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In regards to what I said earlier about the shots being offset, I took a picture to show what I meant. (and badly edited it too!)
Spoiler:
It's more about where I'm intending the shots to go, and the actual shot not going directly center to the reticule (from bottom-right to center). It's off to the right and down a bit from it, hence the trouble with steps, since it's coming from lower than where it should. I'm not asking it to come from the bottom middle/center, just that it actually hits dead-center.
Edit: For whatever reason, the invulnerability sphere does not seem to make you invincible. At all. Took one and was still take damage from floor hazards and from enemies, despite the sphere still in effect.
Yeah, god spheres are currently broken due to how I've made Blaz's shield. I'm working on that as well. As for the projectile's aiming quirks, I really don't know how to fix that other than either getting a COMPLETELY new set of arm cannon sprites, or move the arm to the left, both don't sound like ideal situations.
Cryomundus wrote:
It's more about where I'm intending the shots to go, and the actual shot not going directly center to the reticule (from bottom-right to center). It's off to the right and down a bit from it, hence the trouble with steps, since it's coming from lower than where it should. I'm not asking it to come from the bottom middle/center, just that it actually hits dead-center.
This can't be done. Not reliably, at any rate.
What this amounts to is having two currently parallel lines - one corresponding to your line of sight, the other corresponding to the line of fire for the projectile - intersect. Since we're working with Euclidian geometry, we know that lines that aren't parallel can intersect either zero or one times, so if we angle the line of fire for the projectile, it'll hit your line of sight... in exactly one spot, and nowhere else. Before that point, the projectile is still to the right of your line of sight; past that, it's moving away from it, forever.
So either we decide "okay, 1024 units in it'll hit dead center", and screw up aiming even further for all ranges past that, or we calculate the angle between line of sight and the firing point, and offset it by that, which is a fair bit of math for something that could still easily screw up (what if the monster you're shooting at moves out of the way) and is no longer consistent between shots.
And then the shot looks like it's coming out of the cannon at a weird angle. That changes.
So yeah, barring the shot curving onto the line of sight or something, not happening.
You know, I've always wondered how TF2 handles it. As far as I know, both normal Rocket Launchers and The Original fire from different offsets, but all of them hit exactly where you aim ( ... except the Beggar's Bazooka ).
Cryomundus wrote:
It's more about where I'm intending the shots to go, and the actual shot not going directly center to the reticule (from bottom-right to center). It's off to the right and down a bit from it, hence the trouble with steps, since it's coming from lower than where it should. I'm not asking it to come from the bottom middle/center, just that it actually hits dead-center.
This can't be done. Not reliably, at any rate.
What this amounts to is having two currently parallel lines - one corresponding to your line of sight, the other corresponding to the line of fire for the projectile - intersect. Since we're working with Euclidian geometry, we know that lines that aren't parallel can intersect either zero or one times, so if we angle the line of fire for the projectile, it'll hit your line of sight... in exactly one spot, and nowhere else. Before that point, the projectile is still to the right of your line of sight; past that, it's moving away from it, forever.
So either we decide "okay, 1024 units in it'll hit dead center", and screw up aiming even further for all ranges past that, or we calculate the angle between line of sight and the firing point, and offset it by that, which is a fair bit of math for something that could still easily screw up (what if the monster you're shooting at moves out of the way) and is no longer consistent between shots.
And then the shot looks like it's coming out of the cannon at a weird angle. That changes.
So yeah, barring the shot curving onto the line of sight or something, not happening.
Honestly, I'd happily take the shot coming out at an odd angle than having it be at it's current position. As it is, I keep on hitting corners, and generally wasting shots that I intend to hit with. It constantly just gets in the way really.
Sorry Cryomundus, I'm not about to break the arm cannon, and I'm too much of a stickler for detail to simply make the projectiles come out of the center of the screen, you'll have to bite the bullet on this one and adapt to Blaz's weaponry
if it's any consolation it's only gonna be Blaz that has this quirk, the other characters will have more centered projectiles
This plays wonderfully !
I was dubious about ditching the staff, but the gauntlet looks and plays very convincingly.
The current weapon offsets seem OK to me. When you're using a wall angle for cover, if your right arm is free you can use the gauntlet weapons, and when it's you left arm you can use for example the axe sub-weapon.
The shield is really great.
As for critics :
No melee attack can reach monsters who are "behind bars", it's a bit frustrating when they have enough room to shoot you but your swords can't reach them at all.
The chest and spellbox seem strangely solid. Needing to shoot many times is a bit dull, it feels an incentive to use the non-powered weapons to fill them up.
Health pickups are very underpowered, I feel it's almost mandatory to leech. It leads to keeping the gauntlet ammo in reserve for healing. I'd prefer if the life-giving attack was on the normal sword, or on the gauntlet's "reload" action.
mmm why no add back the staff for those tricky shot between pilars or for those switches that are far and hard to hit with the gauntlets?
normal attack, simple and quick "line" kind of laser and the alt, maybe some kind of nova with a wave of lasers on all directions and maybe add a new weapon bar too? just ideas
Actually the charged gauntlet has an area of effect, so against humanoids hiding behind bars it's a solution.
(I guess the staff will come back for "other characters" )
Oh, and by the way I saw it's possible to use the hook to grab distant chests and spellcubes. Handy when they are dropped by enemies on "turrets" that you can't reach.
So there's a few other things I've found, namely about the sword's sub-weapons.
Spoiler:
Boomerang -Regular-
Single Boomerang thrown at range, will come back to you.
Pro: Goes through multiple enemies, dealing low amounts of damage.
Con: Breaks very easily, range is a tad too long to take advantage of the fact that it will go back through enemies. Can only throw one at a time.
Summary: A worse version of the hatchet mainly due to the low damage and the fact that it breaks too easily.
=Powered=
5 'rangs are launched outward and bounce about
Pro:Ideally used in indoor areas with small rooms, as launching multiple will shred enemies.
Con:Absolutely useless in outdoor areas/large rooms, as once they bounce into the air they become essentially useless
Summary: while nice in theory, the boomerangs get lost far too easily for them to be useful.
Hatchet -Regular-
Axe-like weapon that bounces 2-3 times before being destroyed
Pro: Can be bounced off walls to hit enemies out of sight, and hit ones below you, deals decent damage, decent recharge rate
Con: Short life, hard to aim vertically
Summary: Very good against everything, actually. It's the ideal sub-weapon.
=Powered=
3 axes thrown in a line that bounce multiple times, pierces enemies.
Pro: Shreds everything it touches, works well in indoor and outdoor areas. Very good against arachnotrons and mancubus.
Con: takes multiple launches, side axes will be destroyed if launched too close to the wall, bounces wildly. Somehow misses revenenants
Summary: A strong weapon that takes some skill to be used, very effective in almost all situations barring Viles, Cacodemons, and Pain Elementals.
Shield -Regular-
Blocks all incoming damage, regardless of angle
Pro:Free invuln any time you want it
Con: Drains quickly, requiring timing to be effective, does not refill blue magic.
Summary: A decent defense, tho not always as effective as you'd like it
=Powered=
Perform a mad dash through enemies, stunning them and throwing them out of your way.
Pro: Fantastic for plowing through hoards at high speeds.
Con: Difficult to tell where you are going, will launch yourself off of cliffs.
Summary: A surprisingly fun weapon, albeit at the cost of most of your blue magic.
Lance -Regular-
Throw one lance at short range
Pro: Strong enough to kill a imp in one shot. Surprisingly good against most enemies
Con: Somewhat slow
Summary: A pretty good weapon overall, reliable in most situations
=Powered=
Shots 1 long range magic lance
Pro:Strong enough to down a Vile in 2 shots
Con: Somewhat costly to use, MUST be accurate, otherwise it's wasted
Summary: While it's regular form is good, the powered version isn't quite worth it.
Dagger -Regular-
Quickly shoots 1 dagger, hitting an enemy refills the charge, allowing you to rapid-fire daggers
Pro: Good against enemies with low-medium pain chances, as it will stunlock them.
Con: can't miss, otherwise the recharge stops, short range, must have good aim or stand still to avoid missing
Summary: A good weapon in almost all situations barring ranged foes, great for refilling blue magic
=Powered=
Launches a stream of daggers at your foes
Pro: Can be used against more than one enemy, good for bosses
Con: spread of daggers can vary, takes some time to launch the entire amount, only good for 1-2 enemies, 3 at most
Summary: A wonderful weapon of destruction
Torch -Regular-
Throws 1 short range torch that explodes into a pillar of flame that travels a short distance before disappearing
Pro: Great for hitting enemies below you, good against bosses
Con: Flame pillar does not recharge blue magic (hitting enemies with the torch will, however), very short range, requires multiple flame pillars to down 1 strong enemy (though this can be done quickly)
Summary: Good for strong enemies, but at the cost of being able to reliably recharge your blue magic
=Powered=
Throws 1 blue fireball that bounces about leaving stationery flame pillars
Pro: Powerful if you can hit something with it
Con: Hard to actually hit anything with it or it's flame pillars due to the way it bounces wildly. Also the fire pillars are too narrow to actually hit anything unless it walks directly into the flames.
Summary: It looks pretty? Honestly not worth using over it's regular form.
Spoiler:
Goddess Bracelet -Regular-
Throw 1 short range magic fireball
Pro: Deals a moderate amount of damage, requires you to be close to take advantage
Con: No range whatsoever
Summary: Still as useless as it was in Super Ghosts and Goblins
=Powered=
Throw an unlimited amount of magic fireballs at short range
Pro: Short range rapid fire
Con: Still the same fireball as regular with no actual upgrade
Summary:Not worth picking up. Ever.
And now, for some recommendations!
Spoiler:
Boomerang -Regular-
Either shorten the range or have it bounce 1-2 times. It breaks too easily to be worth using, and it's too weak to use as it is.
=Powered=
Give them some weak homing capabilites so that the boomerangs don't just get lost in the level. You need to be accurate with the first toss for them to be any good. They can barely hit anything, including a zombieman, as they are now.
Torch -Regular-
Have the flame pillar recharge your magic.
=Powered=
Widen the hitbox & sprites of the flamepillars, as they are now, enemies need to be dumb enough to walk right into the flames. They're also only good for one enemy per pillar
Lance =Powered=
While it is a strong single shot, it's a costly one. Perhaps have it shoot lighting out to the sides as it travels? Otherwise, if you miss you just wasted a good chunk of your magic.
Spoiler:
Goddess Bracelet =Powered=
Needs a huge rework, as it's only saving grace in the original games was that it was a needed plot Macguffin. Otherwise, it's a very shitty weapon due to it's poor range. And no, being able to rapid fire is not good enough. It's quite literally the worst sub-weapon of all.
Edit: Actually, why not have it's alt-fire be the old sword beam of deadliness? That would be a great compromise, actually. Powerful short range normal attack and long range boss-killer.
One last thing, in regards to the gauntlets spells.
Spoiler:
The Earthshaker Spell literally beats every other spell in terms of sheer strength, utility, and range. Seriously, the power this thing is a bit absurd. HOWEVER. You do need to hit with it dead on, you need some skill to bounce where you want it, you need to not suddenly punt that Baron directly into your face, and it does cost a good bit to use. The problem with it isn't so much as it is strong, as it is everything else being just nowhere near as good, or as fun to use. The fact that it pushes enemies about means that I've managed to kill myself by punting either a baron or a mancubus into my face.
The other spells are too weak to use over it. They're just not very good, honestly. There's no real utility or fun to be had with the cluster missle, or the spread shot. There also seems to be less variety in the spells than the there are the sub-weapons, actually.
Goddess Bracelet -Regular-
Throw 1 short range magic fireball
Pro: Deals a moderate amount of damage, requires you to be close to take advantage
Con: No range whatsoever
Summary: Still as useless as it was in Super Ghosts and Goblins
=Powered=
Throw an unlimited amount of magic fireballs at short range
Pro: Short range rapid fire
Con: Still the same fireball as regular with no actual upgrade
Summary:Not worth picking up. Ever.
Ahahahaha, no. This sub-weapon is far from useless.
Goddess Bracelet -Regular-
Throw 1 short range magic fireball
Pro: Deals a moderate amount of damage, requires you to be close to take advantage
Con: No range whatsoever
Summary: Still as useless as it was in Super Ghosts and Goblins
=Powered=
Throw an unlimited amount of magic fireballs at short range
Pro: Short range rapid fire
Con: Still the same fireball as regular with no actual upgrade
Summary:Not worth picking up. Ever.
Ahahahaha, no. This sub-weapon is far from useless.
How, exactly? I've had no success using it, and I find it to be a fairly boring weapon overall. And if anything is beyond medium range it'll never touch it.
Funky Gnoll wrote:Good lord no, the Torch doesn't need any buffs, it's easily one of the most powerful attacks in the mod.
I'd still like it if the flame pillar from the regular version gave some magic back. It's a bit hard to use otherwise, since after a few fireballs you have to either use the sword or chuck torches directly into them, which isn't ideal.
And beyond the initial toss of the fireball, it's a bit unreliable, unless you're dealing with densely packed crowds or large monsters, like arachnos or mancubi. It'll do most things in for sure, but it'll also leave most things alive too. Tried it in a courtyard about medium size with about 2-3 fireballs and it failed to kill the mastermind, most of the barons, and most of the imps. While it might deal the most damage, it sure as hell won't kill much.