Mega Man 8-Bit Deathmatch Forum

El cobra(SkullSnake)
Making mods in my spare time
User Info

El cobra(SkullSnake)
Making mods in my spare time
March. 9, 2025, 1:02 AM
Cobra's MM8BDM mod updates
Weekly mod news 9/3/2025 "More platformer news, this time in the crystal mines!"
Bloons mod: "N/a"
1. n/a
Platformer mod: "A lot of new enemies & the start of the shiny crystal mines!"
1. Worked on updating the stage select,
2. New enemy! Crab mine/Hirarian, these crabs cling to the ceiling until the player gets close, then they drop down and chase the player.
3. New enemy! Foojeen, this yellow vacuum robot shoots out three chunks of junk every few seconds while moving forward and turning at walls. It also hovers over spike pits! (Note you must place it above spikes or in a room between two walls & a flat floor due to it not having gravity)
4. Met pellet code optimized to be made as a base template for most enemy projectiles now!
5. I made a test map so I can thoroughly test anything I add to the mod!
6. New enemy! Bomier, these little propeller drones fly forward and drop a bomb when the player is beneath them then they fly away. "This is an enemy that needs to be spawned by **Linedefs** as it only moves forward and disappears when it hits a wall."
7. New enemy! Pukapucker, this floating head bobs up & down while following it's lower body that moves left to right on the ground. Both the head & body can be attacked but the moment the body dies the head will start bouncing around the stage!
8. Started making Crystal man's stage.
9. Crystal droppers are here and they are customizable! They can be set to drop faster & slower or have patterns, To change the patterns you must place a **CrystalDropperPM** and the TID it has will determine the pattern! So far there are a total of 10 patterns.
Other:
1. Published a new video! (Vclasses Shenans 7)
Plans for next week? My stage making mood is dying down, so I want to find something else to do so I don't experience early burnout.
Bloons mod: "N/a"
1. n/a
Platformer mod: "A lot of new enemies & the start of the shiny crystal mines!"
1. Worked on updating the stage select,
2. New enemy! Crab mine/Hirarian, these crabs cling to the ceiling until the player gets close, then they drop down and chase the player.
3. New enemy! Foojeen, this yellow vacuum robot shoots out three chunks of junk every few seconds while moving forward and turning at walls. It also hovers over spike pits! (Note you must place it above spikes or in a room between two walls & a flat floor due to it not having gravity)
4. Met pellet code optimized to be made as a base template for most enemy projectiles now!
5. I made a test map so I can thoroughly test anything I add to the mod!
6. New enemy! Bomier, these little propeller drones fly forward and drop a bomb when the player is beneath them then they fly away. "This is an enemy that needs to be spawned by **Linedefs** as it only moves forward and disappears when it hits a wall."
7. New enemy! Pukapucker, this floating head bobs up & down while following it's lower body that moves left to right on the ground. Both the head & body can be attacked but the moment the body dies the head will start bouncing around the stage!
8. Started making Crystal man's stage.
9. Crystal droppers are here and they are customizable! They can be set to drop faster & slower or have patterns, To change the patterns you must place a **CrystalDropperPM** and the TID it has will determine the pattern! So far there are a total of 10 patterns.
Other:
1. Published a new video! (Vclasses Shenans 7)
Plans for next week? My stage making mood is dying down, so I want to find something else to do so I don't experience early burnout.
March. 2, 2025, 2:10 AM
Cobra's MM8BDM mod updates
Weekly mod news 2/3/2025 "Polish, enemies & buffs!"
Bloons mod: "N/a"
1. n/a
Platformer mod: "More enemies and a buff to star crash?!"
1. Made more enemies use the proper sprite when dying to GravityHold.
2. Gave Rush a smile,
3. Did some more polish on Stone man's stage and made one segment a tiny bit easier.
4. new enemy: Tondeall! That one propeller enemy from MM5 that fires two shots at once 20 degrees apart.
5. new enemy: Tatepakkan! He blocks shots from the front and fires when his enemies are close just like a met but able to withstand more damage at the cost of firing one bullet per attack and can't turn.
6. Star Crash got a buff! The shield can now block a single projectile or it can be used to hit up to 3 times on a single enemy or targets each dealing 1 damage point each star (for every melee hit, the star crash barrier loses one star). Also throwing the star crash has three levels now, the number of stars means how much it will do. 1 star = 1 damage while 3 stars = 3 damage.
Other:
1. Worked on a new video! (Vclasses Shenans 7)
2. Published Monthly mod news February 2025!
Plans for next week? I want to work on either making a better looking stage select or a new stage in the upcoming week.
Bloons mod: "N/a"
1. n/a
Platformer mod: "More enemies and a buff to star crash?!"
1. Made more enemies use the proper sprite when dying to GravityHold.
2. Gave Rush a smile,
3. Did some more polish on Stone man's stage and made one segment a tiny bit easier.
4. new enemy: Tondeall! That one propeller enemy from MM5 that fires two shots at once 20 degrees apart.
5. new enemy: Tatepakkan! He blocks shots from the front and fires when his enemies are close just like a met but able to withstand more damage at the cost of firing one bullet per attack and can't turn.
6. Star Crash got a buff! The shield can now block a single projectile or it can be used to hit up to 3 times on a single enemy or targets each dealing 1 damage point each star (for every melee hit, the star crash barrier loses one star). Also throwing the star crash has three levels now, the number of stars means how much it will do. 1 star = 1 damage while 3 stars = 3 damage.
Other:
1. Worked on a new video! (Vclasses Shenans 7)
2. Published Monthly mod news February 2025!
Plans for next week? I want to work on either making a better looking stage select or a new stage in the upcoming week.
February. 23, 2025, 3:13 AM (Edited by El cobra(SkullSnake))
Cobra's MM8BDM mod updates
Weekly mod news 23/2/2025 "weapon updates, player adjustments and the fan favourite Rush appears!"
Bloons mod: "N/a"
1. n/a
Platformer mod: "Weapon code optimization & Rush is here!"
1. All weapons got their slide code size optimized slightly reducing file size! I have a feeling no one gives a shit about this but hey! More space for other things.
2. Power stone projectiles now have a circular path instead of a diamond shaped one!
3. To balance the super powerful Power Stone I decided to reduce the distance the projectiles can travel, so it does not end up being a second screen nuke.
4. Yet more adjustments to the player controller, this time fixing an ice physics bug,
5. More touch ups to stone man's stage
6. Working on making a few new megaman sprites as the old ones don't look too good.
7. Implemented Rush coil & Rush jet! I made sure to adjust their values to try and make both of them good but not better than the other.
8. Did some camera script shenanigans.
9. Fully charged MegaBuster shots can now pierce through enemies if it kills.
10. Fixed an extremely painful ladder movement bug which allowed players to fly if they held the strafe right button.
Other:
1. Worked on a new video!
Plans for next week? I'll be making the monthly mod showcase video this week! But I'll try to fix more bugs for the platformer mod while I'm at it.
Bloons mod: "N/a"
1. n/a
Platformer mod: "Weapon code optimization & Rush is here!"
1. All weapons got their slide code size optimized slightly reducing file size! I have a feeling no one gives a shit about this but hey! More space for other things.
2. Power stone projectiles now have a circular path instead of a diamond shaped one!
3. To balance the super powerful Power Stone I decided to reduce the distance the projectiles can travel, so it does not end up being a second screen nuke.
4. Yet more adjustments to the player controller, this time fixing an ice physics bug,
5. More touch ups to stone man's stage
6. Working on making a few new megaman sprites as the old ones don't look too good.
7. Implemented Rush coil & Rush jet! I made sure to adjust their values to try and make both of them good but not better than the other.
8. Did some camera script shenanigans.
9. Fully charged MegaBuster shots can now pierce through enemies if it kills.
10. Fixed an extremely painful ladder movement bug which allowed players to fly if they held the strafe right button.
Other:
1. Worked on a new video!
Plans for next week? I'll be making the monthly mod showcase video this week! But I'll try to fix more bugs for the platformer mod while I'm at it.
February. 16, 2025, 3:49 AM
Cobra's MM8BDM mod updates
Weekly mod news 16/2/2025 "Body made of bricks along with small additions!"
Bloons mod: "N/a"
1. n/a
Platformer mod: "Stone man awakens from his rubble!"
1. Completed Stone man's boss pattern, all I need to do is make small adjustments (Certain Copywep interactions) & make his health bar appear.
2. Visible boss health bars is still a wip
3. Made icons for the MM5 robot master health bars
4. Applied more updates to the player movement controller, fixing a bug that inverts the player's movement & firing animations on South & West directions.
Other:
1. Worked on a new video!
Plans for next week? I want to fix an issue I have with my current power stone wep, it's really good but it's movement gets more linear as it's speed increases.
Bloons mod: "N/a"
1. n/a
Platformer mod: "Stone man awakens from his rubble!"
1. Completed Stone man's boss pattern, all I need to do is make small adjustments (Certain Copywep interactions) & make his health bar appear.
2. Visible boss health bars is still a wip
3. Made icons for the MM5 robot master health bars
4. Applied more updates to the player movement controller, fixing a bug that inverts the player's movement & firing animations on South & West directions.
Other:
1. Worked on a new video!
Plans for next week? I want to fix an issue I have with my current power stone wep, it's really good but it's movement gets more linear as it's speed increases.
February. 9, 2025, 3:34 AM
Cobra's MM8BDM mod updates
Weekly mod news 9/2/2025 "Platformer mod stuff! mainly stone man's stage though..."
Bloons mod: "N/a"
1. n/a
Platformer mod: "Constructing a stage & fixing strange bugs"
1. Working on stone man's stage, so far it's alright but definitely needs ironing out.
2. Fixed a bug that locks the player into only firing to their left or right after touching a direction change.
3. Added snake blocks! But they have an issue with being blocked by the player
4. Stone man boss is still a WIP, but he's got more than power stone & a jump here!
Other:
n/a
Plans for next week? My main goal is to get the stone man boss done by the end of the week. Other than that I'll work on a few smaller things.
Bloons mod: "N/a"
1. n/a
Platformer mod: "Constructing a stage & fixing strange bugs"
1. Working on stone man's stage, so far it's alright but definitely needs ironing out.
2. Fixed a bug that locks the player into only firing to their left or right after touching a direction change.
3. Added snake blocks! But they have an issue with being blocked by the player
4. Stone man boss is still a WIP, but he's got more than power stone & a jump here!
Other:
n/a
Plans for next week? My main goal is to get the stone man boss done by the end of the week. Other than that I'll work on a few smaller things.
February. 2, 2025, 3:44 AM
Cobra's MM8BDM mod updates
Weekly mod news 2/2/2025 "Platformer mod work"
Bloons mod: "N/a"
1. n/a
Platformer mod: "More animations & fixes"
1. More animations added to the reworked megaman player class.
2. more weapons updated to the new system:
Power stone,
Gravity hold,
Crystal Eye,
Charge kick,
Napalm bomb,
Water wave,
Star crash,
Gyro attack,
3. additional health bars "green, blue, orange" updated to the new system.
Other:
Got a video done "January mod news"
Plans for next week? More stuff on the platformer mod, hopefully getting all the weapons done and completing the new player control system.
Bloons mod: "N/a"
1. n/a
Platformer mod: "More animations & fixes"
1. More animations added to the reworked megaman player class.
2. more weapons updated to the new system:
Power stone,
Gravity hold,
Crystal Eye,
Charge kick,
Napalm bomb,
Water wave,
Star crash,
Gyro attack,
3. additional health bars "green, blue, orange" updated to the new system.
Other:
Got a video done "January mod news"
Plans for next week? More stuff on the platformer mod, hopefully getting all the weapons done and completing the new player control system.
January. 26, 2025, 2:56 AM
Cobra's MM8BDM mod updates
Weekly mod news 26/1/2025 "Bug fixing and finally working on something else"
Bloons mod: "A lot of beta fixes"
1. Most of this week was spent working on bugfix patches with a lot of changes.
Platformer mod: "Slowly getting back to it"
1. reworking the player movement system to account for natural player movement allowing for smoother movement offline & online.
2. due to the new player movement system old existing weapons have been broken (except for gravity hold). So far the only weapon that works with the new movement system so far is the mega buster
3. thanks to the movement code upgrade you don't move slowly while charging!
Plans for next week? I want to work on a video this week, what is the video? Well it's a short summary of what happened in the month, I call it Monthly mod news showcase! So don't expect much mod work until the video is done.
Missed the bloons mod V2 beta? Don't worry as I'll keep it up for a good few months so everyone can give it a good go!
Bloons mod: "A lot of beta fixes"
1. Most of this week was spent working on bugfix patches with a lot of changes.
Platformer mod: "Slowly getting back to it"
1. reworking the player movement system to account for natural player movement allowing for smoother movement offline & online.
2. due to the new player movement system old existing weapons have been broken (except for gravity hold). So far the only weapon that works with the new movement system so far is the mega buster
3. thanks to the movement code upgrade you don't move slowly while charging!
Plans for next week? I want to work on a video this week, what is the video? Well it's a short summary of what happened in the month, I call it Monthly mod news showcase! So don't expect much mod work until the video is done.
Missed the bloons mod V2 beta? Don't worry as I'll keep it up for a good few months so everyone can give it a good go!
January. 22, 2025, 4:49 AM (Edited by El cobra(SkullSnake))
Cobra's MM8BDM mod updates
I finally made the server for my mod news & future projects! Just make sure to read the rules when you join.
https://discord.gg/8YPDQnNeTD
All the mods I make should be on TSPG but sometimes I'll post download links in the discord server, be aware that it's still in its early days so some things may be missing.
Current CobrasBloonsModV2Beta patch version, 1.2 https://allfearthesentinel.com/zandronum/download.php?file=cobrasbloonsmodv2publicbetap1.2.pk3
https://discord.gg/8YPDQnNeTD
All the mods I make should be on TSPG but sometimes I'll post download links in the discord server, be aware that it's still in its early days so some things may be missing.
Current CobrasBloonsModV2Beta patch version, 1.2 https://allfearthesentinel.com/zandronum/download.php?file=cobrasbloonsmodv2publicbetap1.2.pk3
January. 19, 2025, 4:59 AM
Cobra's MM8BDM mod updates
Changes applied in this patch, and hopefully it should be the last one for now: Expect some more when the patch comes out!
1. MOAB class medals expire after being on the ground for 8 minutes, this is to fix an issue where it can be hard to see bloons past round 70 as there is a lot of moab medals laying around.
2. Base DDTs should spawn properly instead of being ZOMGs, I'm damned on how I missed that.
3. Created a "catch zone" in BLONM3 to stop an exploit with using LargeCaliber/200Sniper or anything that does 7 layers of damage on a Ceramic or rainbow bloon at the edge of the map causing 1-2 bloons to spawn out of bounds creating a soft lock. *Thank you spark for finding this exploit*
4. Fixed Distraction Damagetype as it would cause some bloons to not drop money which is wierd, I also fixed an issue of the auto pickup script not working on white bloons when 2layerNeutral damagetype is used.
5. Sabotaged Zebras could summon double the amount of pinks it should if any 2Layer damagetype was used, that is fixed now.
6. Bad bloon has a unique spawner to account for it's size, *feel free to make a joke out of that if you will.*
7. revive script & spectator mid-game joins are two separate scripts now! No more ***revive earrape sounds*** on player joining game!
To account for the new spectator join mid game script the amount of revives you get are lowered now.
Changes:
1. Revives gained from every ten rounds in Default rounds is lowered (8 > 5), but round 80 gives 10 revives allowing for more players to be brought back for the final waves.
2. Had an issue joining halfway through a game and had to wait for every tenth round to play? Not anymore! Now you can join the moment a new round starts! *as long as you are in queue that is, with a limit of 3 people joining per round. Default rounds allows this up until round 81 so once round 82 starts you'll have to wait until the next game as this somewhat prevents final rounds trolling.*
1. MOAB class medals expire after being on the ground for 8 minutes, this is to fix an issue where it can be hard to see bloons past round 70 as there is a lot of moab medals laying around.
2. Base DDTs should spawn properly instead of being ZOMGs, I'm damned on how I missed that.
3. Created a "catch zone" in BLONM3 to stop an exploit with using LargeCaliber/200Sniper or anything that does 7 layers of damage on a Ceramic or rainbow bloon at the edge of the map causing 1-2 bloons to spawn out of bounds creating a soft lock. *Thank you spark for finding this exploit*
4. Fixed Distraction Damagetype as it would cause some bloons to not drop money which is wierd, I also fixed an issue of the auto pickup script not working on white bloons when 2layerNeutral damagetype is used.
5. Sabotaged Zebras could summon double the amount of pinks it should if any 2Layer damagetype was used, that is fixed now.
6. Bad bloon has a unique spawner to account for it's size, *feel free to make a joke out of that if you will.*
7. revive script & spectator mid-game joins are two separate scripts now! No more ***revive earrape sounds*** on player joining game!
To account for the new spectator join mid game script the amount of revives you get are lowered now.
Changes:
1. Revives gained from every ten rounds in Default rounds is lowered (8 > 5), but round 80 gives 10 revives allowing for more players to be brought back for the final waves.
2. Had an issue joining halfway through a game and had to wait for every tenth round to play? Not anymore! Now you can join the moment a new round starts! *as long as you are in queue that is, with a limit of 3 people joining per round. Default rounds allows this up until round 81 so once round 82 starts you'll have to wait until the next game as this somewhat prevents final rounds trolling.*
January. 19, 2025, 4:58 AM
Cobra's MM8BDM mod updates
Weekly mod news 19/1/2025 "The Beta is out and doing some testing"
Bloons mod: "A bunch of small things to add to the beta and some post beta fixes"
1. Now there is a current round display located at the top of your screen.
2. Fanclub dart monkeys, ninja shadow doubles, and any kind of other entity that can pop bloons by themselves don't delete money now.
3. Fixed a strange issue that would delete money if you were to shoot a camo regrow green with two layer attacks, as the bloon wouldn't spawn a red bloon you'd loose $1 for every single one you shot.
4. applied a despawn on floor rule to a bunch of projectiles that didn't do that.
5. Fixed some skin issues & offsets.
6. buffed and nerfed the prices of banana farm upgrades
Post Beta fixes:
1. Fixed the issue with dart monkey making the game a powerpoint presentation, the issue? The ultra juggernaut used an old version of the projectile that summoned 70 projectiles at once instead of one projectile that had 70 pierce.
2. the revive script sent players into the shadow realm that is now fixed
3. players could go out of bounds on BLONM1,
4. fixed a spam message on 000NinjaShot & a few other projectiles.
5. The revive script should account for spectators in queue now, but your class may be randomized.
6. Finally found out how to reset player inventories when the map changes from a completed game.
There are a lot more bug fixes and additions in the second patch so it'll be right under this mod news announcement.
Plans for next week? Well I want to go and work on something else for a while but I will get V2 Public Beta bugfix patch out before I do that. Once the patch is out expect the Bloons mod progress will be put on hold unless if it's an emergency patch. So expect platformer mod & video work for a while.
Bloons mod: "A bunch of small things to add to the beta and some post beta fixes"
1. Now there is a current round display located at the top of your screen.
2. Fanclub dart monkeys, ninja shadow doubles, and any kind of other entity that can pop bloons by themselves don't delete money now.
3. Fixed a strange issue that would delete money if you were to shoot a camo regrow green with two layer attacks, as the bloon wouldn't spawn a red bloon you'd loose $1 for every single one you shot.
4. applied a despawn on floor rule to a bunch of projectiles that didn't do that.
5. Fixed some skin issues & offsets.
6. buffed and nerfed the prices of banana farm upgrades
Post Beta fixes:
1. Fixed the issue with dart monkey making the game a powerpoint presentation, the issue? The ultra juggernaut used an old version of the projectile that summoned 70 projectiles at once instead of one projectile that had 70 pierce.
2. the revive script sent players into the shadow realm that is now fixed
3. players could go out of bounds on BLONM1,
4. fixed a spam message on 000NinjaShot & a few other projectiles.
5. The revive script should account for spectators in queue now, but your class may be randomized.
6. Finally found out how to reset player inventories when the map changes from a completed game.
There are a lot more bug fixes and additions in the second patch so it'll be right under this mod news announcement.
Plans for next week? Well I want to go and work on something else for a while but I will get V2 Public Beta bugfix patch out before I do that. Once the patch is out expect the Bloons mod progress will be put on hold unless if it's an emergency patch. So expect platformer mod & video work for a while.