[v0.4] A Boy And His Barrel - A secret is revealed

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Re: [Demo] A Boy And His Barrel

Postby Rexen » Sat Sep 03, 2016 2:57 pm

I made a simple map (in UDMF whoops) that sort of servers the purpose on showing maps the bare bones of making a map. (Might actually make it a proper level). Also I think it might be best if we have a tutorial episode that explains how the mod works (using acs and udmf of course).
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BAHBMAP.wad
Replaces MAP02
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Re: [Demo] A Boy And His Barrel

Postby HorrorMovieGuy » Sat Sep 03, 2016 3:36 pm

This is incredibly cute, and it makes me happy. Mapping isn't really my forte, but I would certainly love to submit one if I can muster the motivation to actually finish it.
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Re: [Demo] A Boy And His Barrel

Postby Gutawer » Sat Sep 03, 2016 5:20 pm

I'll definitely be doing some form of map for this, I couldn't not make one after being in the stream where ideas for this were drafted.

Regarding the music for the wad, you might have noticed that the music is shifted into Major key, gotten from this thread on doomworld https://www.doomworld.com/vb/doom-gener ... -to-major/ - during the stream, we found a program which could convert MIDIs automatically, which unfortunately costed $15. So during the stream, I bought the program specifically for this wad. So, if anyone needs a MIDI converted into major, just ask me about it, give me the .mid and I'll give you the converted one back.

EDIT: I should mention, please don't use any MIDIs that change key, the program is designed to work with one key throughout so it won't work if a key change is involved. Sorry about that.
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Re: [Demo] A Boy And His Barrel

Postby Matt » Sat Sep 03, 2016 6:23 pm

Is there any hope for a pull function when you accidentally slip the barrel into a corner, or worse, like ~31 units away from the corner?
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Re: [Demo] A Boy And His Barrel

Postby Rexen » Sat Sep 03, 2016 7:11 pm

Vaecrius wrote:Is there any hope for a pull function when you accidentally slip the barrel into a corner, or worse, like ~31 units away from the corner?

Maybe make this the fist alt fire.
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Re: [Demo] A Boy And His Barrel

Postby jazzmaster9 » Sat Sep 03, 2016 9:12 pm

This needs to continue being a thing.
I can already see all the Puzzle elements you can implement in this mod.

Also the Barrel gets stuck on walls :(
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Re: [Demo] A Boy And His Barrel

Postby InsanityBringer » Sat Sep 03, 2016 9:34 pm

jazzmaster9 wrote:Also the Barrel gets stuck on walls :(
While a pull function would definitely be helpful, it might improve the physics some to give the barrel +SLIDESONWALLS, which will let the barrel slide against walls in the same way as the player. Otherwise walls tend to be "sticky" to objects.

EDIT: Yeah the physics feel quite a bit better with +SLIDESONWALLS set. It is possible to nudge it away from walls also by bumping it while strafing away from the wall, but this is a bit weird to do.
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Re: [Demo] A Boy And His Barrel

Postby Captain J » Sat Sep 03, 2016 10:00 pm

Hope there's some items that effects on the barrel waifu as well! Such as box of rad chocolate! ;)
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Re: [Demo] A Boy And His Barrel

Postby Cage » Sun Sep 04, 2016 5:26 am

Image

Now you're thinking with Barrels.
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Re: [Demo] A Boy And His Barrel

Postby Jimmy » Sun Sep 04, 2016 7:42 am

Updated to 0.1.2. Changelog:

- Violet's height is now 32. A better, rounder number than the previous 42. :?
- Violet now has the +SLIDESONWALLS flag.
- Player's MaxStepHeight is now 23. This makes it less easy for you to walk on top of the barrel accidentally.
- NEW BERRY FLATS and FALLS! Courtesy of DRL333. These HEAL Violet if you push her onto the berry slime.
- MAP01 is now UDMF, also updated so it's less Imageable.
- Those force field textures lol. Recolored the blue ones to um, actually work in the new palette.
- Violet doesn't go flying when she dies now, her death state now calls A_NoBlocking so the projectiles spawned don't make her zoom off in a random direction.
- Violet no longer dies if the player gets themselves killed, instead her status is updated.
- Violet's health counter changes to a redder color if she's critical.
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Re: [Demo] A Boy And His Barrel

Postby Rexen » Sun Sep 04, 2016 11:27 am

I made another map that was actual made to be a legit puzzle, showing off the force shield. Now I went with blue because I thought that was the logical one to use. This demo puzzle has the puzzle logic setup but its not pretty looking like your normal doom maps.
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FSDEMO.wad
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Re: [Demo] A Boy And His Barrel

Postby Jimmy » Sun Sep 04, 2016 12:38 pm

Thanks for the contribution, Rexen! Works a charm. I don't think you need the healing slime in there in a map with no hazards apart from the player but apart from that, solid. It would likely need to be opened up and detailed a bit, but I can see it working. Cheers! :D

Also, since it's still early days in the project yet, I just figured I'd put something out there: With the addition of a single actor flag (+PICKUP), Violet is actually able to pick up items. Before I commit the change, I want to just clear with everyone whether that's a good idea or not. On one hand, it means medikits and stimpacks and even armor pickups can serve to heal and protect her, but she can also pick up ammo and waste it since she never uses it. Keys too might be a problem. (Of course, it would be better if keys got transferred to the player. Hopefully an easy feature to add if I do go this route.)

This might turn out to be a good mechanic, or it might just be an annoyance to players. Of course, if it's telegraphed with an onscreen message (like, "Violet picked up a medikit.", in purple as well, just to cement the unusual occurrence), I feel that would be better, but it's still a question of whether that mechanic is worth pursuing. Personally, I want to explore it. What do you guys think?
Last edited by Jimmy on Sun Sep 04, 2016 1:08 pm, edited 1 time in total.
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Re: [Demo] A Boy And His Barrel

Postby Rexen » Sun Sep 04, 2016 1:07 pm

Maybe making it so Violet can only pick up healing items it possible.
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Re: [Demo] A Boy And His Barrel

Postby Captain J » Sun Sep 04, 2016 1:56 pm

Jimmy wrote:This might turn out to be a good mechanic, or it might just be an annoyance to players. Of course, if it's telegraphed with an onscreen message (like, "Violet picked up a medikit.", in purple as well, just to cement the unusual occurrence), I feel that would be better
I bet she's on the stuffy appetite, i see!

Anyway about research, is she will be able to pick some powerup items as well? Such as soulspehre.
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Re: [Demo] A Boy And His Barrel

Postby Rexen » Sun Sep 04, 2016 2:03 pm

I touched up on the force field map, added a monster and some basic layout.
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