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Author Topic: MM8BDM V6 - Development begins!  (Read 101097 times)

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October 09, 2020, 12:09:33 PM
Reply #255

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #255 on: October 09, 2020, 12:09:33 PM »
Hey, with Mega Man V content revealed for V6, I'd like to revisit a point I made years ago.

When CutmanMike originally revealed the Map Creator Cards for V5B, he linked to a gallery of card designs based on various Mega Man games, including MAPCDV, which was designed after MMV:


I noticed that MAPCDV uses the GBC palette (specifically one of the palettes used by the bootstrap ROM, so I looked into the palette used when the game is played on Super Game Boy.

It turns out that the text box uses five different SGB palette schemes throughout the game:






Here is a breakdown on the SGB palettes and when they are used (as well as HSL informaton based on the SNES's color space):

(click to show/hide)

October 10, 2020, 03:13:34 AM
Reply #256

Offline Dr. Freeman

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Re: MM8BDM V6 - Development begins!
« Reply #256 on: October 10, 2020, 03:13:34 AM »
This isn't a special update, but not everyone here sees my daily 8bdm posts and I feel like today's is probably the most important so it should end up here too.



All will bow before the Stardroids.

See you all on October 23rd!

October 10, 2020, 03:16:39 AM
Reply #257

Offline MicaelHD

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Re: MM8BDM V6 - Development begins!
« Reply #257 on: October 10, 2020, 03:16:39 AM »
Just 13 days more until the 2nd anniversary of this post, yay!

October 10, 2020, 09:21:16 AM
Reply #258

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #258 on: October 10, 2020, 09:21:16 AM »
The addition of Mega Man V means we'll get to use these babies in our loadouts:


October 12, 2020, 03:11:43 PM
Reply #259

Offline DarkClawXD

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Re: MM8BDM V6 - Development begins!
« Reply #259 on: October 12, 2020, 03:11:43 PM »
I just gotta say this...
With it being a whole decade since MM8BDM was released to the public, I want to give thanks and respect to CutmanMike and everyone who has/had helped with development over the course of these 10 years. This has been a helluva ride and will be a shame when it eventually comes to its final stop (unless Crapcom decides to pump out more Mega Man games), but it's been a lot more effort than Crapcom has done.

I'm a bit concerned as for how the MMV weapons will play out because they might make some redundancy with existing weapons.

Black Hole vs. Black Hole Bomb
How would Black Hole be different? Both can pull in opponents, and Black Hole shoots out some pellets when it collapses, but does Black Hole suck in enemy projectiles and then shoot them back out to damage opponents?

Salt Water vs. Water Balloon
Correct me if I'm wrong, but doesn't Salt Water have a slower firing rate than Water Balloon but have a splash hitbox? These seem almost the same...

Deep Digger vs. Super Arm
Would Deep Digger allow you to grab heavier, bigger blocks than Super Arm? These 2 seem practically identical...

Bubble Bomb vs. Danger Wrap
Both create bomb-filled bubbles which float up in the air. Will Bubble Bomb float up like Danger Wrap, or will it float horizontally? I know Danger Wrap can let you prematurely pop the bubbles and leave the mines behind on the ground -- how you do this, I don't know; whenever I use Danger Wrap low to the ground, it still explodes.

Photon Missiles vs. Drill Bomb & Ballade Cracker
Photon Missiles work a bit similar to Drill Bomb, but they seem a bit smaller than Drill Bomb. (I can't figure out how to use Drill Bomb effectively; half the time, it flies over my opponents and misses.) The Missiles seem to function a bit similar to Ballade Cracker as explosive weapons.

Electric Shock vs. Wave Burner & Thunder Claw
I imagine Electric Shock would be the electric version of Wave Burner minus its underwater properties. I don't know if Electric Shock would count as a 2nd tether grab like Thunder Claw.

Break Dash vs. Tengu Blade
Break Dash would have a similar dash attack like Tengu Blade's charged dash attack. I don't think Break Dash would give you the invincibility frames once you hit someone or something like the core game. If it does, then it'd be super broken.

Grab Buster vs. most boomerang-like weapons
I imagine Grab Buster would work like a boomerang weapon but with shorter range, but if you hit someone with the stream, you sap their health and can heal yourself?

Spark Chaser vs. Gemini Laser
I imagine Spark Chaser is like a homing Gemini Laser where it targets the 1st opponent near you within a limited range? Or if you KO someone with Spark Chaser, would it then either despawn or latch on to the next closest opponent?

Can't wait to experiment with these new toys next Friday. Also can't wait to see how these weapons get ridiculously crazy when Chaos Generator gets updated for V6. Imagine Spark Chaser or Triple Blade with Spread Shot and Double Damage.

October 14, 2020, 02:51:53 AM
Reply #260

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #260 on: October 14, 2020, 02:51:53 AM »
I meant to post this earlier today. Better late than never, right?

10 Days to Go...

Sprites by Molly.

October 14, 2020, 03:12:00 PM
Reply #261

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #261 on: October 14, 2020, 03:12:00 PM »
9 Days to Go...

Sprites by Molly.

October 15, 2020, 06:10:02 PM
Reply #262

Offline kirbman

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Re: MM8BDM V6 - Development begins!
« Reply #262 on: October 15, 2020, 06:10:02 PM »
I'm curious how you guys went about colorizing the Mega Man V tiles. So far the color schemes seem to be inspired by the Super Gameboy palettes. Is that true?

October 15, 2020, 07:27:22 PM
Reply #263

Offline Jedimaster76

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Re: MM8BDM V6 - Development begins!
« Reply #263 on: October 15, 2020, 07:27:22 PM »
I'm curious how you guys went about colorizing the Mega Man V tiles. So far the color schemes seem to be inspired by the Super Gameboy palettes. Is that true?

Considering how much pink I saw in Mercury's stage in blue in Venus' stage then I would assume its true

October 16, 2020, 12:08:41 AM
Reply #264

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #264 on: October 16, 2020, 12:08:41 AM »
8 Days to Go...

Sprites by Molly.

October 16, 2020, 12:15:53 AM
Reply #265

Offline Fortis

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Re: MM8BDM V6 - Development begins!
« Reply #265 on: October 16, 2020, 12:15:53 AM »
I'm really looking forward to this. Been replaying the old megaman games while waiting.

Edit: Just realized I broke seven years of lurking to post that.

October 16, 2020, 03:45:33 AM
Reply #266

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #266 on: October 16, 2020, 03:45:33 AM »
Just realized I broke seven years of lurking to post that.
Yes, it appears the last time you posted, it was in the v3a release thread. If you're interested in how far MM8BDM had come, check out this archive of previous versions on Google Drive.

Anyway, if Mega Man Mania / the GBA version of Mega Man Anniversary Collection had actually been released, would the color schemes for its version of MMV be used?

October 16, 2020, 05:17:02 AM
Reply #267

Offline Fortis

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Re: MM8BDM V6 - Development begins!
« Reply #267 on: October 16, 2020, 05:17:02 AM »
I've played v5c, I just haven't been saying much here. Might take a look at the archive later though.

October 16, 2020, 07:47:55 PM
Reply #268

Offline NES Boy

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Re: MM8BDM V6 - Development begins!
« Reply #268 on: October 16, 2020, 07:47:55 PM »
7 Days to Go...

Sprites by Molly.

It's amazing that we're already a week away from not only the game's release, but also this thread's second anniversary! I can't wait any longer!

By the way, I wonder what Saturn's stage will be like, since Gravity Man already has the light/heavy gravity gimmick (as opposed to the gravity flipping from the actual MM5).

October 16, 2020, 08:24:56 PM
Reply #269

Offline kirbman

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Re: MM8BDM V6 - Development begins!
« Reply #269 on: October 16, 2020, 08:24:56 PM »
By the way, I wonder what Saturn's stage will be like, since Gravity Man already has the light/heavy gravity gimmick (as opposed to the gravity flipping from the actual MM5).
I'm guessing it's just going to work the same, but based on location instead of switching on a timer.