Mega Man 8-Bit Deathmatch Forum
September. 14, 2024, 2:04 PM
Inspired BURST! -V6b Weapon Competition -Ends 9/28
Hello! Been a hot minute since I've posted, and since then, we've gotten a few submissions from our signup people!
I really appreciate the turnout so far; frankly, I'm a little surprised by it!
I'm posting again for a couple of reasons; the first is as a gentle reminder that there's only two weeks left! Remember, submissions will end by the end of the day on September 28th!
If you wanted to submit, make sure you set aside some time in the coming weeks to work on your weapon!
The other reason I'm posting is to give a small announcement; each of the judges plan to create and include their own weapons in the final pack, because we wanted to join in on the fun too. The big caveat with this is, obviously, the judge weapons will not be scored, and cannot win (or even place). We just wanted to make them for fun!
To give an example, here's my own creation, Plasma Spark, inspired by Kirby Super Star's Plasma ability!
That's about it! Thanks, everyone, for your interest in the competition; it means a lot!
I really appreciate the turnout so far; frankly, I'm a little surprised by it!
I'm posting again for a couple of reasons; the first is as a gentle reminder that there's only two weeks left! Remember, submissions will end by the end of the day on September 28th!
If you wanted to submit, make sure you set aside some time in the coming weeks to work on your weapon!
The other reason I'm posting is to give a small announcement; each of the judges plan to create and include their own weapons in the final pack, because we wanted to join in on the fun too. The big caveat with this is, obviously, the judge weapons will not be scored, and cannot win (or even place). We just wanted to make them for fun!
To give an example, here's my own creation, Plasma Spark, inspired by Kirby Super Star's Plasma ability!
That's about it! Thanks, everyone, for your interest in the competition; it means a lot!
September. 10, 2024, 11:06 PM
The colour of the letters in the player's nickname
Sorry about the delayed response, but we have a section on our Wiki dedicated to teaching this!
August. 2, 2024, 12:57 AM
Inspired BURST! -V6b Weapon Competition -Ends 9/28
Premade weapons are fine (and would also be hard to verify on our end anyway) so submit to your heart's content!
I also updated the rules a bit to specify that Megaman fangames are also off the table.
I also updated the rules a bit to specify that Megaman fangames are also off the table.
August. 2, 2024, 1:07 AM (Edited by Korby)
Inspired BURST! -V6b Weapon Competition -Ends 9/28
Welcome to
Inspired BURST!
Inspired BURST!

Utilizing the tech introduced in v6b that eases weapon creation and carrying on the spirit of the INSPIRE competition from years ago, Inspired BURST! is a new weapon creation competition focused on adapting things from other games into MM8BDM weapons!
"But Korby, I am not good at creating weapons!" you say to yourself, as I cannot hear you through your monitor. "How could I possibly win?!"
Good news, strawman I have invented! On the Official MM8BDM Wiki, we have two, count them TWO very detailed weapon tutorials! That's right, we've got a beginner's guide to using the V6B tools to make a weapon, and even an advanced one showing some of the more complicated tools!
If that's still not enough for you, I'm sure someone would be happy to help you in the MM8BDM Discord! Probably.
This competition will work in two stages; A submission stage and a judging stage.
Submissions will run until September 28th!
Afterward, the judging stage begins!
The three of us judges, Russel, Trillster, and myself (Korby) will attempt to have judging done by October 12th.
The goal of this phase is to have public servers running the weapons in a variety of modes to see how they play in real matches!
The first place winner of this competition will receive the

Second and Third place winners of this competition will instead receive the

Without further adieu, here are the official rules!
July. 26, 2024, 9:51 PM (Edited by Korby)
FIGHTING PALETTES - Now supports Gondola v2.7!
Updated to support GondFM 72.5!
FP Gondola Support v1a ---> v1b
-- Fixed an error that occurred with Sunstar's skin because of necessary file replacements in FP.
-- Added in additional translation colors for all of Sunstar's Palettes for his rework in GondFM-72.5
-- Added in an additional translation color for the sprite Fuseman himself turns into while dashing/using his Speed Gear. This does not affect the blue trail he spawns while dashing, as that does not change color with anything related to the player's translations.
The download on the first post has been updated as a result.
FP Gondola Support v1a ---> v1b
-- Fixed an error that occurred with Sunstar's skin because of necessary file replacements in FP.
-- Added in additional translation colors for all of Sunstar's Palettes for his rework in GondFM-72.5
-- Added in an additional translation color for the sprite Fuseman himself turns into while dashing/using his Speed Gear. This does not affect the blue trail he spawns while dashing, as that does not change color with anything related to the player's translations.
The download on the first post has been updated as a result.
June. 17, 2024, 10:35 PM (Edited by Korby)
FIGHTING PALETTES - Now supports Gondola v2.7!
Not with how Fighting Palettes is set up, no.
It uses actor arguments as the main driving force, and you can only have five of those on an actor.
It uses actor arguments as the main driving force, and you can only have five of those on an actor.
April. 12, 2025, 9:05 PM (Edited by Korby)
FIGHTING PALETTES - Now supports Gondola v2.7!
Gondola Support Palette List
You can find all of these on Duel Hub's dedicated page to Fighting Palettes, but I'll list them here too for posterity.
April. 12, 2025, 11:40 PM (Edited by Korby)
FIGHTING PALETTES - Now supports Gondola v2.7!

Fighting Palettes
Fighting game-styled palette swaps for classes!
Download Fighting Palettes v1 (TSPG)
- Download FP Gondola Palettes v2a (TSPG)
- Coming Soon: FP Venice's Bridge Palettes
Fighting Palettes by itself is a framework developed by Trillster that enables the ability to define and use 5 additional palettes for any translation in the game when used by a specific defined class.
This is a really powerful tool that enabled a brainworm that I've had for a very long time; giving every class in the game additional palettes for non-team games, both to make mirror matches readable and to allow for more personalization.
FP Gondola Palettes is developed by myself and Pegg and contains 6 unique palettes for every single class in the game.
That's about 800 palettes in total! In addition, every class skin included in Gondola is supported; some of them might even have unique touches, so have fun experimenting!

Changelog:
FP Gondola Support v1b ---> v2a
-- Added new palettes for Blockman and Impactman. Previews have been added to the second post of this thread!
-- Corrected the palette numbers for the MM11 classes to match the updated numbers in Gondola.
-- No other changes! If you find any issues make sure to let me know, because as far as I know nothing has needed updating. Yay!
FP Gondola Support v1a ---> v1b
-- Fixed an error that occurred with Sunstar's skin because of necessary file replacements in FP.
-- Added in additional translation colors for all of Sunstar's Palettes for his rework in GondFM-72.5
-- Added in an additional translation color for the sprite Fuseman himself turns into while dashing/using his Speed Gear. This does not affect the blue trail he spawns while dashing, as that does not change color with anything related to the player's translations.
FAQs:
Making Your Own:
June. 2, 2024, 5:10 PM
[SUGGESTION] More Details on Automap
I've long since wanted and pushed for more automap usage in stuff I make so I'm in support of utilizing it more.
I know part of the reason we historically haven't is so that mods can use whatever behavior they want, but I'm not sure what the team's general opinion on it is nowadays.
I know part of the reason we historically haven't is so that mods can use whatever behavior they want, but I'm not sure what the team's general opinion on it is nowadays.
June. 1, 2024, 10:56 PM
How do I shoot the Mega Buster?
In Mega Man 8 Bit Deathmatch: Class Based Modification: Gondola Patch, explaining the birds and the bees would be akin to teaching someone the fundamentals of the game's mechanics and strategies.
The "birds" could represent the various flying enemies in the game, such as the Birdo enemies from the Mega Man series. Just like in the game, you need to understand their patterns and weaknesses to navigate levels successfully.
The "bees" might refer to the swarming enemy types, like the infamous Met enemies, which often attack in groups and require precise timing and aiming to defeat without taking damage.
To explain these concepts further, imagine you're in a level filled with flying foes (birds) and swarms of aggressive enemies (bees). You'd need to use your weapons strategically, jump accurately, and dodge effectively to progress without getting overwhelmed. Much like understanding the birds and the bees in real life, mastering these mechanics in the game requires patience, practice, and keen observation.
The "birds" could represent the various flying enemies in the game, such as the Birdo enemies from the Mega Man series. Just like in the game, you need to understand their patterns and weaknesses to navigate levels successfully.
The "bees" might refer to the swarming enemy types, like the infamous Met enemies, which often attack in groups and require precise timing and aiming to defeat without taking damage.
To explain these concepts further, imagine you're in a level filled with flying foes (birds) and swarms of aggressive enemies (bees). You'd need to use your weapons strategically, jump accurately, and dodge effectively to progress without getting overwhelmed. Much like understanding the birds and the bees in real life, mastering these mechanics in the game requires patience, practice, and keen observation.