Something I've been working on for a while now. I've been wanting to upload a video since... like a month ago but haven't been able to, so this should do for now
I'll try to be brief but that's not my forte so be warned!
Spoiler: yeah I wasn't brief lol
So, okay, this is a Hi Hi Puffy AmiYumi game I'm working on. It runs on Zandronum 3.1-alpha (one revision before the current one, as that has delay issues), and there's some stuff that's already in and working very well. The most obvious thing you'll see in the screenshots is the (completely optional) toon shader, and this is simply a separate .pk3 which will work on all OSes Zandro runs on all the same, no special .dll hooks needed. On to the other things!
Notably, there's a fully analog camera with complete controller support just like you'd expect from a platformer or Hack n' Slash game (not like Diablo, like GoW and DMC), and I believe this is the first Zandronum mod to ever have this? Anyways, there's more stuff. Both Ami and Yumi are already in and their abilities mimic the ones in HHPAY: Kaznapped! for the GBA, so Yumi is currently able to attack enemies and do a mid-air "guitar surf" (I'll probably change that because it's illogical), and Ami can slow down her fall with her microphone using it as an helicopter and also has a triple jump, and while she can attack enemies, her only attack does pitiful damage and only serves to push enemies away. You can switch between both characters mid-game with a key.
There's a test level with "bootleg sandbag" in it, and you can attack it like if it was an enemy, though obviously it won't fight back. Yumi's A-A-A combo (and any future attacks I implement) already has input buffering, though right now it's limited to one press so it's not sticky like in The Genie and the Amp (might increase it a bit later, though). Ami and Yumi have one extra costume each (The models for 2 others are done, I just don't wanna implement them yet because they're not necessary and I'll need to update the MODELDEFs very often).
There's so much more already in I wanna show but that'll wait for the video I'm struggling to edit and upload. You can click on the image to get a larger version of it.
And here's the current title screen intro for the game. It's a bit outdated but you still get the idea: https://www.youtube.com/watch?v=rHhLFsHsxJ8
There's also a Discord server link at the bottom of the description, if you're interested!
EDIT: Oops, the game had drop-shadows like SM64 but I broke them after trying to fix some Z-fighting issues. That's for a later post then
Re: The WIP Thread
Posted: Sun Jun 28, 2020 12:11 am
by jazzmaster9
Showing off the First Quest in Abysm 2:Infernal Contract
Re: The WIP Thread
Posted: Sun Jun 28, 2020 3:09 am
by Lagi
Jarewill wrote:
Another quick run, this time through the prison!
It seems to be a bit too easy so far. I'll have to see what I can do about it.
Maybe I can lower Acolytes' reaction time from 1 second to half a second....
The Sentinels need work too, but I don't know what I could do with them.
However, I set myself up for some annoyances later, as after going through the prison and saving for later when I do a test in the power plant, I decided to modify the ACS scripts.
That means that the save I did no longer works, and I'll have to replay up to [imgur][/imgur]the prison again. At least I'll be able to do more testing.
Also the electric bolts didn't work when shooting the ceiling, as I forgot to add radius and height properties to the explosion, but that was fixed now. It also took me about 5 hours to actually upload this video.... Jeez, I'll have to tweak my settings for the next time.
I play some Strife, till the programmer fight. If you upgrading this stuff.
1. you could make your own forum page for your project.
2. there is not enough human monsters variety. This acolyte doesnt look like "acolyte" at all. Its heavy riot combat infantry.
imo there should be +2 human opponents. An guy dress in robe, even in intro there are this hooded guys. and second some light infantry without shield.
Priest - should has some high tech gun, that hit hard, but its easy to avoid or load long. he die from light slap to the face.
Light infantry - just weak filler monster, little tougher than Doom Trooper. Die quick. But could run away from player so this would look like they using some tactics (there is monster flag for this behavior).You could spawn random(1,3) instead 1 shield acolyte.
did you finish your wish list?
some resources light infantry can be taken from doom mods. Or even take rebel soldier replace head, and recolor a little.
Priest not sure, from heretic?
edit
viewtopic.php?f=37&t=50097&p=1152381&hilit=strife#p1152381
I hope you twist the granade launcher because this weapon is an annoyance to use. Still due to highest damage, im kind of forced to use it.
Re: The WIP Thread
Posted: Sun Jun 28, 2020 3:12 am
by Captain J
jazzmaster9 wrote:Showing off the First Quest in Abysm 2:Infernal Contract
I absolutely love the new NPC sprites and... A gun? In fantasy themed game? Oh man, i'm certainly down for some mixed fantasy genre.
Re: The WIP Thread
Posted: Sun Jun 28, 2020 10:46 am
by Jarewill
Spoiler:
Lagi wrote:stuff
1. Sorry, but I don't want to create a thread for an incomplete mod.
First I want to polish it well enough to be in a playable state, before making a thread about it.
Though, I guess I also shouldn't be taking up space in the WIP thread too.
2. While I like the idea of including "light" Acolytes without shields, I don't know about priests, which I will attempt to explain my reasoning below. (Sadly containing spoilers)
Spoiler:
I always thought that the priests were the "original" members of the Order, mostly there to make Acolytes, but when the Conversion Chapel was created, the priests no longer had a purpose, so they were either killed / converted to Acolytes, as they are more capable to fight for the Order and the One God, move out.
So that was my explanation as for there being no priests in base Strife.
As for the sprites for the priests, I have to be honest, I don't quite like the Nash's version. While yes, it does look nice, I don't think it quite matches the Strife's graphical style.
I also would prefer them to have a gun attack, most likely a pistol. The only magical attacks I want to include are the Sigil / Spectre attacks.
That's my theory, but if it was explained somewhere in the game and I missed it, then please tell me.
Spoiler talk ended, I think the light infantry are a good idea for early game, mostly Sanctuary.
I don't want them to be randomized though, as that would mean they could replace story-relevant Acolytes, which would be bad if I can't assign the same ConversationID to multiple classes.
I haven't got much experience frankenspriting enemies, but I will try to make something work.
However, it will all depend on the ability to make multiple classes have the same ConID.
As for the FRIGHTENED "running away" tactic, I considered giving it to the Acolytes, but I ended up not giving them that ability.
My reasoning was because I want to keep them who they are, and I don't think the Programmer programmed them to do that.
As for the grenade launcher: I tried to tweak it.
Now you can throw the grenades manually, but they have a 4-second fuse.
But the grenade launcher turns them into impact grenades, so they explode instantly. It also fires them further away!
It also now has only 1 barrel and is considered a light weapon, because I wanted to balance things up a bit.
Normally there would be 2 light and 4 heavy weapons, so I wanted to make it even.
But thank you for your suggestions!
I will try to do some things about them.
Edit:
Spoiler:
You meant something like this, right?
I don't know about this.... What if the player confuses them for the Rebel ally?
Re: The WIP Thread
Posted: Sun Jun 28, 2020 12:51 pm
by Lagi
Jarewill wrote:
1. Sorry, but I don't want to create a thread for an incomplete mod.
First I want to polish it well enough to be in a playable state, before making a thread about it.
Though, I guess I also shouldn't be taking up space in the WIP thread too.
isnt it better to recieve initial feedback. Get to know people expectation. Change own view on something ASAP? instead of sticking to bad ideas because you invest time and energy in it?
Jarewill wrote:
2. While I like the idea of including "light" Acolytes without shields, I don't know about priests, which I will attempt to explain my reasoning below. (Sadly containing spoilers)
Spoiler:
I always thought that the priests were the "original" members of the Order, mostly there to make Acolytes, but when the Conversion Chapel was created, the priests no longer had a purpose, so they were either killed / converted to Acolytes, as they are more capable to fight for the Order and the One God, move out.
So that was my explanation as for there being no priests in base Strife.
As for the sprites for the priests, I have to be honest, I don't quite like the Nash's version. While yes, it does look nice, I don't think it quite matches the Strife's graphical style.
I also would prefer them to have a gun attack, most likely a pistol. The only magical attacks I want to include are the Sigil / Spectre attacks.
That's my theory, but if it was explained somewhere in the game and I missed it, then please tell me.
Spoiler talk ended,
I just play strife recently. Honestly Im not impress by combat. most jarring is the lack of enemy types. Something that is a Big Highlight point for all old school shooters. Variety of monsters that doesn make narrative big sens, but are cool to fight with.
What is strong point of strife, that there is some plot and universe. RPGish elements (not ducking stats increase with xp grind!). Money, shops, npc to talk with. From all my play going to shop buying stuff for gold I find, and exploring rebel base was coolest moment. And finding the rat society.
that saying excluding Priest is a shoot to the knee. I could maybe make this pistol attack.
Jarewill wrote: As for the FRIGHTENED "running away" tactic, I considered giving it to the Acolytes, but I ended up not giving them that ability.
My reasoning was because I want to keep them who they are, and I don't think the Programmer programmed them to do that.
ok, but you could have weaker acolytes that have outdate software. And newer shiny version. Gameplay wise - its great that enemies behave differently. Think about Hexen bishop, that is trying strafing away from bullets. Or Nitrogolem that shooting his fire faces - first time I saw this as a kid, i think i turn off the game, because that was too much emotion for me to handle.
Jarewill wrote: Edit:
Spoiler:
You meant something like this, right?
I don't know about this.... What if the player confuses them for the Rebel ally?
you are right, its confusing
want more of this? I dont wanna work for nothing
--- other ideas
dying peasant, make me thing it would be cool if killed monster required finished off (50% of time), but some healer monster could come and recover them back. Or monster could start running away if they low on HP. Or they could beg to stop the fight - surrender. Or player could get knock down and capture if he gets to 0 hp.
Re: The WIP Thread
Posted: Sun Jun 28, 2020 1:02 pm
by Enjay
Lagi wrote:want more of this? I dont wanna work for nothing
Well I certainly like that. Very nice indeed.
Re: The WIP Thread
Posted: Sun Jun 28, 2020 2:39 pm
by Jarewill
Lagi wrote:more stuff
Spoiler:
Yes, it is very good to receive feedback, and I would love to receive it too!
However, I would prefer to at least get it to a playable, semi-balanced state before I can release it to public. I am sorry.
This is actually not the first mod I've been working on. I have another mod sitting in my folder that is pretty much complete code-wise.
Once I get the sprites from a friend, I'll be happy to release it, but until then I have to wait.
Yeah, early game only has 3-4 types of enemies: Acolytes, Sentinels, Stalkers and Crusaders at the castle.
It picks up the enemy count later on, but I can understand you feeling it's empty in this regard.
Sadly, I just checked and I can't seem to be able to assign one ConversationID to multiple enemies, so I have to choose carefully.
I'm gonna run through several maps and check if the player can / has to interact with Acolytes.
I know for sure that I can replace the Acolytes in the Sanctuary, Prison, (none are really important) Castle and a few later maps.
For the different tactics, yeah, I think the idea of them running away because of the lack of shield is good.
That is a really great sprite though!
Don't know how you even did this, but it's great!
If anything, I think making them more distinct from the normal Acolytes would make it even better.
Maybe giving them smaller shoulder plates? I mean something like the Rebels, as they has shorter pauldrons than the Acolytes.
I really like the idea about downed Acolytes that can be revived by their teammates!
I'll see what I can do about that.
Once again, thank you for the help!
Though, I don't know if it's alright for me to post so much stuff here, as I feel I'm just taking up space for others.
If I am, then I am sorry and I will stop.
Re: The WIP Thread
Posted: Sun Jun 28, 2020 3:35 pm
by Lagi
Jarewill wrote:However, I would prefer to at least get it to a playable, semi-balanced state before I can release it to public. I am sorry.
This is actually not the first mod I've been working on. I have another mod sitting in my folder that is pretty much complete code-wise.
Once I get the sprites from a friend, I'll be happy to release it, but until then I have to wait.
so what? you would have mod page, that doesnt have download link. There is plenty of WIP mod in gameplay mod section that already do this.
I dont understand your "modest" approach at all. It doesn't cost anything to make a project page. Are we losing "respect" points here or something for each new thread on this forum? Can some admin here cheer Jarewill to create project page, please? or at least confirm there is no punishment for such action.
Jarewill wrote:That is a really great sprite though!
Don't know how you even did this, but it's great!
If anything, I think making them more distinct from the normal Acolytes would make it even better.
Maybe giving them smaller shoulder plates? I mean something like the Rebels, as they has shorter pauldrons than the Acolytes.
I take that for yes. I put this dude on my schedule. Unfortunately Sunday is over, and I have to go to work.
I think i could put face in his helmet, so he would look less "menacing"
Jarewill wrote:Though, I don't know if it's alright for me to post so much stuff here, as I feel I'm just taking up space for others.
If I am, then I am sorry and I will stop.
Lagi wrote:want more of this? I dont wanna work for nothing
Well I certainly like that. Very nice indeed.
I have to say, very nice sprite edit! But i think the helmet kinda needs some edit. He still looks the same with Acolyte but with no shield.
Re: The WIP Thread
Posted: Mon Jun 29, 2020 6:33 am
by GreenLegacy
<= Click the image to watch the animated scene
The development is going swimmingly well. As soon as the title animation is finished, we'll start improving the menu first, and then other features, to one by one.
Re: The WIP Thread
Posted: Mon Jun 29, 2020 6:56 am
by Gez
Impressive work! That rotation is so smooth, are you using models as a base?
Re: The WIP Thread
Posted: Mon Jun 29, 2020 9:08 am
by GreenLegacy
Gez wrote:Impressive work! That rotation is so smooth, are you using models as a base?
Yes
Re: The WIP Thread
Posted: Mon Jun 29, 2020 9:40 am
by Captain J
Majestic stuff, as always, Green! Please keep up the great work!
Re: The WIP Thread
Posted: Mon Jun 29, 2020 1:27 pm
by Lagi
GreenLegacy wrote: <= Click the image to watch the animated scene
this is amazing I subconsciously believe its impossible to smooth spin around 2d picture.