Mega Man 8-Bit Deathmatch Forum
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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?
February. 9, 2025, 3:34 AM
Cobra's MM8BDM mod updates
Weekly mod news 9/2/2025 "Platformer mod stuff! mainly stone man's stage though..."
Bloons mod: "N/a"
1. n/a
Platformer mod: "Constructing a stage & fixing strange bugs"
1. Working on stone man's stage, so far it's alright but definitely needs ironing out.
2. Fixed a bug that locks the player into only firing to their left or right after touching a direction change.
3. Added snake blocks! But they have an issue with being blocked by the player
4. Stone man boss is still a WIP, but he's got more than power stone & a jump here!
Other:
n/a
Plans for next week? My main goal is to get the stone man boss done by the end of the week. Other than that I'll work on a few smaller things.
Bloons mod: "N/a"
1. n/a
Platformer mod: "Constructing a stage & fixing strange bugs"
1. Working on stone man's stage, so far it's alright but definitely needs ironing out.
2. Fixed a bug that locks the player into only firing to their left or right after touching a direction change.
3. Added snake blocks! But they have an issue with being blocked by the player
4. Stone man boss is still a WIP, but he's got more than power stone & a jump here!
Other:
n/a
Plans for next week? My main goal is to get the stone man boss done by the end of the week. Other than that I'll work on a few smaller things.
February. 8, 2025, 8:58 PM
overclocked Rathor (CBM Mod v6b)
nestingP said:
ThéophileCaceres said:
first one had every bar broken except for ra thor (<v6b mod)
I'm still waiting
I guess it will wait some more
February. 7, 2025, 4:53 PM
Freezer Bowl Fridays — February 2025 Schedule
oh wow.
febuary 2025 saved
febuary 2025 saved
February. 5, 2025, 8:33 PM
Freezer Bowl Fridays — February 2025 Schedule
Oooh this is exactly the kind of thing that I've been craving in 8BDM as of lately! Instagib Break Dash CTF sounds extremely fun.
Trillster Administrator
what's a code
February. 2, 2025, 12:45 PM
Zandronum quirks thread
Ze Robotico said:
A_Jump
-Doing this in a weapon can be used to force it to sync it's state to the server:
A_JumpIf
-Using CallACS inside a A_JumpIf on a weapon will be delayed online, possibly causing desync depending on what you're using it for
-Doing this in a weapon can be used to force it to sync it's state to the server:
TNT1 A 1 A_Jump(256,2)
wait
TNT1 A 0
A_JumpIf
-Using CallACS inside a A_JumpIf on a weapon will be delayed online, possibly causing desync depending on what you're using it for
Just wanted to add some extra details here. These behaviors are more or less inherent to the client-server architecture of Zandronum's net-code. The DECORATE tutorial on the wiki has a fairly in-depth section about these types of desyncs with a more comprehensive list of ways to resolve them. You can read that section here.