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 - Stardust

Pages: 1 2 3 [4] 5 6 ... 30
46
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 24, 2017, 06:32:16 PM »
Wow that's a fantastic job done here by everyone on the deam, gj for all the serious work :'o
The game keeps being refreshed both nostalgicaly-wise and gameplay-wise, that's so neat

Finally MM6 Wily stage with its underrated music is here T^T I missed it

47
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 12, 2016, 08:59:39 AM »
In Game Name: Stardust Motion, (TGPD)Stardust Motion, (TGPD)TeamTwintail, Yomi Givrefoux
Favorite Game Mode: Deathmatch
Favorite Weapon: Needle, v5 Skull, Magic, Spark and Concrete
Prefered Skin: Auto, Cutman, Bubbleman, Hardman and Jewelman
Favorite Stage: UNKOWN3, MM9HOR, MM4TOA, MM5STO, MM6BLI
Favorite Class: Bubble, Hard, Air and Clown (YD), Cut and Bit (JC), Duo (SH)
Greatest Rival: Heelnavi avec son mr propre et son bleu ciel là what the fuj jpige rien2rien oukoi
Favorite mod: my mods obviously, + YD classes and every mission mode-related mod
Reputation: I've made quite a lot of stuff a bit everywhere. Now I just goof around in hotel and taunt spam 24/7 while breaking things including other players
Anything Else?: don't trigger my inner weaboo or I become incontrollable

48
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 05, 2016, 07:29:24 AM »
Please don't nerf Quint. If you're going to nerf Bass the robo Shark and everyone else fine ok but don't nerf Quint. We need at least 1 boss that is actually hard and challenging, plus since he's the "secret" boss (as in, not an "official boss needed to finish the campaign"), you should go more harsh on his difficulty, since you don't "have to" fight him. It's the point of secret bosses to be hellish hard. Nerfing him defeats that point. No nerf for him pls. Except spawning a bit further in the 4th phase, yeah this is fine, it's rather a fix than a nerf

49
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 10:01:11 AM »
bass isn't even hard
I mean you have almost infinite flying and a homing fist so you don't need to aim. And checkpoint after the first part. And he's meant to be defeatable Mega buster only. You just didn't played against him enough because if you did so you'd have gotten used to his patterns and stuff.

Like he's easyy if you know what you're doing (that is seeing which attacks he does and how to position/react properly)

he's not even a warmup next to the mm9 bosses

(also player skill is also a factor)

50
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 09:06:48 AM »
IMO sweating for an hour with over 100+ tries in front of a boss is a experience you'll remember, even if the fight might seems unfair that's good it teaches you about how hard real life is just like some games used to be hardcorely hard.
In a masochistic way a boss "seeming impossible" to defeat >IMO< is a good experience. And it's not anyway a Player vs Player fight so you can't be salty about it like if it was some kind of competitive thing. Bosses battles aren't meant to be some relaxing walk in the park like you'd farm bots in DM, they're here to test you harshly (especially the Final / Secret ones)

I defeated the [secret final boss] of v5 after 3-4 days (1 hour a day trying to get further in the fight) and I eventually did it (without cheats ofc) and I kind of feel good for it. You should try to deal with it and fight it and you'll be rewarded, instead of complaining and asking for nerfs. That's good if they have lunatic difficulty.

51
Anything Goes / Re: Post your desktop!
« on: August 01, 2016, 09:36:10 AM »
(click to show/hide)
Probably the only person in the world with the windows bar not at the bottom

52
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 31, 2016, 02:20:47 PM »
(click to show/hide)

53
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 30, 2016, 08:59:30 AM »
(click to show/hide)

also here's the real real real real secret of v5 everyone missed

(click to show/hide)


EDIT : here are a few personnal tips for anyone trying to Mega Buster only the Treble Bass boss (not a spoiler I think at this point everyone knows Bass is the MM7 Chapter boss). It took me about ~1 hour to defeat his Treble form with buster only and it's definitely harder than with the adaptor (dunno if it's comparable to the MM9 final boss). I don't know if they're god tiers tips but that's what I applied and I did it without cheats so um try again sweetie

(click to show/hide)

54
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 07:58:59 PM »
To whoever thinks the Bass boss is hard
you're about at 5% of your real suffering when you'll see what's in MM9.

Fantastic job to whoever did the boss battles btw. Very very rage-inducing how I like them. Would replay again and again now and in a few months and years for nostalgia in the future

55
Forum Games Archive / Re: [IMAGE GAME] Making A Masterpiece
« on: July 28, 2016, 10:24:16 PM »
I suck hard at photoshop throw me in the canal very please

(click to show/hide)

56
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 24, 2016, 06:21:18 AM »
omg such very many goooood

57
I kind of think some stages are about alright. Fire Man and Oil Man are about balanced IMO.
The thing is we don't want the game to be too much difficult in the early game (a.k.a when you have no weapon and no part, you just started), but at the same time not rushable/speedrunnable and easy in late game (when you go in the maps with 8 weapons, 2 parts and a stock of 5 w/e-tanks), trying to find the just equilibrium between both cases

Bass's buster power increase as his hp lowers btw. When you have high health it does 3 dmg/pellet (Megaman does 10 dmg/pellet for the reference), but when your hp gets low his bullets increase to 7dmg/pellet.
Iceman's is a special case, long story short he USED to have a map, but it had to be removed, so to compensate, Iceman himself has more health and his fight is made intentionally harder.


In some cases we used a wall switch (you press the "use" button on them), there are a few in Cutman's stage, but I'm not completly sure yet. These blue switches really seemed to be a recurent idea to implant, but we could find something alternative and maybe more dynamic/fun to trigger, or looking closer to the original games.

58
Yup, I received a message from JC with what you just said. I applied this to all enemies and bosses for the next version (or beta we'll see)

I don't think we need these sprites like, right NOW, as we're mostly fixing and balancing (and at the very best scenario adding timeman's map), but otherwise we're not really inclining toward mm2+ episodes new stages/content for the moment ^^

Just a little exception for this, I kind of wanted to rework the last part of Heat Man's stage (with the raising/lowering lava). The following was actually made months ago, but we judged too difficult to play for the first beta (everything I do is broken or difficult for some reasons), hopefully you could put in practice your obstacle course skills into this next version
(click to show/hide)

that aside thanks everyone for the mod's reception. Bugs aside (Guts lifts unsynch, Bombman being outrageously difficult and some other bugs or stuff here and there) it was overplayed for the past few days. Hopefully you'll keep appreciating it, especially after some overall difficulty tweaking (so Survival becomes more relevant, because yeah the mod was designed for a 3-lives survival)


Does anyone have a fixed link for the discord chat btw? I forgot to join it, and now it says the link has expired.

also CutmanMike sharing us on twitter FeelsGoodMan

59
I've been reviving and contributing to this a lot after it died. Since a lot of work was done on it, I really wanted to get this done so it doesn't die like 85% of the mods. Eventually toward the end (the version JC posted right here you can get) I kind of lacked motivation and lost time IRL

anyway, a big thanks to JC for his huge work on the maps (he actually finished Bombman's map when I asked him, made the whole Gutsman map by himself (based on a canvas by Pik) and even wanted to make Timeman's) and the rest of the devteam who helped with it, because it wasn't easy behind the stages.

While it's not perfectly finished it's definitely playable and I encourage everyone to give it a try (still a public beta but close to be done) (Plus it'll change from the casual daily TLMS Classes.) Most bugs found during testing were fixed, the BIG issue that we didn't manage to finish was the difficulty of the mod. The mod is extremely difficult, even in CO-OP, in my opinion. I wouldn't recommand hosting survival before at least a few adjusts.

60
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 21, 2016, 11:32:59 AM »
I just had a random idea, dunno if it's the best place to put it here but anyway
can Needle Cannon and Yamato Spear shoot projectiles 1 by 1 instead of by stream of 3? You can achieve the same result by holding fire for 3 projectiles, so Iunno why this was done except maybe for canon purpose

Pages: 1 2 3 [4] 5 6 ... 30