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Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Tue Sep 02, 2014 10:25 am
by Viscra Maelstrom
Eriance wrote:
Steve1664 wrote:Echoing the difficulty spike starting at Map 3; there are a lot of niggling issues that keep this from being really good stuff. If it wasn't those effing fish, it's the floods of flying enemies and guys shooting through walls you can't see. Still though, the puns, the deliciously horrible puns. I love them.
The Yellow Paintball shotgun does very well against the Anglefishes. :D

I'm on the 4th map right now, and I found ammo and health to be adequate so far (playing on the UV difficulty).
there's definitely not a lack of health and ammo in the game. the only time that really happens is when playing E1M7, and that's because it's a huge sprawling city. i'll have to test out Normal mode and see if the difficulty there is less ballbusting than Hard was for me (i finished it on Hard.)

edit: just noticed this on the training level, but at the part where you're jumping onto platforms to get the "key and health on the other side", there is a key there, but no health. probably because falling damage was significantly reduced in this release than the 3 map demo.

also, when you're being told you can toggle auto run at the narrow pathway, it doesn't seem to recognize the default, which is Caps Lock.

may i also suggest that the default audio setings be reconfigured? the sound effects are, combined, waaaaay louder than the default FMOD setting for the music is. turning the volume of the SFX down to something like 0.6 and the music all the way up made everything sound much more balanced to me.

you don't get credit for finding the secret area with 2 belts of Goonades in E1A3 if your Goonade inventory is full. you have to pick up one of the items to get the secret. come to think of it, i felt there was a lot of secrets later on you had to pick up in order to register that you had obtained them, mostly ones consisting of finding secret items or jumping on tiny pillars.
moreover, on the same level, if you're playing on Hard mode, you can pick off the Cannon Jerks hiding in those tiny spaces in front of the door requiring the Circle key before they're even triggered to move up. maybe remove those holes entirely, and just spawn them in when they're supposed to appear?

if you fall into the blue goo when trying to get the Devil Sphere in E1A8, you'll find that it's quite harmless. also, all the purple Fizz-O-Pop flats don't animate at all.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 12:03 am
by MTrop
New version posted: 0.9beta3

We're withholding the OSX version until we find a (stable) version of ZDoom that'll run under the latest versions of OSX (10.7+).

CHANGELOG:

Code: Select all

0.9 Beta 3
..........

- Included GZDoom (GLSquare) as part of the release.

- Anglefish hitbox increased a little.
- Default automap colors changed.
- Fixed Quadcannon reload bug.
- Added ending cutscene graphics drawn by Baratus (credited on titlemap roll).
- Fixed Square key placement in E1A4.
- Removed secret status of yellow armor in E1A4.
- Fixed PUNCH texture not warping.
- Changed Paintguy/Cannon spawn when entering Circle key area in E1A3.
- Changed secret handling for Goonades in E1A3.
- Fixed harmless goo in E1A8.
- Fixed a tiny sector of harmless goo in E1A7.
- E1A9 had a lot of things flagged as a secret that would have over-inflated 
  the secret count due to a bug in ZDoom 2.7.1.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 12:52 am
by grouchbag
Now that was fun. Lol'd a lot.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 6:13 am
by HexaDoken
Viscra Maelstrom wrote: it doesn't really help though that the Doom mentality is to play on Ultra-Violence for the experience meant to have when playing the mod.
Clearly, there is only one solution. You must name your easiest skill "ultra-violence" so that the people get the message.

Well, more seriously, you could slap nightmare-style descriptions to each difficulty that would more or less give a hint at the challenge level you can expect from it.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 7:40 am
by _mental_
MTrop wrote:We're withholding the OSX version until we find a (stable) version of ZDoom that'll run under the latest versions of OSX (10.7+).
What's wrong with build from here?
Actually, there are two types of builds: with 2.8-pre and with osx_native in their names. What type did you tried?

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 11:12 am
by Josh771
I haven't played too far into this just yet, but my quick run through the tutorial and part of the first map just brought me back to more carefree days of playing Banjo Kazooie and other light-hearted, bright-colored, musical and cheery games. I approve 100%. I also love how you've used lines from RotT enemies (and even a boss -- and probably other games like Duke3D) and made them blend right in with the rest of it. This kind of project always impresses me with the developers' sense of dedication; I wish I could make things like this, but it just takes a lot of effort (and a team). :) Good job! I will definitely be watching this thread for further updates.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 5:12 pm
by MTrop
_mental_ wrote:
MTrop wrote:We're withholding the OSX version until we find a (stable) version of ZDoom that'll run under the latest versions of OSX (10.7+).
What's wrong with build from here?
Actually, there are two types of builds: with 2.8-pre and with osx_native in their names. What type did you tried?
The official release is what we are currently using: 2.7.1. Unfortunately, it's no good under OSX 10.9 (at least).

Until a stable version is released (2.8.x) that isn't in constant flux, we don't have reasonable assurance that the version that we use will not have outstanding, game-breaking issues that need fixing.

If we do use a build, I would prefer it to be the exact version/commit on each platform to rule out any inconsistencies between them. We will be examining other builds for the future, especially if the improvements to the netcode make it in, but for now, it is better to play it safe with an official build while we are still fine-tuning the assets and game logic.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 9:23 pm
by Veinen
Probably should consider addressing difficulty/ideal balance concerns (not just limited to the fish) in later updates I think. Like Woolie Wool's posts for instance. It's a really cool looking TC and with those ironed out I only think it could be better. :)

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Wed Sep 03, 2014 9:36 pm
by raymoohawk
im loving the tc so far, althoug i have to agree that it does get very difficult, its a lot easier to pass brutal doom in black metal for example. that said im not sure the high difficulty is a bad thing.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Thu Sep 04, 2014 3:50 pm
by caco_killer
I just finished this yesterday, thought I'd share my thoughts on it.

I agree with pretty much everything Wool said. Map design wise, I think there's too many sections where you are surrounded by enemies. Most of these areas were manageable on Normal, but the game grinds to a halt on the harder difficulties. I have to inch out, fire a few shots, then get back into cover. This is especially noticeable on the hardest setting, where the limited health (healing items only heal half as much), leaves you no choice but to do this. You cannot afford to take any damage at all, forcing you to savescum through sections of levels. I think healing items should heal for their normal values on that mode, its hard enough as it is. I also think the ammo limits should be doubled on that setting, since ammo pickups give twice as much. I had to backtrack a lot to get ammo because of that limitation.

Armor doesn't last very long, either. Shouldn't 200 armor protect more than 40 points of my health?
Spoiler:

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Thu Sep 04, 2014 4:45 pm
by Woolie Wool
The higher tier armors absorb almost all incoming damage, that's why it seems to disappear so quickly. If you didn't have that armor, all that 200 damage would have gone straight to your health and you would be dead. It's like Quake red armor--you're extremely hard to kill while you have it, but it will be gone before you know it if you play carelessly.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Mon Sep 08, 2014 5:24 am
by Slax
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Dem doodles.
Square's a Max Payne styled story in my mind. Projectile dodging, bullet-time, awesome moves and KERBLAMMY action. And of course, a dark and gravely cigar/whiskey voice.

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Ah, he loses so much character when pixelized.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Mon Sep 08, 2014 5:55 am
by Doomkid
Dem doodles are pretty damn cool man. 8-)

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Mon Sep 08, 2014 11:36 am
by Viscra Maelstrom
are there any plans of making a grimmer sprite for Square himself in the project? seemed kind of jarring that he looks like all the other squares in the neighbourhood. also, flipping a paint gun out from thin air when firing. though i do get that he's supposed to look all jolly and square compared to all the circle jerks in the game.

Re: [RELEASE] The Adventures of Square: Episode 1

Posted: Mon Sep 08, 2014 1:36 pm
by Slax
Deathmatch-Skin-Designapalooza 2014!
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