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Author Topic: MM8BDM V6 - Development begins!  (Read 93852 times)

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September 05, 2020, 07:35:41 PM
Reply #225

Offline Lancelot_knightmann

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Re: MM8BDM V6 - Development begins!
« Reply #225 on: September 05, 2020, 07:35:41 PM »
How much time is estimated before V6(a) is released?

September 07, 2020, 06:45:10 AM
Reply #226

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #226 on: September 07, 2020, 06:45:10 AM »
Okay, using the time on Dr. Freeman's update posts and this web application, I'm presenting how long each update took so far.
    Duration between the Blade Man and Nitro Man updates: 2 months, 7 days, 10 hours, 6 minutes, 37 seconds
    Duration between the Nitro Man and Commando Man updates: 1 month, 13 days, 20 hours, 12 minutes, 53 seconds
    Duration between the Commando Man and Chill Man updates: 1 month, 26 days, 31 minutes, 16 seconds
    Duration between the Chill Man and Pump Man updates: 1 month, 8 days, 23 hours, 33 minutes, 11 seconds
    Duration between the Pump Man and Sheep Man updates: 3 months, 15 days, 3 hours, 50 minutes, 55 seconds
    Duration between the Sheep Man and Strike Man updates: 5 months, 2 days, 16 hours, 42 minutes, 31 seconds
It's been two months since the last update, and we have yet to see any more of Solar Man's stage than in the top post of this topic.

September 07, 2020, 07:25:32 PM
Reply #227

Offline Jedimaster76

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Re: MM8BDM V6 - Development begins!
« Reply #227 on: September 07, 2020, 07:25:32 PM »
Okay, using the time on Dr. Freeman's update posts and this web application, I'm presenting how long each update took so far.
    Duration between the Blade Man and Nitro Man updates: 2 months, 7 days, 10 hours, 6 minutes, 37 seconds
    Duration between the Nitro Man and Commando Man updates: 1 month, 13 days, 20 hours, 12 minutes, 53 seconds
    Duration between the Commando Man and Chill Man updates: 1 month, 26 days, 31 minutes, 16 seconds
    Duration between the Chill Man and Pump Man updates: 1 month, 8 days, 23 hours, 33 minutes, 11 seconds
    Duration between the Pump Man and Sheep Man updates: 3 months, 15 days, 3 hours, 50 minutes, 55 seconds
    Duration between the Sheep Man and Strike Man updates: 5 months, 2 days, 16 hours, 42 minutes, 31 seconds
It's been two months since the last update, and we have yet to see any more of Solar Man's stage than in the top post of this topic.


I did the average of the months and I would say we are about due... (2.16666666667)

September 09, 2020, 05:12:52 PM
Reply #228

Online Dr. Freeman

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Re: MM8BDM V6 - Development begins!
« Reply #228 on: September 09, 2020, 05:12:52 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.

While the cure for this virus continues to remain just out of our reach, government officials have started to look deeper into the source of this virus. While all suspicions lie on the notorious Dr. Albert Wily, the lack of public announcement from the doctor has been seen as very odd, as many have been quick to note Dr. Wily's tendency to gloat about his schemes. More on this will be reported as the story unfolds.

Back on the field side of things, scientists have managed to narrow down one last location where infected robots have gathered. This one being a solar power station of sorts. As always we've sent our top photographers to the scene.



With magma flowing and the heat only rising, Solar Man is only fitting to have taken control of this area.

The station is littered with a number of conveyor belts, some of which exist in order to assist one in going faster if they go the right path, others which would give you enough speed to clear gaps otherwise not possible.



Some areas of the station are built in a more vertical fashion than other sections as well. With different platforms winding over one another, all leading to the top of the area. One would imagine that knowing how to traverse such an area would be very useful.



If you have been looking closely, you may have noticed the fireballs shooting out of dispensers here and there. While they seem to be rather spread out over the reactor, these Changkey Dispensers will cause one to think twice about how they might want to approach certain situations.



In other news, we've received an update from Light Labs that yet another weapon was receiving some alterations.



For a weapon called Junk Shield, it sure seems to be recycled a lot. Of course, Light Labs sent us a demonstration of how it works now. Let's take a look below.

(click to show/hide)

This is quite the departure from what we've seen before. It would appear that not only does one charge up Junk Shield and fire a very large amount of junk out, but that the junk also blocks projectiles that make contact with it. When asked for a comment, Light Labs had this to say.

"I don't think any weapon has changed as much as Junk Shield has. As you might tell, shield weapons are very tricky to get right with the sheer variety of them, which is why you'll often see them take a large departure from their source game (especially in terms of Leaf Shield and Skull Barrier). While v5b's iteration of Junk Shield more or less tried to create a different variation of Leaf Shield's counter system, the end result felt finicky, odd, and just not very fun to fight against. And while we could have created something more similar to how Junk Shield works in Megaman 7 proper, Water Shield ends up accomplishing the same job in a better fashion. As such, we've taken a completely different approach with Junk Shield by turning it into a more active shield. The shield itself does not protect you while it is surrounding you, but upon firing, the junk will block projectiles that make contact with it. Naturally, the longer you hold the charge, the more junk you'll end up firing, and the garbage itself still deals damage if it hits an opponent.

While it might take some time to get used to the changes, we will still be keeping close eyes on the weapon to make sure it remains a balanced, yet fun to use shield."

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

September 09, 2020, 05:58:18 PM
Reply #229

Offline hansungkee

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Re: MM8BDM V6 - Development begins!
« Reply #229 on: September 09, 2020, 05:58:18 PM »
Nice Work Dr. Freeman.

September 09, 2020, 06:33:57 PM
Reply #230

Offline Great Glass

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Re: MM8BDM V6 - Development begins!
« Reply #230 on: September 09, 2020, 06:33:57 PM »
A chargeable shield? In my MM8BDM? It's more likely than you think.

September 10, 2020, 09:46:31 AM
Reply #231

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #231 on: September 10, 2020, 09:46:31 AM »
Great, so that's all of the Robot Masters accounted for.

All that is left are the Wily Stages and the Special Stages, of which there are eight in total.

September 11, 2020, 09:23:54 AM
Reply #232

Offline Ruzma

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Re: MM8BDM V6 - Development begins!
« Reply #232 on: September 11, 2020, 09:23:54 AM »
Don't count on the Special Stages being done, unless it's a surprise thing they've been working on.
The themes for those are used in the fights against the MMKs in the cmapaign.

September 11, 2020, 11:42:31 PM
Reply #233

Offline Jedimaster76

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Re: MM8BDM V6 - Development begins!
« Reply #233 on: September 11, 2020, 11:42:31 PM »
I wonder if that means the secret individual fights with them are get redesigned to those stages
Ex: Enker's Flash Man designed room changes to Special Stage 1

September 12, 2020, 08:58:14 AM
Reply #234

Offline Ruzma

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Re: MM8BDM V6 - Development begins!
« Reply #234 on: September 12, 2020, 08:58:14 AM »
That could be neat, honestly. But if we're gonna rip those tiles, might as well just make a whole stage.
Mayhaps both could be done. :geek:

September 13, 2020, 07:23:12 PM
Reply #235

Offline BombHornet

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Re: MM8BDM V6 - Development begins!
« Reply #235 on: September 13, 2020, 07:23:12 PM »
It might not be fitting here, but is there anyway I can toggle the automap without needing to be killed? I can't seem to get out of it once I press the button to view it.

September 13, 2020, 08:22:19 PM
Reply #236

Offline MegaVile

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Re: MM8BDM V6 - Development begins!
« Reply #236 on: September 13, 2020, 08:22:19 PM »
It might not be fitting here, but is there anyway I can toggle the automap without needing to be killed? I can't seem to get out of it once I press the button to view it.

Just press the Automap button again.

September 14, 2020, 12:10:06 AM
Reply #237

Offline BombHornet

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Re: MM8BDM V6 - Development begins!
« Reply #237 on: September 14, 2020, 12:10:06 AM »
I tried, but it just won't exit the automap. My button for it is the default, M by the way. I'll see if changing it helps.

EDIT It works now!

September 14, 2020, 12:17:19 AM
Reply #238

Online Dr. Freeman

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Re: MM8BDM V6 - Development begins!
« Reply #238 on: September 14, 2020, 12:17:19 AM »
I'm not 100% sure this is it, but if you go into option > advanced options > automap options > customize map controls, just quickly make sure you don't have anything there bound to the same button as your automap. If you do it will take priority over turning off the map.

September 15, 2020, 07:18:58 PM
Reply #239

Offline Hunters120

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Re: MM8BDM V6 - Development begins!
« Reply #239 on: September 15, 2020, 07:18:58 PM »
Now I'm not sure that, if possible, there will be voice acting or text-to-speech speaking in future updates. :(