Megaman 8-Bit Deathmatch - Released!

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Re: Megaman 8-Bit Deathmatch - Released!

Postby Jimmy » Thu Oct 14, 2010 3:06 pm

Why is Dark Man 4 a bot, though? He doesn't behave one bit like a bot, and he'd work far better as a regular monster, in my opinion. :|
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Cutmanmike » Thu Oct 14, 2010 3:10 pm

Jimmy wrote:Why is Dark Man 4 a bot, though? He doesn't behave one bit like a bot, and he'd work far better as a regular monster, in my opinion. :|


He originally walked around like a bot but it was too hard, so I left it like that and just made him jump around instead.
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Re: Megaman 8-Bit Deathmatch - Released!

Postby .+:icytux:+. » Fri Oct 15, 2010 6:56 am

Cutmanmike wrote:You can't save when bots are in the game, and doc robots and Dark Man 4 happen to be bots!


You should have made a dummy map right before that map with just a autosave and then nextlevel
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Jimmy » Sun Oct 17, 2010 9:49 am

I've gotten to the final battle with Gamma.

What the hell do I do? :|
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Cutmanmike » Sun Oct 17, 2010 9:57 am

Proto man gives you hints if you wait around
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Jimmy » Sun Oct 17, 2010 10:02 am

The only hints I've gotten so far are "find a weak spot" and "use your most powerful weapon".

Both of those hints are of virtually no use to me.
(1) He's fucking huge.
(2) I have like 40 different weapons to choose from.

I've tried everything I can think of and I'm at a loss. Help... :(

EDIT: Okay, figured it out. But still. Talk about difficult. :stuppor:
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Ryan Cordell » Tue Oct 19, 2010 6:55 am

Spam the Pause button :P
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Cutmanmike » Tue Oct 19, 2010 7:03 am

Jimmy wrote:EDIT: Okay, figured it out. But still. Talk about difficult. :stuppor:


Punishment for not playing Mega Man 3! :mrgreen: Glad you worked it out, I forgot to reply to this post sorry.
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Ethril » Tue Oct 19, 2010 9:43 am

Jimmy wrote:The only hints I've gotten so far are "find a weak spot" and "use your most powerful weapon".


It's been ages since I played through Megaman 3, but I'm pretty sure that whenever you have to fight a giant robot/monster/etc., the weak point is almost invariably the head.

And, again, I don't remember what Gamma was actually weak against, but Top Spin seems a likely candidate, because:
A. It was actually in MM3,
and
B. It is the most powerful weapon in the entire series, bar none. (Not the most USEFUL, mind you; That one goes to Metal Blade)
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Re: Megaman 8-Bit Deathmatch - Released!

Postby wpninja » Wed May 04, 2016 12:07 am

Man this mod is like 7 years old and still going strong online. I know people normally don't like projects being bumped but this mod to me is well deserving. The map textures and layouts are fantastic and the gameplay with all the characters is just as fun as ever. This mod has done well to withstand the test of time imo.
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Re: Megaman 8-Bit Deathmatch - Released!

Postby ibm5155 » Wed May 04, 2016 4:26 am

Nice 6 years bump...
Hi bump thread, here we go.
Also, relax ketchup guy your re not crazy for decorating the thread number :p
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Deviluke Roy » Wed May 04, 2016 10:22 am

Oh MM8BDM. You're making the MM9 stages and bosses and bots and skins and blub. I stopped playing you some time ago. Eh. I perfered fighting bots than fighting bosses. Also, what about Mission mode? Ya know, the part where you fight megaman enemies and I remember hearing someone thinking of remaking doom in it and IDK. Wait, what was I talking about again?
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Re: Megaman 8-Bit Deathmatch - Released!

Postby wildweasel » Wed May 04, 2016 10:34 am

ibm5155 wrote:Nice 6 years bump...
Hi bump thread, here we go.
Also, relax ketchup guy your re not crazy for decorating the thread number :p

I swear to god, can you call me anything else but "ketchup guy"? I haven't used that avatar for like half a year now specifically because of that.
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Re: Megaman 8-Bit Deathmatch - Released!

Postby FaggoStorm » Wed May 04, 2016 11:20 am

Deviluke Roy wrote:Oh MM8BDM. You're making the MM9 stages and bosses and bots and skins and blub. I stopped playing you some time ago. Eh. I perfered fighting bots than fighting bosses.


Yes. They are going to add MM9, MM10 and MMV to the game.

Also, there are still bots. It works like this: You defeat every robot master stage (full of bots; no bosses) and then you need to complete a bonus stage (no bots; one or more bosses).
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Re: Megaman 8-Bit Deathmatch - Released!

Postby Deviluke Roy » Wed May 04, 2016 12:22 pm

wildweasel wrote:I swear to god, can you call me anything else but "ketchup guy"? I haven't used that avatar for like half a year now specifically because of that.

Huh, never knew that before.

FaggoStorm wrote:
Deviluke Roy wrote:Oh MM8BDM. You're making the MM9 stages and bosses and bots and skins and blub. I stopped playing you some time ago. Eh. I perfered fighting bots than fighting bosses.


Yes. They are going to add MM9, MM10 and MMV to the game.

Also, there are still bots. It works like this: You defeat every robot master stage (full of bots; no bosses) and then you need to complete a bonus stage (no bots; one or more bosses).

...Huh? Did I ask how the campaign worked?

Anyways, I just decided to reply here because of past mm8bdm experiences. There's a billion skins for that mod and unlike doom, nobody uses the base skin. Seriously.

But eh. MM8BDM is what it is, even if I don't play it anymore. Wait, what was I going to say? Oh well.
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