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Messages - Dr. Freeman

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MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 02, 2020, 05:02:55 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak.

Some time has passed since our last broadcast, but scientists all around the globe are still looking into this robotic virus. Not a terrible lot has changed since our last broadcast, but we would like to thank you for your patience in the time between updates.

However, the oddities only continue when looking into the areas infected robots call their home. We've seen some strange locations up until now, but few are stranger than the robots deciding to take over a sports stadium. As you can expect, we sent our top photographers to the scene.

It would only be fitting that the Robot Master who lead the takeover of this stadium is none other than Strike Man.

The stadium weaves both inside the stadium itself, and outside onto the fields. If there wasn't a bunch of robots fighting it out, I would say that you could play just about any sport you can imagine here.

You have probably noticed those oversized soccer balls by now. We thought they were very strange as well and so we decided to take a closer look. It turns out that upon shooting one of these soccer balls, the ball will rise up into the air, potentially allowing one to reach areas they would otherwise not be able to reach.

If one was to navigate such a dangerous stadium, it would be wise to keep this in mind while traversing it. If nothing else, it will keep you in shape.

In other news, an anonymous source has sent us shocking new footage of a recent development regarding these robots. Children at home may want to avert their eyes from this alarming clip. Please take a look below.

(click to show/hide)

It would appear that robots are now reacting more violently to strong attacks, in the form of both sparks flying off them, and the explosion when fragged. Now this doesn't seem to actually change how these robots fight or anything, but watching a powerful weapon provide these special effects is certainly strangely satisfying to watch. Experiments have shown that this effect doesn't happen for weaker weapons such as Thunder Bolt or Water Balloon, but only stronger weapons that deal high amounts of damage.

Speaking of weapons with the potential to deal high amounts of damage, we've recently received word from Light Labs that the weapon Mirror Buster has received some changes. Light Labs has provided footage of this new weapon from both a third and first person perspective. Take a look below.

(click to show/hide)

When asked about the weapon, Light Labs at this to say about it.

"Mirror Buster has historically been a problematic weapon. It tends to be very gameplay warping; if someone is actively using it, it's difficult to fight back against them. We've completely revamped how the weapon functions in order to try and provide a healthier gameplay pattern. Now the "mirror" only lasts a short while upon pressing fire and any projectiles that hit it do not instantly fire out; instead, any damage the "mirror" takes will instead build up into a charge that you can hold onto indefinitely. This not only cuts down on classic combos where you fire projectiles off your own lingering weapons, but also serves as compensation for the reduced shield time.

As with all things in this coming version, we'll be watching diligently to ensure balance is not too out of whack upon release - although we do expect players to take some time getting used to all of the changes."

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: January 30, 2020, 12:20:24 AM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak.

It has been quite some time since our last broadcast aired, but studies on the Roboenza Virus are still continuing in earnest. While we don't fully have an answer to this devastating virus quite yet, scientists are thinking that they're closer now then they were even a few months ago. Of course, this doesn't make the situation anymore safe than it was before.

Regardless, we're still taking a look at some of the locations infected robots have made their own. One such location turned out to be a large arena built to look like a large cyberspace world. As before, we've sent our top photographers to this strange digital location to take a look.

As in the past, one of the robots have taken a lead over the other ones, the bot in question being the Robot Master Sheep Man.

This arena has many different paths for one to navigate, with certain parts of the map being split into a top and bottom level. However, just because the arena is large in size doesn't mean it will always take the form of an open battlefield.

What is perhaps most interesting about this area however are these cyber blocks, which seem like a regular solid platform, but shortly after stepping on one...

They vanish! With certain parts of the geometry vanishing for a period of time, even the infected robots are going to have to be careful to properly navigate this arena.

Speaking of bots, we here at Channel 7 News aren't quite sure if this is related to the Roboenza Outbreak or something completely different, but we've noticed something very peculiar about some of the roaming Robot Masters.
In the past, it's been noticed that in the heat of battle, some of the robots circuits could... get a little bit fried, making them temporarily get stuck in very awkward places (usually the edge of a cliff). This of course, would make some battles a lot easier than they would need to be. But take a look at this...

(click to show/hide)

It appears that the robots senses have been powered up, so that they'll notice someone sneaking up behind them. It looks like it'll be a lot harder to take advantage of their malfunctioning programming. So be alert.

Lastly, for tonight's report. We have received new information regarding an old weapon.

It looks like Flash Stopper will be getting some changes of its own. When we asked Light Labs about this development, they informed us they were sent an anonymous clip showing off this altered weapon. Take a look.

(click to show/hide)

As you might be able to tell, there are a few differences with this weapon. The most obvious of which is there's a short delay between Flash Stopper being used, and the blind itself going off. If you take a close look, you can notice small fireworks flying upwards, indicating when the flash itself will go off.
That is not all however, while it's possible to tell from the clip alone, Light Labs informed us that in this changed state, the robot will only be blinded if they are looking in the direction of the firework when it goes off. If a robot is aware of their surroundings and turn around, they can completely avoid the blind effect of the weapon. That said, the light damage itself cannot be avoided by looking away, so enemies still have to be careful if they are heavily damaged.

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 14, 2019, 08:29:29 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak. While Light's Lab continues to work hard to create a cure, our team is still hard at working keeping you folks at home up to date with the situation as it unfolds.

As we have learned before, many of the infected robots have been gathering in specific locations such as a castle, an icy outpost, and even a highway. However, we were rather surprised to hear that a group of infected robots have taken over a sewer system. Naturally, we sent our best photographers on the scene to take a look.

And as before, one robot seems to have taken a leader position over the other infected robots. Naturally, the Robot Master, Pump Man has taken the lead this time around.

As you might expect from a sewer system, there isn't a lot of space to maneuver in, which leads to hectic skirmishes both below water, and above. However, there are a number of bubble jets in the underwater areas. Perhaps if a robot was to time it up well, they could get a boost to the upper levels...

On the upper levels, it seems there are heavy torrents of sewage leaking from the pipes above. As disgusting as that might sound, we noticed that these streams were powerful enough to prevent any of the robots who are directly under them from jumping and would quickly push them back underwater if there was no grate underneath. Truly a dangerous sewer system if I have ever seen one.

But that is not all today! While our photographers were returning back to the news station, one of them came across a very interesting sight. The notorious Wily Robot, Bass could be seen testing some form of weapon on a nearby infected robot... Upon closer inspection, our photographer discovered it was a modified version of Bass's very own Treble Boost! Naturally, we took some footage of this updated weapon. Please take a look!

(click to show/hide)

Isn't that fascinating? Upon closer inspection of this footage, it would seem that Treble Boost no longer has the ability to fly freely. Instead, it appears the user can either get a small vertical boost, or perform a quick dash in other directions!

When our photographer asked for his comment on the changes, Bass said, "Get out of my face."
According to our photographer, he was very intimidating and they quickly obliged.

However, that is all the time we have for you today. Thank you for tuning into Channel 7 News, and stay safe.

Bugs/Suggestions / Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« on: October 02, 2019, 08:43:40 PM »
We noticed this issue during development of v6a and it should be resolved by release.

Regardless, thanks for bringing it up!

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 05, 2019, 08:56:18 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak. Our team has been hard at work since our last broadcast getting whatever information we can on both the outbreak, the robots, and Light Labs efforts in stopping the mysterious virus.

This time, our team noticed a number of robots gathering in a much... chillier location. We took extra precaution to not only avoid the wrath of these infected robots, but to stay warm. Thankfully, our efforts have paid off and we have some new photographs to share.

Naturally, the infected robots holding up in this arctic base are lead by none other than the Robot Master, Chill Man. While I would normally remind you viewers at home to stay away from these robots at all costs, I imagine the cold weather would keep you at home safe and warm.

Whether it's braving the cold landscape outside, or diving into the arctic warehouses indoors, these infected robots are ready for a fight!  Of course, there are patches of ice about, which we all know can turn any fight into a slippery one, even for robots.

How fascinating, there also seem to be a number of ice blocks around the arena. Some blocking off a path while others potentially provide cover for shots. From the looks of things, these blocks do seem rather fragile and look as if they will shatter with little pressure... It would be best for anyone to use these blocks to their advantage.

We are not done there, folks. Light Labs has been kind enough to give us some new information on what they have been working on!

The Exit Unit is an important item that I'm sure most of our viewers at home are familiar with. But for those who aren't aware, it's an item that will teleport you to a random location on any given arena, essentially acting as a quick escape... granted that you don't teleport in the same area you just left. I do wonder what Dr. Light could have possibly changed about this rather simple item.

Hmm, what's this?

Would you look at that! It appears that after picking up the Exit Unit, the holder of the item can see a simple hologram standing in place. Light Labs was kind enough to explain that Exit Unit no longer teleports you to a random location on an arena. Instead, it will take you to the same location that you spawned in from! Of course, Light Labs realized it might not be easy to remember where you spawned in at any given moment, so the hologram marks the spot so the user will know for sure where they will end up!

Perhaps this new element to a simple item will not only avoid situations where you would appear in the same spot as before, but even perhaps add a level of strategy to the mix...

But that isn't all the news for tonight, folks. Light Labs was also kind enough to reveal to us a classic item, reworked for the arena environment. Here, take a quick look.

I can hardly believe it! Item-3 finally joins the ranks of Item-1 and Item-2! Upon picking it up, you get two uses of Item-3, although it works a little differently than the other items. You can't activate it anywhere you want like many other items, but it only activates when you use it against a wall. When you do, Item-3 will spawn directly under you and carry you up the wall and stop at either the top, or the nearest ledge.

Thankfully, Light Labs also provided us with a short clip showing this new item in action!

(click to show/hide)

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

Since its on your to do list still, Id be happy to quickly loop some songs for you a little later.
Maybe make a map too but I make no promises there

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 10, 2019, 08:25:02 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro live once again, keeping you viewers at home up to date with the Roboenza Outbreak. Since our last broadcast, we have been unable to get in touch with Light's Lab but our news team has managed to track down yet another site the infected robots are gathering at.

As before, our team managed to make it down to the site and were able to take some photographs of this new gathering place...

From what we can gather, it looks like a number of infected robots have made this remote desert outpost their base of operations. As before, one robot leads the pack, and he has been identified as the Robot Master Commando Man. As a reminder, these robots can not be reasoned with, please remember to keep this in mind. Especially when the robots are armed with extra dangerous weapons such as Commando Man.

Going through the sand or underground tunnels, officials have been monitoring this desert bunker hoping to find anyway to subdue these robots, to no avail. Despite the infection, it would seem that these robots know all the ins and outs of the area better than anyone else.

What's that? I'm getting a new report on the desert outpost right now. They're saying a vicious sandstorm is crossing through the area!
How interesting, the sandstorm isn't affecting the robots at all... but it seems to be building up plenty of sand at key locations.

Perhaps one could use these sandstorms to their advantage...

Regardless, that is all of the time we have for you today. Thank you for tuning in and stay safe.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: May 27, 2019, 12:12:09 AM »
Good evening. Thank you again for tuning in. This is Jonathan Metro with Channel 7 News, keeping you viewers up to the date with the dangerous Roboenza Outbreak. While no info has come out about actually combating the virus, scientists from around the globe have continued to keep watch on the behavioral patterns of the infected robots. Once again, it seems that they are gathering at strange locations, leaving chaos in their wake.

While it was a dangerous task, we sent down a team to one of these new sites to see if we could learn any new information.

It would seem a number of these robots have taken the local highways for their own. From what we could tell, it would look as if the Robot Master Nitro Man is leading this pack of infected robots. Perhaps he and the other robots are attracted to the high speed thrills of the area...? A mystery for another time.

With its sprawling roads and out of control trucks whirling on by, this starry highway is incredibly dangerous and has been shut down until further notice. Remember viewers, do not even think about going out there unless you're a professional and you know exactly what you're doing. Even if the infected robots seem to be taking each out at times, they are still very dangerous. You have been warned.

In other developments, we have once again reached out to Light's Lab. While they are still working very hard on finding a cure, there are more weapon developments to be had! Here is one example video they have sent us, showing off recent changes to Thunder Claw.

(click to show/hide)

Would you look at that, folks? The speed on that weapon is incredible! When asked about the changes, a representative from Light's Lab had this to say.

"While Thunder Claw was actually a very powerful weapon, it felt awkward to use and did not feel powerful, so players tended to avoid utilizing its power to its full potential.
In an attempt to alleviate these pains, we've reworked the weapon's behavior. Now its movement is snappier and more responsive.
We did have to actually low the weapon's damage a little because of this, but the increased speed should more than make up for this."

But that is not all. Light's Lab was also very eager to show us something else they have been working on. Here, take a quick look.

(click to show/hide)

That's right! From the looks of things, it seems that Beat Call has been completely overhauled. With such a surprising development, we just had to ask Light's Lab all about it!

"The original Beat Call was really starting to show its age. Its original concept was not a bad one; a way to avoid the instant death pits that littered maps in v1 and a way to include Beat in the game in arguably its most iconic form. However, in practice Beat Call was used primarily to intentionally jump into pits on Bomb Man to use it as a poor man's Rush Jet. This made it a good candidate for some work.
Instead, we have reworked Beat Call so it has become an item with a more general use. Upon using it, Beat will launch you up into the air (but not as high as the likes of Rush Coil) and slowly glide you down until you have reached the ground safely, or until you cancel it yourself by tapping jump."

That seems to be all the time we have for tonight. Thank you for tuning in and stay safe.

MM8BDM Discussion / Re: Question on Gamma boss theme in V6
« on: April 01, 2019, 09:38:58 PM »
Gamma's boss theme will remain the MM10 Wily Machine theme.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 19, 2019, 02:05:32 PM »
Good evening. Thanks for tuning in. This is Jonathan Metro with Channel 7 News, here to keep you updated with what experts have been calling the Roboenza Outbreak. As of this report, no cure has been found for this mysterious cybernetic virus that is sweeping our nation. So for the time being, it is best to stay indoors for your own safety. We urge you to deactivate any robots you may have to prevent them from contracting this virus. Any robot who contracts this "Roboenza Virus" will go berserk and attempt to harm anything it sees- robot or human.
However, while there is currently no lead on stopping the virus, fascinating developments have occurred. It seems that some of the infected robots have begun gathering together at specific locations. We thought this was strange, so we sent our best team out to try to snag some pictures of this unorthodox behavior.

A number of infected robots have taken up residence at this old castle site. It would appear that the Robot Master Blade Man has taken complete control of the castle and will not hesitate to attack anyone who comes close. Luckily our team here at Channel 7 News is one of the best, and were able to take these stellar photographs and get out of there without coming in harm's way.
That said, with the sprawling halls of the castle, the rocky cliffs surrounding it, and the large courtyard out front, this old castle seems terrific for a Deathmatch Arena... if we didn't have a national emergency on our hands.

In other news, Light Labs has released footage today of some changes they are pushing out to their tournament-ready weapons! Let's take a look at an exclusive before and after comparison!

Did you see it? Tomahawk Man's Silver Tomahawk has become even stronger! You may be wondering why, but Light Labs made it very clear in a press release later that day. They stated that nearly every weapon has been made approximately 33% stronger! I cannot claim to know the reasoning behind this change, but thankfully we have received a note that sheds a little more light on this change.

"You might be thinking to yourself 'What's the point of all this change? The game's been like this for years!' In truth, one of the biggest criticisms we've heard from our players is that Mega Man 8-bit Deathmatch is just too slow compared to alternatives, and that defensive play is simply too good. There were many avenues we could have taken to attempt to alleviate this issue, but most of them would have come at the cost of increasing the complexity of the game even further. Our chosen solution is to simply increase the damage of most weapons in the game while also increasing the amount of HP you gain from health pickups.
This might seem counter-intuitive, but let me explain. Increasing the amount of damage projectiles do lowers what is called "Time-To-Kill," or how long it takes to frag someone. That part is obvious, and already helps increase game speed. The second prong, to nerf defensive play, is that when Health Pickups are STRONGER, then players will reach full health quicker and therefore be looking for their next fight quicker.
Now, we have consistently said that nearly every weapon is around 33% stronger. This is because there are some standout weapons that are just too powerful when given the blanket buff. These are things like Slash Claw and Homing Sniper that will become too overbearing if they become capable of killing players with one shot. Hopefully you understand where we are coming from, and we look forward to hearing from you on the forums.
TL;DR: Most weapons deal more damage to make people die faster, HP heals more to make people fight more often, and some weapons will be more fine tuned to not kill you instantly."

Well it's a good thing I'm a reporter and I don't have to understand what any of that meant!

Either way, it looks like that's all I have for toda- ...
Wait, this just in! It would seem that Dr. Light and Auto have finally finished their research in the training simulator and have implemented a brand new feature!
...Wait, "Data Corrupted"? Well, show it anyway, we might as well try to make out what we can.

Hmm... What could it mean?

Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: September 10, 2018, 11:53:01 PM »
I think I ran into a problem with some Paper Jam maps. Atleast on my end, the Defiler of Taboos map (PAP07) has a ton of objects with common names with objects from other well known mappacks (The most obvious is the way it breaks the RNCCLA map by replacing it's platforms with just some jumble of sprites)

I think a simple renaming of those objects can fix it though. Also, there is some map in this pack that has a heart object that for some reason it replaces the small bushes from the RNCFLA map.

It's because the object IDs are the same. Keeping track of all the IDs that custom objects use in all the different map packs is next to impossible unfortunately as right now I can't do much about it. I can change the ID numbers later down the line, but that would have to wait for the next version.
If RNC was loaded after Jampack instead of before it would have the opposite effect. The RNC objects would appear in PAP07.

Thank you for reporting though. I knew it was only a matter of time before these map packs started fighting each other with objects like that.

Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: August 30, 2018, 08:27:25 PM »
There are things to fix and I hate waiting a long time to fix it.
So here's another version 3 days later because I'm insane.

Most of it is just minor bugfixes and the such, but Jam17 has also got a brand new map. So that's pretty cool


Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: August 27, 2018, 09:45:37 PM »

Here is the map list
(click to show/hide)

Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: August 14, 2018, 09:24:02 PM »
By request of multiple people (and the fact that deadline ended up being in the middle of me being in a play so I wouldn't really have time to compile the pack anyway), the deadline has been extended by one week. So maps are now due by 11:59 pm est on August 26th.

Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: June 09, 2018, 03:10:51 AM »
Just asking real quickly, but is there a naming standard for the map codes, or are you going to handle that after the fact?

I handle all the map codes and all that while compiling.

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