Mega Man 8-Bit Deathmatch Forum
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February. 16, 2025, 3:49 AM
Cobra's MM8BDM mod updates
Weekly mod news 16/2/2025 "Body made of bricks along with small additions!"
Bloons mod: "N/a"
1. n/a
Platformer mod: "Stone man awakens from his rubble!"
1. Completed Stone man's boss pattern, all I need to do is make small adjustments (Certain Copywep interactions) & make his health bar appear.
2. Visible boss health bars is still a wip
3. Made icons for the MM5 robot master health bars
4. Applied more updates to the player movement controller, fixing a bug that inverts the player's movement & firing animations on South & West directions.
Other:
1. Worked on a new video!
Plans for next week? I want to fix an issue I have with my current power stone wep, it's really good but it's movement gets more linear as it's speed increases.
Bloons mod: "N/a"
1. n/a
Platformer mod: "Stone man awakens from his rubble!"
1. Completed Stone man's boss pattern, all I need to do is make small adjustments (Certain Copywep interactions) & make his health bar appear.
2. Visible boss health bars is still a wip
3. Made icons for the MM5 robot master health bars
4. Applied more updates to the player movement controller, fixing a bug that inverts the player's movement & firing animations on South & West directions.
Other:
1. Worked on a new video!
Plans for next week? I want to fix an issue I have with my current power stone wep, it's really good but it's movement gets more linear as it's speed increases.
February. 15, 2025, 7:38 PM
Default/developer-intended controller binds?
Hello!
I noticed that default controller binds don't exist for MM8BDM even though there's controller support. I can understand why controller users aren't given priority, but I think it would be something good to add in V6C given the rise of PC handhelds. I actually made this post because I want to play MM8BDM on my Steam Deck haha. Is there any default controller binds that exist, or are there plans to have a default control scheme for V6C?
I noticed that default controller binds don't exist for MM8BDM even though there's controller support. I can understand why controller users aren't given priority, but I think it would be something good to add in V6C given the rise of PC handhelds. I actually made this post because I want to play MM8BDM on my Steam Deck haha. Is there any default controller binds that exist, or are there plans to have a default control scheme for V6C?
February. 12, 2025, 7:44 AM
Controller Support
Korby said:
If you're trying to play online, it's possible launching it through Doomseeker is using a different config file associated with a beta.
I'm not too familiar with playing with controller myself in Zandro, but I don't think it's likely that there's a setting to reduce sensitivity even lower.
I'm not too familiar with playing with controller myself in Zandro, but I don't think it's likely that there's a setting to reduce sensitivity even lower.
A different Config File associated with a beta? Like it's using something else? Should I try to change the config file to a different one?
And yeah, I don't think I'm gonna get any sensitivity configuration, so it will be unwieldy, but it's the best I can do with my current set up.
Korby Administrator
Benvenuto nella room italiana!
February. 11, 2025, 9:53 PM (Edited by Korby)
Final Boss Gamma Weapons
Typing this in the console will give you the weapon.
However, you can't easily make it punch without either modification of the weapon or an incredible amount of manual inventory management. The weapon's punching states are controlled by secretly adding and removing different types of Ammo from the player's inventory, triggering the different attacks in the boss fight.
You can, however, shoot the buster. It does 100 damage a shot, minimum!
give GammaFists_CampaignHowever, you can't easily make it punch without either modification of the weapon or an incredible amount of manual inventory management. The weapon's punching states are controlled by secretly adding and removing different types of Ammo from the player's inventory, triggering the different attacks in the boss fight.
You can, however, shoot the buster. It does 100 damage a shot, minimum!
Korby Administrator
Benvenuto nella room italiana!
February. 11, 2025, 9:46 PM
Controller Support
If you're trying to play online, it's possible launching it through Doomseeker is using a different config file associated with a beta.
I'm not too familiar with playing with controller myself in Zandro, but I don't think it's likely that there's a setting to reduce sensitivity even lower.
I'm not too familiar with playing with controller myself in Zandro, but I don't think it's likely that there's a setting to reduce sensitivity even lower.
February. 11, 2025, 2:01 AM
Controller Support
Spark said:
Yes, there is an option to turn it on.
Settings > Customize Controls > Controller Settings > Enable Controller Support.
Settings > Customize Controls > Controller Settings > Enable Controller Support.
Thanks for the help, and while it does work with the game, the control stick sensitivity surprisingly high, even when I have the things as low as they'll go. Any tips for that?
It also doesn't seem to work when I boot up the Zandronum file of MM8BDM through Doomseeker, is this able to be fixed?
Trillster Administrator
what's a code
February. 10, 2025, 8:11 PM
[SUGGESTION] More Details on Automap
After a few rounds of internal testing, I wanted to follow up and confirm that we are moving forward with this feature.
In addition to confirming that, I wanted to use this follow-up to note that the implementation has changed from the initial update. The actors for automap markers will all inherit from a BasicMapMarker actor included in V6C. I personally now recommend that mods do not try to future proof, just so that we can preserve the efficacy of updating this basic actor if needed in the future. If mods attempting to future proof end up using their own variation / copy of this basic actor, we would lose that flexibility.
Closing this thread now, so look forward to the new automap features in V6C!
In addition to confirming that, I wanted to use this follow-up to note that the implementation has changed from the initial update. The actors for automap markers will all inherit from a BasicMapMarker actor included in V6C. I personally now recommend that mods do not try to future proof, just so that we can preserve the efficacy of updating this basic actor if needed in the future. If mods attempting to future proof end up using their own variation / copy of this basic actor, we would lose that flexibility.
Closing this thread now, so look forward to the new automap features in V6C!
February. 10, 2025, 4:47 PM (Edited by Freems)
Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! It's been a while since we've talked about development on Mega Man 8-Bit Deathmatch, so I wanted to shed some light on V6C's development cycle and show off just a couple of things we are working on.
As you can definitely tell, it's been a hot minute since any information on anything in the core game has come out, but I want to ensure you that we are working hard on V6C and all the updates that come with it. After taking a break after wrapping up V6B, the amount of things we wanted to get done in the next version steadily increased so the next version will be a lot more than just bug fixes and balance changes but will include new maps, new skins, and even some new items!
That said, part of the reason why I wanted to make this post was to clarify that we are still a ways out from V6C's release, both in terms of things we want to get done, but also in regards that some of the new/updated features in V6C rely on the latest version of Zandronum. As such, even if we were done with everything we wanted to get done today (And don't get me wrong, we're absolutely not), we are also waiting for the official release of the latest version of Zandronum before we can release V6C properly. I do want to thank everyone for their patience and I wish I could give a more concrete answer to when we're able to release outside of a generic shrug, but for now that's just kind of how the boat is sailing.
That being said, and while this is definitely farther in the future, I can say that once everything is ready and V6C is ready, we will move rather quickly into development for V7A.
While I'm more than happy to pop up on the forums and make an official announcement that "It will come out whenever it does.", I will use this thread to show off some updates every now and again. So real quick, let me show off two updated maps that are going to be in V6C. I'm going to mostly let the screenshots do the talking for me, but I'll add a little bit about them.



Drill Man's stage has gotten a pretty hefty rework! Gone are the incredibly small caves full of power weapons. The map has received a large expansion, although a lot of the power weapons still remain. Though elements of the old map still remain in the new one, it's just expanded upon all around.



Unlike Drill Man, Magma Man's stage hasn't gotten a full on revamp, but it has received a number of layout changes to greatly improve the map's flow without sacrificing the map's unique identity. This isn't just me talking it up because I'm on the development team, but it has never felt better to play on this stage.
As I said before, I intend to post more about new things coming to V6C in the future, and it's not just two maps we have in store. Keep your eye out on this thread for future updates!
As you can definitely tell, it's been a hot minute since any information on anything in the core game has come out, but I want to ensure you that we are working hard on V6C and all the updates that come with it. After taking a break after wrapping up V6B, the amount of things we wanted to get done in the next version steadily increased so the next version will be a lot more than just bug fixes and balance changes but will include new maps, new skins, and even some new items!
That said, part of the reason why I wanted to make this post was to clarify that we are still a ways out from V6C's release, both in terms of things we want to get done, but also in regards that some of the new/updated features in V6C rely on the latest version of Zandronum. As such, even if we were done with everything we wanted to get done today (And don't get me wrong, we're absolutely not), we are also waiting for the official release of the latest version of Zandronum before we can release V6C properly. I do want to thank everyone for their patience and I wish I could give a more concrete answer to when we're able to release outside of a generic shrug, but for now that's just kind of how the boat is sailing.
That being said, and while this is definitely farther in the future, I can say that once everything is ready and V6C is ready, we will move rather quickly into development for V7A.
While I'm more than happy to pop up on the forums and make an official announcement that "It will come out whenever it does.", I will use this thread to show off some updates every now and again. So real quick, let me show off two updated maps that are going to be in V6C. I'm going to mostly let the screenshots do the talking for me, but I'll add a little bit about them.



Drill Man's stage has gotten a pretty hefty rework! Gone are the incredibly small caves full of power weapons. The map has received a large expansion, although a lot of the power weapons still remain. Though elements of the old map still remain in the new one, it's just expanded upon all around.



Unlike Drill Man, Magma Man's stage hasn't gotten a full on revamp, but it has received a number of layout changes to greatly improve the map's flow without sacrificing the map's unique identity. This isn't just me talking it up because I'm on the development team, but it has never felt better to play on this stage.
As I said before, I intend to post more about new things coming to V6C in the future, and it's not just two maps we have in store. Keep your eye out on this thread for future updates!
February. 9, 2025, 11:39 PM
Controller Support
Yes, there is an option to turn it on.
Settings > Customize Controls > Controller Settings > Enable Controller Support.
Settings > Customize Controls > Controller Settings > Enable Controller Support.
February. 9, 2025, 8:28 PM
Final Boss Gamma Weapons
Is it possible to use the Gamma weapons from the final boss outside of the boss fight?
If so, how do I do that?
If so, how do I do that?