[WIP] Project MSX [Gameplay Mod] Beta 1 release!

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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Xaser » Wed Sep 07, 2011 11:24 am

Hmm, I didn't find either the auto shotgun or the rifle underwhelming. They are occasionally difficult to use because of enemies' speed, but that's about it.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Wed Sep 07, 2011 11:49 am

Mikk- wrote:Oh, did anyone else realise they could shoot down some enemy projectiles?
Which ones?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Mikk- » Wed Sep 07, 2011 2:27 pm

bleant wrote:
Mikk- wrote:Oh, did anyone else realise they could shoot down some enemy projectiles?
Which ones?

Well it definitely works on the Revenant fireballs.

Also, what if you punched the floor using the Super-Charged fist and it created a shockwave? I'm sure it would be possible with A_Checkfloor
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby amv2k9 » Wed Sep 07, 2011 3:20 pm

Mikk- wrote:Also, what if you punched the floor using the Super-Charged fist and it created a shockwave?

But what would it do? I'm guessing some sort of non-damage stun?
And it seems kind of odd that a guy, even amped up on adrenaline and whatever, could make shockwaves by punching the ground. I know MagSigmaX isn't going for realism. Maybe the player could pick up some sort of energy ammo-powered gauntlet thing that could do this?

And I am very looking forward to playing this later today :wub:
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby TheDarkArchon » Wed Sep 07, 2011 3:39 pm

amv2k9 wrote:
Mikk- wrote:Also, what if you punched the floor using the Super-Charged fist and it created a shockwave?

But what would it do?


More damage than a Raging Demon in exchange of using both super bars.

Why do I get the feeling I've lost everyone here
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby amv2k9 » Wed Sep 07, 2011 3:49 pm

TheDarkArchon wrote:
amv2k9 wrote:More damage than a Raging Demon in exchange of using both super bars.
Why do I get the feeling I've lost everyone here

Akuma from Marvel vs Capcom 3: Fate Of Two Worlds Ultra The New Fighters Alpha Challenge Super New Generation 4th Strike Home Ex Turbo Championship Warriors Dream Arcade Really The Last One We Mean It This Time (But Not Really) 3D Edition?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby TheDarkArchon » Wed Sep 07, 2011 3:54 pm

Correct. I would've taken Street Fighter III: 3rd Strike :P
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby FireSeraphim » Wed Sep 07, 2011 9:39 pm

I swear this mod name is misleading. Every time I come by here I keep on expecting screenshots of doom being rendered with either the MSX or the MSX2 pallete and gameplay footage of Doom on an MSX computer.
(FYI, The MSX was a Japanese computer from the 80's that was popular in both Japan in Europe. You guys should see some footage of Space Manbow sometime, It's a beautiful SHMUP made by Konami on the MSX)
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Ryan Cordell » Thu Sep 08, 2011 4:24 am

Project La-Mulana? :P
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby marble » Thu Sep 08, 2011 8:37 am

About the melee attacks:

what if at the start of the game you cant super charge the fist like that, but have a chainsaw replacement that is a super glove or something, and when you get it it upgrades your melee, making it like it is now, plus the punch-floor-shockwave thing.

EDIT:

also, i found the beeping sound when you run out of shields mildly irritating, same with the red screen when low on health, it should be transparent or cover less of the screen.

EDIT2:

could you raise the pistol capacity to 12? 9 is too little i think.
and the sights for the rifle look a bit unpolished.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Se7eNytes » Thu Sep 08, 2011 9:11 am

marble wrote:and the sights for the rifle look a bit unpolished.

That's probably because there is a tiny crosshair on the screen when aiming placed right on top of the red dot.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Xaser » Thu Sep 08, 2011 1:49 pm

The edges aren't perfectly rounded, I've noticed. It still looks ever-so-blocky, not that I care much. :P

I did find it odd how there's both a red dot and a crosshair. Are they both necessary? Nitpick, but whatever.

Finally, I think the pistol is balanced fine as-is: it's a lot more powerful than you think. One full clip and a bash to the face is usually enough to take down a Cacodemon. Any more clipsize and it's be OP, and I'd hate to see the damage reduced considering how (rightfully) rare the ammo is.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby -Ghost- » Thu Sep 08, 2011 2:30 pm

Yeah, the pistol feels like it's a higher caliber one rather than a lower caliber with a lot of bullets in the magazine. I'm not sure if it's so much the weapons as just the enemies being a little difficult at the moment. The speed and health would make them frustrating even if you could kill them in a few bullets.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Thu Sep 08, 2011 3:06 pm

The pistol is really damn useful as it is right now. Like Xaser said, the damage the pistol does is really high, but is counterbalanced by having very scarce ammo pick-ups only appearing on clip spawns occasionally.

It's really fun to use, although one should be vary so you don't waste all that ammo in the beginning.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby PillowBlaster » Thu Sep 08, 2011 3:19 pm

Hmm, not sure if it is possible, but if there is dash and running, then this maybe will be nice.

How about when you hold down the jump button, it drains your suit power and you can jump higher? So you can hold till some certain moment and charge it up, to jump into some places. Map and gamebreaking, yes, but I think it would be nice addition.
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