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Cobra's MM8BDM mod updates
El cobra(SkullSnake) • June. 2, 2024, 3:29 AM
September. 8, 2024, 2:27 AM
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Weekly mod news 8/9/2024 "Two days of mod works, I thought I would do more..."
Bloons mod: "ninja monkey week"
1. ninja monkey hud redrawn with a smoother animation and more frames, but firing speed nerfed by 5 frames as a balance the class out so the dart monkey doesn't feel outclassed right off the bat. (only default has this so far)
2. removed divert, blast, & sabo scrolls, as they did very little for gameplay. I've added a new system for the ninja monkey scrolls as an automatic buff giver, shinobi tactics ninja monkeys have a radius that gives the buff to ninja monkeys nearby without the worry of throwing a scroll. *I may add the other scrolls back if I manage to make them more fun to use.*
3. new upgrades for ninja monkey, introducing the Sai & Katana upgrades & smoke bomb ability. Huds are made for these as well.
Sai: stab in front of you using a Sai popping two layers to the target bloon! costs $100
Katana: swing your katana from right to left dealing 3 layers onto 7 bloons in one swing! can pop lead in a single slice and deals great damage to all other bloons! costs $800
Crouching Monkey/Smoke Bomb: hold reload for 2 seconds to gain access to a super fast movement option and be immune to damage for 2 seconds. costs $1000
Shadow Clone: Press zoom and a shadow clone of yourself will fight bloons for a short amount of time all of your abilities are applied to him as well. But has a long cooldown. costs $2000
Platformer mod: "Moving platforms"
1. MM5's rotating platform implemented, I also added the functionality of snake blocks from the proto castle stages I just need to make a proper snake block actor.
Other:
1. started working on a video: Vclasses shenanigans 4
Plans for next week? I want to get a video done for the upcoming week but keep working on the ninja monkey as I feel like I've found something that will make him really fun to play as, you're fast but fragile so why not have more tools and options to escape danger if you ever get caught?
Now I just need to get the huds for the rest of the ninja monkey upgrades, make more shadow clones as they get stronger depending on your upgrades. And finally work on the flash bomb & sticky bomb reworks cause they really need one!
Bloons mod: "ninja monkey week"
1. ninja monkey hud redrawn with a smoother animation and more frames, but firing speed nerfed by 5 frames as a balance the class out so the dart monkey doesn't feel outclassed right off the bat. (only default has this so far)
2. removed divert, blast, & sabo scrolls, as they did very little for gameplay. I've added a new system for the ninja monkey scrolls as an automatic buff giver, shinobi tactics ninja monkeys have a radius that gives the buff to ninja monkeys nearby without the worry of throwing a scroll. *I may add the other scrolls back if I manage to make them more fun to use.*
3. new upgrades for ninja monkey, introducing the Sai & Katana upgrades & smoke bomb ability. Huds are made for these as well.
Sai: stab in front of you using a Sai popping two layers to the target bloon! costs $100
Katana: swing your katana from right to left dealing 3 layers onto 7 bloons in one swing! can pop lead in a single slice and deals great damage to all other bloons! costs $800
Crouching Monkey/Smoke Bomb: hold reload for 2 seconds to gain access to a super fast movement option and be immune to damage for 2 seconds. costs $1000
Shadow Clone: Press zoom and a shadow clone of yourself will fight bloons for a short amount of time all of your abilities are applied to him as well. But has a long cooldown. costs $2000
Platformer mod: "Moving platforms"
1. MM5's rotating platform implemented, I also added the functionality of snake blocks from the proto castle stages I just need to make a proper snake block actor.
Other:
1. started working on a video: Vclasses shenanigans 4
Plans for next week? I want to get a video done for the upcoming week but keep working on the ninja monkey as I feel like I've found something that will make him really fun to play as, you're fast but fragile so why not have more tools and options to escape danger if you ever get caught?
Now I just need to get the huds for the rest of the ninja monkey upgrades, make more shadow clones as they get stronger depending on your upgrades. And finally work on the flash bomb & sticky bomb reworks cause they really need one!
September. 15, 2024, 4:07 AM
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Weekly mod news 15/9/2024 "Code optimisation, ninja week & moving platforms"
Bloons mod: "ninja monkey week"
1. More ninja monkey HUDs done! Sai & Katanas included!
2. optimization of monkey code, Now I use item handlers to decide what version of a projectile the player shoots, speed increases are still done with jump states but are A_JUMP instead of A_JUMPIFINVENTORY. This was done not just to reduce file size but also kill two problems with one fix the other issue will come around in V3 of the mod.
3. Seeking shuriken gets buffed to have even stronger seeking abilities, if you aim at a bloon the moment you throw the shuriken it will seek it out unless if a wall is in the way.
4. sniper monkey also got the code optimization item treatment reducing file size by more than 50% per upgrade!
5. Flash bomb reworked to have a pierce cap of 20 but apply a new debuff "Stun" to all bloons caught in the explosion also the radius & height of the bomb was nerfed, 32 > 8 This makes it harder to hit the bomb but if it connects the explosion gets more bloons.
6. New debuffs!:
FlashBomb & ExplosiveStun: both do the same thing as they stun bloons in place for 4 seconds, Explosive stun does not affect black bloons
Distraction: applies a debuff that makes bloons move off course and unable to attack for 4 seconds! Does not affect MoabClass.
DistractFlashBomb: applies FlashBomb's ability & adds distraction's ability after the stun wears off.
7. stickybomb damage types apply a powerful bomb to moab class that explodes after a few seconds!
Platformer mod: "Moving platforms"
1. made moving platforms
Other:
1. worked on a video: Vclasses shenanigans 4
Plans for next week? I want to get a video done for the upcoming week. Mod focus is still on Bloons mod, this time will be aimed at the glue monkey and fixing his charge attacks and making other paths good competitors.
After implementing proper functionality of sticky bomb I found out that if I wanted the super monkey to still keep the role of "stronger than everyone but has expensive upgrades" I'd have to do some real good balancing to make him strong in the new version but not too strong or expensive. He's the most tanky class in the mod but his upgrades don't do him much so I'll have to thoroughly go through every upgrade to make him keep up with the newly reworked & buffed classes.
Here is who I have left to do before the final bloons mod touches:
Dart monkey (Done, just needs a little code optimization)
Boomerang (Pending rework)
Glue monkey/gunner (mostly done, needs buffs to other paths to make them hold a candle to the dominant top path)
Sniper monkey (Done)
Mortar monkey (Pending rework)
Super monkey (Pending rework, will be done last due to his more powerful & complex upgrades + balance)
Ninja monkey (Done, just need to add the Ninja melee weapons & Techniques to his shop)
Bloons mod: "ninja monkey week"
1. More ninja monkey HUDs done! Sai & Katanas included!
2. optimization of monkey code, Now I use item handlers to decide what version of a projectile the player shoots, speed increases are still done with jump states but are A_JUMP instead of A_JUMPIFINVENTORY. This was done not just to reduce file size but also kill two problems with one fix the other issue will come around in V3 of the mod.
3. Seeking shuriken gets buffed to have even stronger seeking abilities, if you aim at a bloon the moment you throw the shuriken it will seek it out unless if a wall is in the way.
4. sniper monkey also got the code optimization item treatment reducing file size by more than 50% per upgrade!
5. Flash bomb reworked to have a pierce cap of 20 but apply a new debuff "Stun" to all bloons caught in the explosion also the radius & height of the bomb was nerfed, 32 > 8 This makes it harder to hit the bomb but if it connects the explosion gets more bloons.
6. New debuffs!:
FlashBomb & ExplosiveStun: both do the same thing as they stun bloons in place for 4 seconds, Explosive stun does not affect black bloons
Distraction: applies a debuff that makes bloons move off course and unable to attack for 4 seconds! Does not affect MoabClass.
DistractFlashBomb: applies FlashBomb's ability & adds distraction's ability after the stun wears off.
7. stickybomb damage types apply a powerful bomb to moab class that explodes after a few seconds!
Platformer mod: "Moving platforms"
1. made moving platforms
Other:
1. worked on a video: Vclasses shenanigans 4
Plans for next week? I want to get a video done for the upcoming week. Mod focus is still on Bloons mod, this time will be aimed at the glue monkey and fixing his charge attacks and making other paths good competitors.
After implementing proper functionality of sticky bomb I found out that if I wanted the super monkey to still keep the role of "stronger than everyone but has expensive upgrades" I'd have to do some real good balancing to make him strong in the new version but not too strong or expensive. He's the most tanky class in the mod but his upgrades don't do him much so I'll have to thoroughly go through every upgrade to make him keep up with the newly reworked & buffed classes.
Here is who I have left to do before the final bloons mod touches:
Dart monkey (Done, just needs a little code optimization)
Boomerang (Pending rework)
Glue monkey/gunner (mostly done, needs buffs to other paths to make them hold a candle to the dominant top path)
Sniper monkey (Done)
Mortar monkey (Pending rework)
Super monkey (Pending rework, will be done last due to his more powerful & complex upgrades + balance)
Ninja monkey (Done, just need to add the Ninja melee weapons & Techniques to his shop)
September. 21, 2024, 9:21 PM (Edited by El cobra(SkullSnake))
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Weekly mod news 22/9/2024 "Ninjas & glue reworks & touch ups"
Bloons mod: "Final ninja additions & glue monkey's reworks"
1. Sticky bomb now properly works on all moab class bloons and has had a damage nerf so you can't one-shot MOABs with a 004 sticky bomb, but you can one shot a MOAB to a fortified BFB with a 005 sticky bomb!
2. ninja monkey shop updated to allow purchase of the newly added ninja melee weapons & techniques.
3. fixed a bug that would give shinobi buffs without being a shinobi tactics ninja monkey.
4. Upgraded shadow doubles are now implemented, some gain new attacks with certain upgrades, top path has powerful dash attacks, middle path can sabotage bloons & the bottom path can throw caltrops and drop bombs from above.
5. Ninja monkey flash bombs & sticky bombs are now fired if you use altfire mid-air, a caltrop will be thrown if you are on the ground. (For other paths with 002 crosspath altfire will just throw a caltrop unless you have a full ability bar.)
6. glue monkey code optimized
7. Glue monkey middle path charge shot changed to a glue stream that launches the user backward with high pierce, the old one was a glue pillar that would rain glue around it. I changed it to be more fun but also the glue pillar wasn't reliable at all.
8. Glue monkey bottom path shotgun charge attack given a pierce cap, relentless glue & super glue leave puddles if it doesn't hit a bloon.
9. relentless glue puddle timer increased: 4 seconds > 8 seconds
10. Made the final missing Glue gunner hud 005-SuperGlue, now all the HUDs are done
Other:
1. Finished a video: Vclasses shenanigans 4
Plans for next week? Next week will be a mod news **hiatus**, yes I won't be working on the usual for the week but instead working on some other stuff and taking a short break from the Bloons mod & platformer mod. The week afterward I'll be back to the regular stuff!
I'm aware that I posted this early but I did get all the things I wanted to do before Sunday afternoon.
Bloons mod: "Final ninja additions & glue monkey's reworks"
1. Sticky bomb now properly works on all moab class bloons and has had a damage nerf so you can't one-shot MOABs with a 004 sticky bomb, but you can one shot a MOAB to a fortified BFB with a 005 sticky bomb!
2. ninja monkey shop updated to allow purchase of the newly added ninja melee weapons & techniques.
3. fixed a bug that would give shinobi buffs without being a shinobi tactics ninja monkey.
4. Upgraded shadow doubles are now implemented, some gain new attacks with certain upgrades, top path has powerful dash attacks, middle path can sabotage bloons & the bottom path can throw caltrops and drop bombs from above.
5. Ninja monkey flash bombs & sticky bombs are now fired if you use altfire mid-air, a caltrop will be thrown if you are on the ground. (For other paths with 002 crosspath altfire will just throw a caltrop unless you have a full ability bar.)
6. glue monkey code optimized
7. Glue monkey middle path charge shot changed to a glue stream that launches the user backward with high pierce, the old one was a glue pillar that would rain glue around it. I changed it to be more fun but also the glue pillar wasn't reliable at all.
8. Glue monkey bottom path shotgun charge attack given a pierce cap, relentless glue & super glue leave puddles if it doesn't hit a bloon.
9. relentless glue puddle timer increased: 4 seconds > 8 seconds
10. Made the final missing Glue gunner hud 005-SuperGlue, now all the HUDs are done
Other:
1. Finished a video: Vclasses shenanigans 4
Plans for next week? Next week will be a mod news **hiatus**, yes I won't be working on the usual for the week but instead working on some other stuff and taking a short break from the Bloons mod & platformer mod. The week afterward I'll be back to the regular stuff!
I'm aware that I posted this early but I did get all the things I wanted to do before Sunday afternoon.
September. 29, 2024, 4:54 AM
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Weekly mod news 29/9/2024 "Hiatus week"
No news this week as I decided to relax this week, but what am I doing next week? Boomerang monkey huds & updates. To make him feel like he fits in the newly buffed monkeys. After the boomerang monkey is done I'll hammer the fixes & updates to mortar monkey and then I can finally begin on the biggest challenge of all the classes. Super monkey, the one who is very hard to balance, to make his upgrades useful but giving them the right price will be hard and the later upgrades will be difficult...
No news this week as I decided to relax this week, but what am I doing next week? Boomerang monkey huds & updates. To make him feel like he fits in the newly buffed monkeys. After the boomerang monkey is done I'll hammer the fixes & updates to mortar monkey and then I can finally begin on the biggest challenge of all the classes. Super monkey, the one who is very hard to balance, to make his upgrades useful but giving them the right price will be hard and the later upgrades will be difficult...
October. 6, 2024, 5:10 AM
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Weekly mod news 6/10/2024 "Boomerang week"
Bloons mod: "Boomerang week"
1. New boomerang monkey huds made! (all upgrades, bionic boomer huds may need position adjustments)
2. boomerang monkey code optimized and fixing old code issues
3. glaive lord's orbitals have been reworked to take less space and have more functionality, they have a pierce cap of 1 pierce every game tick (35 pierce a second!), do more base damage & do more layers per hit. Also the direction of the orbitals reacts to which hand you use!
4. an old bug with the glaive lord returned allowing the player to use the glaive orbitals to keep slicing bloons even when they are dead. I patched it while working on the new glaive lord kit.
5. Boomerang monkey skins were not fully implemented until I found that the skins weren't showing up for upgrades so I fixed that in two minutes.
6. Boomerang monkey turbo & permacharge abilities now run on a timer like how super monkey fanclub does.
7. This was a suggestion from a friend *OmegaKnight64*: New boomerang monkey attack Sonic boom! Press altfire to throw a fast moving projectile forward, there is a little wind-up before the projectile is thrown so use for situations where normal rangs don't quite reach where you want them to reach. Each upgrade + crosspath enhances this ability from the amount of bloons it can hit, faster cooldown or even extend the range of the projectile! Which one you pick is your choice!
Other:
1. Currently working on a video: Vclasses shenanigans 5
Plans for next week? I'm either finishing the video for Vclass Shenans 5, working on the mortar monkey or making the dart monkey like everyone else by optimising his file size, or working on a few other projects. Most likely I'd pick the bloons mod stuff. Only 2 monkeys need finalization reworks now! I'm close to the end of the additions just a few more weeks to push through!
One frame of the total 98 frames made for the boomerang monkey!
To those who are here for the platformer mod there won't be much news on that until V2 of the bloons mod is publicly released that could be in 2 months or less if things go well, so hang on tight! I'll be back to that mod the moment the bloons mod V2 is released.
Bloons mod: "Boomerang week"
1. New boomerang monkey huds made! (all upgrades, bionic boomer huds may need position adjustments)
2. boomerang monkey code optimized and fixing old code issues
3. glaive lord's orbitals have been reworked to take less space and have more functionality, they have a pierce cap of 1 pierce every game tick (35 pierce a second!), do more base damage & do more layers per hit. Also the direction of the orbitals reacts to which hand you use!
4. an old bug with the glaive lord returned allowing the player to use the glaive orbitals to keep slicing bloons even when they are dead. I patched it while working on the new glaive lord kit.
5. Boomerang monkey skins were not fully implemented until I found that the skins weren't showing up for upgrades so I fixed that in two minutes.
6. Boomerang monkey turbo & permacharge abilities now run on a timer like how super monkey fanclub does.
7. This was a suggestion from a friend *OmegaKnight64*: New boomerang monkey attack Sonic boom! Press altfire to throw a fast moving projectile forward, there is a little wind-up before the projectile is thrown so use for situations where normal rangs don't quite reach where you want them to reach. Each upgrade + crosspath enhances this ability from the amount of bloons it can hit, faster cooldown or even extend the range of the projectile! Which one you pick is your choice!
Other:
1. Currently working on a video: Vclasses shenanigans 5
Plans for next week? I'm either finishing the video for Vclass Shenans 5, working on the mortar monkey or making the dart monkey like everyone else by optimising his file size, or working on a few other projects. Most likely I'd pick the bloons mod stuff. Only 2 monkeys need finalization reworks now! I'm close to the end of the additions just a few more weeks to push through!
One frame of the total 98 frames made for the boomerang monkey!
To those who are here for the platformer mod there won't be much news on that until V2 of the bloons mod is publicly released that could be in 2 months or less if things go well, so hang on tight! I'll be back to that mod the moment the bloons mod V2 is released.
October. 13, 2024, 4:40 AM
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Weekly mod news 13/10/2024 "Boomerang final additions & flipped gravity!"
Bloons mod: "Extra additions to the Boomerang"
1. Sonic boom implemented to a few other upgrades that didn't have it before.
2. turbo charge & perma charge ability rangs now are a bright green & magenta color respectively.
3. Dart monkey code optimized and easily moddable like the others (mortar & super monkeys have yet to get this but they'll get it soon)
Platformer mod: "Flipping gravity"
1. Flipped gravity gimmick made! It reacts a little slower but it does a good job for a proper first version! Although it only really works with megaman at the moment and he needs a few more sets of reverse gravity sprites implemented and a few small issues to fix. (Air jumps & Wall jumps don't work with this yet)
Other:
1. Video finished: Vclasses shenanigans 5
Plans for next week? I plan to work on the mortar monkey this week, he won't be done in a single week as there is quite a bit for me to rework.
Bloons mod: "Extra additions to the Boomerang"
1. Sonic boom implemented to a few other upgrades that didn't have it before.
2. turbo charge & perma charge ability rangs now are a bright green & magenta color respectively.
3. Dart monkey code optimized and easily moddable like the others (mortar & super monkeys have yet to get this but they'll get it soon)
Platformer mod: "Flipping gravity"
1. Flipped gravity gimmick made! It reacts a little slower but it does a good job for a proper first version! Although it only really works with megaman at the moment and he needs a few more sets of reverse gravity sprites implemented and a few small issues to fix. (Air jumps & Wall jumps don't work with this yet)
Other:
1. Video finished: Vclasses shenanigans 5
Plans for next week? I plan to work on the mortar monkey this week, he won't be done in a single week as there is quite a bit for me to rework.
October. 20, 2024, 1:09 AM
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Weekly mod news 20/10/2024 "Mortar monkey week"
Bloons mod: "Mortar monkey reworks, I hope you're good at dunking!"
1. Mortar monkey shells now have a voxel for where you aim at, when a shell is fired the same voxel appears for where the shell is going to land.
2. mortar monkey shells reworked to have a pierce cap and multiple burny stuff damagetypes!
3. Discovered & patched a bug where mortar monkey shells would explode on low ceilings, now they only explode when they come in contact with the floor.
4. Mortars now use voxels!
5. mortar launch attacks reworked! now you fly fast when launched and gradually slow down with distance, top path allows you to throw a shell where you're aiming while in flight, middle path increases the flight distance and bottom path makes you throw fiery shells. Cross paths allow use of other path's launch benefits!
6. Mortar monkey no longer dies if he drops shells on himself... I wanted to keep this to encourage people to not aim down but it would cause a lot of rage quits instead of being a learning experience.
Plans for next week? This week should be the last code additions to the mortar monkey being the full implementation of afterburn on bloons, explosion visuals will have to wait until the final visuals phase. That will start once the super monkey's new code is done. Mod works might be slowed down in the upcoming weeks due to IRL events.
Bloons mod: "Mortar monkey reworks, I hope you're good at dunking!"
1. Mortar monkey shells now have a voxel for where you aim at, when a shell is fired the same voxel appears for where the shell is going to land.
2. mortar monkey shells reworked to have a pierce cap and multiple burny stuff damagetypes!
3. Discovered & patched a bug where mortar monkey shells would explode on low ceilings, now they only explode when they come in contact with the floor.
4. Mortars now use voxels!
5. mortar launch attacks reworked! now you fly fast when launched and gradually slow down with distance, top path allows you to throw a shell where you're aiming while in flight, middle path increases the flight distance and bottom path makes you throw fiery shells. Cross paths allow use of other path's launch benefits!
6. Mortar monkey no longer dies if he drops shells on himself... I wanted to keep this to encourage people to not aim down but it would cause a lot of rage quits instead of being a learning experience.
Plans for next week? This week should be the last code additions to the mortar monkey being the full implementation of afterburn on bloons, explosion visuals will have to wait until the final visuals phase. That will start once the super monkey's new code is done. Mod works might be slowed down in the upcoming weeks due to IRL events.
October. 27, 2024, 5:28 AM
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Weekly mod news 27/10/2024 "Mortar monkey week, ignited edition!"
Bloons mod: "More Mortar monkey reworks, the destructive power of flames!"
1. Mortar monkey Burny stuff DOT works! On red - ceramic & all Moab class bloons, still needs compatibility with camo, regrow & camo regrow bloon variants.
2. Green regen charm nerfed: 35tics for 2 hp > 30tics fo4 1 hp.
3. Mortar monkey afterburn had a bug where you could stack more and more afterburn effects every time a Bloon would get hit by afterburn inducing damage types. So if you had blooncineration you'd shred high health bloons with relative ease as long as you could keep connecting the lingering hitbox.
4. Old exit text changed and new ones added for a total of 16!
5. Mortar monkey bug discovered where if BM_NoAutoCashPickup is set to FALSE afterburn would give no money so I've made bloons drop corpses if they die with the afterburn debuff on them. It will be like this until I find out how to fix this problem which will take quite a while due to Zandronum jank.
Plans for next week? Some skins for the super monkey, hopefully applying afterburn to the rest of the bloons, and getting mortar dunk huds implemented. I also plan to rework the bloon machine once those other three objectives are done, mainly to make the bloon spawns more customizable and lower the chance of trolling. I'm going to need to sleep well tonight as the mortar monkey afterburn has been a real pain wanting to work for 2 seconds then not working taking 26 minutes to fix that then more jank taking more time... You get it, not fun stuff. But yeah once the Mortar monkey is done and the bloon machine is updated I'll be able to work on the super monkey once and for all unless if another issue needs addressing.
I got to make more screenshots like these while I'm doing mod making.
Bloons mod: "More Mortar monkey reworks, the destructive power of flames!"
1. Mortar monkey Burny stuff DOT works! On red - ceramic & all Moab class bloons, still needs compatibility with camo, regrow & camo regrow bloon variants.
2. Green regen charm nerfed: 35tics for 2 hp > 30tics fo4 1 hp.
3. Mortar monkey afterburn had a bug where you could stack more and more afterburn effects every time a Bloon would get hit by afterburn inducing damage types. So if you had blooncineration you'd shred high health bloons with relative ease as long as you could keep connecting the lingering hitbox.
4. Old exit text changed and new ones added for a total of 16!
5. Mortar monkey bug discovered where if BM_NoAutoCashPickup is set to FALSE afterburn would give no money so I've made bloons drop corpses if they die with the afterburn debuff on them. It will be like this until I find out how to fix this problem which will take quite a while due to Zandronum jank.
Plans for next week? Some skins for the super monkey, hopefully applying afterburn to the rest of the bloons, and getting mortar dunk huds implemented. I also plan to rework the bloon machine once those other three objectives are done, mainly to make the bloon spawns more customizable and lower the chance of trolling. I'm going to need to sleep well tonight as the mortar monkey afterburn has been a real pain wanting to work for 2 seconds then not working taking 26 minutes to fix that then more jank taking more time... You get it, not fun stuff. But yeah once the Mortar monkey is done and the bloon machine is updated I'll be able to work on the super monkey once and for all unless if another issue needs addressing.
I got to make more screenshots like these while I'm doing mod making.
November. 3, 2024, 3:16 AM
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Weekly mod news 3/11/2024 "More afterburn application & more!"
Bloons mod: "The last of the mortar monkey code, and the reworked bloon machine system!"
1. Mortar monkey Burny stuff DOT added to Camo, Regrow, & Camo Regrow bloons. That means it works on all bloons now.
2. Ninja monkey flash bombs used on red bloons wouldn't give money to players, don't know how I missed that but it's fixed now.
3. Mortar monkey dunk huds implemented
4. Fixed an oversight where all ninja monkey paths got the benefits of 100 and where it got nuts is if you would get 100crosspath & have shinobi buff creating an insane firing speed buff on any path. Making the super monkey completely outclassed.
5. Mortar monkey now is able to move while firing but it's very slow movement, it's slow to keep the main downside of playing the mortar monkey but making it a little bit more forgiving.
6. The Bloon machine has been reworked! Now for the bloons to spawn you'll need to make ACs scripts holding the wave composition only spawning the next wave once all bloons are dead. This allows for more customized round formations! Of course you'll need to place a new object that are bloon spawners, currently they come in all-bloons, No-moabs, and finally Only-Moabs. All default rounds implemented!
7. Pink Speed is getting a price buff as it was insanely valuable for it's price, $500 > $900.
8. Due to the round machine change rounds are processed faster! I assume it's 2-4x faster than the old system.
9. The first bloons mod map BLONM1 I put more boundries in it to prevent bloons from going out of bounds + added bloon spawnpoints to the map.
Plans for next week? So I plan to work on another video while I come up with how I'm going to tackle the final reworks for the super monkey. I believe he should take about 4-6 weeks to complete and once he's done I can get onto the final stage of the mod, more maps, balancing & enhanced visual effects.
"Why is the machine here if you said the rounds machine was reworked?" That machine is to start the default rounds. Once the machine is hit rounds will spawn when the previous one is cleared until everyone dies or all the rounds are beaten.
"Cobra what's this? A countdown?!" Yes, it is. So when a round finishes a new message shows up and for the first round there is a 5 second timer before the rounds start, every round after that has a 2 second timer I'm still figuring out how long the timer should be in between rounds.
So these Fortified red bloons are the new bloon spawnpoints, these will be invisible on release.
Bloons mod: "The last of the mortar monkey code, and the reworked bloon machine system!"
1. Mortar monkey Burny stuff DOT added to Camo, Regrow, & Camo Regrow bloons. That means it works on all bloons now.
2. Ninja monkey flash bombs used on red bloons wouldn't give money to players, don't know how I missed that but it's fixed now.
3. Mortar monkey dunk huds implemented
4. Fixed an oversight where all ninja monkey paths got the benefits of 100 and where it got nuts is if you would get 100crosspath & have shinobi buff creating an insane firing speed buff on any path. Making the super monkey completely outclassed.
5. Mortar monkey now is able to move while firing but it's very slow movement, it's slow to keep the main downside of playing the mortar monkey but making it a little bit more forgiving.
6. The Bloon machine has been reworked! Now for the bloons to spawn you'll need to make ACs scripts holding the wave composition only spawning the next wave once all bloons are dead. This allows for more customized round formations! Of course you'll need to place a new object that are bloon spawners, currently they come in all-bloons, No-moabs, and finally Only-Moabs. All default rounds implemented!
7. Pink Speed is getting a price buff as it was insanely valuable for it's price, $500 > $900.
8. Due to the round machine change rounds are processed faster! I assume it's 2-4x faster than the old system.
9. The first bloons mod map BLONM1 I put more boundries in it to prevent bloons from going out of bounds + added bloon spawnpoints to the map.
Plans for next week? So I plan to work on another video while I come up with how I'm going to tackle the final reworks for the super monkey. I believe he should take about 4-6 weeks to complete and once he's done I can get onto the final stage of the mod, more maps, balancing & enhanced visual effects.
"Why is the machine here if you said the rounds machine was reworked?" That machine is to start the default rounds. Once the machine is hit rounds will spawn when the previous one is cleared until everyone dies or all the rounds are beaten.
"Cobra what's this? A countdown?!" Yes, it is. So when a round finishes a new message shows up and for the first round there is a 5 second timer before the rounds start, every round after that has a 2 second timer I'm still figuring out how long the timer should be in between rounds.
So these Fortified red bloons are the new bloon spawnpoints, these will be invisible on release.
November. 10, 2024, 2:30 AM
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Weekly mod news 10/11/2024 "More bloon machine fixes, fortified moab class voxels & bug fixing!"
Bloons mod: "Fully reworked bloon machine & more!"
1. All bloons are registered in the bloon machine now.
2. Decided to finally finish all directions for super monkey flight frames.
3. New CVAR: BM_EndOfRoundBonus, if this is set to true at the end of each round you get $100 monkey money! Only for one player per round though.
4. Bloon machine now displays the round contents using messages! Sadly it's only text and no images yet.
5. Fortified moab class bloons now have voxels!
6. Class select icons broke due to the use of "menu_joingamewithclass" in previous zandronum versions there were no issues, I asked for some help and I ended using a version of "closemenu;join" and the problem was fixed.
Plans for next week? I plan on starting on the super monkey this week, he will take a long time due to the importance of this monkey. If he's weak no one would like that and if he's too strong everyone will play him causing a giant money issue for all players.
Bloons mod: "Fully reworked bloon machine & more!"
1. All bloons are registered in the bloon machine now.
2. Decided to finally finish all directions for super monkey flight frames.
3. New CVAR: BM_EndOfRoundBonus, if this is set to true at the end of each round you get $100 monkey money! Only for one player per round though.
4. Bloon machine now displays the round contents using messages! Sadly it's only text and no images yet.
5. Fortified moab class bloons now have voxels!
6. Class select icons broke due to the use of "menu_joingamewithclass" in previous zandronum versions there were no issues, I asked for some help and I ended using a version of "closemenu;join" and the problem was fixed.
Plans for next week? I plan on starting on the super monkey this week, he will take a long time due to the importance of this monkey. If he's weak no one would like that and if he's too strong everyone will play him causing a giant money issue for all players.