Mega Man 8-Bit Deathmatch Forum
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May. 28, 2025, 2:27 PM (Edited by Inter)
Wave Man submission
It's been a while, and i wanted an even amount of submissions because im just like that but i feel 7 is wayyyy enough
Excuse the vertical list im bad at forum posting

Excuse the vertical list im bad at forum posting

May. 28, 2025, 12:06 AM (Edited by Stardust Motion)
【SUGGESTION】Sync defined server data to client
The data used to record ammo weapons, busters and assist (with defineWeapon, defineBusterUpgrade and defineAssistItem), and also training records (defineTrainingEntry),
is stored on an array on server side. This data namely includes tag, icon, or text description, which are interesting for client display (i.e for HUDs / menus).
Since it's only serversided, clients (i.e mods that need this data) must fetch it by calling defineWeapon from a CLIENTSIDE script, to obtain a client-sided copy of the data.
The suggestion is to have vanilla MM8BDM itself additionally call the define functions in CLIENTSIDE context, so mods don't have to do it. It also avoids conflict if two mods already called them
A few v6b mods which would benefit :
- XoverWeps (uses icons/tags for drawing on HUD)
- AllanxWeps (shows current weapon description (training entry) with a bind)
- UI Extensions (uses weapon icons/slot/ammoType for drawing on HUD)
- Another Mayday Binary edit (has a weapon shop menu, draws icons/tags)
Possibly other data structures could be sync'd, but defineWeapon/Buster seems the most prominent.
I can help with the implementation if needed
is stored on an array on server side. This data namely includes tag, icon, or text description, which are interesting for client display (i.e for HUDs / menus).
Since it's only serversided, clients (i.e mods that need this data) must fetch it by calling defineWeapon from a CLIENTSIDE script, to obtain a client-sided copy of the data.
The suggestion is to have vanilla MM8BDM itself additionally call the define functions in CLIENTSIDE context, so mods don't have to do it. It also avoids conflict if two mods already called them
A few v6b mods which would benefit :
- XoverWeps (uses icons/tags for drawing on HUD)
- AllanxWeps (shows current weapon description (training entry) with a bind)
- UI Extensions (uses weapon icons/slot/ammoType for drawing on HUD)
- Another Mayday Binary edit (has a weapon shop menu, draws icons/tags)
Possibly other data structures could be sync'd, but defineWeapon/Buster seems the most prominent.
I can help with the implementation if needed
May. 27, 2025, 9:15 PM
Grand Classes - v2eh5
Moriya said:
Spark said:
When are you adding Sniper TF2
Shovel biased patch can what will do
Soon :TM:
Source:
Trust Me
May. 27, 2025, 8:25 PM (Edited by Stardust Motion)
「BUG」Destroyable MM1FIR fire pillar
V6B / no mod loaded
Fire pillar can be deleted :
1) with a lot of damage (spread rune/rage hyper bomb i.e, video below)
2) if the damage source has no target : "summon firetrap 0" in console in front of a fire pillar
Fire pillar can be deleted :
1) with a lot of damage (spread rune/rage hyper bomb i.e, video below)
2) if the damage source has no target : "summon firetrap 0" in console in front of a fire pillar
May. 27, 2025, 8:04 PM
Bunch of vanilla stuff
Moved to Rejected for now - I generally like these, but please re-submit in accordance with the new submission guidelines (i.e. comparisons, separate threads).
May. 27, 2025, 8:03 PM (Edited by pegg)
Fixed for MM8BDM V6c
Moved to Rejected for now - if you'd like, please resubmit with the new submission guidelines in mind (i.e. add comparisons, make separate threads for each skin, etc).
May. 27, 2025, 7:54 PM
[READ FIRST] Bug Tracker Submission Guidelines
Before creating a thread in this section, please review the following guidelines and ensure any posts follow their outline:
1. Visual Comparisons
For graphic-related suggestions, such as in the instance of a revised skin/texture/etc., please provide a side-to-side comparison image with both the proposed graphic(s) and the existing graphic(s) found in the current version of the game. It can be difficult for us to determine what exactly has been changed otherwise - more often than not, a lack of comparison will just result in a request/suggestion being overlooked.
An example of a comparison can be found below:

2. Post Separation
Individual suggestions should have their own individual threads and should not be lumped together into a singular, massive post. Keeping suggestions to their own posts makes it easier for us to organize individual submissions into Rejected/Pending/Closed categories. If a thread has multiple submissions in one, but some suggestions are rejected, it becomes unclear as to what has actually been accepted or not.
NOTE: An exception can be made in the case of very small changes, such as edits/fixes to individual skin frames or texture files.
3. Keep Submissions on the Forum
Please refrain from using platforms such as Discord to make formal suggestions - a single message can be easy to lose track of or forget about. By keeping them all on the forum, it becomes much easier for us to keep track of what has been suggested and increases the likelihood of any requested changes being made.
4. Cheats/Modifications
If you're reporting a potential bug, please ensure that the bug is not a result of using console commands/cheats or a loaded add-on. Use of mods/cheats can often result in errors that are not present in the unmodified vanilla game, so please check and make sure any potential bugs are replicable in normal gameplay before reporting them.
NOTE: An exception can be made in the case of bugs related to dedicated modding features included with the game.
1. Visual Comparisons
For graphic-related suggestions, such as in the instance of a revised skin/texture/etc., please provide a side-to-side comparison image with both the proposed graphic(s) and the existing graphic(s) found in the current version of the game. It can be difficult for us to determine what exactly has been changed otherwise - more often than not, a lack of comparison will just result in a request/suggestion being overlooked.
An example of a comparison can be found below:

2. Post Separation
Individual suggestions should have their own individual threads and should not be lumped together into a singular, massive post. Keeping suggestions to their own posts makes it easier for us to organize individual submissions into Rejected/Pending/Closed categories. If a thread has multiple submissions in one, but some suggestions are rejected, it becomes unclear as to what has actually been accepted or not.
NOTE: An exception can be made in the case of very small changes, such as edits/fixes to individual skin frames or texture files.
3. Keep Submissions on the Forum
Please refrain from using platforms such as Discord to make formal suggestions - a single message can be easy to lose track of or forget about. By keeping them all on the forum, it becomes much easier for us to keep track of what has been suggested and increases the likelihood of any requested changes being made.
4. Cheats/Modifications
If you're reporting a potential bug, please ensure that the bug is not a result of using console commands/cheats or a loaded add-on. Use of mods/cheats can often result in errors that are not present in the unmodified vanilla game, so please check and make sure any potential bugs are replicable in normal gameplay before reporting them.
NOTE: An exception can be made in the case of bugs related to dedicated modding features included with the game.
May. 27, 2025, 12:56 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back with another V6C Newsletter!
I have a few smaller changes to show off today. So instead of our usual two maps, we'll show off three with some less "remade from the ground up" changes, but still some nice quality of life all around.
Let's start with an oldie that hasn't really been touched in years and years now...


Metal Man is one of the classic maps from the SGC days and it's not getting any wild changes, but it is getting some love in two key areas. As you can see in the first image, the pit in the middle of the map has been completely plugged up and the area has become much better for fighting in as a result.
The second of which is smaller on paper but bigger in impact in that the infamous gear jungle has been widened by a good deal. Still keeping the flavor of that wacky little hallway, but making it so you can actually traverse through it without feeling like you're in the tightest pathway known to man.
For our second map, the changes here are mostly on the visual side of things, but I still want to show it off...



Dr. Cossack's Citadel is getting a nice visual sweep! It's not to the same extent as Dark Man's Castle, but it is still a very nice coat of paint over a map that hasn't really been touched visually since the game launched.
As a bonus, the Dive Missile hallway has been considerably opened up to be more than just a straight hall on the top of the map.
One more quick one for the road!


We've got some more updates to Tornado Man's map as well! The changes here mostly just focus on opening some more options where there were none, such as turning some areas into having both upper and lower sections rather than just one or the other. The northmost area with Tornado Blow has also been considerably opened up to be a more interesting area as well!
I hope you all enjoyed this platter of smaller map changes today. Do not worry though, there are still some big changes around the corner waiting to be revealed, so we're not dry on content yet!
That's all for today's newsletter! See you next time!
I have a few smaller changes to show off today. So instead of our usual two maps, we'll show off three with some less "remade from the ground up" changes, but still some nice quality of life all around.
Let's start with an oldie that hasn't really been touched in years and years now...


Metal Man is one of the classic maps from the SGC days and it's not getting any wild changes, but it is getting some love in two key areas. As you can see in the first image, the pit in the middle of the map has been completely plugged up and the area has become much better for fighting in as a result.
The second of which is smaller on paper but bigger in impact in that the infamous gear jungle has been widened by a good deal. Still keeping the flavor of that wacky little hallway, but making it so you can actually traverse through it without feeling like you're in the tightest pathway known to man.
For our second map, the changes here are mostly on the visual side of things, but I still want to show it off...



Dr. Cossack's Citadel is getting a nice visual sweep! It's not to the same extent as Dark Man's Castle, but it is still a very nice coat of paint over a map that hasn't really been touched visually since the game launched.
As a bonus, the Dive Missile hallway has been considerably opened up to be more than just a straight hall on the top of the map.
One more quick one for the road!


We've got some more updates to Tornado Man's map as well! The changes here mostly just focus on opening some more options where there were none, such as turning some areas into having both upper and lower sections rather than just one or the other. The northmost area with Tornado Blow has also been considerably opened up to be a more interesting area as well!
I hope you all enjoyed this platter of smaller map changes today. Do not worry though, there are still some big changes around the corner waiting to be revealed, so we're not dry on content yet!
That's all for today's newsletter! See you next time!
May. 25, 2025, 2:30 AM
Cobra's MM8BDM mod updates
Weekly mod news 25/5/2025 "Super upgrades! Long loading fix & more!"
Bloons mod: "Fixing long load time & more code upgrades!"
1. New debuff added: Glaive shred! Moab class bloons may soak up all the layers of a glaive but they constantly take a lot of damage from this stackable DOT effect exclusive to the glaive lord!
2. Implemented ninja monkey's attack icons & cooldowns.
3. A massive wave of code optimization was done to fix a long loading time issue.
4. fixed a small naming issue (004GluePuddle > GluePuddle004)
5. updated hitbox names for Mortar monkey shells.
6. Implemented fortified bloons (I removed them to make the recode easier but they are back now!) (Only basic reds so far!)
7. Moab Bloon sprites updated!
8. BFB bloon sprites updated!
Plans for next week? Time to compile the stuff within 6 days, I'm releasing next week's mod news a day early so it's not a wierd case of the video coming out then a mod news the very next day.
Bloons mod: "Fixing long load time & more code upgrades!"
1. New debuff added: Glaive shred! Moab class bloons may soak up all the layers of a glaive but they constantly take a lot of damage from this stackable DOT effect exclusive to the glaive lord!
2. Implemented ninja monkey's attack icons & cooldowns.
3. A massive wave of code optimization was done to fix a long loading time issue.
4. fixed a small naming issue (004GluePuddle > GluePuddle004)
5. updated hitbox names for Mortar monkey shells.
6. Implemented fortified bloons (I removed them to make the recode easier but they are back now!) (Only basic reds so far!)
7. Moab Bloon sprites updated!
8. BFB bloon sprites updated!
Plans for next week? Time to compile the stuff within 6 days, I'm releasing next week's mod news a day early so it's not a wierd case of the video coming out then a mod news the very next day.