Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: Zellough on July 06, 2010, 06:21:20 PM

Title: SGC Demo feedback
Post by: Zellough on July 06, 2010, 06:21:20 PM
the game is pretty awesome  :lol:  but i'm having certain trouble with the IP

when i type this namerehwon.no-ip.info adress, the game doesn't load for some reason and skulltag crashes  :?  what can i do to fix that?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Namo on July 06, 2010, 08:48:29 PM
I noticed a tiny bug.  If someone is typing (has a speech bubble over their head) and they get destroyed, the speech bubble stays there.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CutmanMike on July 06, 2010, 09:11:21 PM
Quote from: "Zellough"
when i type this namerehwon.no-ip.info adress, the game doesn't load for some reason and skulltag crashes  :?  what can i do to fix that?

Can you explain the crash? Does it exit with an error or just keep trying to connect?

Quote from: "Namo"
I noticed a tiny bug.  If someone is typing (has a speech bubble over their head) and they get destroyed, the speech bubble stays there.

That's fine, it's fun to know someone is about to rant at you for blowing them up  :p
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: brawlman9876 on July 06, 2010, 09:21:16 PM
thank god i found decent controls...this is a laptop and i dont have a mouse.....but i found a good way for controlling, so many times have i died at the same time when i killed someone......its always funny to see that. this games is amazing but i defiantly...but i suck at it...MAN do i need to get better, you are great at this cutman i really enjoy it  :D
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: PressStart on July 06, 2010, 09:54:20 PM
There's a lot of people playing right now! It was crazy!

I recorded some footage, hopefully can make a video soon. Thanks everyone for playing  :cool:
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Korby on July 06, 2010, 10:00:49 PM
Hmm...I can't seem to join Doomseeker matches. It just goes to some window which closes too fast for me to read, and nothing happens.

EDIT: Nevermind, I just need 98c
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 06, 2010, 10:12:07 PM
np PS

Besides i cannot wait to place My Custom Jeffrey Skin in the game

Yeah the server was insane,man i can't believe i got third place in a few matches...
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Vaxis on July 06, 2010, 11:04:48 PM
Very fun demo, and the server is packed with people! Games get QUITE chaotic sometimes! I believe I got first place a couple times until Korby came in and blew me away xD
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: TERRORsphere on July 06, 2010, 11:08:19 PM
I hate the ping I get in US servers. I have a crappy connection so I would be a bad hoster for Euro 8BMMDM.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 06, 2010, 11:10:26 PM
I Can't believe i PWNED you guys that round man...that's a happy moment
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 06, 2010, 11:12:44 PM
Quote from: "CutmanMike"
Quote from: "Zellough"
when i type this namerehwon.no-ip.info adress, the game doesn't load for some reason and skulltag crashes  :?  what can i do to fix that?

Can you explain the crash? Does it exit with an error or just keep trying to connect?

Well, the game doesn't load, and then, my pc shuts down :>
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CopShowGuy on July 06, 2010, 11:13:16 PM
You just grab a weapon and run in and go crazy!  The game is much faster paced than I thought it would be.  And the weapons are fun.  Saw a lot of cutstuff goers in a lot of matches today.

Also curse that warp point in Skull Castle Interior!  Maybe put a different weapon up there to discourage such powerful camping?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 06, 2010, 11:15:07 PM
yupyup, it was quite fun  :D  :D  :D  :D  :D

(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo2-3.jpg)
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CopShowGuy on July 06, 2010, 11:15:48 PM
Quote from: "Zellough"
yupyup, it was quite fun  :D  :D  :D  :D  :D

(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo2-3.jpg)

Oh...real nice :|
I was Roll that round.  That makes you the jerk.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 06, 2010, 11:16:50 PM
yeah i'm a wife-beater  :cool:
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 06, 2010, 11:17:36 PM
Quote from: "Zellough"
yupyup, it was quite fun  :D  :D  :D  :D  :D

(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo2-3.jpg)
Didn't i kill you after that Zell?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 06, 2010, 11:19:55 PM
yes you did :>, BUT THEN (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo3.jpg)

you guys are pretty good  :mrgreen:
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CutmanMike on July 06, 2010, 11:20:35 PM
Quote from: "CopShowGuy"
Also curse that warp point in Skull Castle Interior!  Maybe put a different weapon up there to discourage such powerful camping?

I wanted to limit the amount of weapons I was showing off in the demo. The real version has different weapon selections for those maps. Spark shock is there in the real version and it's really weak (but it stuns people)
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 06, 2010, 11:22:43 PM
Quote from: "Zellough"
yes you did :>, BUT THEN (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo3.jpg)

you guys are pretty good  :mrgreen:

LOL

Hey how do you take pics again?
What button is it?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CopShowGuy on July 06, 2010, 11:22:51 PM
Quote from: "CutmanMike"
Quote from: "CopShowGuy"
Also curse that warp point in Skull Castle Interior!  Maybe put a different weapon up there to discourage such powerful camping?

I wanted to limit the amount of weapons I was showing off in the demo. The real version has different weapon selections for those maps. Spark shock is there in the real version and it's really weak (but it stuns people)

Oh thank goodness.  That's a much better choice.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 06, 2010, 11:24:15 PM
yeah to be honest napalm bomb can be annoying, more at that spot :>
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 06, 2010, 11:41:35 PM
I Just realized something...The Skins and other Contributions Threads are gone...
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CopShowGuy on July 06, 2010, 11:43:19 PM
They've been moved to a hidden developer's section so people don't start leeching the content before launch.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 06, 2010, 11:44:56 PM
oh boy  ;)
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Namo on July 07, 2010, 12:04:36 AM
OH SO ZELLOOOO WAS YOU, ZELLOUGH!!!!

CURSE YOU!!!  One day, I will GET YOOOOU!
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Anonymous on July 07, 2010, 12:07:44 AM
You know, is it me, or is the Napalm bomb somewhat overpowered?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Namo on July 07, 2010, 12:08:29 AM
In my opinion, only if you're close.  Its hard to hit someone with the bouncin'-monstrosity from afar.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 12:19:12 AM
ehuehuehuehe i'd better run from namo now :o

well i'm gonna play again right now
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Namo on July 07, 2010, 12:21:22 AM
NOT WITHOUT ME YOU WONT!

Lol, I'm just kiddin' around.  Maybe good ol' CutmanMike should join in too.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CutmanMike on July 07, 2010, 12:24:22 AM
My ping is terrible on the laptop but I'll check in from time to time
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: T-man on July 07, 2010, 01:02:05 AM
what is the ip for all of these epic matches i keep hearing about...i wanna play... :cry:
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Vaxis on July 07, 2010, 01:05:21 AM
Quote from: "T-man"
what is the ip for all of these epic matches i keep hearing about...i wanna play... :cry:

namerehwon.no-ip.info

Also, I'm having difficulty setting up my own server.... any tips?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 01:16:18 AM
DAMNED NAMO you had your revenge ;n; (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-167.jpg)

i consider you a rival from now on  :geek:
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 07, 2010, 01:16:42 AM
Hey i got a Question Cutman:is this the official Demo?
or do we have to wait for another one?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CopShowGuy on July 07, 2010, 01:30:12 AM
Quote from: "Zellough"
DAMNED NAMO you had your revenge ;n; (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-167.jpg)

i consider you a rival from now on  :geek:
No wonder you died!  You were out of air!
Or as Cut Man would say: "Hey, Zellough Man!  You're a little low on air!"
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 01:33:42 AM
uh, mike, lemme point out some weird shit happening to me:

-after i shut down the game once, i can't launch it again
-sometimes when i launch the game, my internet dies
-when i try to play without the OpenGL, my pc reboots

can you help me out?  :?  :(  :cry:
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 02:21:04 AM
Quote from: "CopShowGuy"
Quote from: "Zellough"
DAMNED NAMO you had your revenge ;n; (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-167.jpg)

i consider you a rival from now on  :geek:
No wonder you died!  You were out of air!
Or as Cut Man would say: "Hey, Zellough Man!  You're a little low on air!"

Oh boy  :shock:
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Anonymous on July 07, 2010, 02:26:26 AM
Quote from: "Vaxis"
Quote from: "CutmanMike"
Hit the host button? :P You need to explain where you're stuck.

well I got that far, haha. And I'm sure that port is open. But when other people try to connect using the server IP, it doesn't work... I'm probably just too new to this stuff xD

The IP it gives in the server prog is your local one. works fine if the other players are in the same LAN as you. Otherwise, you gotta open port 10666.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Namo on July 07, 2010, 03:40:05 AM
Quote from: "Zellough"
DAMNED NAMO you had your revenge ;n; (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-167.jpg)

i consider you a rival from now on  :geek:

Where am I in that screenshot?  Did I die at the same time as you or go down that hallway?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 04:16:08 AM
Quote from: "Namo"
Quote from: "Zellough"
DAMNED NAMO you had your revenge ;n; (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-167.jpg)

i consider you a rival from now on  :geek:

Where am I in that screenshot?  Did I die at the same time as you or go down that hallway?

you went down the hallway :>
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 07, 2010, 04:23:37 AM
http://steamcommunity.com/groups/Paradyseboards/announcements/detail/90253795820893338

I've Decided to post up a Day worth of MM8BDM

So if you are Online Friday then Come & play!


Also i'm a tad bit confused about the Server hosting...Mind helping me out?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: T-man on July 07, 2010, 04:38:22 AM
anyone know who skeletor was?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 04:43:05 AM
i dunno, but he really whooped our asses out  :?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 07, 2010, 04:44:12 AM
Testing Server plz Join...
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 04:50:29 AM
i would join but you know, i have a VERY fucked up bug

-after i shut down the game once, i can't launch it again
-sometimes when i launch the game, my internet dies
-when i try to play without the OpenGL, my pc reboots
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 07, 2010, 04:51:46 AM
Quote from: "Zellough"
i would join but you know, i have a VERY fucked up bug

-after i shut down the game once, i can't launch it again
-sometimes when i launch the game, my internet dies
-when i try to play without the OpenGL, my pc reboots

D=

Man that has to suck also how do you change the thing from local to Internet?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Vaxis on July 07, 2010, 05:19:39 AM
Quote from: "COG"
Quote from: "Zellough"
i would join but you know, i have a VERY fucked up bug

-after i shut down the game once, i can't launch it again
-sometimes when i launch the game, my internet dies
-when i try to play without the OpenGL, my pc reboots

D=

Man that has to suck also how do you change the thing from local to Internet?

Even if you were broadcasting to internet, I don't think it would show up on the server list... everyone wanting to join would need to connect directly to your IP.

Also, is that SGC server still up? I was able to connect a minute ago, and now I can't.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Blaze Yeager on July 07, 2010, 05:21:23 AM
Quote from: "Vaxis"
Quote from: "COG"
Quote from: "Zellough"
i would join but you know, i have a VERY fucked up bug

-after i shut down the game once, i can't launch it again
-sometimes when i launch the game, my internet dies
-when i try to play without the OpenGL, my pc reboots

D=

Man that has to suck also how do you change the thing from local to Internet?

Even if you were broadcasting to internet, I don't think it would show up on the server list... everyone wanting to join would need to connect directly to your IP.

Also, is that SGC server still up? I was able to connect a minute ago, and now I can't.
It had a fatal error once the match was over,but people were able to join my server...
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Leapin Lemon on July 07, 2010, 06:36:56 AM
isnt it ironic that another player named Heman was playing with Skeletor in the same server  :?
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: CutmanMike on July 07, 2010, 08:53:35 AM
Quote from: "Zellough"
i would join but you know, i have a VERY fucked up bug

-after i shut down the game once, i can't launch it again
-sometimes when i launch the game, my internet dies
-when i try to play without the OpenGL, my pc reboots

Sounds computer specific but we'll give it a try. First of all, try deleting your skulltag ini file. This resets all your settings as if you just did a fresh reinstall. Report back when you've tried that.
Title: Re: SGC Demo feedback
Post by: brawlman9876 on July 07, 2010, 09:28:56 AM
ok...i have found a little glitch in the 1 player mode (what they one player mode? GO DO MULTI PLAYER DAMN IT) anyway when i save the game and then come back to that save....the enemies..or bots....just freeze in position...once i kill then they dont come back...if i save before the spawn...they dont spawn....just a little thing i found. anyway this game is great otherwise, did a little online with my friend and he kicked my ass....i need to get better at this :) great job cutman
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 09:38:35 AM
Skulltag issue, not MM8BDM's fault. I notice a lot of people are reporting issues that are simply to do with Skulltag but I guess that's to be expected  :)
Title: Re: SGC Demo feedback
Post by: Katamari007 on July 07, 2010, 09:39:34 AM
Stinks that only Deathmatch mode has pickups
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 09:42:33 AM
Quote from: "Katamari007"
Stinks that only Deathmatch mode has pickups

Eh? Only LMS and TLMS should not have pickups.
Title: Re: SGC Demo feedback
Post by: Katamari007 on July 07, 2010, 09:48:18 AM
I found that Terminator and Possesion did not have pickups as well
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 09:50:44 AM
Ah yes, I forgot about those. I dunno if I'll support them yet but LMS and TLMS is supported in the final version. Basically the demo is purely for deathmatch  :)
Title: Re: SGC Demo feedback
Post by: Katamari007 on July 07, 2010, 09:52:59 AM
Alright :P
Title: Re: SGC Demo feedback
Post by: Turbodude on July 07, 2010, 12:59:34 PM
The status messages/chat should be something a bit easier to read *perhaps dark green?* with all the bright textures and such, most of the time I found myself going into the console to find out who said what, only to get killed.

And the damage for the Rolling Cutter and speed for Quick Boomerang should be kinda nerfed.

On a slightly unrelated note, do you plan on releasing an editing pack for others to create maps and other wads?
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 01:06:28 PM
Quote from: "sonicfan966"
The status messages/chat should be something a bit easier to read *perhaps dark green?* with all the bright textures and such, most of the time I found myself going into the console to find out who said what, only to get killed.

Looking into that.

Quote from: "sonicfan966"
And the damage for the Rolling Cutter and speed for Quick Boomerang should be kinda nerfed.

Back away and dodge more. Rolling Cutter can be tricky to aim for the user so if they keep nailing you with it, they're either a good shot or you weren't dodging out the way. Or both! As for Quick Boomerang, keep your distance and run away if necessary.

Quote from: "sonicfan966"
On a slightly unrelated note, do you plan on releasing an editing pack for others to create maps and other wads?

In the future I'll put up a tutorial for just about everything  :mrgreen:

Btw I notice no one is complaining about "eye rape" yet, like lots of people did when they saw the trailer. Anyone who's played it got sore eyes yet?  :roll:
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 07, 2010, 01:43:28 PM
Like I said before.  This game is making love to my eyes.  Everything is clear.  Blame Youtube's quality for the reported "eye rape."
Title: Re: SGC Demo feedback
Post by: Turbodude on July 07, 2010, 01:48:29 PM
Quote from: "CutmanMike"
Btw I notice no one is complaining about "eye rape" yet, like lots of people did when they saw the trailer. Anyone who's played it got sore eyes yet?  :roll:
My eyes got a tad bit sore after all the screen flashing when taking damage, but that's about it.
Title: Re: SGC Demo feedback
Post by: T-man on July 07, 2010, 02:29:52 PM
quick question...what happened to the threads that showed how much of the skins were finished and how much maps were finished and all that stuff...i liked being able to see what had been done so far.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 02:34:07 PM
They've been hidden away until the final version is done. If you want to follow progress, I post everything I add to MM8BDM on my twitter  :cool:
Title: Re: SGC Demo feedback
Post by: T-man on July 07, 2010, 03:05:13 PM
cools. *looks up cutman's twitter*
Title: Re: SGC Demo feedback
Post by: Anonymous on July 07, 2010, 03:51:59 PM
I keep getting a fatal skulltag error. It happens whenever I start up a game, the screen just closes, the music still plays, and there's the skulltag error window. Any suggestions?
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 03:56:41 PM
Are you using the launcher? Are you launching it from a fresh install?
Title: Re: SGC Demo feedback
Post by: Anonymous on July 07, 2010, 04:06:19 PM
Errr, I tried just booting it from the exe file of deathmatch, that didn't work. Then I got the wad file from doom 2, and it just loads doom 2 if I attempt to open it from the launcher.
Title: Re: SGC Demo feedback
Post by: Namo on July 07, 2010, 04:07:34 PM
BTW, did I have to have a doom2.wad?  I got the Free-Doom one via the skulltag .exe, but I'm not sure if I needed it.

Griev, are you double-clicking the Megaman icon or the Skulltag icon?
Title: Re: SGC Demo feedback
Post by: Anonymous on July 07, 2010, 04:24:28 PM
Trying both, the Mega Man icon brings me into the menu but closes as soon as I enter a game. The skulltag one opens Doom 2, not the MM Deathmatch.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 04:52:51 PM
Maybe I need to stress this more: YOU DONT NEED ANY KIND OF DOOM TO PLAY THIS

In fact, I would recommend you extract the mm8bdm zip into a separate folder. Also running the launcher and unticking "use opengl"
Title: Re: SGC Demo feedback
Post by: Namo on July 07, 2010, 05:29:54 PM
Oh.

If I could make a suggestion, I think it would be better if the music didn't fade out before restarting.
Title: Re: [TUTORIAL] Join/create servers in the MM8BDM SGC Demo
Post by: Zellough on July 07, 2010, 05:50:20 PM
Quote from: "CutmanMike"
Quote from: "Zellough"
i would join but you know, i have a VERY fucked up bug

-after i shut down the game once, i can't launch it again
-sometimes when i launch the game, my internet dies
-when i try to play without the OpenGL, my pc reboots

Sounds computer specific but we'll give it a try. First of all, try deleting your skulltag ini file. This resets all your settings as if you just did a fresh reinstall. Report back when you've tried that.

alright i deleted it :>
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 07:04:29 PM
This is what happens when i try to open the game after i shut down once:

(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-168.jpg)
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 07:44:14 PM
Try deleting the ini, running the game and then quitting the game right away without changing any options. Then run it again and see if it crashes.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 07, 2010, 07:46:32 PM
Quote from: "Zellough"
This is what happens when i try to open the game after i shut down once:

(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-168.jpg)

Oh, try running it with AppLocale set to English. I dunno if SkullTag is unicode or not, but AppLocale may help.

http://www.microsoft.com/downloads/details.aspx?FamilyID=8c4e8e0d-45d1-4d9b-b7c0-8430c1ac89ab&displaylang=en

How to use AppLocale (http://masakik.freeservers.com/apploc.html)
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 09:36:57 PM
ok thanks, i'll try both
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 09:49:05 PM
... none of them worked...  :(  :cry:
Title: Re: SGC Demo feedback
Post by: Namo on July 07, 2010, 09:54:31 PM
That's really weird.  How am I supposed to fight my rival if he's unable to get on the game?

Hm, all I can really recommend is redownloading the game and trying again.

Also:
Quote from: "Namo"
If I could make a suggestion, I think it would be better if the music didn't fade out before restarting.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:05:02 PM
Quote from: "Namo"
Quote from: "Namo"
If I could make a suggestion, I think it would be better if the music didn't fade out before restarting.

ARRRRRRRGH you should know why they don't, you even posted in the thread!    :p

viewtopic.php?f=13&t=378 (http://cutstuff.net/forum/viewtopic.php?f=13&t=378)

If you have any ideas throw them my way!
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:05:57 PM
redownloading it didn't work either :'(  :cry:  what will i do now
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:08:22 PM
Perhaps something's missing on my folder??? (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-169.jpg)
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:10:21 PM
Nope it should be fine. When you first had it working was it in that folder?
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:11:47 PM
yeah, everything's still like that, i really dunno what's going on since no one else has this problem  :(
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:13:25 PM
And you've tried both software and gl mode right? Does singleplayer and multiplayer do the same?
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:16:02 PM
when i try using it without gl mode my pc reboots for some reason, IN-GAME i have no problems, my only trouble is launching it  :?

after i shut the game down once, i have to reboot my pc to make it work again, but i fear i end up breaking it :/
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:18:40 PM
Very very bizarre. When you close it the first time, does it crash? I would recommend try updating your graphics card drives if you can. Just to be safe, what's your system specs?
Title: Re: SGC Demo feedback
Post by: Namo on July 07, 2010, 10:20:26 PM
Quote from: "CutmanMike"
Quote from: "Namo"
Quote from: "Namo"
If I could make a suggestion, I think it would be better if the music didn't fade out before restarting.

ARRRRRRRGH you should know why they don't, you even posted in the thread!    :p

viewtopic.php?f=13&t=378 (http://cutstuff.net/forum/viewtopic.php?f=13&t=378)

If you have any ideas throw them my way!

Haha, sorry Cutty, I do realize I posted there, but I didn't mean like a new file format or something! :lol:

I meant like, instead of the .ogg's fading out, they should just cut off that way they loop.  A bit of a skip before replay sounds better than the song fading out and replay.  Here's an example I whipped up (sorry for the low quality):

http://www.mediafire.com/?44ijzcumjvo (http://www.mediafire.com/?44ijzcumjvo)
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:21:05 PM
no, here's what happens:

i play the game until i get bored, then i quit, later on i want to play again, i try launching it, and this happens: (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-165.jpg)

kaboom, doesn't load, it freezes there.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:21:55 PM
Ah right. I could do but there's a lot of music now, and it would be a pain to deal with. I'll just patiently wait for NSF, unless of course it delays the final release of MM8BDM

Quote from: "Zellough"
kaboom, doesn't load, it freezes there.

I'm stumped sorry  :(  Just try doing different things, that's all I can suggest without having the pc here with me.
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:23:48 PM
Perhaps i should record what happens, shouldn't i?
Title: Re: SGC Demo feedback
Post by: Namo on July 07, 2010, 10:26:31 PM
Well, if you like the new idea, Cutty, I wouldn't mind getting the music for you.

Zellough:  That might help us out.
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:28:40 PM
alright i'll be on it
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:29:05 PM
Quote from: "Namo"
Well, if you like the new idea, Cutty, I wouldn't mind getting the music for you.
I'll keep that in mind but for now mapsssssss are my priority  :cool:
Title: Re: SGC Demo feedback
Post by: Namo on July 07, 2010, 10:29:42 PM
Oh yeah, speaking of, are you on Megaman 6 yet?
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:35:09 PM
Nope. I'm doing napalm man's stage right now but this demo release has been getting me distracted with all the emails and crud I've been getting.  ;)
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 10:45:03 PM
Here ya go, you can see what happens here
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 10:56:04 PM
Never seen anything like that before. Okay just for shits and giggles, try closing EVERYTHING else before running it again. Everything on the taskbar, in the background, as much as you can. THEN try
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 11:00:42 PM
didn't work.... fuck shit i surrender, this is impossible to solve  :cry:
Title: Re: SGC Demo feedback
Post by: brawlman9876 on July 07, 2010, 11:02:26 PM
....try re downloading it......... :geek:
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 11:12:07 PM
i tried that twice :l
Title: Re: SGC Demo feedback
Post by: brawlman9876 on July 07, 2010, 11:13:54 PM
yeah i figured, just making sure Hmm.....
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 07, 2010, 11:18:28 PM
Does it freeze if you hit host?
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 11:22:45 PM
uhhhh no, only this appears (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-170.jpg)
Title: Re: SGC Demo feedback
Post by: Cyclone on July 07, 2010, 11:37:06 PM
if all else fails, use a different computer. (or buy one.)
Title: Re: SGC Demo feedback
Post by: Zellough on July 07, 2010, 11:38:37 PM
yeah since i live in a mansion, clean my ass with dollars, and economy is helping :l

my pc is alright everything works fine but this
Title: Re: SGC Demo feedback
Post by: Cyclone on July 07, 2010, 11:51:24 PM
hmmm... do you use windows, linux or mac?
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 07, 2010, 11:54:27 PM
Windows XP by the looks of it.
Title: Re: SGC Demo feedback
Post by: Cyclone on July 07, 2010, 11:58:54 PM
hmm...then, im stumped as to what it is.  :?
Title: Re: SGC Demo feedback
Post by: Zellough on July 08, 2010, 12:38:53 AM
(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Screenshot_Doom_20100707_192835.png)

(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Screenshot_Doom_20100707_192857.png)

i came :>
Title: Re: SGC Demo feedback
Post by: FuPoo on July 08, 2010, 01:15:17 AM
i wish i could screencap every kill i get :ugeek:
Title: Re: SGC Demo feedback
Post by: Namo on July 08, 2010, 01:31:02 AM
(Print screen saves them automatically)

Aw man, CutmanMike was there?  I wish I was there to pwn - or be pwned by - him!
Title: Re: SGC Demo feedback
Post by: Zellough on July 08, 2010, 01:42:56 AM
yeah, he won 3 matches in a row  :twisted:
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 08, 2010, 01:44:06 AM
I was sucked BADLY before though. Also a few contributors made it into that game with different names  :)
Title: Re: SGC Demo feedback
Post by: Anonymous on July 08, 2010, 08:03:40 AM
Hey cutmanmike, lovin the demo! :mrgreen: and it all works great, but i did notice one thing. when your running around sometimes it seems like you are way too close to the ground. just thought i'd tell someone. :mrgreen:
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 08, 2010, 08:18:32 AM
Quote from: "RockingRoll Man"
Hey cutmanmike, lovin the demo! :mrgreen: and it all works great, but i did notice one thing. when your running around sometimes it seems like you are way too close to the ground. just thought i'd tell someone. :mrgreen:
Type in console: movebob 0
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 08, 2010, 08:22:42 AM
I Can offically say that the first custom skin is coming soon...
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 08, 2010, 09:00:13 AM
I might start working on my custom skin, Blackman  :mrgreen: .

Gunna have an Afro and Chains. It'll be awesome. Oh and he'll hold the gun sideways of course.


If I actually have enough effort, I would even make him a ghetto map.
Title: Re: SGC Demo feedback
Post by: Grymmoire on July 08, 2010, 12:37:00 PM
I enjoyed the demo, It was pretty fun. Of course a lot of maps and weapons were held back from the demo, so I really can't wait for those.
Title: Re: SGC Demo feedback
Post by: Zellough on July 08, 2010, 03:56:31 PM
mike, mike, about my problem, something different happened yesterday, when i tried to launch the game, a window appeared saying skulltag found a fatal error  :shock:
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 08, 2010, 04:04:22 PM
got a screenshot?
Title: Re: SGC Demo feedback
Post by: squidgy617 on July 08, 2010, 04:25:12 PM
Hey, what IP are you guys using? I wanna play online really bad.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 08, 2010, 04:34:22 PM
namerehwon.no-ip.info is a fairly popular one
Title: Re: SGC Demo feedback
Post by: Zellough on July 08, 2010, 04:48:44 PM
i forgot to take the photo....

but it was something like "Skulltag found a fatal error. please tell us what you were doing and the type of iWad you were running"
Title: Re: SGC Demo feedback
Post by: Korby on July 08, 2010, 06:24:38 PM
When I try to join any server, it just says "Authenticating level..." then eventually says it cannot, and I don't really see why.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 08, 2010, 06:28:43 PM
What other servers have you tried?
Title: Re: SGC Demo feedback
Post by: Korby on July 08, 2010, 06:46:56 PM
Never mind, it works now.
Title: Re: SGC Demo feedback
Post by: squidgy617 on July 08, 2010, 07:08:14 PM
Wow, that was awesome. I loved it!

I can't wait for the whole game. I probably make some add-ons for the demo soon.

Now I can imagine a roboenza mode being the coolest thing ever.

Anyway, this game is solid. Me and my brother both played for hours. I plan on installing it on both computers so we can play together :D
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 08, 2010, 07:19:34 PM
Hey i got a question cut,how far is progress on the MM6 Stages,also what is the opredicted Release Month


and this demo's Still Kickingly gewd
Title: Re: SGC Demo feedback
Post by: Grymmoire on July 08, 2010, 07:54:54 PM
Quote from: "Zellough"
i forgot to take the photo....

but it was something like "Skulltag found a fatal error. please tell us what you were doing and the type of iWad you were running"

Well...all fatal errors say that. What you need to do is replicate that error and then save the report to disk (click the "Save Report to Disk" button) then upload the disk to a file sharing website. After all that is done, post a link to download the error report and someone will look at it.
Title: Re: SGC Demo feedback
Post by: Zellough on July 08, 2010, 08:12:09 PM
okok thanks
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 08, 2010, 08:21:55 PM
Quote from: "COG"
Hey i got a question cut,how far is progress on the MM6 Stages,also what is the opredicted Release Month


and this demo's Still Kickingly gewd
I have little business answering a question asked to someone else, but I can say that MM5s stages aren't done yet.  As of now, there are 6 MM5 stages left and 9 MM6 stages.  He gets a stage done every 5-6 days.  So that's about 3 more months until they're done.
Title: Re: SGC Demo feedback
Post by: Zellough on July 08, 2010, 09:24:23 PM
Hey, the error message appeared again, i took the picture, here:

(http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-172.jpg)
Title: Re: SGC Demo feedback
Post by: Ivory on July 08, 2010, 09:26:22 PM
Well, after getting past the initial "wow" factor, I've been studying the demo, and will give my feedback. Mostly everything is fine. The weapons are nice, the sprites are excellent, the stages will be different in terms of weapons in the final release. However the stages were the main let down for me.

From a game play stand point. They are fine, a good selection of weapons(that will be different in the final release). They were well varied. The texture use was good. In terms of game play, I see no problem.

From my Mega Man fan stand point. I was very disappointed with the levels. When I actually sat down and started to really analyzing the levels. It came apparent to me that something was missing. Example. Cut Man's Stage. The textures are there, the music is there, the elements in there but for me, it still failed to capture the feel of Cut Man's level. Same goes with the rest. I know you weren't trying to make the 3D versions of the levels, I was never expecting that. However, there was still an expectation of feeling. That I would play the level, and really feel like I was Mega Man fighting in a 3D version of Cut Man's Level.

It's not hard to come up with a layout, but its another thing to come out with a feel of the original flavor. Making a level that not only plays well, but retains the flavor of the original. Well, that's the hard part.

This is just my thoughts on the levels. In closing, the game play is always the number 1 concern. You can make a 3D rendition of the stages, but it wouldn't necessarily play well. As long as the levels play brilliantly, and still retain to the stage's likeliness, it's well done and you have my support.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 08, 2010, 09:45:08 PM
I say you're being picky  :p

The idea of each level is to create a fun deathmatch arena while keeping to the theme of the Robot Master's level in Mega Man WITHOUT ruining the gameplay. What about the other levels? With Cutman there's hardly any life in that level at all, especially with the limited textures. Throw me a friggin' bone here ;) I guess it's a personal thing though. Check out the screenshots of other leves as they have more gimmicks and such to give you the feel of the theme.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 08, 2010, 09:56:42 PM
*looks at Bright Man's stage*
(Well...when the lights are on)
Title: Re: SGC Demo feedback
Post by: PressStart on July 08, 2010, 10:20:27 PM
There's definitely a lot different from MM8BDM and the actual MegaMan games, but that's because they're running on different engines and have different gameplay goals. A perfect recreation of CutMan's stage would be wayyy too big, and would probably result in countless 'stage deaths', which means the map would never end : (

I think it's cool you want to retain the feeling of the old games Ivory, and there's actually a few other people who have said they wanted a more campaign experience from this. CutManMike's got a distinct goal for finishing this as a deathmatch game, but if you or anyone else wanted to work towards making a mod for it, that'd be awesome!
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 08, 2010, 10:23:14 PM
Well...me and my buddy Kameron are working on a idea for a Megaman Source Project using Source SDK on Steam

oh and my Steam ID is [PGR] Roadburn (Mr.Pyro)
Title: Re: SGC Demo feedback
Post by: Namo on July 08, 2010, 10:25:33 PM
Quote from: "PressStart"
....and there's actually a few other people who have said they wanted a more campaign experience from this. CutManMike's got a distinct goal for finishing this as a deathmatch game, but if you or anyone else wanted to work towards making a mod for it, that'd be awesome!

I actually had that idea sitting in the back of my mind since I learned the game was Deathmatch only.  I want to bring the idea to fruition some day.
Title: Re: SGC Demo feedback
Post by: Zellough on July 08, 2010, 10:52:01 PM
Mike, this is the message i forgot to screen yesterday: (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-172.jpg)
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 08, 2010, 11:43:46 PM
Did that happen on launch?
Title: Re: SGC Demo feedback
Post by: Zellough on July 09, 2010, 12:12:23 AM
yeah, 2 times now
Title: Re: SGC Demo feedback
Post by: Ivory on July 09, 2010, 12:19:31 AM
Quote from: "PressStart"
A perfect recreation of CutMan's stage would be wayyy too big[...]

Well actually, I wasn't looking for recreations. That would not be favorable to the game play. Rather, I would have loved to see the 8BDM map to have the same flavor the original stage had.

Quote from: "PressStart"
but if you or anyone else wanted to work towards making a mod for it, that'd be awesome!
That would be pretty cool. While I love Mega Man games, I wouldn't be the one to do so. Even though I've spent large amounts of time with doom based editing. I'm not a sprite artist. The campaign would require enemies to be sprited and coded(which I could only do the coding bit). I'm just a coder and mapper.

Besides, if I was going to actually do something like this, I would stop being lazy and actually start making a Metroid Prime deathmatch mod.

Edit: and no, I don't mean like Hunters. It would be more true to Classic Metroid.
Title: Re: SGC Demo feedback
Post by: Zellough on July 09, 2010, 12:38:20 AM
do you think that can help solve the problem? @mike
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 09, 2010, 12:40:49 AM
I dunno man, no one else is having that problem. :? Not sure what else to try.
Title: Re: SGC Demo feedback
Post by: Zellough on July 09, 2010, 12:46:07 AM
ohhh... (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-172.jpg) i thought this would be useful
Title: Re: SGC Demo feedback
Post by: Namo on July 09, 2010, 01:34:16 AM
Quote from: "Ivory"
That would be pretty cool. While I love Mega Man games, I wouldn't be the one to do so. Even though I've spent large amounts of time with doom based editing. I'm not a sprite artist. The campaign would require enemies to be sprited and coded(which I could only do the coding bit). I'm just a coder and mapper.

Well, I'm not too bad at spriting if you wanna do the coding.  That is... if you're serious.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 09, 2010, 01:46:06 AM
@DoomthroughDoom

thnx for the reply ill try that :mrgreen:
Title: Re: SGC Demo feedback
Post by: Grymmoire on July 09, 2010, 03:37:43 AM
Quote from: "Zellough"
ohhh... (http://i666.photobucket.com/albums/vv22/Yoshimaxter239/Dibujo-172.jpg) i thought this would be useful

There's an option to "Save Report to Disk." You would want to save it, upload it, link us to it, and maybe someone who can understand the report can tell you what's wrong, those shots don't tell anyone anything.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 09, 2010, 04:25:42 AM
I must say, this game really impressed me. The amount of content for a beta is great and its surprising that it's but a small fraction of whats gunna be in the game. To mike and all the other dev's and such, keep it up and keep on truckin' guys!
Title: Re: SGC Demo feedback
Post by: Anonymous on July 09, 2010, 07:40:38 AM
I like this game lots and I think its awesome! one problem, I try to get on the server and than it says that fmodex.dll cannot be found. Single Player works sometimes though, and I guess I should practice a bit in the meantime. I find it hard to aim  :lol: Also, does anyone have some good controls, because I can never seem to get mine right  :|
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 09, 2010, 01:17:37 PM
Quote from: "Crackin355"
Also, does anyone have some good controls, because I can never seem to get mine right  :|

Generic WASD,

mouse1, attack

mouse2, jump

F, use

shift, SR50 A doom exploit that everyone can do! It makes you strafe run faster but unable to turn. Learn how here. (http://skulltag.net/forum/viewtopic.php?f=107&t=21327)[/size]

T, chat

Y
, team chat

Q, show scores
Title: Re: SGC Demo feedback
Post by: Anonymous on July 09, 2010, 01:51:38 PM
I get an error when I try to play with OpenGL but it works fine without it.

http://www.mediafire.com/?awj0nm0brmd (http://www.mediafire.com/?awj0nm0brmd)
Link to crashreport.
Title: Re: SGC Demo feedback
Post by: Teej on July 09, 2010, 02:51:13 PM
I've been flat out with work all week, so I only just got a chance to download and play the MM8BDM SGC demo.

Anyway, Cutman, this demo is badass! It does everything a good demo should, it offers a small teaser BUT still has a decent bit of replay value!

Can't wait for the final version... Still no release date?  :lol:
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 09, 2010, 03:20:53 PM
Quote from: "Teej"
I've been flat out with work all week, so I only just got a chance to download and play the MM8BDM SGC demo.

Anyway, Cutman, this demo is badass! It does everything a good demo should, it offers a small teaser BUT still has a decent bit of replay value!

Can't wait for the final version... Still no release date?  :lol:
i think they said they have about Three more months left and i might be released...but that's if they are finished with the maps...
Title: Re: SGC Demo feedback
Post by: PowerGloveNinja on July 09, 2010, 03:21:20 PM
Quote from: "Namo"
Quote from: "Ivory"
That would be pretty cool. While I love Mega Man games, I wouldn't be the one to do so. Even though I've spent large amounts of time with doom based editing. I'm not a sprite artist. The campaign would require enemies to be sprited and coded(which I could only do the coding bit). I'm just a coder and mapper.

Well, I'm not too bad at spriting if you wanna do the coding.  That is... if you're serious.
I could help too with sprites!
Title: Re: SGC Demo feedback
Post by: squidgy617 on July 09, 2010, 04:27:08 PM
Oh yeah, how do bots work, exactly? There's that 'Add a Bot' control in the menu, but there's no way to really use it. I'd like to have more bots in stages. (Say, Sniper Joes roaming around in Cutman's stage.)
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 09, 2010, 06:28:16 PM
Go to multiplayer, and then offline skirmish. You can set up your own game rules, bots etc there

Edit: Unless you mean in the server? I think there's a way to do it and assign bots to teams etc but I forget how
Title: Re: SGC Demo feedback
Post by: Mr. X on July 09, 2010, 07:22:15 PM
I saw that this had been released on The Mega Man Network and decided to try it out.  I've never played Doom and I hate first person shooters, but wow.  This is an absolutely phenomenal game.  The action is great, the weapons behave exactly as you'd expect, and the completely customizable controls are all huge pluses.  Also, from my experience, the online matches are nearly lag free.  However, there are a few minor issues I have.

It seems to me that some of the weapons are underpowered, mainly magnet missile and thunder beam.  Thunder beam just seems to not do enough damage to make it effective, and magnet missiles don't home in well and drain weapon energy like there's no tomorrow.  Also, is there a way to have a free-for-all online matches?  Every match I get in is a team deathmatch, which gets a bit old after a while.

Finally, for single player, the difficulty jumps up far to quickly.  I can beat the Cut Man stage with my eyes closed, but Metal Man's stage I absolutely cannot beat.  It seems like the AI gangs up on me.

Other than those issues, outstanding game.  It's hard to believe that the demo is only the beginning.

P.S. - I forgot to mention there might have been a glitch while I was playing earlier where we ended up in a test map.  I think the topic creator was actually in that match.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 09, 2010, 08:11:34 PM
Thunder Beam kills in three shots.  Magnet Missile is more of a sniper weapon.  I will agree with the ammo consumption statement though.  It also doesn't work very reliably in Team Deathmatch :P
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 09, 2010, 08:15:49 PM
I fully agree with the magnet missile. Before the release I nerfed it's homing ability greatly.
Title: Re: SGC Demo feedback
Post by: Mr. X on July 09, 2010, 08:18:47 PM
Quote from: "CopShowGuy"
Thunder Beam kills in three shots.  Magnet Missile is more of a sniper weapon.  I will agree with the ammo consumption statement though.  It also doesn't work very reliably in Team Deathmatch :P

Yeah, after watching a video, I realized the thunder beam is better than I thought.  It's my poor aiming that makes me hate it.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 09, 2010, 09:32:01 PM
Yeah, it's my poor aiming and my opponents' good aiming with it that makes me dislike it too :mrgreen:
Title: Re: SGC Demo feedback
Post by: Mr. X on July 09, 2010, 09:48:48 PM
Ok, I've got a question.  All of the sudden, when I kill somebody, the "You fragged _____" message doesn't appear in the center of the screen.  However, it does appear when I get killed.  I've tried playing with the settings and can't seem to get it to reappear.  Any help would be appreciated.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 09, 2010, 09:49:43 PM
Are you sure you're delivering the finishing shot?
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 09, 2010, 09:53:41 PM
Quote from: "Mr. X"
Ok, I've got a question.  All of the sudden, when I kill somebody, the "You fragged _____" message doesn't appear in the center of the screen.  However, it does appear when I get killed.  I've tried playing with the settings and can't seem to get it to reappear.  Any help would be appreciated.
Options,
Display Options,
Messages,
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on July 09, 2010, 09:54:01 PM
After testing the demo out at SGC last Friday, I decided to take the demo home and play it there. Having not played a single game of Doom in my life, I got used to the controls and mechanics rather quickly, and now I'm doing fantastic.

The level choice is standard, though it fits for a demo: small, medium, large, and then an extra level. Cut Man is utterly compact and is the level where weird occurrences such as death-upon-spawn (on accident, may I add) and ladder camping. The weapon placement on the level, mainly in putting the dangerous weapons atop ladders, adds challenge in actually reaching the weapons, which is also excellent. On another note, the corridors are long enough to lend a major advantage to long-range weapons such as Needle Cannon and Rolling Cutter, which can make a Cut Man session a pain in the arse. This is a great map for tactical exercises, where one must learn to dodge enemy attacks with finesse.

Metal Man, unfortunately, does not improve on any issues with camping that were present with the ladders in Cut Man -- instead adding numerous new areas to lie in wait for trespassers. For example, atop the conveyor belts, one can snipe anyone below with Magnet Missile, all the while in an excellent position to escape should another enemy get on the belts and to the Magnet Missile camp. The player can then easily pick up the restoratives right below the camping spot, and survive without much of a hitch. These places are commonplace throughout the level, and can often be exploited, though this ultimately cannot be avoided. Regardless, the level makes for interesting gunplay all-in-all, and the weapon placement is better balanced than Cut Man in some areas. As with Cut Man, the focus is on tactics, but with more and more strategy mixed in.

Needle Man lends itself well to close-range combat, mainly with the Ring Boomerang and the Air Shooter among other weapons. While long-range combat is more than possible in some areas of the level, such as the window gallery area (which extends to a larger area via small tunnel), it is generally less effective in a game session than simply cornering an enemy with various close-range weapons. Though this can sort of defeat the need of a large-scale level such as Needle Man, it also encourages more hectic and complex strategy, mainly in finding the most effective weaponry and then flanking enemies in wolf-packs. This, unfortunately, was not something that my team did very well, and we often got pounded because of said complicity.

Skull Castle Interior is the map where the tide turns most of the time, and numerous higher mechanics, such as the background music (which generally is cathartic as always, and often motivates the players to get better), can make for mercurial game sessions when servers are busy. The main issue with the map, as has been said by many other players, is the tele-porter and the place to which it teleports. If another weapon was placed in said camping spot, one that would not be as utterly effective at laying waste to enemies as the dread Napalm Bomb, then many of the camping complaints could be solved -- this obviously only applies to the demo, as the weapon placement differs in the final game. Due to the many close corners in the map, weapons such as Napalm Bomb and Gemini Laser are the most effective, as they can be applied to either lay traps around a corner or to send laser beams ricocheting across walls. This map generally has the best mix of tactics and strategy, as I observed during my game sessions on Nam's server.

To make an aside from the levels: the skins included in the demo fit quite well, being the usual line-up of Classic Mega Man characters. The audiovisuals are excellent in general, with each appropriate sound effect for weapons and power-ups included -- it applies just the same to level graphics, where the sprites of each respective MM level create a fresh atmosphere in contrast to many other first-person shooters, such as Doom 2. The map design is inventive all-in-all, as is the weapon placement, and the music can make or break the atmosphere of a match. Overall, an excellent demo, if unfortunately flawed.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 09, 2010, 10:01:32 PM
I don't see a large amount of camping in Metal Man's stage.  In fact, I see camping on that stage the least.  It's really at its worst in Skull Castle Interior with the teleport camp and, a more recently seen one, search snake spam from the pit of water towards the stairs.
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 09, 2010, 10:02:28 PM
Lol, camping is not an issue. If you see someone camping in Cutmans stage. Throw some scissor blades into them, easy.

Skull Castle teleport camp... Lazer them to death!
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on July 09, 2010, 10:04:36 PM
I never said that the camping in Metal Man was worse than in Skull Castle, but that there was more camping in Metal Man's stage than in Cut Man. Indeed, Skull Castle is the worse offender, mainly with the tele-porter camping and tele-porter room camping. From my experience, though, Metal Man has offered succulent opportunities for camping in the games I've played. It can be a hassle at the least, and deadly if done well.

As for dealing with this, yeah, just laser the campers to hell in Skull Castle and hope it works. The Search Snake bombing pales in comparison to the Napalm Bomb, which is why camping around the tele-porter is a real hassle, as the best way to deal with it is the one weapon you can only get by going through the darn thing.
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 09, 2010, 10:08:12 PM
I've had no issues with camping. It's because I know how to counter it. Camping isn't against the rules, it's just another way of playing. A way of playing you gotta learn how to combat.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 09, 2010, 10:08:35 PM
Quote from: "DoomThroughDoom"
Lol, camping is not an issue. If you see someone camping in Cutmans stage. Throw some scissor blades into them, easy.

Skull Castle teleport camp... Lazer them to death!
Which works if no one else in the room below is trying to kill you.  I prefer to send snakes up their way just so they don't see them coming.
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on July 09, 2010, 10:10:03 PM
Which is precisely the point if you're trying to root out the campers. It's get very risky to just go into the middle of a firefight and try to laser the campers like that, and those who pull it off and survive deserve a pizza.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 09, 2010, 10:16:43 PM
As for the campers in the Wily stage, there'll be less intensive to in the final version, as there's only a spark shock up there. Also snakes can really hurt them if you blindly fire a few up there. :)
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on July 09, 2010, 10:20:23 PM
I used Search Snake a good deal for that, and it works wonders. It and Gemini Laser are the best bets for that spot. Thunder Beam is still rather nasty, but mercifully less than Napalm Bomb-ing from said position.
Title: Re: SGC Demo feedback
Post by: Mr. X on July 10, 2010, 01:06:46 AM
Quote from: "CopShowGuy"
Are you sure you're delivering the finishing shot?

Yes, the message bar at the top has the "so and so was _____ by Mr. X's ______", but it doesn't appear in the center of the screen.  I tried the message settings but none of them seem to fix it.  Also, I never even touched the message settings when they disappeared.  They just stopped appearing in the middle of a match.

EDIT:  It just started working again suddenly.

About the camping issue, I almost like it when people camp up there.  I just use Gemini Laser and usually get about 2 easy kills.
Title: Re: SGC Demo feedback
Post by: FuPoo on July 10, 2010, 01:59:31 AM
i see a lot of people camp up there in that little balcony corner at wily stage but shoot a couple of snakes up there and theyre sure to scram after a few hits :ugeek:
Title: Re: SGC Demo feedback
Post by: Anonymous on July 10, 2010, 03:40:00 AM
i cant seem to start up single player.
when i click single player the thing loads but than it crashes and my computer randomly restarts
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 10, 2010, 03:41:46 AM
Try software.
Title: Re: SGC Demo feedback
Post by: Shippou on July 10, 2010, 03:57:46 AM
just played the game today, and it was fantastic i loved it. cant wait for the full version
Title: Re: SGC Demo feedback
Post by: Anonymous on July 10, 2010, 10:49:53 AM
The game is overall great, im still having trouble with online play though. And i can never seem to get past Metal Man's stage! Would it be helpful to aim, because it feels wierd to aim and makes me suck more  :(
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 10, 2010, 01:29:51 PM
Here's how to frag.
Aim then shoot.

Here's how to frag if you suck.
See another player, panic and fire wildly.
Title: Re: SGC Demo feedback
Post by: Namo on July 10, 2010, 02:56:41 PM
Ah, ah, so much negativity.  Let's be kind to the newbies and offer some good advice, eh?

Look, there's nothin' to it.  A good strategy to do while still getting used to things, is to try not to win, but just try to shoot others.  Don't even worry about fragging them until you're used to shooting.

After you're used to shooting, make sure you lock in close, but keep firing while you do so.  Good weapons for close quarters combat are the needle cannon, quick boomerang, and electric shot.

Then once you're used to close quarters, try some midrange weapons.  The Ring Boomerang is surprisingly good for this, because, provided you hit, the boomerang will go through the player through the front, and then again through the back.  You may also want to try the cutter blade.

Finally, once you're used to mid-range combat, you're ready to move on to far-range combat.  Any weapon will do, practically, save for the returning weapons such as the the quick boomerang.  Just stay calm, relaxed, and point and shoot.

Also, get used to switching weapons on the fly.  Far-range combat can nearly instantaneously switch to close quarters combat as people make the drop on you.  Try to remember and recognize the color schemes of each weapon.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 10, 2010, 07:02:07 PM
I'm having a bug with the game. It seems that at a random moment in game, my computer shuts down for no reason  :? . My computer doesn't shut down when I run other applications.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 10, 2010, 07:51:03 PM
Try upgrading your graphic drivers. If it still happens after that, you need to report the problem to the skulltag.net forums along with your system specs.

http://skulltag.net/forum/viewforum.php?f=33 (http://skulltag.net/forum/viewforum.php?f=33)
Title: Re: SGC Demo feedback
Post by: Anonymous on July 10, 2010, 08:07:49 PM
well, to get the help I need, I have a NVIDA GeForce 6150SE nForce 430. Oh, and I'm using Windows Vista, btw.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 10, 2010, 08:44:29 PM
Anyone know why OpenGL won't work with MM8BDM for me?

I have Windows 7 64bit and ATI 4890 if that matters.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 10, 2010, 08:56:09 PM
What happens when you try?
Title: Re: SGC Demo feedback
Post by: Anonymous on July 11, 2010, 03:27:25 PM
I get the error window, and see error codes and whatever.

Code: C0000005 (Access Violation - tried to read adress 00000004)
Adress: 69061A60

Link to crashreport if needed: http://www.mediafire.com/?awj0nm0brmd (http://www.mediafire.com/?awj0nm0brmd)
Title: Re: SGC Demo feedback
Post by: Max on July 11, 2010, 08:09:09 PM
Hi. I was watching some of your Youtube vids and I just thought it looked a little strange how robots like Elec Man and Hard Man seem to throw their weapons. You might wanna update that, I could do it if you'd like  ;)
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 11, 2010, 08:12:13 PM
Quote from: "thaiming"
I get the error window, and see error codes and whatever.

Code: C0000005 (Access Violation - tried to read adress 00000004)
Adress: 69061A60

Link to crashreport if needed: http://www.mediafire.com/?awj0nm0brmd (http://www.mediafire.com/?awj0nm0brmd)

All I can offer is try updating your graphics card drivers.

Quote from: "Yellow Devil"
Hi. I was watching some of your Youtube vids and I just thought it looked a little strange how robots like Elec Man and Hard Man seem to throw their weapons. You might wanna update that, I could do it if you'd like  ;)

That's okay. Some weapons will make sense for some robots but not others. I.e elecman using rolling cutter makes sense!
Title: Re: SGC Demo feedback
Post by: Max on July 11, 2010, 08:16:51 PM
Still, it's weird when Cutman is throwing Thunder Beams at you. If you have to do throwing animations for each robot anyway (Super Arm) I'm sure each robot could have two attacking animations? I don't know if that's possible, I've never made a game, but just something for you to think about.
Title: Re: SGC Demo feedback
Post by: squidgy617 on July 11, 2010, 08:29:26 PM
Think of it this way: We would have to sprite another animation for each robot master. That would be at least 54 animations, added to the already set animations, reaching 108 animations, plus running animations, standing, and all the rotations. That's alot of sprites.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 11, 2010, 09:12:52 PM
And many of the sprites are finished...MANY of them.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 11, 2010, 09:22:37 PM
Yeah it's possible, no I'm not gonna do it  ;)
Title: Re: SGC Demo feedback
Post by: FuPoo on July 11, 2010, 09:36:47 PM
Quote from: "Yellow Devil"
Hi. I was watching some of your Youtube vids and I just thought it looked a little strange how robots like Elec Man and Hard Man seem to throw their weapons.

diveman SPITS everything :ugeek:
Title: Re: SGC Demo feedback
Post by: PressStart on July 11, 2010, 09:39:44 PM
And some poor dudes like FireMan have no hands for which to throw with : (
Title: Re: SGC Demo feedback
Post by: Namo on July 11, 2010, 10:27:15 PM
Quote from: "Yellow Devil"
Still, it's weird when Cutman is throwing Thunder Beams at you.
Quote from: "FuPoo"
diveman SPITS everything :ugeek:
Quote from: "PressStart"
And some poor dudes like FireMan have no hands for which to throw with : (

That's nothing.  According to what I've been told...

(http://images.encyclopediadramatica.com/images/thumb/d/d0/FSJAL_OHEXPLOITABLE.gif/180px-FSJAL_OHEXPLOITABLE.gif)

This is Charge Man's firing Animation.
Title: Re: SGC Demo feedback
Post by: brotoad on July 11, 2010, 11:25:05 PM
Toadman shoots everything by wiggling his belly. there is nothing cooler than throwing a boulder with your belly
Title: Re: SGC Demo feedback
Post by: Korby on July 12, 2010, 03:10:39 AM
Cloudman attacks how he does because I thought for some reason that Fire 1 was throwing weapons and Fire 2 was buster weapons :V
Title: Re: SGC Demo feedback
Post by: Anonymous on July 12, 2010, 04:58:17 AM
I have a cool idea. Why not have each robot master start with there  respective weapons? Then you could have the Mega Buster as a pickup weapon. Also, this would help with the robot masters starting off blue. They could start at their default color scheme.
Title: Re: SGC Demo feedback
Post by: brawlman9876 on July 12, 2010, 05:04:27 AM
but then people would start with robot masters with AMAZING WEAPONS like quickman way to much.
Title: Re: SGC Demo feedback
Post by: PressStart on July 12, 2010, 05:09:51 AM
I would pick TopMan

with a PURPOSE!!
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 12, 2010, 05:57:12 AM
Flash Man wouldn't like starting with only his one-use weapon.  Nor would Toad Man like to have only Rain Flush.
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on July 12, 2010, 06:01:43 AM
Huh? What's that Lassie? Top Man's being used by EVERYONE?

--So yeah, there will be dreidels all over the map if RMs get starters.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 12, 2010, 07:53:51 AM
I hear your complaints and to that I say, so what?

It would still be fun. If everyone picked quick man, that would be dumb, as it would only take one flash man to equalize them all. Everyone in Mega Man has a weakness. And so should Robot masters with starting RM weapons.

Besides, every time I start the game, I have a new weapon pickup within a couple of seconds.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 12, 2010, 08:27:30 AM
It would be fun, but this isn't the idea of MM8BDM. I'm sure someone will make a mod that does that later, but not for me. I'm done with class based mods for the time being, there's too much balancing to do and it takes too much time and even at the end of it most people are gonna find something to whine about, usually when they're loosing  :ugeek:
Title: Re: SGC Demo feedback
Post by: Mr. X on July 12, 2010, 04:03:44 PM
I personally like that all robot masters are on the same ground.  That way, people can play as their favorite one without having to worry about being over/underpowered.

I saw this in the bugs section and forgot to bring it up here, but since I've gotten better at this game, I no longer find the Thunder Beam too weak.  It was my aim that sucked.  I think I might get more kills with that then any other weapon now!
Title: Re: SGC Demo feedback
Post by: Max on July 12, 2010, 04:33:25 PM
I agree. I don't really know if this is possible, but can you edit the pallettes or something to make the robots their original colours when they have their own weapon? For some it works, like Hard Man or Toad Man, but Bomb Man is green and Needle Man is brown. Lol.
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 12, 2010, 05:34:18 PM
That probably is possible, but it's useless and confusing. Just because you're a different skin shouldn't make you change a different colour.
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 12, 2010, 05:44:22 PM
Well i really want to see is those Expansions being considered,besides two from MM9 & MM10's Bosses have been made into Skins
Title: Re: SGC Demo feedback
Post by: T-man on July 12, 2010, 11:58:51 PM
in the final version are there going to be "runnig while shooting" sprites and jumping sprites? just thinks it looks funny when characters slide around because they are shooting a weapon or charging atomic fire...
Title: Re: SGC Demo feedback
Post by: Ivory on July 13, 2010, 12:43:48 AM
Welcome to the Doom  ;)  Where you can stand perfectly still, sliding along the ground shooting.
Title: Re: SGC Demo feedback
Post by: TERRORsphere on July 13, 2010, 12:54:19 AM
All the original DooM monsters stood still while firing and in pain. It just carried over to the player sprites I guess.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 13, 2010, 08:10:09 AM
The reason is that doom has no "Jump" or "Firingwhilerunning" states to use. I could hack them in but it's more hassle than it's worth and probably wouldn't work online properly anyway. Playerclasses are funky like that
Title: Re: SGC Demo feedback
Post by: Anonymous on July 13, 2010, 09:12:02 AM
I have a question, Can Next version to work with 98c Full? because it has been released and I want to play with 98c :D
and maybe if megagame.wad to be an iwad to be playable on skulltag launcher, can be posibile?
sorry, it looks like a stupid question
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 13, 2010, 09:27:28 AM
That's one of the most normal questions you've asked don't worry  :p

It's up to the server but I recommend players host with the version bundled with MM8BDM for convenience of both player and server. There's nothing new in full release of 98c that can benefit the demo of MM8BDM really anyway. If you want both, install MM8BDM into a separate directory as intended.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 13, 2010, 10:35:45 AM
heh thanks very much for reply Cutman :mrgreen:
As soon as I will see a server with full 98c, I will join it :)
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 13, 2010, 12:59:41 PM
When the final is released,will the Expansions be considered?
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 13, 2010, 01:04:01 PM
I said if it got enough demand I would do the rest of the Mega Man games in 8-bit format. Judging by the popularity of the demo, I think it's gonna be a no brainer.  :cool:
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 13, 2010, 01:14:53 PM
Quote from: "CutmanMike"
I said if it got enough demand I would do the rest of the Mega Man games in 8-bit format. Judging by the popularity of the demo, I think it's gonna be a no brainer.  :cool:
Obviously,but i have a idea in mind for Strike Man's Stage though...

How is a Giant Baseball Diamond with...well whatever else is in a Baseball Stadium,because i forgot... :?

well i have some ideas for the MM9 & MM10 Stages...along with how the weapons should work...but meh
Title: Re: SGC Demo feedback
Post by: Namo on July 13, 2010, 01:19:04 PM
Quote from: "COG"
Obviously,but i have a idea in mind for Strike Man's Stage though...

How is a Giant Baseball Diamond with...well whatever else is in a Baseball Stadium,because i forgot... :?

well i have some ideas for the MM9 & MM10 Stages...along with how the weapons should work...but meh

I gotta say, I really like that idea.
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 13, 2010, 01:22:27 PM
Quote from: "Namo"
Quote from: "COG"
Obviously,but i have a idea in mind for Strike Man's Stage though...

How is a Giant Baseball Diamond with...well whatever else is in a Baseball Stadium,because i forgot... :?

well i have some ideas for the MM9 & MM10 Stages...along with how the weapons should work...but meh

I gotta say, I really like that idea.
Trust me,i had it in mind since MM10 was released,and i thought about this map for a long time since then...
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 13, 2010, 01:45:37 PM
That's a cool idea. Being that there's more sporty stuff though I was thinking of a race track with other sporty stuff in the middle, but uhh we'll cross that bridge when we get to it
Title: Re: SGC Demo feedback
Post by: Anonymous on July 13, 2010, 04:13:21 PM
So for the most nitpicky complaint ever:  Gemini Laser's palette should have a lighter shade of blue than Ice Slasher and Air Shooter like in the original games.  It can lead to a bit of confusion on Cut Man's stage when you have all three weapons going around.
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 13, 2010, 05:04:07 PM
Quote from: "CutmanMike"
That's a cool idea. Being that there's more sporty stuff though I was thinking of a race track with other sporty stuff in the middle, but uhh we'll cross that bridge when we get to it

Race Track could be Turbo Man's Stage?

of course using the Tiles from the original game no doubt (RM7FC,not RM7SFC)

besides i want that Bright Man Award  :ugeek:
Title: Re: SGC Demo feedback
Post by: Quickman on July 13, 2010, 06:58:34 PM
awesome game
Title: Re: SGC Demo feedback
Post by: RushJet1 on July 13, 2010, 07:08:43 PM
Yeah I'm enjoying this a lot... probably the most fun I've had with a PC game in awhile.  Keep up the good work; can't wait til it's released fully.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 13, 2010, 10:17:12 PM
Loving MM8BDM so far. Just wish there were more people playing...

I have to say my favorite weapon so far is...Dust Crusher.  :geek: I hardly see people using it, but it seems to have good utility. Unless at point-blank range, it's more effective to shoot at the ground, making it harder to avoid the smaller bits. Also, you can catch people off guard with corner shots. :cool:
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 13, 2010, 10:59:10 PM
Quote from: "joniho"
Loving MM8BDM so far. Just wish there were more people playing...

I have to say my favorite weapon so far is...Dust Crusher.  :geek: I hardly see people using it, but it seems to have good utility. Unless at point-blank range, it's more effective to shoot at the ground, making it harder to avoid the smaller bits. Also, you can catch people off guard with corner shots. :cool:

Check the topic about finding other servers. Usually there's a packed /v/ server up
Title: Re: SGC Demo feedback
Post by: Anonymous on July 13, 2010, 11:04:50 PM
Quote from: "CutmanMike"
Quote from: "joniho"
Loving MM8BDM so far. Just wish there were more people playing...

I have to say my favorite weapon so far is...Dust Crusher.  :geek: I hardly see people using it, but it seems to have good utility. Unless at point-blank range, it's more effective to shoot at the ground, making it harder to avoid the smaller bits. Also, you can catch people off guard with corner shots. :cool:

Check the topic about finding other servers. Usually there's a packed /v/ server up

Ah you're right. I hadn't played yet today, so didn't see the increased playerbase. Very big, but very crazy!
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on July 13, 2010, 11:19:06 PM
Nam's server is balls-up insane. We should hold conventions in the Skull Castle Interior -- conventions of death and destruction, if I may add.
Title: Re: SGC Demo feedback
Post by: Quickman on July 14, 2010, 12:21:37 AM
Quote from: "DragoonEnRegalia"
Nam's server is balls-up insane. We should hold conventions in the Skull Castle Interior -- conventions of death and destruction, if I may add.
conventions...OF METAL!
Title: Re: SGC Demo feedback
Post by: Korby on July 14, 2010, 01:25:42 AM
Quote from: "Quickman"
Quote from: "DragoonEnRegalia"
Nam's server is balls-up insane. We should hold conventions in the Skull Castle Interior -- conventions of death and destruction, if I may add.
conventions...OF WOOD!
fixed because better robot master.
I've actually started barely playing the game. I log on, play a couple of rounds, then log out. Unless, of course, the next round is Metal Man, because I absolutely must play there.
Title: Re: SGC Demo feedback
Post by: Zellough on July 14, 2010, 02:12:55 AM
guys the servers disappeared why D:
Title: Re: SGC Demo feedback
Post by: Mr. X on July 14, 2010, 03:09:57 AM
Quote from: "Zellough"
guys the servers disappeared why D:

Probably just a temporary thing...hopefully.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 14, 2010, 03:30:52 PM
Quote from: "Zellough"
guys the servers disappeared why D:

Check the latest post on my site
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 14, 2010, 06:46:37 PM
Well my other Computer has internets now so i can play

so what have i missed?
Title: Re: SGC Demo feedback
Post by: Mr. X on July 14, 2010, 06:49:16 PM
Quote from: "COG"
Well my other Computer has internets now so i can play

so what have i missed?

Skulltag .98c has been released, and now the game's internal browser doesn't work.  Also, you can't play people with different versions, so I haven't been able to play an online match all day.
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 14, 2010, 06:59:36 PM
Quote from: "Mr. X"
Quote from: "COG"
Well my other Computer has internets now so i can play

so what have i missed?

Skulltag .98c has been released, and now the game's internal browser doesn't work.  Also, you can't play people with different versions, so I haven't been able to play an online match all day.
Thanks,besides i couldn't wait to join the servers
Title: Re: SGC Demo feedback
Post by: Quickman on July 14, 2010, 08:24:23 PM
Quote from: "Korby"
Quote from: "Quickman"
Quote from: "DragoonEnRegalia"
Nam's server is balls-up insane. We should hold conventions in the Skull Castle Interior -- conventions of death and destruction, if I may add.
conventions...OF WOOD!
fixed because better robot master.
I've actually started barely playing the game. I log on, play a couple of rounds, then log out. Unless, of course, the next round is Metal Man, because I absolutely must play there.
i meant mental as in music
and whats all this now about cant connect?!
Title: Re: SGC Demo feedback
Post by: MakoAoyama on July 15, 2010, 11:43:53 PM
For anyone interested, I managed to get a Playstation 3 controller working on the demo perfectly. Keep in mind I've hooked it up through USB, I don't have any clue if Bluetooth will work.
I'm running Windows XP, by the way.

You can go here (http://boardsus.playstation.com/t5/PlayStation-3-General/PS3-controller-on-PC/m-p/42060044) to find the driver for it and instructions on how to install it. Just scroll down to the 4th post to see it.

Once the driver is installed correctly, it loads up perfectly in game. You just have to tweak the controls to your liking in the options menu.
For those interested, here is my basic control scheme:

Left stick: Move
Right stick: Look around
X button: Jump
Square button: Fire
L1: Strafe left
R1: Strafe right
L2 and R2: Cycle through weapons

This seems to work well so far(for me at least), a good blend of classic Mega Man controls and FPS controls. The sticks were both set that way by default, but everything else I customized.




I do have one question for anyone that might know. Does anyone know of any way to get this running on Mac?
 I'm using my roommates laptop right now and it works fine, but I'd much rather get it working on my Mac so he can have his laptop back if possible.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 15, 2010, 11:59:30 PM
I do the same sort of thing for my 360 controller when I play on the laptop  :cool:


There is a Mac version of skulltag but it appears no one knows how to run it. I even had a go on my friend's laptop but just couldn't get it running. It doesn't help that I don't know anything about Macs  :?
Title: Re: SGC Demo feedback
Post by: MakoAoyama on July 16, 2010, 08:32:42 AM
Quote from: "CutmanMike"
There is a Mac version of skulltag but it appears no one knows how to run it. I even had a go on my friend's laptop but just couldn't get it running. It doesn't help that I don't know anything about Macs  :?

Believe it or not, Mike, I think I might have figured it out.
Check it out (http://cutstuff.net/forum/viewtopic.php?f=13&t=536).
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 16, 2010, 08:05:17 PM
Quote from: "MakoAoyama"
For anyone interested, I managed to get a Playstation 3 controller working on the demo perfectly. Keep in mind I've hooked it up through USB, I don't have any clue if Bluetooth will work.
I'm running Windows XP, by the way.

You can go here (http://boardsus.playstation.com/t5/PlayStation-3-General/PS3-controller-on-PC/m-p/42060044) to find the driver for it and instructions on how to install it. Just scroll down to the 4th post to see it.

Once the driver is installed correctly, it loads up perfectly in game. You just have to tweak the controls to your liking in the options menu.
For those interested, here is my basic control scheme:

Left stick: Move
Right stick: Look around
X button: Jump
Square button: Fire
L1: Strafe left
R1: Strafe right
L2 and R2: Cycle through weapons

This seems to work well so far(for me at least), a good blend of classic Mega Man controls and FPS controls. The sticks were both set that way by default, but everything else I customized.




I do have one question for anyone that might know. Does anyone know of any way to get this running on Mac?
 I'm using my roommates laptop right now and it works fine, but I'd much rather get it working on my Mac so he can have his laptop back if possible.
Man,i was wondering how to hook up one of those controllers....i have a PS3 this helps out,Thanks  :D
Title: Re: SGC Demo feedback
Post by: RebootRaeg on July 16, 2010, 08:34:09 PM
It'd be pretty cool to use one of MY controllers to play a PC game like MM8BDM

But then I'd look weird playing games like this on my laptop
with a Wii controller.
  :(
I don't think they even have wires for that. Probably not.
But anyway, I think the game is pretty sweet and I can't wait for the final version.
Like pretty much anyone else who has played it.
Title: Re: SGC Demo feedback
Post by: Mr. X on July 16, 2010, 08:36:26 PM
Yeah, that would be awesome to have...
http://lifehacker.com/5042254/operate-y ... ontrollers (http://lifehacker.com/5042254/operate-your-computer-with-wii-controllers)
Title: Re: SGC Demo feedback
Post by: RebootRaeg on July 16, 2010, 09:25:09 PM
Quote from: "Mr. X"
Yeah, that would be awesome to have...
http://lifehacker.com/5042254/operate-y ... ontrollers (http://lifehacker.com/5042254/operate-your-computer-with-wii-controllers)
..........Well.
I am definitely going to try that sometime if I can.
Title: Re: SGC Demo feedback
Post by: NoobRising2 on July 17, 2010, 09:21:16 PM
Hey when the Full Version of MM8BDM comes out will it cost some $$$?
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on July 17, 2010, 09:58:00 PM
The game is a completely-free IWAD for Skulltag, and I doubt Cutman Mike will be needing any donations to finish the game outside of hosting the servers.
Title: Re: SGC Demo feedback
Post by: Ivory on July 17, 2010, 10:58:12 PM
If Cutman was going to make us pay for MM8BDM, I'm pretty sure Capcom would have shut him down.
Unlike Action Doom 2, Megaman is copyrighted material.
Title: Re: SGC Demo feedback
Post by: BEan on July 18, 2010, 12:59:55 AM
Quote from: "Ivory"
If Cutman was going to make us pay for MM8BDM, I'm pretty sure Capcom would have shut him down.
Unlike Action Doom 2, Megaman is copyrighted material.
doom 2 is copyrighted as well, its just under a special open source license.

If cutmanmike wanted to sell MM8BDM he would still have to license the megaman characters from capcom and the engine from ID/Bethesda.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 18, 2010, 07:20:29 AM
just made a profile to say, "fuck yeah"  so far things are perfect, more maps are my only complaint.
Title: Re: SGC Demo feedback
Post by: FuPoo on July 18, 2010, 08:08:04 AM
Quote from: "robotcrotch"
just made a profile to say, "fuck yeah"  so far things are perfect, more maps are my only complaint.

its a demo. cant do much about that :ugeek:
Title: Re: SGC Demo feedback
Post by: MakoAoyama on July 19, 2010, 09:45:13 AM
Mike locked the "Things to improve this awesome game" thread, so I'll pick up here where they were discussing the Napalm and some people thinking it was overpowered.

Napalm is fine for the most part, I think. If you back away from it, it's not as big of a deal.

But Jesus Christ, that freakin' Needle Cannon drives me nuts sometimes. Mostly because you just about CAN'T back away. Depending on your aim, you don't have to even be that close to a person to pretty much halt all movement for them. Once you're in it, it's doubtful you'll escape. The closer the person firing gets, the harder it is for the one getting shot to escape.
I actually managed to pin 3 people at the same time with it that were standing a little spread out across from me. I killed 2 of them and the other got away because I ran out of ammo, finally.
I think that's a bit much.
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 19, 2010, 09:55:16 AM
Yeah now that I've actually seen it used quite often I think it was a bad idea giving the stun to a rapid fire weapon  :p
Title: Re: SGC Demo feedback
Post by: MakoAoyama on July 19, 2010, 10:07:57 AM
Quote from: "CutmanMike"
Yeah now that I've actually seen it used quite often I think it was a bad idea giving the stun to a rapid fire weapon  :p

Well you had to do something with it. It is kind of bland.

http://www.youtube.com/watch?v=pL9k7W2yYFY (http://www.youtube.com/watch?v=pL9k7W2yYFY)

It's not even really that rapid in MM3.
Maybe...
Increase the amount you're stunned somehow, but turn the rapid fire down a decent bit.
Or...
Increase the rapid fire, but take out the stun altogether.

Just some thoughts.
Title: Re: SGC Demo feedback
Post by: Blaze Yeager on July 19, 2010, 04:38:23 PM
i'd give Jarate to the Sniper Just to Create Bubble Man's Stage
Title: Re: SGC Demo feedback
Post by: BEan on July 19, 2010, 06:01:14 PM
I was about to suggest the "Doc Robot" as a skin, until I found this http://img21.imageshack.us/img21/796/throwc.png (http://img21.imageshack.us/img21/796/throwc.png)
Title: Re: SGC Demo feedback
Post by: FuPoo on July 19, 2010, 06:59:54 PM
the LEAVE NO ROBOT LEFT BEHIND ACT is strong in this game :ugeek:
Title: Re: SGC Demo feedback
Post by: CopShowGuy on July 19, 2010, 08:53:40 PM
Something small that's been bugging me.  Why is the Gemini Laser buster color the same as Ice Slasher and Air Shooter colors?
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 19, 2010, 09:39:41 PM
Because the Doom palette is AIDS. You'll find a few weapons that do that. Due to the way colour transitions work in MM8BDM you may find a weapon or two with a slightly wrong palette.
Title: Re: SGC Demo feedback
Post by: Namo on July 23, 2010, 09:01:31 AM
Or perhaps CutMike was feeling Eeeevile and wanted you to accidentally shoot the wrong weapon.

" :geek: Nyarharhar they will never know what weapon they have equipped!"
Title: Re: SGC Demo feedback
Post by: Max on July 23, 2010, 11:45:12 AM
Quote from: "Namo"
Or perhaps CutMike was feeling Eeeevile and wanted you to accidentally shoot the wrong weapon.

" :geek: Nyarharhar they will never know what weapon they have equipped!"

"Until they find the weapon equipped text at the bottom of the screen!"
Title: Re: SGC Demo feedback
Post by: CutmanMike on July 23, 2010, 11:49:23 AM
.... It seems there's a flaw in my plan....

This will surely effect my inheritance! Nyeeeh  :ugeek:
Title: Re: SGC Demo feedback
Post by: PowerGloveNinja on July 23, 2010, 12:03:19 PM
Quote from: "CutmanMike"
.... It seems there's a flaw in my plan....

This will surely effect my inheritance! Nyeeeh  :ugeek:
Plan A is in Affect....Muhahahahah!
Title: Re: SGC Demo feedback
Post by: Shippou on July 24, 2010, 06:24:39 PM
is there a problem with the "name reh...somethin" server? , i havent been able to connect to that one at all since last week or somethingm i used to go on that one most of the time, i have to find somewhere to connect now, that might be why some of you may have seen me pop up randomly in some servers  ;).

bumped on some names i ve seen around too, good games.
Title: Re: SGC Demo feedback
Post by: Anonymous on July 29, 2010, 01:43:23 AM
What's the difference between the mega buster and the ice slasher? Is it just damage? They seem to have roughly the same shot speed, rate of fire, and very similar amounts of damage, and compared to the level of specialization between the other weapons available, it sticks out. All of the weapons have very distinct and unique abilities, and the ice slasher strikes me as incredibly boring compared to them.
Title: Re: SGC Demo feedback
Post by: Mr. X on August 04, 2010, 03:31:34 AM
It seems to me that the ice slasher does great damage.
Title: Re: SGC Demo feedback
Post by: Korby on August 04, 2010, 04:44:20 AM
I agree that Ice Slasher is boring. Needle Cannon does the same thing but so much better.
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 04, 2010, 08:17:37 AM
Ice slasher hurts way more, rips through enemies (allowing you to damage multiple targets) and travels slower than the mega buster. Some weapons are ultimately similar but I tried my best to make them original. I couldn't have that thing FREEZING players on the spot now could I? Spark shock does that and it's already annoying when people get accurate with it :p
Title: Re: SGC Demo feedback
Post by: Korby on August 04, 2010, 02:41:39 PM
Wait a minute...It goes THROUGH enemies? That weapon is now amazing.
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 04, 2010, 02:46:10 PM
Indeed. As does Thunder Beam and Metal Blade. If you look on the weapons page of my site you'll see what each weapon does, including if they rip through people  :cool:
Title: Re: SGC Demo feedback
Post by: Namo on August 04, 2010, 03:27:19 PM
Don't forget the ring boomerang.  That thing is powerful.  It goes through front of the enemy, and if you're good enough, through the back.

Like this:

 :)  ------> :ugeek:
:D ------- :( ----->
 :mrgreen: <------ :shock: ----
Title: Re: SGC Demo feedback
Post by: CopShowGuy on August 04, 2010, 03:39:47 PM
Quote from: "Namo"
Don't forget the ring boomerang.  That thing is powerful.  It goes through front of the enemy, and if you're good enough, through the back.

Like this:

 :)  ------> :ugeek:
:D ------- :( ----->
 :mrgreen: <------ :shock: ----
 :lol:-------*dead*

Fix'd (though that is more accurate for Rolling Cutter).  I did, however, forget that Metal Blade pierces enemies...I'll have to take advantage of that more.
Title: Re: SGC Demo feedback
Post by: Korby on August 07, 2010, 04:20:28 AM
Hey! I just had an idea. If Needle Cannon stopped shooting three at a time, and cost the same, it'd be pretty balanced, right?
Or, if you want it to still shoot 3, then make it cost 3 times as much energy. Either way, the same effect happens.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on August 07, 2010, 04:34:00 AM
In MM3, it's a rapid fire, low cost weapon though.  Getting rid of the hitstun it causes would help.
Title: Re: SGC Demo feedback
Post by: Namo on August 07, 2010, 06:49:51 AM
Quote from: "CopShowGuy"
In MM3, it's a rapid fire, low cost weapon though.  Getting rid of the hitstun it causes would help.

Seconded.
Title: Re: SGC Demo feedback
Post by: Zellough on August 08, 2010, 03:58:02 AM
rawr  :cool:
Title: Re: SGC Demo feedback
Post by: Namo on August 08, 2010, 04:55:47 AM
Quote from: "CopShowGuy"
Quote from: "Namo"
Don't forget the ring boomerang.  That thing is powerful.  It goes through front of the enemy, and if you're good enough, through the back.

Like this:

 :)  ------> :ugeek:
:D ------- :( ----->
 :mrgreen: <------ :shock: ----
 :lol:-------*dead*

Fix'd (though that is more accurate for Rolling Cutter).  I did, however, forget that Metal Blade pierces enemies...I'll have to take advantage of that more.

The ring boomerang is actually more effective since it doesn't go like a thousand miles away from you before coming back.
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on August 08, 2010, 05:33:41 AM
Rolling Cutter, on the contrary, is a killer when the opponent is near a wall, as in Cutman's stage. Ring Boomerang is a repel and strike weapon for me. Both weapons are my forte, though.

--I wish someone de-maked Rockman and Forte into 8-bit now.
Title: Re: SGC Demo feedback
Post by: Korby on August 08, 2010, 06:32:45 AM
Quote from: "DragoonEnRegalia"
Rolling Cutter, on the contrary, is a killer when the opponent is near a wall, as in Cutman's stage. Ring Boomerang is a repel and strike weapon for me. Both weapons are my forte, though.

--I wish someone de-maked Rockman and Forte into 8-bit now.
Someone is working on it.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on August 08, 2010, 03:07:30 PM
I like Rolling Cutter because you can do trick shots with it.
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 13, 2010, 04:32:24 PM
Probably really late on adding to this but meh. Didn't really feel like reading 29 pages of this.

The weapon balancing is alright but I did find two problems. I've found the Ice Slasher and Metal Discs (can't think of the name) to be the most overpowered weapons. I managed to get numerous kills with these weapons without having to break a sweat. Possibly changing the firing rate and/or the damage a bit would make them less lethal.

And I found the Tadpole Shooter thing (sorry, also can't think of the name) to be the most underpowered weapon. I managed to only get two kills with it and both times it was me finishing off a weakened opponent. I'd say make the damage more greater and it'll be fine.

As for the other weapons, they're all well balanced. I'd say the most perfectly balanced weapon is the Hard Knuckles.
Title: Re: SGC Demo feedback
Post by: Korby on August 13, 2010, 05:52:59 PM
Metal Blade and Search Snake are the words you are looking for.
Honestly, it's the person who uses the weapons. For instance, you might have only gotten two kills with SS, but others might have gotten much more, and on full health people. I, for one, love the effect. No one can escape your Search Snakes.
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 13, 2010, 06:45:25 PM
Quote from: "Korby"
Metal Blade and Search Snake are the words you are looking for.
Honestly, it's the person who uses the weapons. For instance, you might have only gotten two kills with SS, but others might have gotten much more, and on full health people. I, for one, love the effect. No one can escape your Search Snakes.
Ah, thank you. :)

Hmmmm, okay. I just figured that it was the weapon.
Title: Re: SGC Demo feedback
Post by: PressStart on August 13, 2010, 10:27:24 PM
You can get a lot of really cheap kills with Search Snake, hiding off in a corner and firing them off. There can be a giant wall in front of you, which shields you from any attacks, and the snakes will climb riiiiiiight up it and off to where people are walking.

AKA I love snakes!
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 13, 2010, 10:35:57 PM
I dunno if anyone has mentioned this yet, but the text chat needs to be improved. During heated matches, it's pretty hard to distinguish chat messages from item/weapon pickup messages. Could you possibly assign colors to the different messages to help distinguish them? Or move them off to a different corner of the screen?

Quote from: "PressStart"
You can get a lot of really cheap kills with Search Snake, hiding off in a corner and firing them off. There can be a giant wall in front of you, which shields you from any attacks, and the snakes will climb riiiiiiight up it and off to where people are walking.

AKA I love snakes!
lawl that is cheap!
Title: Re: SGC Demo feedback
Post by: PressStart on August 13, 2010, 10:46:24 PM
I think Cutman's gonna change the colors or something...I know he's definitely heard the complaint.

It's definitely some very hectic chat/text to keep up with.
Title: Re: SGC Demo feedback
Post by: Korby on August 14, 2010, 12:07:04 AM
By the way, when you are killed with Metal Blade, it should say "(name) WAS (verbed) by (name's) (weapon)"
Title: Re: SGC Demo feedback
Post by: TERRORsphere on August 14, 2010, 02:34:32 AM
Quote from: "Korby"
By the way, when you are killed with Metal Blade, it should say "(name) WAS (verbed) by (name's) (weapon)"
Was is past tense. Fragging is set in the present.
Title: Re: SGC Demo feedback
Post by: Korby on August 14, 2010, 03:23:59 AM
...Oh, wait, I think I just messed up. Eh, whatever.
Disregard my previous post, then.
Title: Re: SGC Demo feedback
Post by: PowerGloveNinja on August 15, 2010, 01:23:16 AM
Shouldn't Atomic Fire's energy drain when fully charged? People can just run around with it forever till you come around the corner or on stairs. They get an easy kill, and you are pissed. I just got done dueling DogOLife and he used Atomic Fire the full half of the match and owned me(6-0). I ask him to stop using it and he did. Then i came back and nearly beat him but the frags he got on me using Atomic Fire saved him. I'm not asking for a Nerf, but at least keep them busy.
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 15, 2010, 03:00:58 AM
Quote from: "PowerGloveNinja"
Shouldn't Atomic Fire's energy drain when fully charged? People can just run around with it forever till you come around the corner or on stairs. They get an easy kill, and you are pissed. I just got done dueling DogOLife and he used Atomic Fire the full half of the match and owned me(6-0). I ask him to stop using it and he did. Then i came back and nearly beat him but the frags he got on me using Atomic Fire saved him. I'm not asking for a Nerf, but at least keep them busy.
So you weren't the only one that got abused by him? :cry:
Title: Re: SGC Demo feedback
Post by: Korby on August 15, 2010, 03:52:07 AM
Did it drain whilst charging in the game? If not, why do it here?
Title: Re: SGC Demo feedback
Post by: Ivory on August 15, 2010, 04:57:48 AM
I think it's fair. If you miss with it, you're pretty open to a counter attack.
Title: Re: SGC Demo feedback
Post by: PowerGloveNinja on August 15, 2010, 06:44:12 AM
Quote from: "Ivory"
I think it's fair. If you miss with it, you're pretty open to a counter attack.
Unfortunately he ran away each time he fired. I couldn't catch up with him till he fired another one off. Which leads him to run away again.
Title: Re: SGC Demo feedback
Post by: PressStart on August 15, 2010, 06:50:25 AM
Sounds like my kind of dude, lol.

Usually, you can pick up kills faster with other weapons if you're actively battling.
Title: Re: SGC Demo feedback
Post by: CopShowGuy on August 15, 2010, 06:52:16 AM
Besides, if it's just a duel, you'll hear your opponent wherever he is.  My own dueling experience causes me to fear Needle Canon...
Title: Re: SGC Demo feedback
Post by: PressStart on August 15, 2010, 06:53:50 AM
I'd much rather have a Shadow Blade in a duel than an Atomic Fire.

Actually, I'd rather have Gravity Hold...
Title: Re: SGC Demo feedback
Post by: DragoonEnRegalia on August 15, 2010, 05:07:01 PM
The main issue with a great dueler like DogOLife is that he relies so much on Atomic Fire that you just have to use it yourself to get an instagib on him. Eventually the duel gets boring with prolonged use of said weapon, but he really does it to avoid getting trounced by his weaknesses, which are Magnet Missile and other special weapons like Gemini Laser, which he somehow has trouble dodging. The only solution is to keep dueling him to learn his pattern, and then become a tricky opponent yourself. Learning to change your weapons and your direction on the fly is crucial to dodging attacks and getting an advantage. Our matches usually start with Atomic Fire, but then move on to other weapons.

For those wondering, I've only lost to him once by forfeit, and every other time I beat him by the same odds: 5-4, 15-14, etc. He makes me proud to have this clan in good hands.
Title: Re: SGC Demo feedback
Post by: PowerGloveNinja on August 15, 2010, 07:03:30 PM
I'll learn to defeat him, but I will never use Atomic Fire. It brings Dishonor to my fighting style.
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 15, 2010, 08:49:02 PM
Sometimes I stay to Rolling Cutter religiously  ;)
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 15, 2010, 09:28:47 PM
Quote from: "CutmanMike"
Sometimes I stay to Rolling Cutter religiously  ;)
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 15, 2010, 09:33:20 PM
BTW posting random images here is against the rules  ;)
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 15, 2010, 09:38:22 PM
Quote from: "CutmanMike"
BTW posting random images here is against the rules  ;)
:shock: My bad!
Title: Re: SGC Demo feedback
Post by: Anonymous on August 18, 2010, 01:58:52 PM
Well, I can't find any active mm8bdm servers through SSB, and the game's server list is down. Guess I have to play Single Player, but that's no fun. :(
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 18, 2010, 02:00:29 PM
I usually spot a server around 9PM GMT, but you've gotta be patient  ;)
Title: Re: SGC Demo feedback
Post by: Anonymous on August 18, 2010, 02:21:31 PM
Well, you're right about that. Time to do something to occupy me.
Title: Re: SGC Demo feedback
Post by: Korby on August 19, 2010, 03:44:30 AM
Hey Cutman, how often do YOU play the game?
And I mean the demo, with other people.
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 19, 2010, 04:12:58 AM
Quote from: "Korby"
Hey Cutman, how often do YOU play the game?
And I mean the demo, with other people.
He played 3 rounds with me on Monday. Kicked my arse every time. ;_;
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 19, 2010, 08:17:44 AM
Quote from: "Korby"
Hey Cutman, how often do YOU play the game?

Now and again when I need some motivating  ;)
Title: Re: SGC Demo feedback
Post by: squidgy617 on August 19, 2010, 12:45:49 PM
Quote from: "CutmanMike"
BTW posting random images here is against the rules  ;)
Wait, doesn't brotoad do that all the time?
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 19, 2010, 01:03:07 PM
:geek: Really?

Feel free to report such posts (not old ones though)
Title: Re: SGC Demo feedback
Post by: squidgy617 on August 19, 2010, 01:35:06 PM
It may not be brotoad, but there's someone who does it. I remember a Frostman on a water-cycle, and some other pictures too.
Title: Re: SGC Demo feedback
Post by: CutmanMike on August 19, 2010, 01:40:10 PM
That's somewhat relevant to the discussion so it's acceptable. A random image of captain falcon punching someone in the face with the text STOP POSTING is not  ;)
Title: Re: SGC Demo feedback
Post by: squidgy617 on August 19, 2010, 02:07:41 PM
Ah, I see. I didn't see the image, so I guess I didn't know exactly what was so random about it.

Anyway, did someone say something about Atomic Fire being to cheap? Just thought I'd argue that you probably get killed more often charging with it then actually killing with it, so yeah.
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 19, 2010, 03:13:37 PM
Quote from: "squidgy617"
Ah, I see. I didn't see the image, so I guess I didn't know exactly what was so random about it.
It was this:
(click to show/hide)
Title: Re: SGC Demo feedback
Post by: Mr. X on August 19, 2010, 03:46:42 PM
Yeah, that has nothing to do with anything.
Title: Re: SGC Demo feedback
Post by: Korby on August 19, 2010, 05:42:59 PM
Quote from: "squidgy617"
It may not be brotoad, but there's someone who does it. I remember a Frostman on a water-cycle, and some other pictures too.
Yeah, that was probably me. Things like what used to be Namo's avatar(Buster Rod G. riding on Cloud Man, because of him(?) being sad that he wouldn't ride on a cloud.) and what's currently my avatar.
Title: Re: SGC Demo feedback
Post by: TrueTenguMan on August 21, 2010, 01:51:00 AM
Just started playing today with a few people (FYI, My player name is TTM). Have to say the environments are beautiful and well structured for maneuverability; the weapons are good and work as they should.

However I wasn't too wild about the damage output for Needle Cannon so I hope that gets nerfed for balanced, or at least increase the energy cost for each shot so that way it forces players to salvage more Weapon energy capsules. Also there should be at least a 5 second spawn invincibility instead of just being vulnerable in general.

Unless this was already taken care of then just disregard this and just pay mind to the positive feedback :p
Title: Re: SGC Demo feedback
Post by: Nexus11 on August 21, 2010, 02:55:48 AM
Quote from: "TrueTenguMan"
(FYI, My player name is TTM).
That was you? Had I known that I would've logged in to play a few rounds with ya. :P
Title: Re: SGC Demo feedback
Post by: TrueTenguMan on August 21, 2010, 03:10:57 AM
Quote from: "Nexus11"
Quote from: "TrueTenguMan"
(FYI, My player name is TTM).
That was you? Had I known that I would've logged in to play a few rounds with ya. :P

Lol, well I won't play often but you may be lucky and see me in a game every once and awhile. Probably when I have more free time and motivation I'll  set up a schedule of when I'm on on certain days  :mrgreen: