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Messages - NES Boy

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1
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 21, 2020, 02:29:56 AM »
actually, its more the reason why I acidently reset it.
Well.. i tried to see the mm6 intro scene, it went fine.
but when i went back....
alas, guts man had stopped questioning about his bottom
all the robot masters's dialouge was still in the tourniment
any help?
P.S: i didn't watch the cutcene (the television) did this change anythign?
Is Magic Man present outside the lab? If so, talk to him again and he'll bring the state of the game back to after Chapter 11.

2
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 09, 2020, 02:58:48 AM »
I noticed that the Ice Wave graphics haven't been changed. I thought for sure you'd have replaced them (along with the graphics for Slash Claw) with their canon 8-bit versions from Mega Man 10, just like how you made Slash Man's canon 8-bit appearance his default skin in V4A.

3
Mega Man Discussion / Re: Mega Man V Remade
« on: May 18, 2020, 09:05:02 PM »
Well, Freeman posted this on April Fool's Day:

For all we know, this could be the new Phase 3 of the secret Quint battle.

4
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: April 09, 2020, 05:51:46 AM »
What does a YouTube playlist of extended Mega Man Maker music have to do with this?

Anyway... when is Channel 7 News going to report on Strike Man or Solar Man?

And my questions still haven't been answered:
First, which Mega Man 10 title screen are you using for the stage select? With or without Bass?


Secondly, while Ivory was working on V3, she teased a feature where the appearance of health and weapon pickups change depending on the game (so maps based on Mega Man 1 stages have the appearance of the items change to reflect the game). This was scrapped due to possible confusion among players. With how advanced the engine had grown since then, can this be implemented as a toggled option?

5
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: January 10, 2020, 03:13:10 AM »
We haven't heard from Channel 7 News in a while. We only have three Robot Master stages left to see:

    Sheep Man
    Strike Man
    Solar Man (not counting the banner in the first post of this thread)

Anyway, a couple of questions. First, which Mega Man 10 title screen are you using for the stage select? With or without Bass?


Secondly, while Ivory was working on V3, she teased a feature where the appearance of health and weapon pickups change depending on the game (so maps based on Mega Man 1 stages have the appearance of the items change to reflect the game). This was scrapped due to possible confusion among players. With how advanced the engine had grown since then, can this be implemented as a toggled option?

6
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 28, 2018, 08:16:58 AM »
MM5STA and MM7SHA had easter eggs related to other Capcom games. I predict MM10COM will get one of its own, and it will be this:

7
Closed / Single-player campaign suggestions.
« on: September 03, 2018, 09:47:44 PM »
1. Currently, when revisiting Chapter 10 through Magic Man, the opening cutscene for that chapter (where the player awakens in the teleporter room) doesn't play. Fixing this is as simple as changing line 4867:
Code: [Select]
        if(SaveSelect == 11){savePosition = 1093; SetUserCvar(0, "mm8bdm_kingunlock", 3);} // WT
2. Since V5B changed the V5 post-credits scene from Dr. Light trying to cure Mega Man and Proto Man of Roboenza to Dr. Cossack working to revive Duo, the player is left with absolutely no indication to talk to Galaxy Man if they haven't fought Quint yet. This can be fixed by putting the ! Marker over Galaxy Man and set him to the "9end" actor state with the Jewel Sayelitte palette (Thing_SetTranslation(119, 190);), just like in the old V5 post-credits scene. Upon approaching him, his actor state would change to "9end2", his usual palette cycle (Script 32) would activate, and his dialogue about the space-time anomaly he's detecting would play out.

8
Anything Goes / Re: Just returned, wanted to get up to date
« on: September 03, 2018, 08:24:05 PM »
MM8BDM has changed a lot since the Mega Man 8 expansion.

    The V1 campaign has been remade to be more cohesive with the later expansions.
    A new boss battle against Bass has been added for the V2 campaign.
    The training room has been expanded and given its own map.
    Dr. Light's Lab now has a cutscene system.
    We now have content based on Mega Man & Bass, Mega Man: The Wily Wars, and Mega Man 9.
    Certain maps have seen drastic changes, such as MM1FIR and MM2BUB.
    Maps based on the Wily stages for MM4, MM5, and MM6 have been added, with MM4DW1 being a reskin of the old MM1FIR.
    A secret, challenging boss fight against Quint is available after completing the MM9 campaign.
    A basement has been added to Dr. Light's lab. There, you can find a trophy room tied to the progress of your game, as well as a machine that allows you to refight certain bosses without having to go through the main campaign (you need to clear MM9PLU in order to use it). It's also how you can access the Buss Rush now.
    Upon completing the current campaign, Magic Man will appear and allow you to revisit the lab at different stages of the campaign. Even the cutscene that plays if you transferred your save file from V4 to V5 is included.
    There's a television in the lab's new living room that would let you rewatch different versions of TITLEMAP.

That's all I know from the top of my head.

9
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5C - RELEASED!
« on: August 20, 2018, 03:52:24 AM »
But the MM8BDM Dev Team needs to determine what to do regarding potential Mega Man 11 content and how they approach its integration. For all we know, the MM5GB content might get saved for V8 rather than V7.

10
MM8BDM Discussion / An oddity I noticed in the MM8BDM V5B trailer...
« on: August 15, 2018, 06:40:55 PM »
In the trailer for Version 5B, I noticed that the pain sprites for Bomb Man and Fire Man used in the Chapter 9 lab cut scene actually face the camera rather than the usual perspective:


However, in the actual game, it's not the case:


I know that the old skin creation tutorial CutmanMike made said that they only made intercardinal rotations for the pain sprites since "this was initially to save time but you can create them all if you like". I also know that V5B featured updated skins for Bomb Man and Fire Man by Dimpsy and FTX. Did they try to add actual cardinal pain sprites before the MM8BDM dev. team removed them for whatever dumb (I assume) reason? Or were they just the original pre-V5B sprites (as given away by how Fire Man's eyelids are portrayed).

11
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: August 09, 2018, 11:32:05 PM »
Try poking around Snakepixel's Twitter feed I'm sure he said something about the MM11 Torch Man, and he is the one that created the design this expansion was using.

12
Closed / Re: [ACS/Colors] Galaxy Man Translation(s)
« on: April 21, 2018, 01:32:18 PM »
In addition to those palettes, the old V5 ending used the Jewel Satellite palette for when Galaxy Man is inactive along with the MAP01 palette cycle right before the screen goes black, according to the 9credits scripts.

Code: [Select]
script 4 (void)
{
CreateTranslation(600, 198:198=[247,181,0]:[247,181,0], 192:192=4:4);
CreateTranslation(601, 198:198=[181,247,16]:[181,247,16], 192:192=4:4);
CreateTranslation(602, 198:198=[82,247,148]:[82,247,148], 192:192=4:4);
CreateTranslation(603, 198:198=[148,115,247]:[148,115,247], 192:192=4:4);
CreateTranslation(604, 198:198=[247,82,148]:[247,82,148], 192:192=4:4);
CreateTranslation(605, 198:198=[247,115,82]:[247,115,82], 192:192=4:4);
Thing_SetTranslation(16, 190);

Delay(35*5);
FadeTo(0,0,0,1.0,0.0);
FadeTo(0,0,0,0.0,3.0);
Thing_Activate(19);
ChangeCamera(19,1,0);
Delay(3*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* I've never seen anything like this before...");

Delay(7*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* Every time I come up with a cure... it adapts!");

Delay(7*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* Mega Man... Proto Man....");

Delay(7*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* What am I supposed to do...?");

Delay(35*3);

SetHudSize(320,240,0);
SetFont("SMALLFONT");
HudMessageBold(s:"\ctTo be continued...";HUDMSG_FADEINOUT,1,CR_WHITE,160.0,120.1,999.0,3.0,0.0);

Delay(9*35);

SetActorState(16, "9end2");

Delay(3*35);

ACS_Execute(5,0);

Delay(2*35);
FadeTo(0,0,0,1.0,0.0);
}

Script 5 (void)
{
        Thing_SetTranslation(16, 600); Delay(8);
        Thing_SetTranslation(16, 601); Delay(8);
        Thing_SetTranslation(16, 602); Delay(8);
        Thing_SetTranslation(16, 603); Delay(8);
        Thing_SetTranslation(16, 604); Delay(8);
        Thing_SetTranslation(16, 605); Delay(8);
        Restart;
}
Of course, there's no way to access the old V5 ending in the current version.

13
MM8BDM Discussion / Re: With regards to Awesomefan92
« on: March 14, 2018, 07:03:38 AM »
I theorize that AwesomeFan92 is actually "Mega Man?" Notice how the letters from other characters have something that's connected to the sender. The letters from Mr. X and King have their logos, the letters from Duo and Bad Box Art Mega Man (A.K.A. Digger) have their faces, etc. AwesomeFan92's letters, however, has an upside-down light blue triangle, which is the same design on "Mega Man?"'s helmet.

14
MM8BDM Discussion / Re: a sugestion for a secret
« on: December 28, 2017, 06:50:15 AM »

15
MM8BDM Discussion / Mega Man 11 and the future of 8BDM
« on: December 04, 2017, 07:43:07 PM »
Okay, so this has finally been announced:


So, will Mega Man 8-Bit Deathmatch still have MMV for V7, or will it have to wait until V8?

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