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Korby Administrator
Benvenuto nella room italiana!
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Korby
Administrator
Benvenuto nella room italiana!
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Hi, everyone! Sorry for the late response, but the competition's submission period has ended! Four days ago!
I may have accidentally caught a horrible case of the coves over the weekend, but the judges pulled together (which is to say, Trill and Russel carried my ass) and got this whole thing wrapped up in a nice little bow.

First and foremost,


I'd like to thank all of our successful entrants, and all who showed interest!
Below is a list of every weapon included, and the user who created them.

Snake Whip by PinkRoboBlaster
Cra's Range by StardustMotion
Alucard Sword by CutmanMike
Artery Core by MegaVile
Deadly Malware by Ec1ip5e
Electric Burst by Chimmii
Gyro Boots by Woolock
Judgement Rush by Hilman170499
Hammer Throw by Barrels O' Fun
Moon Gas by ThéophileCaceres
Magnet Sphere by Ukiyama
Youkai Buster by Reemu

--Judge Weapons--

Plasma Spark by Korby
Zangetsuto by Russel
Rocket Grab by Trillster


Finally, I'd like to announce the play schedule for the contest! While we're trying to judge the weapons, we'll be hosting servers in different styles of play. While writing this, the server for tonight is already live with Deathmatch!

Every night from now until next Thursday, the 10th, at 8 PM Eastern, a different server will launch for testing! Please show up so we can fairly judge!

Friday, the 4th: Scorched Earth
Saturday, the 5th: Skulltag & Duel Hub updated with Randomizer Mode
Sunday, the 6th: TLMS (AOEs & Busters enabled)
Monday, the 7th: Team Possession
Tuesday, the 8th: Roboenza Frenzy
Wednesday, the 9th: GVH Arcade
Thursday, the 10th: Team Deathmatch

In a few days, I'll make a more proper post for this over in Projects, but this'll do for now. Happy testing, everyone!
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!
Sorry about the delayed response, but we have a section on our Wiki dedicated to teaching this!
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.
August. 2, 2024, 1:07 AM (Edited by Korby) Inspired BURST! -V6b Weapon Competition -Ends 9/28
Welcome to
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 Blacksmith medal!
Second and Third place winners of this competition will instead receive the Blacksmith (Runner-Up) medal!

Without further adieu, here are the official rules!

July. 26, 2024, 9:51 PM (Edited by Korby) FIGHTING PALETTES - Now supports GondFM 72.5!
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.
June. 17, 2024, 10:35 PM (Edited by Korby) FIGHTING PALETTES - Now supports GondFM 72.5!
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.
June. 9, 2024, 5:19 PM (Edited by Korby) FIGHTING PALETTES - Now supports GondFM 72.5!
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.

July. 26, 2024, 9:50 PM (Edited by Korby) FIGHTING PALETTES - Now supports GondFM 72.5!


Fighting Palettes
Fighting game-styled palette swaps for classes!

Download Fighting Palettes v1 (TSPG)


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!






[line]

Changelog:
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:
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.
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