ravage wrote:Happy 2015! I apologize for such a delay,
I love you!
One thing I'd like to mention though: The hud hands (weapon) are very large when you fire and even reach the middle of the screen, hiding a lot of things going on while shooting and that's definitely a problem in many battles I've encountered.
Re: Hocus Doom
Posted: Mon Jan 26, 2015 6:23 am
by Gez
Quick technical feedback, a.k.a. changes I made on my own which I find cool:
Also added +COUNTSECRET to TriadCoin, DarkwolfTreasure1, DarkwolfTreasure2, DarkwolfTreasure3, and DarkwolfTreasure4. Now the secret count is recycled as a treasure counter.
Result of these changes: the alt hud's score indicator, if enabled, works. And with the secret indicator showing the treasures, it becomes pretty neat.
Re: Hocus Doom
Posted: Mon Jan 26, 2015 9:58 am
by ravage
I did not know +COUNTSECRET existed. That's quite handy. I had been meaning to switch the score variables to the actual score, but hadn't got to it yet. Keep in mind that quite a bit of that was written before APROP_Score was even a thing.
Re: Hocus Doom
Posted: Mon Jan 26, 2015 10:09 am
by Gez
By the way, I noticed a shrub that's not in the right place on the first map:
Look in the tower's windows...
Another problem I've noticed: go right next to a wall (so that you touch it on your side) but aim at some point along the wall. Your shots will be blocked by the wall, even though the wall isn't on the trajectory. Here's an example. The particles show the shot exploded right when it spawned. Probably because the bounding box for the shots is so much larger than that for the player...
Another problem: when starting MAP03: Moonlit Halls, I don't get any music for some reason -- changemus says "no music playing" and I have to type changemus m_night to get what should be playing.
Re: Hocus Doom
Posted: Mon Jan 26, 2015 10:19 pm
by ravage
Gez wrote:By the way, I noticed a shrub that's not in the right place on the first map:
Look in the tower's windows...
Fixed!
Gez wrote:
Another problem I've noticed: go right next to a wall (so that you touch it on your side) but aim at some point along the wall. Your shots will be blocked by the wall, even though the wall isn't on the trajectory. Here's an example. The particles show the shot exploded right when it spawned. Probably because the bounding box for the shots is so much larger than that for the player...
That was a compromise because of how difficult enemies are to hit--but yeah that is annoying. I may revert that change and make them smaller. They do still have a slight homing effect to help.
Gez wrote:
Another problem: when starting MAP03: Moonlit Halls, I don't get any music for some reason -- changemus says "no music playing" and I have to type changemus m_night to get what should be playing.
I actually have no clue why that happens. I can't reproduce it (with the mp3 pk3 or base midis)
Re: Hocus Doom
Posted: Tue Jan 27, 2015 7:25 am
by doomjedi
I understand the possible reasons for it - but keeping the black outline IMHO is a wrong decision visually.
Re: Hocus Doom
Posted: Tue Jan 27, 2015 3:33 pm
by EksFaktr
So glad to see this project has not gone the way of the dildo. Dodo. What'd I say?
That said, I can't WAIT to see a finished first episode. Do you have any ideas for how you're going to handle the bosses yet? I remember the boss levels being interminably frustrating as a kid. Hell, I still! haven't gone back to the game because of that.
Re: Hocus Doom
Posted: Tue Jan 27, 2015 4:10 pm
by ravage
EksFaktr wrote:So glad to see this project has not gone the way of the dildo. Dodo. What'd I say?
That said, I can't WAIT to see a finished first episode. Do you have any ideas for how you're going to handle the bosses yet? I remember the boss levels being interminably frustrating as a kid. Hell, I still! haven't gone back to the game because of that.
They're going to be used somewhat the same, though they will have alternate attacks as well. I have to tailor the levels to better suit them. Weapon powerups will help immensely as well. :D
Re: Hocus Doom
Posted: Wed Jan 28, 2015 10:04 am
by Gez
The small island with the red crystal ball has its texture scrolling like the lava around. Doesn't look like it's intended.
Also noticed an odd texture cutoff here in MAP06:
Finishing the levels under par with all monsters killed and all treasures found (getting the triple bonus) is really getting hard by the way.
Re: Hocus Doom
Posted: Wed Jan 28, 2015 11:59 am
by ravage
Gez wrote:The small island with the red crystal ball has its texture scrolling like the lava around. Doesn't look like it's intended.
Fixed.
Gez wrote:
Also noticed an odd texture cutoff here in MAP06:
Heh, I actually just fixed that one last night. :D
Gez wrote:
Finishing the levels under par with all monsters killed and all treasures found (getting the triple bonus) is really getting hard by the way.
There were quite a few levels where my time was half the minimum time, so just keep trying. I haven't finalized the times so I may tweak them if some are too close (or not even set yet)
Re: Hocus Doom
Posted: Sun Feb 01, 2015 12:52 am
by ravage
Figured I'd throw out a quick update that fixes a few things.