Advanced Search

Show Posts

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


Messages - Dr. Freeman

Pages: 1 ... 6 7 [8] 9 10 ... 226
106
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 11:41:13 PM »
The originals I made will be uploaded, but I'm waiting 2 weeks til after release for a little grace period.

107
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 03, 2016, 06:37:55 PM »
Quote from: "ice"
speaking of Bass, a bug I noticed on his 1st form, he always seems to react in pain every time he fires a charged shot

This isn't a bug. he's mad that he missed.

108
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 02, 2016, 08:50:28 PM »
i mean that's not how you find it normally. you can see it without cheating

109
Closed / Re: MM3NEE'S song loop
« on: August 01, 2016, 03:50:03 PM »
Mm. What we believe happened is that Needle Man had to be reripped but the rerip quality for some reason was total garbagio. So it got reripped again, was only slightly better, but by someone else so communications to how exactly it was looped got messed up, which also screwed up the looping point of the file.

I really do apologize for the inconvenience, it will definitely be patched up nice and good for the next version. However, as a little fix, I'll include a link to a fixed (and better quality) OGG of the song, so if you're interested to fix it, just open the music wad in slade and replace NEEMUS with this copy of it. It should patch it right up until the next version where it's in for good.

Once again, my apologies, but hopefully the link will get the job done for the time being, even if it requires some DIY.

https://www.dropbox.com/s/bffu0nvg5j40h9l/NEEMUS.ogg?dl=0


As to reply to Beed's post. None of the CTF songs were looped for the time being and a handful of core songs were chosen to not be looped due to being ungodly repetitive. Those being GUTMUS, MM1BOSS, MM1PBOS (though that one is more to be consistent with the latter), and MM2BOSS.

110
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 01, 2016, 03:25:39 PM »
Hiya! V5 is well and out so I can put a due date  back on the board. There was a lot of time already but given I want to let people play around with the new textures just a liiitttlllee bit, I'm throwing two more weeks up on the due date meaning we will be done for good by 11:59 PM EST on August 15th.

wow wow

111
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 11:09:06 PM »
Quote from: "Max"
here's every trophy

(click to show/hide)

major props to the people doing the music btw

Thanks! Probably a good time to drop who made what songs in case anyone was wondering.

(click to show/hide)

112
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 17, 2016, 04:39:43 AM »
Hey all you mega fans! We're back for the last one of these updates!

W O W
DOES THIS MEAN THERE'S A REEELEEASE DATE

nah. that's with the trailer.
So you still get to wait on that for a bit longer, even though we are aiming for a late July release! Which is soooon! Definitely starting to wrap things up, I can say that much.

So CutmanMike has basically been handling Q&A for me, so I'm gonna be leaving all that to him and get right one to some more screenshots!

First on our list is the last Megaman 7 map to be remade...
(click to show/hide)

That was quite a lot for that map, mechanics and all, so let's move on to the last map I promised all of you, MM9DW3!

(click to show/hide)

Would you look at that? That seems to be all there is for this last text update!
You might be expecting some super cool last photoshoot, but to be honest, I have nothing. Mostly because hey, development is (finally) starting to wrap up, and once we have that trailer, well it'd just overshadow whatever picture I'd have to show you.

It's been fun everyone, but I think I speak for everyone when I say we are glad to finally be getting this out the door. We just want to take a moment to thank all of you for sticking with us for this entire development cycle and to thank all of you for your continued support of MM8BDM. This game wouldn't be anywhere without all of you guys!

Before I head off, I'll be leaving one more picture, nothing super big and game changing, just a little something pertaining to the single player campaign.

(click to show/hide)

Until next time!
Which won't be me!

113
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: July 14, 2016, 09:13:02 PM »
So let's have some real talk.

For starting this months prior, my timing really couldn't be worse with the due date just around the corner. A lot of people are occupied with V5 and with the aim to release sometime in July, having a CTF Compo show up right before V5 is absolutely terrible. And on the flipside, putting it right AFTER V5 drops is just as bad, because who is gonna care about a compo when V5 just came out?

So it makes me feel like a huge asshole since there was so much prior time, but I'm going to have to delay the due date for the compo. What makes it worse is that I'm physically unable to give out a date til we know when V5 is going to drop, so I apologize in advance.
However, that said, this compo will still drop, just even later than anticipated.

Luckily, this does offer people who feel experimental to try using some V5 assets in their CTF map if they so desire.

So delayed for an indefinite amount of time. All things considered probably some time later in August, but I can't say for certain.

If you're making something, stay tuned and I'll have a more definite date sometime after V5 drops!

114
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 03, 2016, 04:25:34 AM »
Hey all you mega fans! We're back in action for another update!
Wow! How do people come up with good intros for these?

Let's cut right to the chase with some Q&A
and i mean some because Mike answered nearly all the questions before the update anyway, so that makes my job a bit easier.

(click to show/hide)

I promised you all 9DW2 today, and we're still gonna be taking a look at that. However, we have another map to take a look at first...

(click to show/hide)

Now that we got that out of the way, let's take a quick look at the second Megaman 9 Wily Stage!

(click to show/hide)

That's all there is to show off today! Next time we're gonna be taking a look at another map, and 9DW3! And maybe a few other mysteries, after all, it could very well be the last text update in this fashion.
I'm almost going to miss it.

But I make no promises.

Until then!

115
Anything Goes / Re: What is your avatar from/of?
« on: June 24, 2016, 03:58:23 AM »
my only helper is death

116
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 19, 2016, 04:38:13 AM »
Hey everyone! It's that time again, for another update!
There's a little less to show off this week, buttttt I'm thinking it might be a little bit more exciting!
ooh boy

Let's get right into this with a short Q&A!

(click to show/hide)

Well, that was fun. Let's look at some screenshots. As I said, there isn't a whole lot of technical screenshots, but it should be fun nonetheless!

First of all, well, this isn't a normal map but...

(click to show/hide)

Now, I'm not going to lie. We're at a bit of an awkward point with this update here. There are a few maps that are getting done, but unfortunately are juuust short of being ready to show off. We'll be seeing them soon, just not today.

But I do have something else to show off.

(click to show/hide)



That's all for this update, not technically a lot, but I hope you all enjoy nevertheless!
Next update we'll go right down the line and look at Wily Stage 2!

Until then!

117
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: June 16, 2016, 08:16:08 PM »
You can make it whatever and I'll just handle renaming once it's all compiled together.

118
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Leaf Shield)
« on: June 16, 2016, 05:02:34 PM »
With the changes put in V5, you put Skull Barrier up, and it protects you from one hit from any projectile, in which the shield breaks and there's some sort of delay before you can put it up again. It's also the only shield where after you put it up, you can switch off to other weapons and do other things. Given that it only protects you from one hit from anything, it's good for tanking powerful weapons such as Hard Knuckle, but rapid fire weapons such as Needle Cannon or Yamato Spear will tear right through it in a second and leave you open for the rest of the rapid fire shots.

i think that's a decentish way to explain it.

119
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Leaf Shield)
« on: June 15, 2016, 12:16:23 AM »
The healing thing sounds fascinating, but I definitely wouldn't make it heal double the damage you take. That sounds like it has the potential to be kinda busted. But some percentile that's probably less than 100 sounds interesting.

My only concern is that with it popping after one shot, its weaknesses would basically be the same as Skull Barrier, which is anything that shoots quickly. Like power weapons in theory would be the way to get the kill, but if you miscalculate the enemy's health, then they're just tanking through it while rapid fires would destroy the shield in theory.

That and this offers some weird thing where both nature based shields are healing somehow. I don't think that's a good or a bad thing, just kinda interesting.

120
Projects & Creative / Re: [Game Mode] Evil Escort! (aka Payload)
« on: June 13, 2016, 03:40:54 PM »
As a possible suggestion for more customization in the future, is it possible to add a way to change the base timer for potential custom maps? For example, let's say I was crazy and wanted a shorter, yet more crowded and hectic map. Right now the 5 minute timer is static, so any map that's shorter is weighted towards the attackers, and vice versa if you were making a longer map.
I'm just wondering if it's possible to like change the base time in a map script or something like that.

Pages: 1 ... 6 7 [8] 9 10 ... 226