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Messages - Dr. Freeman

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61
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.

62
Since it’s on your to do list still, I’d be happy to quickly loop some songs for you a little later.
Maybe make a map too but I make no promises there

63
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.

64
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.


65
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.

66
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?

67
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.

68
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

plsdon'tbreakagainidon'twanttodoanotherversion

https://allfearthesentinel.net/zandronum/download.php?file=8bdm_jampack-v4b.pk3

69
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: August 27, 2018, 09:45:37 PM »
wow

https://allfearthesentinel.net/zandronum/download.php?file=8bdm_jampack-v4a.pk3

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

70
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.

71
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.

72
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: June 01, 2018, 05:17:38 AM »
And two weeks have passed! It's time to rock and roll!

So now onto the mapping phase! Everyone will get their two words and their two pieces. I wanna make sure everyone has plenty of time to make maps, so they're not going to be due until Sunday, August 19th at 11:59 EST. That way, even if people are busy, they should still have time to make a map!

Speaking of maps, it's mostly freegame from this point out, but there are still a few guidelines.

-Each map must use both of the pieces it gets assigned and they both must be in playable area. You CAN make changes to the piece as you see fit. Change textures of course, but you can also make other smaller changes. Want the height of something changed a bit? You got it. Wanna get rid of a pesky pillar or add one? Get on it! As long as the piece is still recognizable as the piece, I will accept it!

-Each map must somehow be related to the two words assigned. It could be something minor, it could be something more. Let's say you get FIRE FACTORY. Pretty self explanatory. There should be some factory aspect, there should be some fire aspect. Or you could just set the factory on fire. And there are many ways to do it. As with pieces, if you're unsure if something will slide, ask me and I'll be free to help! Though when it comes to the word phase, if you can convince me, I'll most likely buy it. The definitions can be very loose! As long as something is there!

-Feel free to use custom assets as you see fit! You don't have to use core assets if you don't wish!

-Please make your song 8-bit. If you don't I will change it. You do not and should not add a boss theme. And any map card icon/border will be replaced so don't get too attached to those.

-I can deny maps if they either fail completely to use the pieces or the words, or if they're just really really poor quality. However, me and I'm sure countless others are willing to help you out if you're struggling with your map. This isn't a competition, so I'm sure there are plenty of people who are ready to help you out!

I think that's it. So in the spoilers below, I'll list everyone's names in alphabetical order, what pieces they have to use, and what words they got.
Here we go.

(click to show/hide)

You can find all the map pieces right here! https://www.dropbox.com/sh/40hhm3q7b6fxvvv/AAA6VjnrGkVdAOP6yWkEFrK0a?dl=0

Let's go out there and make some maps! See you later!

73
Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: May 29, 2018, 02:34:35 PM »
I've got a good number of map pieces in already (from both old and new mappers, so that's exciting!) but here's my obligatory reminder that only three days remain to submit map pieces!

74
Events / Cutstuff Mapping Jam 5: Paper Jam
« on: May 17, 2018, 05:23:14 AM »
Cutstuff Mapping Jam 5: Paper Jam



Hello everyone, its Dr. Freeman and welcome to the fifth Cutstuff Mapping Jam! Another year has flown by and you know what? Now sounds like a pretty swell time to make some maps! 8BDM itself might be on a hiatus, but this jam keeps on trucking!

But wait! You may be asking! I have no idea what this even is and why are weird robot masters poorly edited over a Mario & Luigi game's artwork?
Well, I can answer the first question! The Cutstuff Mapping Jam is something that's been going on for a few years now, and it's pretty much when the community gets together to make some maps! Both newcomers and veterans are welcome as always! In fact, I definitely encourage anyone who has thought about mapping but hasn't actually tried to give it a shot here!

What are the rules this time around? As usual, we're working in two phases. The classic "make a piece" phase that hasn't really changed at all from the last 2 jams, and a new second phase!

Basically, everyone is going to make a map piece (more details below) and submit it to me. This map piece will pretty much act as your sign up. After two weeks of piece submissions, every mapper will be assigned two pieces belonging to someone else and will have to make a map with those pieces!
However, that is not all! This year, I have gathered a large list of words in a nifty little book (and by book, I mean text document). These words range from things like "Castle" and "Ocean" to more abstract things such as "Jump" or "Beam". Everyone will be assigned two words at random, and those words must be applied to the map in some way, shape, or form! It could be something obvious such as the texture set or the setting, or it could be something else like a stage hazard, a general aesthetic, or just about anything! If you can figure out a way to apply a word to the map that makes sense, I'll buy it!

However, we have plenty of time before we worry about the words. Lets' talk a little more about the pieces, as that is the first phase!

(click to show/hide)

For the second phase...
(click to show/hide)

As said above, the way you sign up is by simply submitting your map piece! As soon as you do, you'll be all ready to dive into phase 2! It's important to note that if you don't make a map piece, you will be unable to participate in the full jam!

All map pieces are to be submitted to me either by PM or over Discord (You can find me at Freems#2222). Giving a healthy two weeks, all piece submissions will close on 11:59 EST on May 31st. At that point, we'll discuss phase 2, give out map pieces and words, and get to work!

That should be everything! If you have any questions, feel free to ask and thank you all so much! Now let's get out there and make a jam!

75
Closed / Re: Frost Man's theme loops incorrectly
« on: September 18, 2017, 04:53:52 AM »
Mm, seems to be the case. The video reference I used at the time when I looped everything also looped back to the beginning, so I incorrectly assumed that's just how the song went. But now I'm definitely seeing more sources with the real loop, so it'll be fixed.

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