Mega Man 8-Bit Deathmatch Forum
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December. 4, 2024, 12:54 PM
Megaman X: Future Fury
every 8bdm asset is free asset
December. 4, 2024, 11:29 AM
Anti-Class Stacking
TheBaguette said:
Can the player/server host change the class stacking limit to something else than just one? For instance, if you wanted to allow up to 3 Guts Men, could that be done?
v1.1 now has this feature, type "antistack" in the console for it (;
December. 4, 2024, 11:16 AM (Edited by PinkRoboBlaster)
Anti-Class Stacking
Have you ever thought to yourself
"Man, its so unfair when the stack [insert class here], it really gives me a major disadvantage."
Well my friend, you don't have to worry about that with the "Anti-Stack" mod!!

Features:
No Class Stacking
Balanced Gameplay!!!!!!!!
Compatible with Existing Mods :D
When a player attempts to choose a class that has already been selected, they will automatically be assigned a random class. This prevents stacking (obviously)
Latest:
1.1
Older:
1.0
"Man, its so unfair when the stack [insert class here], it really gives me a major disadvantage."
Well my friend, you don't have to worry about that with the "Anti-Stack" mod!!

Features:
No Class Stacking
Balanced Gameplay!!!!!!!!
Compatible with Existing Mods :D
When a player attempts to choose a class that has already been selected, they will automatically be assigned a random class. This prevents stacking (obviously)
Latest:
1.1
Older:
1.0
December. 3, 2024, 6:35 PM (Edited by Jacob Sadilek)
Jacob’s Skins of 2024
Also Heres Some Upcoming Stuff For My NES And Famicom Skins

Heres The List of Remade Skins + Made Skins
Pit (Mugshot Made By Hansungkee)

The Challenger

Volleyball Player

Black BomberMan

Milk

Takamaru

BomberMan-BM1

Ice Hockey Player


Heres The List of Remade Skins + Made Skins
Pit (Mugshot Made By Hansungkee)
The Challenger

Volleyball Player

Black BomberMan

Milk

Takamaru

BomberMan-BM1
Ice Hockey Player

December. 1, 2024, 10:09 PM
[Obsolete] How to host Campaign Co-Op
Hi, there isn't any way to do the former. Beefing up many of the bosses the way we did is something I personally regret and wouldn't make it to a future update if it ever were to exist. Also, they should be included in the maplist if used because Zandronum only allows you to warp to maps included on the list. Keep in mind that also includes some of the Wily stages that go unused in the campaign; the mod takes you there first for the boss load countdown when you select them from the hub.
December. 1, 2024, 4:17 AM (Edited by El cobra(SkullSnake))
Cobra's MM8BDM mod updates
Weekly mod news 1/12/2024 "Week 3 of the super monkey's rework & finishing a video! As we enter the jolly time of the year!"
Bloons mod: "Super monkey optimization and more neat additions/fixes"
1. Robo monkey to Anti bloon upgrades getting small touch ups that I couldn't get done last week.
2. super monkey flight is binded to Reload now, this change was made to make it easier for super monkey robo monkey path players to cycle through items as no one wants to cycle through 3 items just to change an arm weapon, now they only need to cycle through two items "LeftArmChange" & "RightArmChange" While Tech terror & anti bloon explosion ability will be binded to Zoom.
3. Patched an exploit that would allow glaive lord/500 boomerang, to go and kill all their teammates using the glaive orbitals.
4. New damagetypes: Plasma3Layer (3layer plasma damage), PlasmaBLOONPUSH (2layer plasma damage + push) & MOABPUSH (7layer neutral damage + push)
5. Spikeball/300Dart price buffed: 580 > 720
6. Juggernaut/400Dart price buffed: 1240 > 1400
7. Super fan club/040Dart price nerfed: 4370 > 3470
8. plasma fan club/050Dart price nerfed: 26800 > 22800
9. Boomerang monkey trajectory adjusted to be way easier to hit bloons with.
Other:
1. Published video: CobrasBloonsMod: Introduction & dart monkey!
Plans for next week? I'm going to put the super monkey on hold for this week so I can work on Vclasses, I did fix the boomerang monkey trajectory as compensation for me not working on the bloons mod for the upcoming week. But I'll be back to this mod when the next mod news releases!
The trajectory for the boomerang monkey is now 40 degrees to the left or right instead of 80, while long rangs went from 55 degrees to 27.5 degrees, it does not seem interesting but they are way better to use now as you don't need to turn 45 degrees to hit your target now!
Bloons mod: "Super monkey optimization and more neat additions/fixes"
1. Robo monkey to Anti bloon upgrades getting small touch ups that I couldn't get done last week.
2. super monkey flight is binded to Reload now, this change was made to make it easier for super monkey robo monkey path players to cycle through items as no one wants to cycle through 3 items just to change an arm weapon, now they only need to cycle through two items "LeftArmChange" & "RightArmChange" While Tech terror & anti bloon explosion ability will be binded to Zoom.
3. Patched an exploit that would allow glaive lord/500 boomerang, to go and kill all their teammates using the glaive orbitals.
4. New damagetypes: Plasma3Layer (3layer plasma damage), PlasmaBLOONPUSH (2layer plasma damage + push) & MOABPUSH (7layer neutral damage + push)
5. Spikeball/300Dart price buffed: 580 > 720
6. Juggernaut/400Dart price buffed: 1240 > 1400
7. Super fan club/040Dart price nerfed: 4370 > 3470
8. plasma fan club/050Dart price nerfed: 26800 > 22800
9. Boomerang monkey trajectory adjusted to be way easier to hit bloons with.
Other:
1. Published video: CobrasBloonsMod: Introduction & dart monkey!
Plans for next week? I'm going to put the super monkey on hold for this week so I can work on Vclasses, I did fix the boomerang monkey trajectory as compensation for me not working on the bloons mod for the upcoming week. But I'll be back to this mod when the next mod news releases!
The trajectory for the boomerang monkey is now 40 degrees to the left or right instead of 80, while long rangs went from 55 degrees to 27.5 degrees, it does not seem interesting but they are way better to use now as you don't need to turn 45 degrees to hit your target now!
November. 30, 2024, 10:54 PM (Edited by Stardust Motion)
REVAMPED MM8BDM Text Color Guide
An extra note 100 news colors got added since november '24 but they currently only work on the latest zandronum build (hosted on TSPG), not on the Zandronum shipped with MM8BDM 6b
November. 29, 2024, 8:39 PM
ComHotel 🏝️
geekiegarden said:
would you become part of the hotel or would it become part of you
the map is already a part of me therefore i become part of the hotel
November. 29, 2024, 6:44 PM (Edited by dot.jpeg)
REVAMPED MM8BDM Text Color Guide
image embeds are fixed now! turns out the image host i was using shut down a couple months ago, so i'm now using catbox.moe which will hopefully serve as a more permanent choice
Trillster Administrator
what's a code
November. 28, 2024, 11:40 AM (Edited by Trillster)
[SUGGESTION] More Details on Automap
Been working through an implementation of this. It's designed to have server toggles for disabling player markers, pickup markers, and objective markers. The user also has the option to toggle player markers, objective markers, and individual pickup type markers.
On the modding end of things, map markers can easily be defined for classes and any pickup that inherits from BaseMM8BDMItem, BaseMM8BDMUseItem, and BaseMM8BDMBusterUpgrade, or BaseMM8BDMWep. In the absence of a map marker being defined, a generic default icon is shown, so it's partially optional as well. An example is of defining a weapon map marker is below, but the format is the same for every type of map marker.
Note that any sprites for class map markers should be colorized the same as their skin (blue / cyan), as the player's current translation will be copied to the map marker. Addtionally, with players having death map markers, you can additionally define a [classactorname]_Death_MapMarker actor to customize the look of that if necessary.
Due to the way that this is currently implemented, modders could actually set up support early, since barring any unexpected pushback, I think we're likely to go forward with this feature. I'll just give the obligatory caution that as with any in-development feature, there's a chance that the implementation may require changes when tested further.
On the modding end of things, map markers can easily be defined for classes and any pickup that inherits from BaseMM8BDMItem, BaseMM8BDMUseItem, and BaseMM8BDMBusterUpgrade, or BaseMM8BDMWep. In the absence of a map marker being defined, a generic default icon is shown, so it's partially optional as well. An example is of defining a weapon map marker is below, but the format is the same for every type of map marker.
// TEXTURES to create a centered sprite
sprite MAP5U0, 16, 16{offset 8, 8 patch LTRIA0, 0, 0}
...
// Actor defined in the scheme of [actorname]_MapMarker
actor LaserTridentWep_MapMarker : MapMarker
{
States
{
Spawn:
MAP5 U 2
stop
}
}
Note that any sprites for class map markers should be colorized the same as their skin (blue / cyan), as the player's current translation will be copied to the map marker. Addtionally, with players having death map markers, you can additionally define a [classactorname]_Death_MapMarker actor to customize the look of that if necessary.
Due to the way that this is currently implemented, modders could actually set up support early, since barring any unexpected pushback, I think we're likely to go forward with this feature. I'll just give the obligatory caution that as with any in-development feature, there's a chance that the implementation may require changes when tested further.
