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Messages - CutmanMike

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196
Skins & Bots etc / Re: Kirby Player Skin?
« on: May 22, 2017, 03:25:23 PM »
http://cutstuff.net/forum/index.php?topic=1074.msg#msg it seems one existed at some point, surely someone still has it.

197
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 22, 2017, 11:17:16 AM »
Please do not post spoilers until page 2 of this thread. Thanks!

198
MM8BDM Discussion / Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 22, 2017, 11:16:59 AM »


V5B is finally here! Additional versions usually mean some map changes, maybe some minor tweaks here and there. But during the downtime of waiting for Zandronum 3.0 (which we are still waiting for...) I decided to go back and revamp the singleplayer bosses and story. This was something I originally had no intention of doing, but Ivory convinced me that people care about the singleplayer experience and the earlier content does not reflect the quality of the newest content. In a way it was like playing through time, you could see how the team and I got better with each new version of the game. But as cute as that is, it pains me to see new players fighting bosses like the Guts Dozer and Met Daddy so it had to be done. It took many months out of my life to rework everything but it's something I alone had to do. Hopefully it has been worth it!

The engine has also updated to Zandronum 3.0 beta (see here for more details on that). This gives modders quite a few new tools to play with. I won't list them here as many of you already know what they are and have been patiently waiting for a chance to use them.

But enough talk, it's been too long! Scroll down below and grab the download link!

Trailer



New Features

    * Revamped Story + Singleplayer Campaign! Fraglimits are lower, story is more fleshed out and more terrifying bosses await!
    * Easy Mode! For players new to FPS or have difficulty with the game. It makes bots and bosses weaker!
    * New revamped training map! Visit auto to check out it's new features!
    * More weapon and item reworks, including Junk Shield, Remote Mine, Wire and more!
    * Lots of updated older maps, including Wave Man, Gyro Man, Magic Man and more!
    * New maps! Wily's fortresses continue to appear! Mega Man 4, 5 and 6 now all have Wily Stages! (not included in campaign)
    * Don't forget CTF! Now we have 25 CTF maps!
    * Many, many, MANY map/weapon/skin tweaks and adjustments! Too much to list! You'll have to discover most of the new changes!

Change Log

Here is a more detailed change log. There are NO SPOILERS here. It does not include all minor changes and fixes.

(click to show/hide)

View in raw text format.

Download

Download from MEGA

Download from Cutstuff

Notes

Special thanks to the MM8BDM team who helped out in this version. This build was mostly handled by myself due to all the singleplayer stuff, but it could not have been completed without the artists, musicians, coders and testers who took time out of their day to help me keep this passion project updated. Thanks must also go out to the many community contributions we received (mainly in the art department). Your names will appear in the credits (and your medals are in the cutstuff post)!

I hope you have a blast playing the new stuff. Watching and hearing about people enjoying this monster of a Mega Man fangame is what keeps me going. MM8BDM V5C, if it is required, will not be a massive content package like this one and will just fix any remaining bugs. After that, I will back down for a while and allow the dev team to start working on V6. We may even have some new positions opening up in the future so stay tuned!

199
MM8BDM Discussion / Re: MM8BDM V5B using Zandronum Beta
« on: May 21, 2017, 02:57:48 PM »
22nd of May, which means tomorrow!

200
Check this thread to set up a beta build with doomseeker http://cutstuff.net/forum/index.php?topic=10848.0

201

202
You're welcome! I always had plans in my heart to make another one, but they never came to be. I was always interested in making it more "gamplay" than "horror" but it seems everyone was more interested in the horror aspect of the mod, something that I don't think I can really improve on anymore. The "survive alone in dark forest" concept has been done to death by now and in more modern engines too. MM8BDM consumes my free modding time now and after that I'll probably want to move onto something new, rather than going back.

203
Help & Editing / Re: Error when running Zandorum 3.0?
« on: May 15, 2017, 11:12:12 AM »
I haven't touched IDE in a long time because it's very out dated. I would recommend trying to hook up Doomseeker instead and see if that works. http://doomseeker.drdteam.org/

If you do though, please check out this thread once you've installed it: http://cutstuff.net/forum/index.php?topic=10848.0

204
MM8BDM Discussion / Re: Top and Bottom 5 Favorite V5A Vanilla Maps
« on: May 12, 2017, 06:58:20 PM »
Maps that aren't getting voted off of every time they show up and aren't being removed from server maplists often will not be remade.

205
Rejected / Re: weapon/item minimap icons
« on: May 10, 2017, 11:42:37 AM »
Spawning additional actors on the map for the sake of map markers, which most people won't even care about, is my problem with it. The fact every actor would have to have extra crap slotted into their spawn states which means modders have to take even more extra steps to set up a "correct" item actor, on top of the fact they also need to make a map marker actor for every item they define and mess around with ACS etc. This is fine for an external mod to play around with but not something I'm comfortable bloating up core with, even if it is kinda cool.

206
Rejected / Re: weapon/item minimap icons
« on: May 09, 2017, 07:00:38 PM »
Don't worry this isn't going in anyway because I hate how ZDoom map markers are handled.

207
Closed / Re: [New Sprites] New Magnetman sprites
« on: May 07, 2017, 10:31:57 AM »
I notice his feet change completely for his firing frame, but only from the front. They stay the same at every other rotation. Intentional?

208
A quick update on progress since I'm getting questioned about it a lot (on discord).

MM8BDM V5B will release with the current Zandronum beta currently being hosted in TSPG servers (this one). While I would have preferred to wait for a full stable release first, development on Zandronum's side has been very slow and 3.0 is long overdue. TSPG (the server host for most MM8BDM servers) recently forced everyone to start using Zandronum's latest beta, which means everyone will probably be running beta builds of Zandronum anyway. I will update MM8BDM V5B's zip file with the latest Zandronum beta available (up until 3.0 is out). It's possible a lot of bugs/balance issues will crop up during this period, which is fine. Once 3.0 finally does release, V5C will be released to patch up and remaining issues with V5B.

So how long left? I can't give an ETA yet (I love saying that don't I?) but I expect we will have one for you within the next few weeks. I hope you can bear with us a little longer, as I'm sure you are impatient to play the new stuff as I am to hear what you all think of it!  :mrgreen:

If that's the case, then does TITLEMAP now skip the story intro and go straight to the main intro in chapters 7 and 8, since the tournament is no longer relevant to the story at that point?

TITLEMAP skips the story except for the chapters that change the main story (1, &B and 9).

209
Will be fixed in V5B.

210
Looking to submit some improved/additional sprites to MM8BDM? That's great! HOWEVER due to the huge amount of submissions for minor sprite tweaks, it's important that you submit your new sprites correctly.

PNG files for sprite sheets!

A simple one but jpgs, gifs or any other compressed format is not suitable for raw sprites. Use PNGs!

Use the correct colors

I can't stress this enough as many sprites submitted have incorrect palettes or introduce new blacks and whites into the sprite. This is mostly important for skins or sprites that are cyan/blue, which usually means they will use translations in game to change their colors. Here is an image containing the correct colors for reference:



You can use graphic program's fill tool to check if you are using the correct colors!

Show a comparison

If you are submitting updated sprites, always include a comparison image (zoomed in if possible) to show what is different. This helps the development team decide if they should be included. Here is an example:



Submit a WAD or PK3 file!

Again if you are submitting updated sprites, try adding them to the game first! I know most of you are capable of doing this yourselves and it saves me a lot of time. Use SLADE to create an empty pk3 or wad file containing the new sprites. The sprite names/offsets aren't too important if you don't know what they should be. Here is a tool to help you split your sprite sheets into individual files, which can help speed things up a bit.

Please follow the guidelines above or your sprites will not be submitted for the core game!

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