8 bit MM8 in MMM is indeed a posibility

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Tbolt76
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8 bit MM8 in MMM is indeed a posibility

Post by Tbolt76 » Mon Nov 19, 2018 5:47 pm

I dont know if anyone knows this or not but 8 bit megeman 8 sprites assests bosses and bgs are indeed possible I stumbled acroos this so this should give some hope they did the same thing with MM 7 as well! Forgive me if this has been mentioned or seen before but i wanted to point this out but im cool with whatever they come up with! Its all good! heres the link to the proof https://megaman.fandom.com/wiki/Rockman_8_Famicom

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Nigel Chinclucker
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Nigel Chinclucker » Mon Nov 19, 2018 8:16 pm

We already know this
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Random Man
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Random Man » Mon Nov 19, 2018 8:26 pm

We already know this, but i don't recommend they using these assets, it would be better to do assets based on these, since MM8 FC is a very average game.
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Royalguard » Mon Nov 19, 2018 9:32 pm

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Tbolt76
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Tbolt76 » Mon Nov 19, 2018 10:06 pm

Gotta respect their wishes i suppose but ill survive

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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Mabrick » Mon Nov 19, 2018 11:48 pm

I think it has been "deconfirmed". But its quite a possibility at the same time but unlikely. In a discord post, they said they aren't doing Megaman 8 right now. But its not really sure if they are holding it for another time or they aren't really working on it at the time of posting.

If Megaman 8 could come right now in 1.5, then i just think that it would strain some resources and working time on it. Its kinda late for implementing 8 content right now...
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Royalguard » Tue Nov 20, 2018 12:35 am

The reason as to why MM8 content probably isn't a high priority at the moment is because it requires redrawing the assets to fit the 8-bit art style, and that will likely take a large time investment to do. Same likely applies to content from MM7, MM11, MM&B, and ect.

MM9 and MM10's art assets are already in a style similar enough to the 8-bit style of the first 6 NES games used by Mega Man Maker and would be easier to implement, so they likely decided to focus on those first.

As for why we have MM7 content in MMM right now despite the work needed to adapt the SNES art assets, I believe the update that introduced those was during the 1 Year Anniversary of Mega Man Maker and was likely done as part of the special occasion.

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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Uranus » Mon Dec 17, 2018 9:31 pm

I just want mega ball... :cry: :cry: :cry:
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Gravitrax64 » Tue Dec 18, 2018 12:59 am

Uranus wrote:
Mon Dec 17, 2018 9:31 pm
I just want mega ball... :cry: :cry: :cry:
I just want Flash bomb :cry: :cry: :cry: :cry:
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Bean man » Tue Dec 18, 2018 1:33 am

Gravitrax64 wrote:
Tue Dec 18, 2018 12:59 am
Uranus wrote:
Mon Dec 17, 2018 9:31 pm
I just want mega ball... :cry: :cry: :cry:
I just want Flash bomb :cry: :cry: :cry: :cry:
I just want Thunder claw... :cry: :cry: :cry: :cry: :cry:
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by 8JKN4 » Tue Dec 18, 2018 1:39 am

Bean man wrote:
Tue Dec 18, 2018 1:33 am
Gravitrax64 wrote:
Tue Dec 18, 2018 12:59 am
Uranus wrote:
Mon Dec 17, 2018 9:31 pm
I just want mega ball... :cry: :cry: :cry:
I just want Flash bomb :cry: :cry: :cry: :cry:
I just want Thunder claw... :cry: :cry: :cry: :cry: :cry:
:cry: :cry: :cry: :cry: :cry: :cry: ...noollab retaw tnaw tsuj I
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by LeonardMan » Tue Dec 18, 2018 12:55 pm

Bean man wrote:
Tue Dec 18, 2018 1:33 am
I just want Thunder claw...
I agree. I want Thunder Claw, at least as a substitute for Wire.

And either Flame Sword or Slash Claw, doesn't matter which one, but one of the two.

I suppose Tornado Hold for the third slot, because it's a utility weapon.

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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Blast Man » Tue Dec 18, 2018 2:33 pm

8JKN4 wrote:
Tue Dec 18, 2018 1:39 am
Bean man wrote:
Tue Dec 18, 2018 1:33 am
Gravitrax64 wrote:
Tue Dec 18, 2018 12:59 am


I just want Flash bomb :cry: :cry: :cry: :cry:
I just want Thunder claw... :cry: :cry: :cry: :cry: :cry:
:cry: :cry: :cry: :cry: :cry: :cry: ...noollab retaw tnaw tsuj I
and i just want from everyone to stop bumping :evil: :evil: :evil: :evil: :evil: :evil: :evil:
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by PoisonousGas » Tue Dec 18, 2018 5:41 pm

I just want jump, jump, slide, slide :( :( :(
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Image´ I'm already hyped for 1.5. >:]

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LeonardMan
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by LeonardMan » Tue Dec 18, 2018 6:07 pm

PoisonousGas wrote:
Tue Dec 18, 2018 5:41 pm
I just want jump, jump, slide, slide :( :( :(
Designing levels around that mechanic might bring the same problem the Sonic games have, where they need A LOT of horizontal space to handle moving constantly to the right so quick without the level ending in five seconds. Then again, don't we have levels based on the Oil Slider? I suppose the Jetboard could borrow some of Oil Slider's code to work...

Problem is, how does one implement the "Jump Jump Slide Slide" sign? How does the Jetboard possibly know WHEN to display that sign?

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PoisonousGas
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by PoisonousGas » Tue Dec 18, 2018 6:49 pm

LeonardMan wrote:
Tue Dec 18, 2018 6:07 pm
PoisonousGas wrote:
Tue Dec 18, 2018 5:41 pm
I just want jump, jump, slide, slide :( :( :(
Designing levels around that mechanic might bring the same problem the Sonic games have, where they need A LOT of horizontal space to handle moving constantly to the right so quick without the level ending in five seconds. Then again, don't we have levels based on the Oil Slider? I suppose the Jetboard could borrow some of Oil Slider's code to work...

Problem is, how does one implement the "Jump Jump Slide Slide" sign? How does the Jetboard possibly know WHEN to display that sign?
Hmm, nice questions... I was joking btw
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Yoshi2018
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Re: 8 bit MM8 in MMM is indeed a posibility

Post by Yoshi2018 » Tue Dec 18, 2018 11:36 pm

LeonardMan wrote:
Tue Dec 18, 2018 6:07 pm
PoisonousGas wrote:
Tue Dec 18, 2018 5:41 pm
I just want jump, jump, slide, slide :( :( :(
Designing levels around that mechanic might bring the same problem the Sonic games have, where they need A LOT of horizontal space to handle moving constantly to the right so quick without the level ending in five seconds. Then again, don't we have levels based on the Oil Slider? I suppose the Jetboard could borrow some of Oil Slider's code to work...

Problem is, how does one implement the "Jump Jump Slide Slide" sign? How does the Jetboard possibly know WHEN to display that sign?
You place them down where you want them to be and they will show up once the player reaches that area.
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