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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 145523 times)

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January 03, 2015, 11:07:19 PM
Reply #510

Offline Knux

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #510 on: January 03, 2015, 11:07:19 PM »
It's been a bit of a while since we posted anything new, so here's the last teaser images of MMWICE! I will go into some detail with each, as well.
(click to show/hide)
(click to show/hide)

February 13, 2015, 06:59:13 PM
Reply #511

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #511 on: February 13, 2015, 06:59:13 PM »
Hello all, just wanting to mention this project is still going. Just been waiting on showing off more stuff for now until we get more progress done on maps. Our devteam has been working on currently playable versions of Ice Man, Elec Man, and Oil Man (with progress on a couple of other maps as well, but not enough to test any of them in the alpha versions), but with updates to all maps still ongoing, I have decided against showcasing any of them at this time. As we get past the halfway point on maps, I'll start showcasing some of them, as well as any other upcoming features I feel should be worth mentioning. Knux has kindly provided teasers for MMWICE, so I may cover MMWELE and MMWOIL in the future. Progress will continue to be slow for a little while, but work is being done for the mod. It IS a large-scale mod, of course, but I don't want to release anything publicly until it is good and ready. Better for you guys to wait a few more weeks for a relatively solid release rather than rush out a release with unbalanced elements and buggy features, imo.

In the mean time, I hope you guys will continue to support MMXSP, as Max is keeping the Coop scene alive and has already revealed new stages in the works. My biggest hope is that MMWorld and MMXSP can co-exist and boost the Coop scene even more than before. I am not just saying this to draw attention to MMWorld...I play MMXSP personally when I see people online. Max's MMXSP provides a fresh take on the MMSP formula and I wish Max well on the new updates coming to that mod.

That is all for now, I'm sorry if you were expecting some actual new content after me not posting in a while, but progress is going on maps and some other surprises in store.

Actually, I guess I will mention something now so this post has something new at least:

A little while ago, I did do an enemy demo that showcased a couple of enemies I added to Mike's Cut Man SP map. They were the Octopus Batteries and the Cutting Wheels. So I decided that the enemies from Mega Man GB: Dr. Wily's Revenge will also be appearing among the regular MM1/MMPU enemies that you encounter in the stages. So the Cutting Wheel and some MM2 enemies will be appearing in the new maps as well. Each map will feature one enemy from Dr. Wily's Revenge/MM2 (the exception being Oil Man as it has both Hot Heads and Crazy Cannons in the PU stage). There were also enemies that only appeared in the Wily stages too, so that made deciding what enemy will go where a bit tricky. I think I have made my choices, though, so for the new content in a little while, the following GB/MM2 enemies will appear in their respective stages:


Cut Man: Cutting Wheel
Guts Man: Mole
Ice Man: Scworm
Bomb Man: Pipi
Fire Man: Hot Head
Elec Man: Lightning Lord
Time Man: Crazy Cannon
Oil Man: Hot Head/Crazy Cannon


Will I do this format as well for MM2-4? That is yet to be seen, partly because I want to just focus on one game at a time (though content for future games have been made as well). Just doing one game's content is large enough as is, and I didn't want the project to get too large for the first release by doing as many games as possible. Technically MMWorld could have enough content to represent both the NES and the GB versions of the first game, so that's a ton of content already, and that's just the tip of the iceberg compared to what else is in store.

That really is it for now. Updates will come as more map progress is done.

May 12, 2015, 10:05:57 PM
Reply #512

Offline Trillster

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #512 on: May 12, 2015, 10:05:57 PM »
Oh my, it appears that we might have fallen asleep...

Well it's time to wake up!
(click to show/hide)

Hmm, now that we're awake, I wonder what the rest of this post ought to be.. Oh, I know, lemme just add some map progress. It's quite a shock that we haven't shown you any new maps other than Ice. Allow me to change that.
(click to show/hide)

So, with those screenshots out of the way, here's the exciting part. We're actually asking for feedback such as stage gimmicks or future weapons that you would enjoy seeing. We'd even take weapon ideas for other classes. I'm definitely looking forward to seeing some of your suggestions!

May 12, 2015, 11:57:03 PM
Reply #513

Offline fortegigasgospel

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #513 on: May 12, 2015, 11:57:03 PM »
Hate to be a stickler but Lightning Lord never showed up in Elecman's NES stage, only his GB stage. Unless you are taking that into consideration.

May 13, 2015, 12:01:07 AM
Reply #514

Offline TheDoc

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #514 on: May 13, 2015, 12:01:07 AM »
Quote from: "TheDoc"
Guts Digger/Item Digger
It's like Super Arm except for the fact that Roll digs up an item rather than a massive block. You wouldn't have to create FX for every item; instead, you could simply have her dig up and throw a rock (idk if it would look different than the original), preferably affected by gravity. When the rock dies, it randomly spawns a small/big weapon/life energy pickup, and rarely an E-Tank.

May 13, 2015, 12:21:54 AM
Reply #515

Offline Trillster

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #515 on: May 13, 2015, 12:21:54 AM »
Quote from: "fortegigasgospel"
Hate to be a stickler but Lightning Lord never showed up in Elecman's NES stage, only his GB stage. Unless you are taking that into consideration.

Actually, we are taking the GB stages into consideration for MMWorld, so Lightning Lords won't be the only GB enemies showing up. Not only are enemies from the GB games showing up but even a few gimmicks are, though I wouldn't want to spoil them for you.

May 13, 2015, 01:06:35 AM
Reply #516

Offline fortegigasgospel

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #516 on: May 13, 2015, 01:06:35 AM »
Ok, actually glad to hear about that.

July 22, 2015, 12:38:10 AM
Reply #517

Offline Superjustinbros

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #517 on: July 22, 2015, 12:38:10 AM »
Hate to give this a big bump, considering this idea is more cosmetic than anything, but could the stages based on MM1-MM3's RM's contain tiles from not just the NES incarnations of those stages, but also the ones from the Game Boy games and Wily Wars?

Likewise, the MM4 and half the MM5 stages would use tiles from the Game Boy games as well.

July 22, 2015, 02:07:19 AM
Reply #518

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #518 on: July 22, 2015, 02:07:19 AM »
I feel the tiles would mainly clash. I do recall one or two stages using a little of the Wily Wars set, though.

Well, I was going to bump this myself anyway, but just wanted to let you guys know that although I do not have anything new to announce at this point (probably will keep the rest of the planned features a secret until release time), this project has recently resumed development. Quite a few of us felt the need to take a break during the Summer, but we have resumed working as of a couple of weeks ago, and we have decided how many maps will be present in MM1.

I will not mention the exact number of maps that MMWorld V1 will feature, but I will say the replay value of MMWorld is people repeating 10+ maps as opposed to repeating only 4 maps in MMSP. There are many other features planned as well, and I may possibly start up some contests in the Events forum later in celebration of probably the largest collaboration ever seen in a long time (I almost could say only MM8BDM's being larger, but our team might be a bit too small for that claim). I also hope that the source will be ready for mod makers to start up their own projects using MMWorld as a base starting on the first release. The first release will be soon, but I cannot give an exact date at this time due to unfinished maps being the main reason we are not already preparing for the release.

July 25, 2015, 09:50:19 PM
Reply #519

Offline Superjustinbros

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #519 on: July 25, 2015, 09:50:19 PM »
Understood.

August 17, 2015, 10:14:59 PM
Reply #520

Offline GutsmanJohn

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #520 on: August 17, 2015, 10:14:59 PM »
Not sure if this is the place to ask but is there anyway i can be part of this Testing?

August 18, 2015, 12:10:52 AM
Reply #521

Offline Destroy Drill

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #521 on: August 18, 2015, 12:10:52 AM »
I'm also not sure if this is the place to ask but can I be part of the MMWorld testing. I couldn't reach tails online because he was always on team chat I think...

I Played MMXSP And I think I played the old mmsp a LOOOONG time ago, so I do have some experience with single player stuff...(not the technical stuff or anything about zandronum, doom, or any programming...I mean as in opinions...)

Now People Will Comment Cuz I Use A Lot Of Dots......

August 18, 2015, 02:34:42 AM
Reply #522

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project team roster)
« Reply #522 on: August 18, 2015, 02:34:42 AM »
Well, I suppose this thread is in long need of an update, so bear with me here. The first post on this thread has not been updated in quite a long time, so really don't even pay attention to it. I'll update it when the project is actually released. The team is quite a bit larger than what the first post says. So, I suppose the best way to do this update is to do a quick question and answer session with the questions that I would probably get asked a lot after this update, so here you go:


How far along is MMWorld/When will MMWorld be released?

I still cannot even estimate a possible release date at this time, but my best guess progress-wise is that we are 70% of the way to the grand release. What I will say at this time is that we have decided on how many maps will be in the release, and that magic number is 14. There are 7 new RM maps for the rest of the MM1 cast, plus the original 4 MMSP stages (with Cut having some significant changes including its layout, though the original layout is mostly intact), plus two fortress maps, and also an updated Example map which serves as a tutorial for the mod. Map progress is the primary reason this isn't already out, as we still have some maps in development still (and the second fortress map not even being started yet). There are also some more minor details and features that are not finished yet, either. Enemies and bosses are complete, though obviously tweaks still need to be made to them, and the lab itself still has some changes to go through. Weapons are complete, but they also need some tweaking (I will say some of the newest will be quite unexpected). There's really too much for me to list that needs to get done. We do get closer with every new alpha, though.


Will there be more maps to come after the first update?

That's the intention, but we'll need to see how the first release goes. We could have gone on to include content from other games, but that just would have pushed us back more. I said from the start to my team that our focus is on MM1. There IS content from other games, but that's one of the many surprises in store for you guys. You will find this game to actually take a while to complete 100% even with just MM1 content, so that should increase Co-op interest online.


I'd like to help out in some way, are you guys accepting more help?

We do like to get more testers since we have yet to test the balance of the maps with a larger group of players. I am doing some planning on allowing more testers into our project, but that is not my primary focus at this time. I will just say that if you want to be a tester, the only requirement is the other team members are ok with you being on the team. There are some rules I must set in place, however. If you do not agree with any of these rules, then do not even apply. If I find out any of these rules have been broken, your rights as a tester will be stripped, and you will be unable to reapply for the project. Don't think I'm trying to be mean, these rules cover the nightmarish scenarios I worry about allowing more people access to the mod itself. The rules you MUST follow are:

1. Anything you see or hear about the inside workings of this mod are NOT to be shared with anyone outside the team. The ONLY details you may share are ones already known public in this thread, but not any more detailed. You may discuss with fellow team members either in the test chat or privately.

2. You are forbidden to host any of the alphas on BE. This is just so I have complete control on where the alphas get hosted. I do not want anyone outside of the team to get access to the alpha because the host forgot to remove it off BE. This mod may not be uploaded anywhere for others to download, nor shared on a service like Skype. This is STRICTLY for the team only. The BE portion of this rule does not apply to you if you can host privately, just do not have a link to the download. I do ask that you not add anything to the server, as anything past just the mod itself could break things. These classes are NOT meant to be used in Deathmatch, for example, as their weapons are only tested against monsters and not other players. We also maintain our own global and wepacs files, so things will get messy if they get overwritten.

3. You will treat the developers with the respect they deserve. It is thanks to them that I can even offer you guys a chance to help test the project. I do not ask much of you guys other than to respect your fellow team members or testers. If you have a gripe with one of the dev members, that is ok, but do not try to mess them up in any way. Sometimes it is better to not say anything at all...

4. Because you are applying as a tester...you MAY NOT edit the alphas to your desire. If I find edited copies of the alphas floating around outside the team...trust me, you don't want to know. I'll be treating this very seriously.


IF YOU AGREE TO THESE RULES AND UNDERSTAND THE PUNISHMENT FOR BREAKING THEM...contact me on Skype or by PM and just tell me who you are, including any aliases you use online (if you do not have my Skype, you can either send me your Skype name by PM or contact someone you know is on the team and they will bring you to me). There is likely no reason you will not be accepted except if team members object to you being added.


...I think that should just about do it for this update. I plan to put together a trailer as we near the time of the release. As for when to expect the trailer, I plan to begin working on it sometime after all of the RM maps are finished. Otherwise, feel free to ask me any questions if you see me online. Sorry if I seemed a bit harsh this update, and I really do appreciate people offering to help out, but I need to protect this mod since so much work has gone into it. I really don't want this to be a wasted effort. I hope you understand my take on this. That's it for now.

June 26, 2016, 04:52:34 AM
Reply #523

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale revival?)
« Reply #523 on: June 26, 2016, 04:52:34 AM »
Wow, it's been almost a year since my last post in this thread. I have not news regarding MMWorld (that's still a thing, but everyone has taken a break for the time being), but regarding Saxton Hale. I have confirmed with Stardust that Saxton Hale Rebirth ++ has ceased completely. She really was soloing her project with myself giving ideas. But that's as much as I'll go into that topic...so what does this mean for Saxton Hale? Right now Saxton Hale is dead, and it has had a good run, so I know some people wanting to take a break from the mod have had much time to enjoy other mods that the community has provided (Unholy being a big thing). Is there a chance of it coming back? Depends on what you guys want. Despite the fact Saxton Hale has not been in development for a long time, I still see it being played every now and then...this week, actually, I have seen Saxton Hale played a few days in a row. So my question to you guys is...is Saxton Hale worth reviving?

I cannot promise anything at this point. I am merely seeing if there is still interest in Saxton Hale being continued despite mods like Unholy and Copybot/Justified Classes being dominant at times. If there seems to be enough interest, I would then see who I could gather for a small development team to start again, possibly reusing either Saxton Hale Rebirth, Rebirth++, or some other version of SH. Let's assume the interest is there and a team is formed to start again...what are some things you want to add to the gameplay of SH? I have some thoughts regarding this, and I'm open to going against any of these ideas (except one), if it might lead to something better.

Obviously Saxton Hale and possibly many others will return. Who should return? I feel there were some great bosses in the Rebirth/++ series that deserve to return. I also think the concept of secret bosses will return, but I might opt for how Unholy does secret bosses...instead of the bosses popping up every once in a while (except Abe Penny), there would be a secret condition that must be met for said boss to appear. My current thoughts include the following... (spoilered to save some space)

(click to show/hide)


Should SH get revived, I also want to recruit a small team of class builders, since I do think people do not care much for vanilla style of play, but I want to build up classes meant just for Saxton Hale, not trying to be compatible with the other Classes mods out there since the bosses would not only need to be able to keep up with and do well against those classes, but there are simply too many Classes mods to be kept track of (how would Saxton Hale work with much older Classes mods? There is the possibility they could get hosted), that testing the bosses against them for fairness would require MUCH time devoted to testing.

What are your thoughts regarding this? Is it worth it to revive Saxton Hale, or should it continue to rest after having its time in the spotlight?

June 26, 2016, 07:34:53 AM
Reply #524

Offline fortegigasgospel

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Re: TMK4's Workshop (Saxton Hale revival?)
« Reply #524 on: June 26, 2016, 07:34:53 AM »
Quote from: "TailsMK4"
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All the video's were set to private apparently. No on can view them anymore.
There wasn't a whole lot of attacks if I recall. Homing orbs, phase running, and the super kick thing if all I can think of.