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Author Topic: MM8BDM V6 - Released!  (Read 8637 times)

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October 23, 2020, 08:17:16 PM
Reply #15

Offline Promestein

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Re: MM8BDM V6 - Released!
« Reply #15 on: October 23, 2020, 08:17:16 PM »
Yo
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October 23, 2020, 08:38:33 PM
Reply #16

Offline Bill_Rizer

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Re: MM8BDM V6 - Released!
« Reply #16 on: October 23, 2020, 08:38:33 PM »
Just wanted to say congrats on the release of v6. It's been almost 3 years since last time I played this game I lost all my saves from previous versions, can't wait to go through it all over again!

October 23, 2020, 09:03:31 PM
Reply #17

Offline Dogcheese

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Re: MM8BDM V6 - Released!
« Reply #17 on: October 23, 2020, 09:03:31 PM »
I haven't played this game in something like 7-8 years but major kudos to yall for still updating it. The fact that this is still going gives me some hope for the world

October 23, 2020, 09:55:38 PM
Reply #18

Offline SCA

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Re: MM8BDM V6 - Released!
« Reply #18 on: October 23, 2020, 09:55:38 PM »
for some reason, when i try to play it, avast detects that is infected with filerepmalware, does anyone know about this?

October 23, 2020, 10:03:53 PM
Reply #19

Offline bass44

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Re: MM8BDM V6 - Released!
« Reply #19 on: October 23, 2020, 10:03:53 PM »
Been playing since v2, it's so amazing how far this project has been going.
Honestly most people would have given up by v3 because of it's sheer size.

October 23, 2020, 10:27:57 PM
Reply #20

Offline CutmanMike

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Re: MM8BDM V6 - Released!
« Reply #20 on: October 23, 2020, 10:27:57 PM »
for some reason, when i try to play it, avast detects that is infected with filerepmalware, does anyone know about this?

This happened with V5 when it first came out too. Probably due to the launcher code getting updated. If you can't get around it, you can use V5C's launcher to point to the new MM8BDM V6 pk3 in the configuration tab.

October 24, 2020, 03:56:30 AM
Reply #21

Offline Laggy Blazko

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Re: MM8BDM V6 - Released!
« Reply #21 on: October 24, 2020, 03:56:30 AM »
Very nice update. Lots of cool new stuff. Final boss sucks.

October 24, 2020, 05:31:36 PM
Reply #22

Offline LlamaHombre

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Re: MM8BDM V6 - Released!
« Reply #22 on: October 24, 2020, 05:31:36 PM »
All of the hype and excitement yesterday made for one of the best days of my life. Thank you all so much for your patience and I'm really glad to be able to share all of this with you at long last.

I made a lot for V6, which surprised me a lot considering I started this expansion with not all that much on this plate. MM10COM and MM10DW3 are my two biggest contributions, but some of you may have noticed my name in some of the more spoiler-y singleplayer map stuff too. It was a lot of fun making stuff like that, and I hope you'll remember those setpieces!

Happy 10 years to MM8BDM, and I hope to be here with it for many many more!

October 24, 2020, 08:24:00 PM
Reply #23

Offline Bitblocker

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Re: MM8BDM V6 - Released!
« Reply #23 on: October 24, 2020, 08:24:00 PM »
AAAAAH I CAN'T DO THE ESCAPING PART IN THE WILY STAR!!! Anybody got a useful map?

October 24, 2020, 10:33:00 PM
Reply #24

Offline Lancelot_knightmann

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Re: MM8BDM V6 - Released!
« Reply #24 on: October 24, 2020, 10:33:00 PM »
First of all, the update has been awesome. Will there by any update after (in decades if not yaers)?

(click to show/hide)

Should no more updates take place thereafter, it would be wise to say Final (or V(f)).

If it is the final version, press f to pay respects

October 25, 2020, 12:25:02 AM
Reply #25

Offline Jedimaster76

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Re: MM8BDM V6 - Released!
« Reply #25 on: October 25, 2020, 12:25:02 AM »
Just finished! (I'm still missing 2 weapons for the Weapon Checklist)

But I was looking through the changelog and it appears that you guys didn't mention that Concrete Shot was replaced by Break Dash in MM3TOP\

Just though I'd let you know

Great Job with v6

October 25, 2020, 12:59:44 AM
Reply #26

Offline Gothic

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Re: MM8BDM V6 - Released!
« Reply #26 on: October 25, 2020, 12:59:44 AM »
This has to be the best update for this game, two whole campaigns, the Stardroids getting the love they deserve...
(click to show/hide)
And the boss fights are amazing. Congratulations to the team for a great job.



Still I have a question, and sorry for bringing this topic again, but what exactly stops the team to use the NSFs of some songs instead of OGG conversions? I know it can be difficult for the original 6 NES games to have separated music files (although MegaMan Maker has some very accurate recreations), but what about the original compositions, like the MM7/8/PU/&B/WW/V conversions, or the new boss battles?

October 25, 2020, 09:15:51 AM
Reply #27

Offline Stardust

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Re: MM8BDM V6 - Released!
« Reply #27 on: October 25, 2020, 09:15:51 AM »
Congrats to the devs behind that update ; somehow due to the imprevisible nature of game development I was expecting extra months or years of production. It's cool to also see that CMM is still here developping, after like 10 years now? '^'

The weapons are still being tweaked from their original games so they behave uniquely, I like that.

A little note : Water Balloon doesn't seem to be changed in this update, it's not mentionned in the "weapons not modified" list

A extra note : found a typo which causes a bug which makes Electric Shock OP in theory

https://pasteboard.co/JxhteT2.png
ES's damagetype is "ElecticShock" instead of "ElectricShock"
The main problem from that is that the player will suffer normal hitstun (75% ScaleVelocity every 3 tic) from ES instead of no hitstun

https://pasteboard.co/Jxhufun.png

Also it seems the interactive actors are not updated to consider MM10/V weapons, for example JunkMan's stage lava pillar or Fireman's raising pillar don't freeze on ChillSpike, TeruTeru in Cloud's stage doesn't instantly fall from ElectricShock, etc

Also, a bug which already was in v5d and that I mentionned to a dev, but it was not fixed : some charging weapons consume all your remaining ammo to shoot a lower-tier shot when you lack ammo for the upper tier
I.E Atomic Fire uncharged costs 1 ammo, and mid-charged costs 5 ammo.
If you mid-charge or fully charge AFire with 1, 2, 3 or 4 ammo then release, you'll lose that ammo and shoot a uncharged shot regardless (so basically, you consume up to 4 ammo for a 1 ammo shot)
Same happens with Wild Coil, uncharged costs 2, charged costs 5. Charging and releasing Wild Coil with 2 to 4 ammo will shoot an uncharged one and consume these 2 to 4 ammo completely

October 25, 2020, 07:54:05 PM
Reply #28

Offline Soundwave02

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Re: MM8BDM V6 - Released!
« Reply #28 on: October 25, 2020, 07:54:05 PM »
First things first, congratu-fucking-lations for the v6 update. MM8BDM 2010-2020 :mrgreen:. Even though i wasn't part of this community until like late-2014, i witnessed this game's growth and its ups and down, and against the odds this game prevailed and lives on.

And now feedback
Weapon updates
(click to show/hide)

Map updates
(click to show/hide)

Sprites and skins
(click to show/hide)

Story -MASSIVE SPOILERS DON'T CLICK IF YOU HAVEN'T BEATEN THE STORY BECAUSE I'M ABOUT TO GET INTO DEEP SPOILERS-
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Overall
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October 25, 2020, 09:05:46 PM
Reply #29

Offline Max

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Re: MM8BDM V6 - Released!
« Reply #29 on: October 25, 2020, 09:05:46 PM »
Congratulations on another release!

It didn't really dawn on me how long 10 years could really be until I started fighting Robo Iron Wily in psuedo-3D, ducking under his flamethrower with his arm swinging over my head or scraping debris over the stage and suddenly thought, ‘man, remember when the first boss was a wall texture that shot at you? Remember when the climax of the third campaign was just another group of bots spawning in, and the Flash Man copy had to use the Bass Buster because of how busted Time Stopper was back then? Remember when the fact that you could fight a fully functional Gamma was a total curveball?’.
Then I kinda realise, people who joined this community in their teens are in their 20s now, people who joined in their 20s have hit 30, I hope all the people I haven’t talked to in a couple years have been doing well, especially in these wack ass times! I still have some of you added on discord I think!
I remember being part of the dev team for a couple years around the MM8-MM&B/WT expansions, not that I want to claim any credit because the most I did was make a bad Clown Man skin, but the point is I think it’s when the game started to go in a really different and unique direction. It was the first time that the boss wasn’t just something taken from the main series, we had short pre-boss cutscenes, the makings of an overall plot that ran over expansions, unique music for the game! I looked up Rushjet1’s “Our Way” that Mike asked to use for the Evil Energy robot before he insisted on making a new track and it’s 9 years old. I think I remember that at one point the boss was just going to be Super Bass, imagine the parallel universe where that happened and the expansions went on to be 8 battles + a Wily stage and then a boss from the game.
Now we have unique methods of play, expansions that feel like individual games in their own right, anime cutscenes where you punch robots into the sun, and a distinct main character who I adore and have adopted as my son no take-backs i will sue

Point is I got a little mushy playing the campaign because the game’s grown so far and it’s been a constant factor in so many different people’s lives for a decade. Just think of all the people you’ve met from it because they saw an article for the upcoming SGC demo 10 years ago, or saw a trailer for v3 on Youtube in 2012, or someone sent them a video pointing out how you could fight Quint! I’m glad you’re all still working on it, I had an absolute blast playing, that stupid trophy for collecting all the weapons eluded me for so long until I found the sakugarne on Quint’s head.

Peace!