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Messages - NES Boy

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61
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.

62
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.

63
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.

64
MM8BDM Discussion / Re: a sugestion for a secret
« on: December 28, 2017, 06:50:15 AM »

65
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?

66
Skins & Bots etc / Re: Does anyone have a macro for this?
« on: December 04, 2017, 07:24:20 PM »


...and of course, the Mega Man V adaptation will now have to wait until V8, since V7 will instead be about Mega Man 11. That is, assuming the MM8BDM team is not adjusting their plans in light of this announcement.

67
Tutorial Collection / Re: [TUTOR] It's The Future! : Voxels 101
« on: December 01, 2017, 09:56:15 AM »
Should probably note that magica has a dimension size limit of 126x126x126.
As of the 0.99 release, the limit is now 512x512x512, 1024x512x256, or 1024x1024x128 (in other words, 134,217,728 voxels in ratios of 1:1:1, 4:2:1, or 8:8:1).

68
Help & Editing / Re: End screen portrait?
« on: November 28, 2017, 06:30:33 AM »
The version with Mega Man only appears during a team game while playing as Team Light now. As far as the campaign is concerned, you'll only see it when playing through Chapters 9 and 10, as well as Chapter 11's Wily stage.

69
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5C - RELEASED!
« on: October 24, 2017, 04:17:13 AM »
Cutman Mike, is there anyway you can have all the other boss fights from the MM games in there and add an optional 4 player co-op for campaign with monsters (like a regular MM game) added please? Also, i will say this game is AWESOME!!! i was waiting for a 1st person shooter of this for a very long time. my son and i are always playing this game.
For one half of this request, here's the Mission Mode mod for your optional 4p co-op needs.

70
Help & Editing / Re: Quick question about bass.
« on: September 17, 2017, 01:09:03 AM »
Don't use the Super Armor when fighting Super Bass.

71
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch v5b Music Code List
« on: August 25, 2017, 04:35:47 PM »
There are actually two versions of these: One is "MM1PWILY", a remix of the Dr. Wily dialogue theme from the intro stage of Mega Man Powered Up, which, to my understanding, doesn't play anywhere in the game, and "MM1PWIL6", which is almost the same song and is used, but it also has the melody from the final boss music of Mega Man 6.
You misunderstood. Oliver mistakenly associated the music of MM1PWIL6 with MM1PWINT, which is the dialogue music for the castle bosses in Powered Up. I corrected him, that's all.

72
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch v5b Music Code List
« on: August 21, 2017, 07:33:12 PM »
MM1PWINT ~ The Great Genius Dr. Wily
No, it's actually MM1PWIL6.

73
Rejected / Re: [Suggestion] MMIIGB themes for Robot Masters
« on: August 19, 2017, 04:51:05 PM »
Here's a pitch-corrected version of the MMII soundtrack:


And to add to this, I think the same could be done for the themes of Cut Man, Ice Man, Fire Man, and Elec Man. Like in the third and fourth Game Boy games, their themes were based on their original NES themes. However, while the third and fourth Game Boy games used direct translations, the first game used different arrangements.

74
Skins & Bots etc / Re: Does anyone have a macro for this?
« on: August 10, 2017, 04:12:34 AM »
btw is MM8BDM v6 going to be Megaman 10 Themed?
Of course it is. It's practically common knowledge around here. V7 will similarly revolve around the fifth Game Boy Mega Man game.

75
W.I.P Forum / Re: Original DOS Completion Project - Off Hiatus
« on: June 21, 2017, 02:05:15 AM »
Will the OPCCP be used for your old MM8BDM: The Forgotten Adventures project? I know you said before that this isn't really phase one of that, which is still on hiatus, but will the resources from this still be used as a basis?

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