pack or fight TheBladeRoden's bot in CSCC.

* I'm talking about f-Bombs and s-bombs, by the way
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on November 02, 2012, 03:02:54 PM
Fairly sure MM8BDM is going to remain family-friendly.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on November 02, 2012, 03:12:30 PM
I have not seen the official bot chats but that seems highly unlikely.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 02, 2012, 03:21:33 PM
I can confirm that the strongest swear word I've used in a botchat is Freeze Man's Planet of the Apes reference.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on November 02, 2012, 07:32:21 PM
I could've sworn I heard Alien Wily drop an f-bomb once but I don't have any evidence of that

Wave Man says damn, though. That, I'm pretty sure about.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 02, 2012, 07:47:11 PM
Quote from: "LlamaHombre"
I could've sworn I heard Alien Wily drop an f-bomb once but I don't have any evidence of that

Wave Man says damn, though. That, I'm pretty sure about.

Alien Wily has no official botchat, so you must have been using a mod to have heard that. And I didn't make any botchats in the MM1-MM6 games, everything from MM7 and onwards was made by me with aid from Mr. Brotoad.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: YGP1111 on November 05, 2012, 08:25:58 PM
ugh i cant wait any longer!!! when will it be finished?!?! ITS ALREADY NOVEMBER. >.<
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 05, 2012, 08:31:10 PM
Yes, it is. I also said mid-November earliest, early December latest.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 05, 2012, 11:37:14 PM
I'd hate to miss v3 launching, so I'm hoping it comes out after I return from my trip. But if it does, I'm sure there will be videos of the fun times I missed.

On a different MM8 note, which MM8 robot masters' stages have been shown so far? I know Tengu Man, Grenade Man, Frost Man and Aqua Man's stages have been shown but have I missed any screenshots?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on November 05, 2012, 11:42:11 PM
I recall a screenshot of each of them except for Astro actually.
Hold on, I'm gonna put em all in this post.

(click to show/hide)

Edit: Ok, that should be all of them.
And indeed, no Astroman yet.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 05, 2012, 11:42:54 PM
All the robot master stages have been shown by now, I think. It's only the non-robot master stages that I want to keep under wrapped.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on November 06, 2012, 01:13:39 AM
It looks awsome. Im probably gonna be playing most of the day at launch
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on November 06, 2012, 05:27:02 AM
Quote from: "Duora Super Gyro"
It looks awsome. Im probably gonna be playing most of the day at launch

I'm pretty sure all of us will be Except me which ill just be doing doombuilder related things with the new textures/actors/etc
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 06, 2012, 03:41:08 PM
Quote from: "JaxOf7"
I recall a screenshot of each of them except for Astro actually.
Hold on, I'm gonna put em all in this post.

(click to show/hide)

Edit: Ok, that should be all of them.
And indeed, no Astroman yet.

Excellent! I did miss the Clown Man and Sword Man screenshots. Thank you very much sir.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on November 06, 2012, 05:24:28 PM
Wait a sec.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: BiscuitSlash on November 06, 2012, 05:30:39 PM
Quote from: "JaxOf7"
(click to show/hide)
Is Grenademan dashing?  :?
I kinda hope not.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 06, 2012, 05:44:09 PM
Quote from: "Michael712"
Quote from: "JaxOf7"
(click to show/hide)
Is Grenademan dashing?  :?
I kinda hope not.
Yes, he is indeed dashing.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 06, 2012, 05:51:02 PM
Quote from: "Beed28"
Quote from: "Michael712"
Quote from: "JaxOf7"
(click to show/hide)
Is Grenademan dashing?  :?
I kinda hope not.
Yes, he is indeed dashing.
(click to show/hide)

I said earlier that maybe his running frames will mirror Elecman's or Flashman's, despite this method of movement not mirroring Elec or Flash's movement at all.

Hopefully it's a 3-frame, Elecman-styled running animation
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: PressStart on November 06, 2012, 11:37:02 PM
He looks so cool dashing.

Grenade Man looks so cool period!

Fave MM8 Robot Master  :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 07, 2012, 02:13:35 AM
All of the MM8 skins look great! The team deserves a pat on the back for a job well done. I can't wait to see them in motion (and with botchats... heh!)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on November 07, 2012, 03:30:21 AM
For Tengu man's stage, will you be using the ps1 music or the saturn music?
please say saturn please say saturn plase say saturn
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on November 07, 2012, 03:37:19 AM
They're making it so that both have an even chance of playing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 07, 2012, 05:36:53 AM
Yeah, we're using both PS1's is better because it fits the stage better
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: LlamaHombre on November 07, 2012, 11:02:45 AM
Definitely looking forward to the revamps made to maps old and new, I really can't wait to get off certain of these current maps.
saturn's fits tengu man himself more
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 07, 2012, 06:06:57 PM
The main Cutstuff homepage (http://cutstuff.net/) seems to have been... changed. Could a release be next week at the earliest?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 07, 2012, 06:18:08 PM
Quote from: "Beed28"
The main Cutstuff homepage (http://cutstuff.net/) seems to have been... changed. Could a release be next week at the earliest?
I hope so beed because i will download it in a heart beat and be on it all day
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on November 07, 2012, 06:25:37 PM
Nope, just a coincidence.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 07, 2012, 06:31:24 PM
Darn i got my hopes up too high... oh well we are still waiting eagerly for it
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: T's Inventions on November 08, 2012, 02:19:48 AM
So apparently MM4RIN's basic design is getting pointlessly changed too.   :(
But even so, there are quite a bit of textures from the original Ring Man level from MM4 that CutManMike never used in MM4RIN...
So this is a chance for those textures to be added in MM4RIN!    Right? Right? Right? Right? Right?
Well apparently not,  :(  because I see none of them in the screenshot a few pages back.

By The Way, earlier I think I was misusing a few terms...
There is a difference between the layout of a map, and the basic design of a map.
the suggestions I said earlier would change the layout but not the basic design of the maps.
Changing the basic design of the maps is what I have a problem with.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on November 08, 2012, 02:23:11 AM
ringman is still a ring
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on November 08, 2012, 02:48:33 AM
Quote from: "T's Inventions"
So apparently MM4RIN's basic design is getting pointlessly changed too.   :(

As the original creator of the map, T, please get over it  :) It's not really that big of a deal, and it's simply a better flowing map. Same with Gyro and the others that were remade. I made the maps and I don't have any regrets for having them replaced, so why should anyone else if they're going to be better?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on November 08, 2012, 11:57:41 AM
Yeah, Dont complain until you actually play it.
It could be 10 times better or it could be 5 times worst...in your opinion, but lets see the map first before we start hating on it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 09, 2012, 08:01:35 PM
Quote from: "CutmanMike"
MM8 boss one complete. Took just about a day :]
Source! (https://twitter.com/CutmanMike/status/266727219068542976)

So does this mean that once this second boss (It's the Wily Machine, isn't it? Isn't it?) is complete, is it ready for release? Or will you release a trailer first?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 09, 2012, 08:04:27 PM
No, we still have more testing and tweaks to do.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 10, 2012, 10:44:12 AM
Another question; in Crystal Man's stage, in the room with the red background, will the crystals shine red like in Mega Man 5?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on November 10, 2012, 07:40:24 PM
Was it ever confired that we are getting possession fixes?

Fixes that need fixing:
-Grabbing the board while using the scorch wheel gives you infinite speed boost
-Grabbing while using charge kick leaves you immobile
-Board gets stuck in the air if the carrier is killed while jumping in a low gravity area
-Board gets stuck when carrier is killed on a moving surface (water in woodman, belts in metalman)
-Change the system of having the map change after the board is lost for a while. Have it respawn somewhere else instead
-Carriers can use items like Rush Jet, Etanks, and Beat
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on November 10, 2012, 08:17:19 PM
Also that one camping spot in MM5DAR that you can get at with item 1.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on November 10, 2012, 08:29:41 PM
Quote from: "Atticus"
Was it ever confired that we are getting possession fixes?

Fixes that need fixing:
-Grabbing the board while using the scorch wheel gives you infinite speed boost
-Grabbing while using charge kick leaves you immobile
-Board gets stuck in the air if the carrier is killed while jumping in a low gravity area
-Board gets stuck when carrier is killed on a moving surface (water in woodman, belts in metalman)
-Change the system of having the map change after the board is lost for a while. Have it respawn somewhere else instead
-Carriers can use items like Rush Jet, Etanks, and Beat

1.) Yes, also skull barrier invulnerability is removed
2.) Yup, there's a tiny delay but otherwise you can move again
3, 4, 5.) Zandronum now has a native reset for the board if it's left alone for too long
6.) Currently no change.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Atticus on November 10, 2012, 08:33:22 PM
Good to know  :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 10, 2012, 10:44:50 PM
We didn't have a server up so someone must have been pulling your leg.

Of course, even if we did have a server up, no, we are not publicly releasing the beta.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 10, 2012, 10:52:56 PM
Quote from: "CutmanMike"
In other news, boss 2 is coming along very nicely.
Source! (https://twitter.com/CutmanMike/status/267393600281780225)

Yay, I can't wait to see the Wily Machine in action!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: afsonicking on November 11, 2012, 06:12:10 PM
how long untill this is out?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 11, 2012, 06:15:48 PM
I'm projecting either the second to last, or last week of November.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: GameAndWatcher on November 11, 2012, 06:19:42 PM
:( It's going to just miss my birthday.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: afsonicking on November 11, 2012, 06:32:41 PM
i am so anxious
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on November 11, 2012, 08:23:52 PM
Quote from: "Game&Watcher"
:( It's going to just miss my birthday.
Who knows. Progress is coming along faster than even I thought, so maybe it'll be released earlier than that.

Just gotta wait and see!
Title: Time and place red, time and place.
Post by: Red on November 12, 2012, 02:57:24 AM
(tengu i hope you realize you're being the most stubborn person on cutstuff right now.)

oh don't mind me i'm just asking something stupid at the wrong moment

will party ball be in every map?
Title: Re: Time and place red, time and place.
Post by: Messatsu on November 12, 2012, 03:01:32 AM
Quote from: "Red Eyes"
will party ball be in every map?

Nope, it will be placed in maps where it makes sense to be placed, or be interesting in a stage.  Astro Crush, on the other hand, will be placed dead center in every stage, surrounded by 5 wtanks.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tails on November 12, 2012, 03:02:56 AM
hEY SO
Does anyone mind if I keep on topic with the thread.
And say that hey, I can't wait to see the new changes of the maps and weapons. Plus hey, I really wanna see how the old weapons are changed/buffed/nerfed too.

Like besides fire weapons working in Flame's stage, I mean like AW MAN YOU CAN GRAB THE GROUND WITH SUPER ARM AND THROW STUFF : D
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on November 12, 2012, 03:10:35 AM
Quote from: "Magnet Dood"
*grumble grumble* Fine. If I typed that on an actual keyboard I might've had time, but whatever...

Getting back on track here, since now I've blown off steam... uhm, what's going to be in Sword Man's stage? Is it just the inside of the temple, or will it include an outside portion? To be fair, the inside wasn't shown much...

As far as I know, it's almost all inside, with some windows to the outside. With a quick glance at a map of the actual stage, this seems to be how it was in game.


Also, if everyone's really over it, I could rid the logs so no one regrets anything later or something.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on November 12, 2012, 03:14:25 AM
Quote from: "Korby"
Also, if everyone's really over it, I could rid the logs so no one regrets anything later or something.

That's probably the best course of action.

Let's just put this behind us and move on with the actual discussion part.

Also I could've sworn most of his stage was outside, but it was just Thunder Claw swinging, so... I haven't seen much of 8 anyway.

Speaking of gimmicks, does Grenade have the swingy hammers of doom?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on November 12, 2012, 03:14:43 AM
I agree; you should't really lock a topic on the development of the game this forum is based around. Hopefully we can just let this go. I can't take a side because I don't have enough facts to debate with nor do I care to in the first place. Blaze, I'm not taking either side, but it's just a damn game. It's one medal. Whether the devs are right or not is irrelevent, guys. Let's get this topic back on track. The Doc has spoken.

EDIT: I submitted this 3 posts too late, so oops. :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 12, 2012, 03:16:45 AM
Very well, then.

I recall hearing that the MM7 maps are getting new music made by Baii.

What about my reripped sound effects? Were they added in the end or not? I'm guessing they weren't, since I was told that it was up to Mike.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 12, 2012, 03:17:13 AM
Just to announce to everyone. After discussing the matter with Blaze, The team and I have decided to let Blaze back on the dev team to let him see the expansion to a finish.

That is all.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 12, 2012, 03:21:31 AM
Well i'm glad THAT storm is over!

Ontopic: Are there any optional bosses or no? and is thunder claw powerful? (before you ask i have played MM8 and beat it)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on November 12, 2012, 03:22:17 AM
I recall Thunder Claw being rather powerful.

As for bosses, wait and see.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hilman170499 on November 12, 2012, 03:23:42 AM
Althoguh I can wait for it, I am really looking forward to the release of this, especially the new weapons and (mostly)maps.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 12, 2012, 03:24:38 AM
New question.. so can the partyballs drop eddie calls?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mendez on November 12, 2012, 03:24:43 AM
(http://media.tumblr.com/tumblr_m7uzd12qBN1r3aspr.gif)
That ended rather nicely.


Regarding duel in MM8BDM-v3a, have you guys tested to see if duel mode works properly? I know there's some folks who want to see duel make a small comeback. KD provided a temporary solution, but the duel queue is still kinda wonky. Do you guys plan to prohibit any items from duel mode in v3a, such as Treble or Eddie?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Reemu on November 12, 2012, 03:24:57 AM
Quote from: "Magnet Dood"
Speaking of gimmicks, does Grenade have the swingy hammers of doom?
No, just what you saw in the screenshot. No Hammer of Doom.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 12, 2012, 03:26:25 AM
Quote from: "Zard1084"
Well i'm glad THAT storm is over!

You can say that again. 4 pages in only a couple of hours, maybe less. :|

Anyway....hm. I guess I don't really have anything else to say.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 12, 2012, 03:26:31 AM
Quote from: "MusashiAA"
I recall hearing that the MM7 maps are getting new music made by Baii.

That one's news to me!

Quote from: "Magnet Dood"
Also I could've sworn most of his stage was outside, but it was just Thunder Claw swinging, so... I haven't seen much of 8 anyway.

Sword Man's MM8 stage started outside but it was only for like 20 feet and then you went into 4 different rooms that required 4 different weapons from the first 4 robot masters.  Then there was lava and stuff.  Maybe you were thinking of Search Man with a lot of Thunder Claw swinging...?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on November 12, 2012, 03:28:01 AM
Quote from: "Zard1084"
New question.. so can the partyballs drop eddie calls?

As hilarious as that would have been(as well as dropping party balls), this does not happen as far as I know.

Quote from: "Mendez"
Regarding duel in MM8BDM-v3a, have you guys tested to see if duel mode works properly? I know there's some folks who want to see duel make a small comeback. KD provided a temporary solution, but the duel queue is still kinda wonky. Do you guys plan to prohibit any items from duel mode in v3a, such as Treble or Eddie?

I recall Duel being tested at some point, but I do not recall the outcome of the tests, sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 12, 2012, 03:30:31 AM
Quote from: "Mr. X"

Sword Man's MM8 stage started outside but it was only for like 20 feet and then you went into 4 different rooms that required 4 different weapons from the first 4 robot masters.  Then there was lava and stuff.  Maybe you were thinking of Search Man with a lot of Thunder Claw swinging...?

I believe it was Search man, yes. (though I never really played too much of the game.)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 12, 2012, 03:31:22 AM
Well, yeah, I know Search Man's stage had a lot of Thunder Claw swinging because I made the stage...and put lots of Thunder Claw swinging :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 12, 2012, 03:39:20 AM
Quote from: "Mr. X"
Well, yeah, I know Search Man's stage had a lot of Thunder Claw swinging because I made the stage...and put lots of Thunder Claw swinging :cool:
That sounds AWESOME!!!

Ontopic: Can you shoot while swinging or no?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 12, 2012, 03:43:18 AM
I'm not entirely sure how that would work.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 12, 2012, 03:50:20 AM
I just remembered in MM8 you can't shoot and swing at the same time but i thought they made it possible to swing and shoot at the same time it would be cool and all
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 12, 2012, 04:21:00 AM
Actually, you can in this version.  As your Thunder Claw latches onto the hook, you can't switch weapons but once you start swinging, go nuts.  I know, not accurate, but with the way it's set up right now, that's how it works.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 12, 2012, 04:29:09 AM
Quote from: "Mr. X"
Actually, you can in this version.  As your Thunder Claw latches onto the hook, you can't switch weapons but once you start swinging, go nuts.  I know, not accurate, but with the way it's set up right now, that's how it works.
That is AWESOME!!!! i can't wait now i wanna swing and shoot so bad now!!!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 12, 2012, 04:29:18 AM
Quote from: "Mr. X"
Actually, you can in this version.  As your Thunder Claw latches onto the hook, you can't switch weapons but once you start swinging, go nuts.  I know, not accurate, but with the way it's set up right now, that's how it works.
I love you guys. SO DARN MUCH.



Thunder Claw Top Spin :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Zard1084 on November 12, 2012, 04:32:28 AM
Quote from: "SmashBroPlusB"
Thunder Claw Top Spin :ugeek:
All my yes ALL MY YES!!! I'm so pumped now!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 12, 2012, 04:45:12 AM
Quote from: "Zard1084"
Quote from: "SmashBroPlusB"
Thunder Claw Top Spin :ugeek:
All my yes ALL MY YES!!! I'm so pumped now!

I don't think I could have said it better.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on November 12, 2012, 04:54:23 AM
Quote from: "Gizmo The Cat"
Quote from: "Zard1084"
Quote from: "SmashBroPlusB"
Thunder Claw Top Spin :ugeek:
All my yes ALL MY YES!!! I'm so pumped now!

I don't think I could have said it better.


This is going to happen, either by the MM8 Team or by me. Your move.  :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on November 12, 2012, 05:25:37 AM
I imagine I only figured most of the stage was outside from some Youtube playthrough of bad Mega Man weapons- Thunder Claw might've been one of them.

Really, the only ones I can extensively remember are Frost, Grenade, and Search (and even then I forgot the vines that are in there).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on November 12, 2012, 05:33:24 AM
Don't criticize me for this
But MM8 was the best.  Which is why I'm hyper-stoked for this.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on November 12, 2012, 12:10:52 PM
I wont, I dont like to criticize people.
I had no idea what megaman was until my older brother showed me this like 2 years ago.
I thought the robot masters were just crapy when I was looking through the skins. I just looked for the coolest thing I could find.
Which to me was Gyroman. Had no idea what a Gyro was but he looked cool, later on I played the actual MM games, and I started liking the characters more.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on November 12, 2012, 04:27:43 PM
So what's the most fun weapon to use from the nerfed and new weapons of v3a?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 12, 2012, 05:38:24 PM
Well, that depends on opinion. I like Water Balloon. But in ~2 weeks time, you'll be able to come to your own conclusion.  ;)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 12, 2012, 05:44:24 PM
Quote from: "Donutyoshi"
So what's the most fun weapon to use from the nerfed and new weapons of v3a?
Thunder Claw Top Spin

I thought we went over this already

Quote from: "Duora Super Gyro"
Had no idea what a Gyro was
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on November 12, 2012, 05:54:37 PM
Gyroman isnt no way related to that... but it does look pretty good.

Welp, this next update will definetly keep me busy until I get Cod Black ops 2.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 12, 2012, 08:16:14 PM
There is no way a weapon like Water Balloon does not behave like Metal Blade or Silver Tomahawk.

In MM8, it was pretty much that: 28 shots of Megabuster midshot damage. It was MM8's Metal Blade, except not broken. Pretty useful in the Wily stages against those monkeys.

So I might like that weapon too or Homing Sniper.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on November 12, 2012, 09:03:18 PM
I am very fond of Water Balloon and Flash Bomb myself.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 12, 2012, 10:43:03 PM
I like Water Balloon (noticing a theme here?), Homing Sniper, and Astro Crush (if I can actually get it).
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 13, 2012, 12:04:37 AM
I just cannot wait to get my hands on FLASH BOMB.

Until then, I could use it in the MM8-10 weapons pack
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on November 13, 2012, 03:13:42 AM
I can't wait to see how OP Astro Crush is
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Myroc on November 13, 2012, 10:00:19 AM
Quote from: "Galactan"
I can't wait to see how OP Astro Crush is
Very much so.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 13, 2012, 03:37:50 PM
Is it just me or does Frost Man's stage look like Clashman No Constancy's stage, only set at day?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 13, 2012, 03:41:46 PM
Maybe it's because Blizzard Buffalo's GBC stage tileset is very similar in both style and design. Just recolor the tiles to a green-ish color and you shouldn't be able to tell the differences unless someone showed them to you.

What will be the Wily stage themes used for the Wily maps?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 13, 2012, 05:35:01 PM
Wily Stage 2 for the first map, Wily Stage 3 for the second map.  Many of us in the dev team thought Wily Stage 2 was one of the best songs in the game and absolutely had to include it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on November 13, 2012, 05:47:06 PM
I was thinking the themes chosen were going to be Wily 1 and 3 because, in my opinion, they feel tense and fit together. I never really liked Wily 2. It feels too relaxing for the final stages.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 13, 2012, 05:49:45 PM
Will the Wily Stage 1 and 4 themes still be included, though?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 13, 2012, 05:54:44 PM
At the moment, there aren't plans for the two songs to appear as far as I know.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on November 13, 2012, 06:51:02 PM
So Fire Traps can be reflected by Mirror Buster after all. I tried it the other day on PU Fire Man.

Don't you dare fix that. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 13, 2012, 07:58:31 PM
In Frost Man's stage, will it gradually turn from day to night like in MM8?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 13, 2012, 08:06:02 PM
Probably not, seeing as how MM3NEE is a night stage despite taking place across the entire day.



... You know they're trying to wrap things up so they can release, right?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 13, 2012, 08:16:55 PM
Quote from: "Beed28"
In Frost Man's stage, will it gradually turn from day to night like in MM8?
No because sunset/night stages are too common.
 :ugeek:

between official and custom maps. Though that was Shades rationale for going with day.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 13, 2012, 09:58:59 PM
Quote from: "SmashBroPlusB"
Probably not, seeing as how MM3NEE is a night stage despite taking place across the entire day.

But only in the first visit. It was night when revisiting to fight the Doc Robots. :ugeek:

---

Oh and by the way, I've just received confirmation that
(click to show/hide)
will be in the expansion! This news has made me excited more than ever now! :D
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 13, 2012, 10:34:51 PM
Quote from: "SmashBroPlusB"
Oh and by the way, I've just received confirmation that
(click to show/hide)
will be in the expansion! This news has made me excited more than ever now! :D

Wow! Exciting!

I heard from an anonymous person that
(click to show/hide)
will be in the expansion too! Double excitement!

Quote from: "Knux"
So Fire Traps can be reflected by Mirror Buster after all. I tried it the other day on PU Fire Man.

Don't you dare fix that. :ugeek:
DIABOLICAL!

That could be some pretty cool maneuver, fragging people with FIRE TRAPS!

Is it possible with quickbeams?NAH!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on November 13, 2012, 10:36:11 PM
Quote from: "Beed28"
Quote from: "SmashBroPlusB"
Probably not, seeing as how MM3NEE is a night stage despite taking place across the entire day.

But only in the first visit. It was night when revisiting to fight the Doc Robots. :ugeek:
I think "entire day" means "day and night".  :p
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 13, 2012, 10:43:06 PM
Quote from: "geno"
Quote from: "SmashBroPlusB"
Oh and by the way, I've just received confirmation that
(click to show/hide)
will be in the expansion! This news has made me excited more than ever now! :D

Wow! Exciting!

Uhh... SmashBrosPlusB didn't say that. I did. Did you get confused with the quoting?

Also guys, this screenshot:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 13, 2012, 11:37:39 PM
Quote from: "Beed28"

Uhh... SmashBrosPlusB didn't say that. I did. Did you get confused with the quoting?

Also guys, this screenshot:
(click to show/hide)

Yeah, as soon as I saw that, I fixed it.
I think that the colour changing weapon energy pickups are more exciting! (Do ETanks, WTanks, and MTanks do that too?)

Hey, cool trick!

1. Use Skull Barrier
2. Throw away Skull Barrier
3. INVINCIBILITY!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: JaxOf7 on November 13, 2012, 11:46:29 PM
Quote from: "Beed28"
Will the Wily Stage 1 and 4 themes still be included, though?
Quote from: "Mr. X"
At the moment, there aren't plans for the two songs to appear as far as I know.
Well shit.
Hop to it mappers, MM8DW1 is awesome!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 13, 2012, 11:55:04 PM
Well, it depends on what the map gimmick and what the stage's outside will be.

If it's slideboards and "dark, deep underground cave", then it should be MM8 Wily 1. If it's not, then MM8 Wily 2.

Honestly, I prefer MM8 Wily 1 over MM8 Wily 2, but I can see why you guys would think it's one of the best songs in the game.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 13, 2012, 11:57:25 PM
Quote from: "geno"
Is it possible with quickbeams?NAH!

Actually, if I remember correctly, Mirror buster did work with Force beams at some point. I'm not sure if it still does/will, though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 14, 2012, 12:10:52 AM
Quote from: "Gizmo The Cat"
Quote from: "geno"
Is it possible with quickbeams?NAH!

Actually, if I remember correctly, Mirror buster did work with Force beams at some point. I'm not sure if it still does/will, though.
wow.

IT DOES!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 14, 2012, 12:15:34 AM
Quote from: "Laggy Blazko"
Quote from: "Beed28"
Quote from: "SmashBroPlusB"
Probably not, seeing as how MM3NEE is a night stage despite taking place across the entire day.

But only in the first visit. It was night when revisiting to fight the Doc Robots. :ugeek:
I think "entire day" means "day and night".  :p
Correct. :ugeek:


And to be honest I'm a bit disappointed that the 8 Wily 1 / 8 Wily 4 songs won't be put into the core.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: TheDoc on November 14, 2012, 01:17:16 AM
Quote from: "geno"
I think that the colour changing weapon energy pickups are more exciting!

*/me squints*....o ya you're right. How does that work? Does the color of the weapon energy change depending on whose looking at it or what?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Tengu on November 14, 2012, 01:18:07 AM
I'm pretty sure it's all client sided.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on November 14, 2012, 01:53:49 AM
The water walls in MM6CEN could be translucent now that I think about it. Probably nitpicking though.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 14, 2012, 02:26:38 AM
So I was wondering. After you're done with the MM8 expansion, will you all be taking a break or will you jump right into the MM9 expansion?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 14, 2012, 02:57:21 AM
Definitely a break for a few months at least. Give the dev team a break and enjoy the fruits of our labors.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 14, 2012, 03:01:35 AM
Heh, figured as much. I'd love to see how the MM9 expansion comes along, but that can always wait a bit.


I wanna guess exactly when this expansion will be released, but I don't wanna speak too soon...>,>...<.<
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Accel on November 14, 2012, 03:04:34 AM
Oh man, it's been a while since I last logged in. All this progress looks absolutely amazing. I honestly can't wait until the expansion!

I think I'll be using the Tengu and Clown skins when it comes out~ What skins do you guys think you'll be using from the expansion if any?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 14, 2012, 03:07:45 AM
The one I really want to use I cannot say! But of the ones I am allowed to say, probably Search Man.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 14, 2012, 03:08:17 AM
Quote from: "Accel"
I think I'll be using the Tengu and Clown skins when it comes out~ What skins do you guys think you'll be using from the expansion if any?


AY'M GRENADE MAN!!!


ahem. Sorry, it had to be done.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on November 14, 2012, 03:25:09 AM
Quote from: "Accel"
What skins do you guys think you'll be using from the expansion if any?

I'm rather fond of Aqua Man, among a few others, myself.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on November 14, 2012, 03:30:47 AM
Search Man and Astro Man
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 14, 2012, 03:38:32 AM
Just curious, is there any possibility (even if it's ridiculously slim) that the Powered Up expansion could eventually become part of the core?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 14, 2012, 03:48:02 AM
Not very likely, it really isn't fair to all the other expansions if one goes in and the others do not. And having them all would inflate MM8BDM to insane proportions. Sorry.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on November 14, 2012, 03:52:39 AM
Quote from: "Accel"
Oh man, it's been a while since I last logged in. All this progress looks absolutely amazing. I honestly can't wait until the expansion!

I think I'll be using the Tengu and Clown skins when it comes out~ What skins do you guys think you'll be using from the expansion if any?
Hey, Accel!

I'm definitely going to be using the Roll-Mobile skin a lot. It's already the only skin I use during the team's testing sessions.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on November 14, 2012, 04:12:21 AM
I'm gonna be swording it up with Sword Man!

Quote from: "geno"
I think that the colour changing weapon energy pickups are more exciting! (Do ETanks, WTanks, and MTanks do that too?)

Yes.  Tanks will also change colors.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: T's Inventions on November 14, 2012, 06:59:17 AM
One other thing I forgot to say my reaction to...

So apparently the weapon energy capsules and tanks are now going to change to
the colors of your current selected weapon just like in the original Mega Man games?

:shock:

WHOA

What A twist!!!
I was not expecting the feature to be added ever at all!
I thought you guys would say:
"The capsules always being the same color makes them easier to spot in action, plus I don't think it's possible in the Doom/Skulltag engine"
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 14, 2012, 07:03:53 AM
If anything, I find them changing color with you make them even more obvious to spot IMO.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: KillerChair on November 14, 2012, 03:36:50 PM
Cant locate engergy? scroll through weapons to activate rainbow mode!

Lovin it.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 14, 2012, 04:07:01 PM
Guys. I think I found the changelog!

Nah, just kidding, I'm making it up. Let's see how many details I've got wrong and how many I've got right. :twisted:
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 14, 2012, 06:27:12 PM
Quote from: "Beed28"
The MM8BDMv1 Credits sequence has been restored.
I still say the SGC credits were god tier :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Duora Super Gyro on November 14, 2012, 06:43:29 PM
There were only 7 CTF compo winners including me in 7th.
And my map isnt getting in. So thats 6 CTF compo winner maps and a bonus.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 14, 2012, 06:54:00 PM
To be exact. There was 7, but then I decided to bump it up to 8, so beed's map got pushed in.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 14, 2012, 07:25:55 PM
To be MORE exact, there was 7, then Ivory decided to bump it up to 8, so beed's map got pushed in, and then Duora's map got pushed back out because it wasn't good enough (in playtesting, there was a whole lot of stalling and problems with the fans), then somebody else's competition map got pushed in (not saying who's more because I'm not sure if I have that authority)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on November 14, 2012, 08:17:36 PM
Quote
A brand new palette, now all player weapon colours will correctly match their NES counterparts; even in Software mode.
This single change has many degrees of awesome.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Knux on November 14, 2012, 08:19:20 PM
Quote from: "tsukiyomaru0"
Quote
A brand new palette, now all player weapon colours will correctly match their NES counterparts; even in Software mode.
This single change has many degrees shades of awesome.
kekekekeke

...

Wonder what was done to Wave Man. That's one thing I'm looking forward to.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on November 14, 2012, 09:20:12 PM
Some of Beed's predictions are correct (well, some aren't predictions since they were flat out told to you guys) and some are not, so don't take his list as absolute.  The change list for this update is a couple pages long (and that's not counting individual stage changes).  

Should be a fair number of surprises in store.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on November 14, 2012, 09:27:46 PM
I know nothing of the game's inner-workings, so enlighten me.

Does the new palette mean everything will match the NES palette (such things as textures, text, ect.) or is this exclusively actors and weapons and such?

In case it wasn't clear, I use Software.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on November 14, 2012, 09:38:45 PM
working with the palate must be a pain.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 14, 2012, 10:18:15 PM
Quote from: "Knux"
Wonder what was done to Wave Man. That's one thing I'm looking forward to.

Wave Man has not been replaced for v3a.  However, there have been changes to it to at least make it more playable.  There's always a chance that it (and Spring Man) will be replaced in future updates though.

Quote from: "Gumballtoid"
I know nothing of the game's inner-workings, so enlighten me.

Does the new palette mean everything will match the NES palette (such things as textures, text, ect.) or is this exclusively actors and weapons and such?

In case it wasn't clear, I use Software.

Everything.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 14, 2012, 10:23:29 PM
If Springman get's remade, I'd like to see those spring boxes from the original added.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: HD_ on November 14, 2012, 10:49:29 PM
Y'know everyone gets so mad about Spring Man, but honestly, Burst Man is the more problematic map. It's like Spring Man with less springs, but to compensate it has narrow passageways, easy-to-fall from solid ground, and easy-to-die-from WATER. Too many environmental hazards, not enough gameplay IMO.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 14, 2012, 10:53:17 PM
The purple liquid is only really dangerous during lag. Though I agree that it could be much wider in some/many areas. Also it'd be cool to have a room where the purple liquid actually rises and descends like in the original.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on November 15, 2012, 01:31:37 AM
Here's a comparison shot of Skull man's stage before and after the new palette.  It's far more notable in game:
(click to show/hide)

Notice how the sky is now more orange rather than a bright red.  The pink in the floor is now replaced with the more accurate purple, same for the walls.  Many stages now look far more uniform in color with fewer grays and off colors (This is especially true for the MM7 stages)  Keep in mind that these are the ACTUAL colors the texture is supposed to look like, even though it looks a bit more bland in some cases, it's much better looking in action.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CutmanMike on November 15, 2012, 01:48:05 AM
Note that the top screenshot would only look like that for software users. But now, it doesn't matter, so hooray!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 15, 2012, 01:51:06 AM
Quote from: "Messatsu"
Here's a comparison shot of Skull man's stage before and after the new palette.  It's far more notable in game:
(click to show/hide)

Notice how the sky is now more orange rather than a bright red.  The pink in the floor is now replaced with the more accurate purple, same for the walls.  Many stages now look far more uniform in color with fewer grays and off colors (This is especially true for the MM7 stages)  Keep in mind that these are the ACTUAL colors the texture is supposed to look like, even though it looks a bit more bland in some cases, it's much better looking in action.

This will actually make all maps feel new for me! And now I must replay all of the Mega Mans!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Gumballtoid on November 15, 2012, 02:40:14 AM
Oh my God, that's beautiful.

That Doom palette has irked me since I started playing.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on November 15, 2012, 03:31:33 AM
Yeah.  Accurate weapon pallets is a big plus for me.  I want to use Gemini Man's laser without it looking like Air Man colors.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on November 15, 2012, 03:42:31 AM
Quote from: "CopShowGuy"
Accurate weapon pallets is a big plus for me.

Yeah, I sure would love for this to happen for all weapons.

Preferably two certain weapons in MM7.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 15, 2012, 06:19:07 PM
Will Plant Man's stage have those springs like in MM6?
Title: I hate shoehorning gimmicks into maps anyways.
Post by: Ivory on November 15, 2012, 06:20:05 PM
Plant Man's stage layout hasn't changed this update. Where the heck would we shove springs?
Title: Re: I hate shoehorning gimmicks into maps anyways.
Post by: tsukiyomaru0 on November 15, 2012, 07:05:37 PM
Quote from: "Ivory"
Plant Man's stage layout hasn't changed this update. Where the heck would we shove springs?
Remove the small block on each side of the middle of the map and add a spring there? Does it need springs that badly?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 15, 2012, 07:13:36 PM
Nope, it doesn't.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 15, 2012, 07:38:50 PM
Another question; when equipped with another weapon, will we still be able to shoot the Mega Buster with altfire? You could do that in Mega Man 8 itself, and the Weapons Archive can also do this in YD's classes.

Obviously, you won't be able to do this if you're using Time Stopper or Skull Barrier, and can't do it either if you replace the Mega Buster with the Proto Buster/Bass Buster/Super Adaptor/Laser Shot/Spread Shot.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 15, 2012, 07:47:41 PM
No, altfires will never be used in the mm8bdm core stuff. New people who try the game will have enough difficulties without having to worry about there being two fire buttons.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on November 15, 2012, 07:48:33 PM
Do you know how overpowered that would make some weapons? Like Leaf Shield and Rolling Cutter?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Turbodude on November 15, 2012, 07:51:08 PM
Or maybe Hard Knuckle with a few buster shots to finish the job.
I was actually going to ask about what Beed said a while back, but looking at the idea now, that would be pretty ridiculous.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 15, 2012, 07:53:49 PM
So are we getting screenshots of Astro Man's stage, or will we have to wait until release?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on November 15, 2012, 07:59:14 PM
Beed, are you trying to get everything spoiled? :/
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Kapus on November 15, 2012, 08:02:44 PM
Well, we got screenshots of the other 7 master stages, so I don't see why not.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 15, 2012, 08:02:50 PM
Well, I did say at some point or another that there will at least be a screenshot of every Robot Master stage, so consider this the last screenshot  before release.

(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on November 15, 2012, 08:08:06 PM
Ivory, can I ask you somethin? One time I fell down... OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 15, 2012, 08:14:49 PM
Yes, that hasn't changed at all.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on November 15, 2012, 08:38:13 PM
Is doomseeker being bundled into the MM8BDM download?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 15, 2012, 09:22:17 PM
Screw Doomseeker:

Will MM8BDM add an empty Skins folder to wherever you install/unzip/extract it? oh and doomseeker too, preferably already set up with a wadseeker list?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 15, 2012, 11:43:31 PM
I have the feeling it'll be released next week (plus, next week IS mid-November)

Or maybe I just can't wait any longer.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 15, 2012, 11:45:35 PM
If anything, TODAY is mid-November. It's as far between as it's gonna get. :ugeek:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on November 15, 2012, 11:54:47 PM
I would love it if it were released this Sunday, because it's my birthday and that would make an awesome gift
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Balrog on November 15, 2012, 11:54:56 PM
Quote from: "MusashiAA"
Screw Doomseeker:

Will MM8BDM add an empty Skins folder to wherever you install/unzip/extract it? oh and doomseeker too, preferably already set up with a wadseeker list?

So you're saying to screw doomseeker, but you want it added anyway?
(http://i2.kym-cdn.com/photos/images/original/000/342/477/9b7.jpg)

In other news, I doubt that MM8BDM will ever include a skins folder in the zip. It's really not that hard to right-click, hover over "New", and click on "Folder."
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 16, 2012, 12:23:06 AM
Quote from: "geno"
I have the feeling it'll be released next week (plus, next week IS mid-November)

Or maybe I just can't wait any longer.
Quote from: "Gizmo The Cat"
If anything, TODAY is mid-November. It's as far between as it's gonna get. :ugeek:
Quote from: "Galactan"
I would love it if it were released this Sunday, because it's my birthday and that would make an awesome gift
I wouldn't get your hopes up on a Sunday release, or next week even.

Quote from: "Ivory, on Monday the 12th,"
Well, that depends on opinion. I like Water Balloon. But in ~2 weeks time, you'll be able to come to your own conclusion.  ;)
So there you go. Probably the 26th to the beginning of December is likely.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on November 16, 2012, 12:29:06 AM
what if.

it gets released before xmas.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 16, 2012, 01:19:52 AM
Quote from: "Beed28"
So there you go. Probably the 26th to the beginning of December is likely.
THE DATE
IS
A
LIE.

Sorry, couldn't help it.

EDIT:DARN! Release date has been changed!
Hopefully it'll be released by 2016.

We've been waiting for this for over a half a year! wow.

Question: Will Homing Sniper be able to charge up (like Lego's version)?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 16, 2012, 01:31:44 AM
Trust me, I do intend for the expansion to get out by December 1st at the latest.
Unless Mike says otherwise.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Laggy Blazko on November 16, 2012, 01:36:30 AM
Yeah screw Doomseeker, IDE rules.
LOLWAT, I never noticed homing sniper could be charged o_O. I always used it as a rapid-fire weapon.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 16, 2012, 01:42:39 AM
Quote from: "geno"
Question: Will Homing Sniper be able to charge up (like Lego's version)?
I don't mean to sound rude but I think I speak for everyone when I say stop asking questions already

if people tell you X is happening and Y isn't, what do you have to look forward to

NOTHING, that's what

a nice big can of NOTHIN' AT ALL will feel unexpected or surprising



so kids, stop asking questions, if you wait you'll be that much more satisfied when you find out :cool:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Messatsu on November 16, 2012, 01:53:16 AM
Quote from: "geno"
Question: Will Homing Sniper be able to charge up (like Lego's version)?
Yes, although the spread is different than Legos.

Lego's weapons were a good base, but some changed pretty radically and others gained new features (such as being able to jump on mega ball)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 16, 2012, 01:55:46 AM
Quote from: "SmashBroPlusB"
if people tell you X is happening and Y isn't, what do you have to look forward to

NOTHING, that's what

Wh-what?  Wh-why would you say something so harsh?  WHAT HAVE I EVER DONE TO YYYOOOOOOUUUUU???* ;  -  ;



...I mean in the past 5 minutes.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 16, 2012, 02:05:58 AM
Actually, I said that I was worried about too many things being spoiled some pages ago.

It was either Messatsu or Mr. X that told me that there were many, many other things that haven't been revealed, so there was no need to worry.

But still, I might as well stop looking at this thread for the last 1 and a half week.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 16, 2012, 02:22:45 AM
Really though, when it comes down to it, what have we really revealed in here?  The fact that there will be 8 robot master stages, 8 robot master weapons, and generally the stuff that one would expect the expansion to have.  Many of these levels have more to them than has appeared in screenshots, there's many changes to pre-existing stuff that hasn't been discussed, and there's more new content that we haven't shown and/or even revealed.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Accel on November 16, 2012, 05:17:09 AM
Oh, so I haven't just been filtering out anything that wasn't already expected. That's good to know : D

I do remember them mentioning several things that are severely under wraps, and I doubt they'll give that stuff away. It's for us, the community to find out when it's finally released.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 16, 2012, 03:39:59 PM
I remember hearing some other stages are being kept under wraps, and we'd have to wait for the release. For example, the two Wily Stages are being kept under wraps, there's another stage as well being kept under wraps, and the two bosses (I still call dibs on the Wily Machine. I even consulted it with Crystal Man) are also being kept under wraps. There's also some more untold stuff being kept under wraps.

Did I mention that a lot of stuff are being kept under wraps (http://tvtropes.org/pmwiki/pmwiki.php/Main/DepartmentOfRedundancyDepartment)?

Oh, and I'm sorry for jinxing the release date. :| I'll try not to do that again.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: -Daiki-TheOni on November 17, 2012, 11:32:59 PM
will the expansion suport linux/ubuntu and mac users?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 17, 2012, 11:47:29 PM
No more than it is now. Sorry.
Unless Zandronum has better support.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 18, 2012, 12:00:27 AM
Can you tell us a list of what bugs are being fixed without spoiling too much?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 18, 2012, 12:05:47 AM
Beed. Stop. It's going to come out soon enough. Just relax, there will be a giant change log to go through when it's out. It does take time away from the expansion to list you these things anyways.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 18, 2012, 01:19:51 AM
Quote from: "Ivory"
Beed. Stop.

OH MY GOD THANK YOU

THANK YOU

Seriously dude, if you were given all the time in the world to ask about the expansion, eventually there would be nothing to show.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Hallan Parva on November 18, 2012, 02:17:59 AM
you know I warned you all right (http://cutstuff.net/forum/viewtopic.php?p=202705#p202705)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 18, 2012, 03:04:19 AM
I did it way before you :ugeek: (http://cutstuff.net/forum/viewtopic.php?p=199124#p199124)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Orange juice :l on November 18, 2012, 03:24:34 AM
Quote from: "Orange juice :l"
Is doomseeker being bundled into the MM8BDM download?

I realize I'm probably going to be shot for asking questions seeing how well Beed's have been taken, but I'd really like to know if it is. It'd help pick up new players a LOT.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 18, 2012, 03:59:45 AM
We don't really have a solid yes/no agreement on that yet. an empty skin folder on the other hand will be bundled for sure.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: UltimateChimichanga on November 18, 2012, 04:05:06 AM
I personally think that some of the more famous mods like Roboenza and Chaos generator should be added to the download so you down't have to download them individually. It takes me 8 days to find the mods I'm looking for since some of them are buried deep with in the threads... A place that none dare speak of.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 18, 2012, 04:06:11 AM
No, because then when those mods update, MM8BDMv3a is being bundled with old mods. Plus it's more file weight to download.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 18, 2012, 05:07:25 AM
Quote from: "Super64ds"
I personally think that some of the more famous mods like Roboenza and Chaos generator should be added to the download so you down't have to download them individually. It takes me 8 days to find the mods I'm looking for since some of them are buried deep with in the threads... A place that none dare speak of.

You do know that you can find the majority of them through here (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3865), don't you? The ones you labeled should be included.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 18, 2012, 01:31:51 PM
I apologise for my ignorance last night. I'm sorry.

Anyway, when this comes out, will you be giving the major Mega Man news sites (e.g. The Mega Man Network (http://www.themmnetwork.com/), Rockman Corner (http://www.rockman-corner.com/), etc) a tip? It could help potentially boost popularity again.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: The_Broker on November 18, 2012, 02:32:35 PM
Quote from: "Beed28"
I apologise for my ignorance last night. I'm sorry.

Anyway, when this comes out, will you be giving the major Mega Man news sites (e.g. The Mega Man Network (http://www.themmnetwork.com/), Rockman Corner (http://www.rockmancorner.com/), etc) a tip? It could help potentially boost popularity again.

I'm sure within a week or so (when a more firm release date is established), there will be a trailer and that should hopefully boost popularity quite a bit.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: tsukiyomaru0 on November 18, 2012, 05:20:42 PM
You know something? I was saving between stages before, so... does this make me a hipster?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: YGP1111 on November 18, 2012, 05:37:35 PM
Comes out in december?!
My birthday is in december! :O
I cant wait still.. >.<
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Rozark on November 18, 2012, 06:31:26 PM
Quote from: "Super64ds"
It takes me 8 days.

What... how.. there's a search bar.. and that link that was provided.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Davregis on November 19, 2012, 06:36:57 PM
That IS rather excessive
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 21, 2012, 01:36:40 AM
Well, you guys most probably are sick and tired of questions, but
Can I see the Clownman sprite you're using? I'm just curious.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on November 21, 2012, 01:59:44 AM
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 21, 2012, 02:02:22 AM
Cool Swordman stage!

REEEEEEEEEALLY can't wait for the expansion!!
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 21, 2012, 02:02:30 AM
Who or what indicated you that Tornado Hold's color scheme was that one?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 21, 2012, 02:04:37 AM
Quote from: "MusashiAA"
Who or what indicated you that Tornado Hold's color scheme was that one?
The colour scheme looks pretty accurate.
(http://www.sprites-inc.co.uk/files/Classic/MM8/Wep/mm8tornadohold.gif)
(The green could be a tad darker though.)

Also,
Quote
Aquaman was turned into a popsicle by Duo's Ice Wave.
Pure genius!  :mrgreen:
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Korby on November 21, 2012, 02:07:10 AM
it's an old screenshot
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 21, 2012, 02:14:03 AM
It looks like this under the new palette.
(click to show/hide)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 21, 2012, 02:19:04 AM
Quote from: "geno"
Quote from: "MusashiAA"
Who or what indicated you that Tornado Hold's color scheme was that one?
That colour scheme looks pretty accurate.
(http://www.sprites-inc.co.uk/files/Classic/MM8/Wep/mm8tornadohold.gif)

Oh. Seems like a stretch, but sure, it somewhat fits.

EDIT: OH REALLY?

So it's 1C for the dark color and 24 for the light color from this palette?

(http://fc01.deviantart.net/fs31/f/2008/221/3/c/the_NES_palette_by_erik_red.png)
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Geno on November 21, 2012, 02:26:48 AM
Quote from: "Ivory"
It looks like this under the new palette.
(click to show/hide)
Wow. I like that one.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Dusty on November 21, 2012, 04:49:04 PM
Gonna rock this expansion as a dusty frost man. Awwwwww yeah
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: MusashiAA on November 21, 2012, 05:54:43 PM
I have lived through many things.

The mirror MM2MET

OP Napalm Bomb

Absent Plant Barrier

Craptacular MM7 weapons

And I have never changed my skin in my whole MM8BDM experience.

GEE EYE JOOOOOOOEEEEE
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 21, 2012, 05:59:57 PM
Why is there a Dr. Wily sign in Sword Man's map? Isn't it supposed to be an ancient ruin?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 21, 2012, 06:30:14 PM
Maybe because the Wily Logo was in the actual stage?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Beed28 on November 21, 2012, 06:40:44 PM
The only Wily logo was on the boss door itself. And there's probably not going to be any such doors anywhere in the map.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Ivory on November 21, 2012, 06:44:18 PM
And? Your point is?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Copy Robot on November 21, 2012, 07:09:46 PM
Because Ancient Ruins totally had mechanical propeller switches, mechanical hammers that hit platforms into lava, lava rafts, and doors that automatically open if you touch them.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on November 21, 2012, 08:48:27 PM
Also, all of the MM2 maps have a Wily sign in their map, except for Wood Man I believe- I know all of them are textures.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 21, 2012, 08:51:52 PM
Skull Castle Exterior doesn't have a Wily Logo.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: SmashTheEchidna on November 21, 2012, 09:18:11 PM
I don't remember seeing one in Crashman's stage either.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Fyone on November 21, 2012, 10:02:18 PM
Quote from: "Gizmo The Cat"
I don't remember seeing one in Crashman's stage either.
Quote from: "Mr. X"
Skull Castle Exterior doesn't have a Wily Logo.

I think you guys are missing his point.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Galactan on November 21, 2012, 10:43:22 PM
Quote from: "Magnet Dood"
Also, all of the MM2 maps have a Wily sign in their map, except for Wood Man I believe- I know all of them are textures.

How does that relate to Sword Man's stage?
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Mr. X on November 22, 2012, 04:12:05 AM
I got the point of Magnet Dood saying all MM2 maps have a Wily sign and I subsequently pointed it out as incorrect.  As for the point of ancient ruins having a Wily sign, Wily added a bunch of mechanical junk to that temple as was previously stated.  Having a logo there is fine.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: CopShowGuy on November 22, 2012, 04:19:05 AM
Let's put billboards in all the stages!  "Pepsi presents Bubble Man's Stage"
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Jakeinator on November 22, 2012, 03:29:04 PM
Reminds me of Speed Highway and City Escape...
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Magnet Dood on November 22, 2012, 08:50:04 PM
After taking a look through Slade, Crash Man and Wood Man don't have Wily signs, but Wily Castle does.
Title: Re: MM8BDM: Mega Man 8 Expansion Public Thread
Post by: Donutyoshi on November 23, 2012, 01:43:05 AM
Dr. Wily Signs aren't actually an obligatory thing for the MM2 maps since not every MM2 stage used them anyways.

If you wanted it in MM8BDM. Than you should probably pester the CSCMRemix guys in