Megaman 8-Bit Deathmatch - Released!

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Project Shadowcat
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Re: Megaman 8-Bit Deathmatch

Post by Project Shadowcat »

MSN, Live, what the fuck ever, we all know it's the same damn thing.
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FuzzballFox
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Re: Megaman 8-Bit Deathmatch

Post by FuzzballFox »

Question: What are you doing in the way of music? Are you using midi files or the real game music?

Also- Happy birthday! :P
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Re: Megaman 8-Bit Deathmatch

Post by Cutmanmike »

Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
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Re: Megaman 8-Bit Deathmatch

Post by FuzzballFox »

Cutmanmike wrote:Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
Ah I see, that would reduce the size greatly I should imagine~ because of this does that mean that the tracks would behave as they would ingame? Such as the way the tracks loop etc
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Re: Megaman 8-Bit Deathmatch

Post by DoomRater »

That would be the point of using them, yes.
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Re: Megaman 8-Bit Deathmatch

Post by Xaser »

leileilol wrote:We call that Live Messenger now
Either way, it's Windows Dead to me. :(
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Re: Megaman 8-Bit Deathmatch

Post by leileilol »

Cutmanmike wrote:Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
If I were Cutmanmike i'd go boom and just do .it files or even .mod files of all songs required so lagecy, odemax, and zdoamen can play them too.
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Cutmanmike
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Re: Megaman 8-Bit Deathmatch

Post by Cutmanmike »

leileilol wrote:
Cutmanmike wrote:Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
If I were Cutmanmike i'd go boom and just do .it files or even .mod files of all songs required so lagecy, odemax, and zdoamen can play them too.
All those ports would have to support all the new crap I'm putting in though.

BUT if you wanna help me with that music task... :wub:
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Re: Megaman 8-Bit Deathmatch

Post by Gez »

leileilol wrote:If I were Cutmanmike i'd go boom and just do .it files or even .mod files of all songs required so lagecy, odemax, and zdoamen can play them too.
None of those support DECORATE anyway, so the rest of the mod would still not be playable.
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Re: Megaman 8-Bit Deathmatch

Post by Ryan Cordell »

In other words.. Screw those ports. :P
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Cutmanmike
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Re: Megaman 8-Bit Deathmatch

Post by Cutmanmike »

Using mods (it files or whutever) would be handy in the mean time until Skulltag updates to a later version of ZDoom. I did have this one site that used to have collections of all kinds of mods for video games, 8-bit renditions and not. I can't remember what it was called though...
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Re: Megaman 8-Bit Deathmatch

Post by HotWax »

Dammit, Cutty. I don't know how you make this stuff come out so well. I've been wanting to do a Megaman-themed WAD forever, and even started mapping and scripting a few times, but I don't have anything that looks remotely as good as the shots in this thread. Blargh! :blergh:

Well, if you need any ACS help, let me know. Also, what happened to Fireman's stage in your list thar? :shrug:
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Re: Megaman 8-Bit Deathmatch

Post by Cutmanmike »

Fireman's right there! *shifty eyes*

Not sure how much ACS work will be involved, probably not a lot as most of what I've done so far is DECORATE. The only ACS I've used is "if he picks up a gun, remove all guns and set it to the new one" which isn't exactly rocket science. We'll see though.

You may be able to help me out with something non ACS related though :P.
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Re: Megaman 8-Bit Deathmatch

Post by DoomRater »

If you wanna be a DECORATE nut about it, I'm pretty sure you don't even need ACS for that!
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Re: Megaman 8-Bit Deathmatch

Post by Gez »

DoomRater wrote:If you wanna be a DECORATE nut about it, I'm pretty sure you don't even need ACS for that!
For the gun removal thing? Yeah, if you use custom inventories instead of weapons for the map objects. But then they wouldn't behave like weapons do in deathmatch (e.g., weaponstay stuff).

Hmm, an INVENTORY.ACTASWEAPON flag could be useful to generalize this weaponstay behavior to select non-weapon items.
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