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TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)
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Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too) (Read 145543 times)
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October 16, 2014, 05:47:36 AM
Reply #465
TailsMK4
Standard Member
Date Registered: October 17, 2010, 05:35:11 AM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #465 on:
October 16, 2014, 05:47:36 AM »
Well, it's been a while since my last post, so I think this can be made an exception to the double post rule...so, just a small update on what's been happening with the project. Pretty much everyone that wanted to help out has been pretty busy providing the new content for this project, myself included. While I'd love to mention anything major like new maps or new weapons, I'm not going to mention anything about them...just yet. Rather, the stuff behind the scenes that I'll be revealing throughout the life cycle of this project will just be the tip of the iceberg. So, I have a couple of pictures for you guys showcasing two new features to MMWorld, and one of these I had hinted at in an earlier post. Both of these new features take place on a still WIP remodel of the HUB map. So, hopefully this'll be enough to prove that the project really exists, and is alive and well.
(click to show/hide)
Well, this certainly looks different, does it? But for those that know a little about Wily Wars, you can guess what this is about. This is the new weapon selection menu located in the HUB map that will allow you to add and switch weapons on your arsenal. Let's be honest, do you REALLY want to shift through 40+ weapons just to find that one weapon you need for the challenge ahead? This allows you to just carry the weapons you'll be dependent on the most, or if you happen to know of a weapon or two that would give you a much easier time against the next Robot Master. You can carry up to 8 different weapons, and 3 of the support type weapons that you'll encounter as the project continues to grow. Currently there are no support weapons developed at this time, but as you transition to later games, you might come across a few you can take with you... This can be accessed in the same room as the one in SIN where you can check what classes have what weapons (the functionality in MMWorld will be very similar, but...more detailed).
You might also notice when you do eventually get to try this thing in action that all of your weapons are...locked. You must defeat some Robot Masters as your class in order to be able to add those weapons to your arsenal. Unfortunately this time around, you don't automatically get weapons added to your weapon selection, but they are available for you to equip in the weapon lab. As to how to unlock the support weapons? That's a secret to everybody. :P
(click to show/hide)
...That Sniper Joe is SO going to get disabled. Yeah, your eyes aren't lying, MMWorld will feature a new kind of Weapon Get scene that's different from MMSP and MMSPSIN. The overall focus here is actually to demonstrate a possible use of each weapon, so players seeing new weapons will already have some idea of how the weapon works before the player can experiment with it! Eddie is not going anywhere, btw, so you can practice to your heart's content as you messed around in the lab just like you did in SIN. The demos consist first of doing a regular fire of the weapon, and then the training area changes in some way to demonstrate something useful or interesting about the weapon. In this example, Atomic Fire can be charged all of the way to deal a blow that will destroy most enemies on contact. Walls are raised on the field to showcase some weapons' abilities to bounce on walls! Yet other attacks are aoe-based attacks and have a few Mets drop down on the field to show how some weapons are good for cleaning up enemies in the area you're in.
The Weapon Get scene here is inspired by a few different games on their own takes of the Weapon Get scene. The fact the character that represents the class that beat the boss spins at the very beginning and changes colors is inspired by the MM5 Weapon Get scene. The fact the weapons are demonstrated is a throwback to the MM6 scene. Enemies popping up or showcasing something unique about each weapon is from Powered-Up/Mega Man V GB, and finally the Robot Master's name is done in a similar style from MM8. This system replaces the colored images that you see in MMSP and SIN, so those colored images are gone. I believe this saves space in the long run and weapon demonstrations are more interesting to see than a still image changing colors. That's just my opinion, though, but see for yourself when MM1 comes out!
There is no expected release date soon even if you ask me for one, as there is still a lot of work to do. A lot of the stuff that was needed in order to get started on the project is pretty much completed, though. What I do hope to show before the end of the year is some actual screenshots of maps in progress, but I cannot promise that. A tiny amount of weapon discussion might be in a future update, though. For now, this is what I am willing to show. This project is very much alive and I might say that an entire team accomplished a lot more than what I could have done on my own, so I'm very thankful for everyone on the team contributing in some way. Let's hope October continues to be a productive month!
Logged
October 16, 2014, 07:47:31 AM
Reply #466
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: TMK4's Workshop (Mega Man World project announced!)
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Reply #466 on:
October 16, 2014, 07:47:31 AM »
Good luck and thanks a lot for this project!
I think, we need really a project like that... =)
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October 16, 2014, 01:25:50 PM
Reply #467
fortegigasgospel
MM8BDM Extender
>
Date Registered: July 31, 2011, 09:55:05 PM
Re: TMK4's Workshop (Mega Man World project announced!)
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Reply #467 on:
October 16, 2014, 01:25:50 PM »
Very nice, the weapon selection will be perfect for the mod. Allowing each player to fill in different roles as their character. Would suck if Mega 1 forgot to bring drill bomb when the map has a wall to destroy, but Mega 2 is focusing on more supportive weapons and remembered it.
Its like your own version of a skill tree
Logged
October 16, 2014, 07:12:16 PM
Reply #468
coolcat7022
Standard Member
Date Registered: November 27, 2013, 01:01:34 AM
Re: TMK4's Workshop (Mega Man World project announced!)
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Reply #468 on:
October 16, 2014, 07:12:16 PM »
WOOAAAHAHHH!!!!!!!!!!!!
THIS JUST CRANKED UP THE HYPE! I will download from the first thing ASAP.
Btw, I noticed you guys alpha testing... :3
Logged
November 09, 2014, 08:22:16 PM
Reply #469
TailsMK4
Standard Member
Date Registered: October 17, 2010, 05:35:11 AM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #469 on:
November 09, 2014, 08:22:16 PM »
(Oh, it hasn't been a month since the last update...I guess this wasn't overdue, but still should keep everyone updated every now and then...)
I don't have anything to show this time, but regardless, progress still continues with Mega Man World, and I say that some of my choices on what people to have as part of the dev team have rather surprised me. Even when I have been either resting or working on college assignments, some other members of my group have been hard at work producing their own content. I think what I got yesterday from the dev chat was that Proto Man's MM1 weapons have been officially decided on, so next update I'll probably cover a new weapon or two for each class (minus Mega Man, of course, since everyone is familiar with his weapons). I won't cover ALL of the new weapons, though, since you guys will just have to find out what the new weapons are. The weapon demonstrations should help you guys figure out the new weapons, hopefully.
Next thing I want to mention is that all of the planned bosses for the MM1 chapter have been coded, and we will constantly be testing the bosses as the project continues on. This also includes the fortress bosses, and they are quite a challenge! Rather, progress on bosses have been so quick that our team is already developing extra bosses like the MM2 bosses. There will be some way that you'll get to battle them, but that shall remain a secret as well until people find out about it in the first release...
The last thing I want to discuss is map progress. I know I haven't updated the first post in a while, but here is how everything stands atm:
Cutman: Done by CMM in his MMSP project
Gutsman: Taken (Myself)
Iceman: Taken (Knux)
Bombman: OPEN
Fireman: Taken (Someone outside the team)
Elecman: Taken (Someone outside the team)
Timeman: Might be taken, not 100% sure
Oilman: OPEN
Fortress Stages: Not developed but not open at this time.
When more progress is done on maps, I will spend some updates highlighting a few details about each new map coming to the MMSP scene. Since Ice Man is the most developed new map at this point, the update after I talk about the new weapons will probably cover Ice Man first. I am still open to anyone wishing to help do maps for the project, as the maps themselves are really the ONLY reason this project isn't already out.
That's all for now, the future updates in this thread should resume with screenshots and information as content becomes official.
Logged
November 16, 2014, 06:44:42 PM
Reply #470
Lobsters
Standard Member
Date Registered: June 15, 2011, 04:23:19 AM
Re: TMK4's Workshop (Mega Man World project announced!)
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Reply #470 on:
November 16, 2014, 06:44:42 PM »
I guess since Fire Man is taken by ("someone outside of the team") and the only map I'd personally want to do. I guess I can take Bomb Man's
(Give him a super jump)
map. Since it's mostly platforming and that's arguebly what I excel at. OC haters be damned.
Note: other things I excel at:
-Texture Soup
-Making Squares
Blah blah no rails no "fun"
Shoutouts to my homie Toastman
stuff. I got it.
EDIT: I RQ GG Well Played. Add me on XBL
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November 20, 2014, 07:42:22 PM
Reply #471
TailsMK4
Standard Member
Date Registered: October 17, 2010, 05:35:11 AM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #471 on:
November 20, 2014, 07:42:22 PM »
Since I've been on this project, I've heard of so many attempts at Coop. People really wanted to do their own quest ever since the release of MMSP. The good news at this point is...I'm keeping my promise. It's just a matter of time and map work now, so for those that have attempted Coop in the past...your work will not be in vain. We're too far into MMWorld now for us to fail. So, after hearing about a Coop attempt by Glazty, Max ended up giving me the Oil Man SP map that was done a long time ago, and I just had the chance to play it. I think MMWorld will finally give the map the love it needed back then. So I am claiming Oil Man at this point so we will not need a new Oil Man map, and my rough estimate of map progress on Oil Man is...90%. It was that far along, so it's such a shame it's been sitting unused for such a long time. I mainly need to update the enemy placement and whatever adjustments the staff feels the map needs. So expect to hear news on both a couple of Proto Man's new weapons and also a brief stage overview of Oil Man's map. This was really a great find, so thank you Max and Glazty.
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November 20, 2014, 08:23:29 PM
Reply #472
Knux
Standard Member
>
Date Registered: September 04, 2009, 06:56:01 AM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #472 on:
November 20, 2014, 08:23:29 PM »
Preview of the middle route in Ice Man's map. Feel free to speculate.
(click to show/hide)
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November 20, 2014, 09:29:16 PM
Reply #473
LarissaFlash
Standard Member
Date Registered: June 27, 2014, 04:22:13 PM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #473 on:
November 20, 2014, 09:29:16 PM »
My hype just went through my body and exploded outside it because of that picture. I just imagined a duo and a protoman getting out of the water preparing their weapons for the next enemy. The nostaalgia, dood.
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November 20, 2014, 09:37:29 PM
Reply #474
Superjustinbros
MM8BDM MM9 Contributor
Something
Date Registered: October 29, 2012, 03:32:09 AM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #474 on:
November 20, 2014, 09:37:29 PM »
Looks good. If you want my full opinion you could round off the top of the slope in that image and stick a few of the metal pillars into the walls of that exterior area to make it a bit less simple, and maybe rearrange the three palm tress so they don't form a triangle formation.
Logged
November 20, 2014, 11:21:06 PM
Reply #475
SmashTheEchidna
Standard Member
AKA Smash Corliss
Date Registered: December 07, 2010, 09:25:12 PM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #475 on:
November 20, 2014, 11:21:06 PM »
I dunno, I find that sky to be the most appealing thing in that screenshot. It just looks so great for some reason.
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November 20, 2014, 11:49:19 PM
Reply #476
Ceridran
MM8BDM Extender
>
Date Registered: April 07, 2012, 01:08:52 AM
Re: TMK4's Workshop (Mega Man World project announced!)
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Reply #476 on:
November 20, 2014, 11:49:19 PM »
Speaking of the sky, there's some unattractive clipping going on somewhere in the center.
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November 28, 2014, 05:13:25 AM
Reply #477
Knux
Standard Member
>
Date Registered: September 04, 2009, 06:56:01 AM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #477 on:
November 28, 2014, 05:13:25 AM »
We're back this week with another screenshot! This time it's from the usual MMSPCUT and... what's that?
(click to show/hide)
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November 28, 2014, 06:53:46 AM
Reply #478
TheDoc
Standard Member
Date Registered: August 31, 2011, 10:37:33 PM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #478 on:
November 28, 2014, 06:53:46 AM »
The Bass Buster reminds me of a question: Will you be using the MMSP busters of the 4 classes or the MMSPSIN?
Logged
November 28, 2014, 02:02:07 PM
Reply #479
LarissaFlash
Standard Member
Date Registered: June 27, 2014, 04:22:13 PM
Re: TMK4's Workshop (Mega Man World project announced!)
«
Reply #479 on:
November 28, 2014, 02:02:07 PM »
Good, spikes on top of the pillars! Now nobody can avoid the Big Eye and the Crazy Razies by getting on top of the pillars.
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Cutstuff Forum
»
Mega Man 8-bit Deathmatch
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Projects & Creative
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TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)