Mega Man 8-Bit Deathmatch Forum
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July. 1, 2024, 9:34 PM
Cobra's MM8BDM mod updates
I'll post a few images of how the platformer mod is looking currently.

The background bugged out when I took the photo, damn.

Newest enemy added! took 10 minutes to add em. This room needs renovations, I'll make it look better in time.
I feel like I'll get quite a bit done this week, enjoy the week everyone!

The background bugged out when I took the photo, damn.

Newest enemy added! took 10 minutes to add em. This room needs renovations, I'll make it look better in time.
I feel like I'll get quite a bit done this week, enjoy the week everyone!
July. 1, 2024, 9:25 PM (Edited by El cobra(SkullSnake))
Cobra's MM8BDM mod updates
NOTE: I live in australia so my date is read by DAY/MONTH/YEAR, just saying that now to avoid any confusion!
Weekly mod news 2/6/2024 "The final additions before the online tests"
Platformer mod: "Levels & more"
1. started and finished a difficult level (bonus sky stage "hope you don't have a fear of heights!")
2. made a hub world where players can select the level they want to play (has same rules as MMX campaign mod you need the leader to pick the stage)
3. level select if functional but once you get on the stage select you can't get off until the stage is selected. (still needs adjustment)
4. made a hud for Alric class, not that big of a deal
5. An extra weapon has been made for those who are able to pass a difficult level. It has the best parts of two weapons in this one!
6. weapons from the platformer mod can pick up ammo now,
7. Fixed an unseen issue of losing copyweps on death, that would of struck fear into those who like their weapons so I patched it.
Other:
n/a
Plans for next week? I feel like taking a good break from mod works for a good week or two to get videos done and do more fun things. I'll be doing testing and see what'll come to the mods, they are currently private but I'll make them public one day.

An old screenshot during the week, but one I find funny.
Weekly mod news 2/6/2024 "The final additions before the online tests"
Platformer mod: "Levels & more"
1. started and finished a difficult level (bonus sky stage "hope you don't have a fear of heights!")
2. made a hub world where players can select the level they want to play (has same rules as MMX campaign mod you need the leader to pick the stage)
3. level select if functional but once you get on the stage select you can't get off until the stage is selected. (still needs adjustment)
4. made a hud for Alric class, not that big of a deal
5. An extra weapon has been made for those who are able to pass a difficult level. It has the best parts of two weapons in this one!
6. weapons from the platformer mod can pick up ammo now,
7. Fixed an unseen issue of losing copyweps on death, that would of struck fear into those who like their weapons so I patched it.
Other:
n/a
Plans for next week? I feel like taking a good break from mod works for a good week or two to get videos done and do more fun things. I'll be doing testing and see what'll come to the mods, they are currently private but I'll make them public one day.

An old screenshot during the week, but one I find funny.
June. 30, 2024, 4:51 AM
Cobra's MM8BDM mod updates
Finally, some new cobra mod news
Weekly mod news 30/6/2024 "Back to modwork!"
Bloons mod: "Fixing a price slip-up and small bugs"
1. fixed an exploit of all charms except regen being able to be grabbed for free.
2. fixed charm vendors collision, now they are non-solid so people can't cheese the mod as easily
Platformer mod: "Fix the bugs"
1. fixed camera not spawning after death, now the mod can be played in multiplayer without running into a softlock.
Other:
completed the final video early june mod testing CobrasBloonsModV2Beta
Plans for next week? To hammer work into both the bloons mod & platformer mods
Weekly mod news 30/6/2024 "Back to modwork!"
Bloons mod: "Fixing a price slip-up and small bugs"
1. fixed an exploit of all charms except regen being able to be grabbed for free.
2. fixed charm vendors collision, now they are non-solid so people can't cheese the mod as easily
Platformer mod: "Fix the bugs"
1. fixed camera not spawning after death, now the mod can be played in multiplayer without running into a softlock.
Other:
completed the final video early june mod testing CobrasBloonsModV2Beta
Plans for next week? To hammer work into both the bloons mod & platformer mods
June. 29, 2024, 1:33 PM (Edited by PinkRoboBlaster)
Bubble-gun weapon
Bubbles as a weapon? It would never wor-




The Bubble-gun allows you to fire a stream of bubbles that deal decent damage, but deal even more damage if you let them travel for a while. Be careful though! If you fire too many bubbles then you will need to recharge after your done, or risk bad accuracy or bubbles not coming out at all!
This mod also replaces in the instagib mode, Instead of getting those trash metal blades you instead get a infinite-ammo version of the bubble gun! However, the bubbles from this gun must travel for a while until they can deal damage.
Try aiming at ceilings or walls to get best use of this weapon!
(This mod uses custom bar slot 10 and 11)
Latest Version:
1.0
Trillster Administrator
what's a code
June. 28, 2024, 8:18 PM (Edited by Trillster)
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Download Links
Making sure that your project is readily accessible goes a long way, so please keep an up-to-date download link in your project thread. Do not obscure download links behind Discord servers or anything of that sort. We personally recommend uploading your PK3 and WAD files to The Sentinel's Playground. This is the service most commonly used for hosting servers, so by uploading your files here, you make it easier for people to play using your projects.
Version Your Files
Whenever naming your project's files, add a version suffix such as "v1" or "v1a" then increment it for each new version after. Versioning your files helps people to know whenever your projects have been updated and helps server clusters such as TSPG differentiate different versions of projects.
Hosting / Playing Instructions
If your project has a more complicated load order, such as requiring multiple files in a specific order or requiring a specific map rotation, it can be helpful to provide instructions on how to get its load order right. Even further, you may want to consider providing and maintaining a server configuration that people can use to host servers more easily.
Modding Documentation
If your project makes use of DoomED numbers, ClassBase slots, CustomBar slots, translation IDs, etc, we ask that you please mirror your project to the wiki's Mod List. This is a spot where modders can document any information about their project that may cause it to conflict with other projects. By documenting this information, you make it easier for people to make compatible content!
In lieu of a formal project submission process, all we ask is that you follow these suggested guidelines below. If your thread breaks too many of these guidelines, we may ask you to make adjustments to it.
Show, Don't Tell
People enjoy seeing projects much more than reading about them. Including screenshots or even videos in your thread makes it more appealing and better encourages people to give your project a shot.
Give Credits
If your project contains the work of others, please provide a list of credits in the project and / or thread. It's just the right thing to do, simple as that.
Discord =/= Storage
Don't use Discord as a storage location! If you use media embed links from Discord in your project threads, you will quickly see broken images and download links. Discord's media links expire after a certain amount of time, so they're not a good fit for forums. If you need to serve an image in your thread, Imgur is a tried and true staple.
Download Links
Making sure that your project is readily accessible goes a long way, so please keep an up-to-date download link in your project thread. Do not obscure download links behind Discord servers or anything of that sort. We personally recommend uploading your PK3 and WAD files to The Sentinel's Playground. This is the service most commonly used for hosting servers, so by uploading your files here, you make it easier for people to play using your projects.
Version Your Files
Whenever naming your project's files, add a version suffix such as "v1" or "v1a" then increment it for each new version after. Versioning your files helps people to know whenever your projects have been updated and helps server clusters such as TSPG differentiate different versions of projects.
Hosting / Playing Instructions
If your project has a more complicated load order, such as requiring multiple files in a specific order or requiring a specific map rotation, it can be helpful to provide instructions on how to get its load order right. Even further, you may want to consider providing and maintaining a server configuration that people can use to host servers more easily.
Modding Documentation
If your project makes use of DoomED numbers, ClassBase slots, CustomBar slots, translation IDs, etc, we ask that you please mirror your project to the wiki's Mod List. This is a spot where modders can document any information about their project that may cause it to conflict with other projects. By documenting this information, you make it easier for people to make compatible content!
June. 25, 2024, 5:50 AM (Edited by Hilman170499)
Mega Man Powered Up
Archive & Changelog
Note:We're still missing other, older versions of the map pack. If anyone has an archive of those older versions and the corresponding changelogs, I would appreciate getting a look at them.
Note:We're still missing other, older versions of the map pack. If anyone has an archive of those older versions and the corresponding changelogs, I would appreciate getting a look at them.
June. 25, 2024, 5:49 AM (Edited by Hilman170499)
Mega Man Powered Up

Welcome! A while back, I was given reins to this project by the original developers of the Powered Up expansion.
For the uninitiated, older versions of core MM8BDM had no content from Mega Man Powered Up. An expansion was created featuring content from that remake, and a custom campaign.
The goal here is to establish a new expansion featuring an original set of maps and campaigns. The project is currently WIP, though in the meantime, here's some relevant content to enjoy.
Maps
"Old Style"
A map pack taken from the original expansion, slightly tweaked to fit to standards established by v6b. Features 12 maps with remixed music from Mega Man Powered Up.
Download Here!
Skins
A standalone skin pack made for the original expansion. It features 14 custom skins:
-12 alternate Roll skins, based on her DLC costumes from Mega Man Powered Up.
-"FC" versions of Time Man and Oil Man.
Download Here!
Expansions
Original Expansion
The original Mega Man Powered Up expansion. A full package featuring:
-13 custom skins
-2 weapons + 2 Buster upgrades
-12 custom maps
-A custom campaign
WARNING: This is an outdated mod made for older versions of the game. Glitches abound!
Download Here!
June. 24, 2024, 12:48 PM (Edited by __Sidle)
Campaign Language Lump (v6b ONLY)
A bunch more of MM8BDM's text contents have now been put into LANGUAGE files, for easy access and manipulation.
Doing quick goofy edits for your own personal pleasure? Or perhaps translation work for other regions of the world to enjoy? This has you covered!

(campaign) - All of the boss cutscenes, NPC conversations, and more that's directly hooked into the maps and acs involved in the singleplayer story campaign. Beyond massive!
(credits) - The many contributors to vanilla MM8BDM.
(mapname) - The human readable name of each map. It's basically just a list of a hundred guys and random buildings.
(music) - Song titles, source game, and composer/arranger. (Features every boss/intense track!)
(wepitmhzrd) - All of the weapon/item/hazard obituaries, pick up messages, inventory tags, and training room descriptions.
(menu) - A small few menu related things that already existed in vanilla.
How to customize text:
Notes:
Doing quick goofy edits for your own personal pleasure? Or perhaps translation work for other regions of the world to enjoy? This has you covered!

(campaign) - All of the boss cutscenes, NPC conversations, and more that's directly hooked into the maps and acs involved in the singleplayer story campaign. Beyond massive!
(credits) - The many contributors to vanilla MM8BDM.
(mapname) - The human readable name of each map. It's basically just a list of a hundred guys and random buildings.
(music) - Song titles, source game, and composer/arranger. (Features every boss/intense track!)
(wepitmhzrd) - All of the weapon/item/hazard obituaries, pick up messages, inventory tags, and training room descriptions.
(menu) - A small few menu related things that already existed in vanilla.
How to customize text:
- - Open "cmpgn.lang.pk3" in SLADE and search for the keyword you want. Ctrl+F is your friend! Please do not copypaste the entire contents of the wad into your own, keep it lightweight and just grab the bare minimum of what you need.
- Create a new .pk3 of your own, and create a "LANGUAGE.txt" file inside it. You can change "txt" into a more useful descriptor as long as you have "LANGUAGE." with the period in front.
- Inside, put your desired language identifier code in brackets as the header of the file. Anything under [default] is what's loaded in case a given language lacks a replacement for that keyword. The code [enu] (English United States) is the standard for this.
- Copy the keyword exactly, and put your replacement in quotes. Don't forget the equals sign in-between, and the ending semicolon.
- Load "cmpgn.lang.pk3" before your new replacement file when starting up the game. Type "language idcode" in the console to set your visible language, or "language default" otherwise.
Notes:
- - Zandronum currently only supports Basic Latin and Latin-1 Supplement glyphs. Apologies to aspiring メガマン:8ビット・デスマッチ players.
- Not all fonts currently in MM8BDM have images for every possible glyph. Some have a default glyph to fall back on, while others are just invisible.
