Rise Of The Wool Ball :3 (v1.3 + Soundtrack)

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Re: Rise Of The Wool Ball v1.2

Postby MSPaintR0cks » Wed Jun 14, 2017 5:05 am

Aah, there still were a few bugs :D
Just fixed these and released a new v1.2 :3:

Fixes this time:
  • Fence at the lava in E2M1 is not passable anymore
  • that tiny blue pixel in E2`s skybox is gone
  • changed "v1.1" to "v1.2" in the GAMEINFO file... totally forgot about that the first time
  • some spikes did not appear in E2M1 on Easy, now they do
  • little buggy floor-fan portion northeast in E3M1 fixed

QuakedoomNukem Cz wrote:Yet another bug report, this time from E3M1:https://my.mixtape.moe/fdhpdc.mp4
The bug was also in 1.1, and I used Freeze mode and God mode to record it.


Aaah, never noticed that! In earlier alpha versions, there was another platform there, which had enemies standing on it. Later I decided to remove it.
Fixed that! :D

NightFright wrote:Two quick things about the new release:

1) GAMEINFO included in rotwb.wad still states v1.1.

2) You still get the error "NJWaterSplashBase is not an Actor (in splash Water)". This is because there is no actor defined with that name anywhere in DECORATE. You only have NJCoreSplashChunk and NJWaterSplashChunk there. I figured that the correct definition for the TERRAIN lump must be this, then:

Code: Select allExpand view
splash Water
{
   smallclass     NJCoreSplashChunk
   smallclip      12
   smallsound     world/watersplashsmall

   baseclass      NJCoreSplashChunk
   chunkclass     NJWaterSplashChunk
   chunkxvelshift   8
   chunkyvelshift   8
   chunkzvelshift   8
   chunkbasezvel    2
   sound            world/watersplash
   NoAlert
}

So basically, replace both NJWaterSplashBase entries in TERRAIN (smallclass/baseclass) with NJCoreSplashChunk. That should get rid of the warning. (Alternatively, you could rename the NJCoreSplashChunk entries in DECORATE to NJWaterSplashBase, but in the end, it's the same thing.)


Quickly fixed the GAMEINFO one.
Tried fixing the actor issue here... sadly it did nothing. I wonder what`s going on there. D:
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby NightFright » Wed Jun 14, 2017 5:38 am

Basically, it's the same problem again with a different actor name. Now it is
NJCoreSplashBase is not an Actor (in splash Water)

NJWaterSplashBase and NJCoreSplashBase have one thing in common: Both do not exist in DECORATE. I don't know how TERRAIN definitions work exactly, but you have to put something in smallclass and baseclass that actually exists.

You only have two water splash actors defined in DECORATE:
NJCoreSplashChunk
NJWaterSplashChunk (which inherits from NJCoreSplashChunk)

As you can see, there is nothing containing the "Base" phrase here anywhere, so ofc it cannot be found.

Considering this example from terrain.txt in gzdoom.pk3, smallclass and baseclass should be identical:
Code: Select allExpand view
splash Water
{
   smallclass      WaterSplashBase
   smallclip      12
   smallsound      world/drip

   baseclass      WaterSplashBase
   chunkclass      WaterSplash
   chunkxvelshift   8
   chunkyvelshift   8
   chunkzvelshift   8
   chunkbasezvel   2
   sound         world/watersplash
}
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby SanyaWaffles » Thu Jun 15, 2017 9:19 am

Having Trouble finding the download for 1.2. Can you update the links?

From what I've played of this, it's a really solid, fun shooter.

I love the varied enemies this time. Those Helikitties are really my favorite enemy of the game.

And that first boss:

Spoiler:


more in-depth analysis will follow soon. I wanna make sure I have the latest version :D
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby Ed the Bat » Thu Jun 15, 2017 11:36 am

SanyaWaffles wrote:Having Trouble finding the download for 1.2. Can you update the links?

Under the word "Download" on the first post?
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby NightFright » Fri Jun 16, 2017 3:29 am

I had time to play the first episode now and gotta say it's absolutely outstanding. The levels look (even) better, the jump pads are fun, allowing a more "vertical" gameplay (just like they did back in ROTT), and there are always little new funny scenes to discover. I like this cartoony style and honestly cannot get enough of it, therefore I am already afraid of reaching the end of the game. If this doesn't get a Cacoward this year, I'd be surprised and quite disappointed!

What could still be added (possibly for the sequel): Boss health meter! Since the bosses really take quite some damage, it would be nice to see how fast you progress with the fight.

At the beginning of E1M5, I get this error message ingame in GZDoom v3.1:
PathFollower 10: Path needs at least 2 nodes

BTW: What I like especially is that you rescue prisoners now by using the "use" key instead of wasting ammo (which still works, though). Maybe this is a change that should retroactively be applied to SOTWB, too. It makes a lot more sense this way! Also good that you don't die instantly any more when you hit barbed wire walls. Also a frustrating thing from the predecessor.
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby Wiw » Fri Jun 16, 2017 5:20 am

I should probably call this to your attention.

Image
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby wolfmanfp » Sat Jun 17, 2017 9:45 am

NightFright wrote:BTW: What I like especially is that you rescue prisoners now by using the "use" key instead of wasting ammo (which still works, though). Maybe this is a change that should retroactively be applied to SOTWB, too. It makes a lot more sense this way! Also good that you don't die instantly any more when you hit barbed wire walls. Also a frustrating thing from the predecessor.

I just tried SOTWB, and I could use the "use" key on prisoners.
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby NightFright » Sat Jun 17, 2017 11:00 am

Interesting, then I guess I just never tried it because I thought it wouldn't work. I guess you can forget about that request! ^^
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby Captain J » Sun Jun 18, 2017 7:09 am

Ahhh, Nyes it's here. Glad i could help with the feedback and explosion graphics that i kinda like. It's been a pleasure and i'll be waiting for more work!
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby NightFright » Mon Jun 19, 2017 3:56 am

NightFright wrote:At the beginning of E1M5, I get this error message ingame in GZDoom v3.1:
PathFollower 10: Path needs at least 2 nodes

Similar to that issue, at the beginning of E3M5:
PathFollower 138: Path needs at least 2 nodes

Besides that:
I thought that the ep.2 boss fight was quite hard, with you having to stay clear of obstacles and trying to evade projectiles since otherwise, you wouldn't be able to recover health so easily. Maybe more health packs should have been available (or I was able to successfully avoid all that were there, not sure). Anyway, the other boss fights were easy compared to that one, at least in my opinion.

Anyway, now that I have completed the game, thanks a lot for another AMAZING experience! This looked and felt even more professionally done than SOTWB. Its visual design is creative, the story is smart and the characters are cute. A must-play wad for pretty much everybody this year, as far as I can tell!

You have just received a humble donation for your remarkable efforts, my friend!
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby Captain J » Mon Jun 19, 2017 4:25 am

NightFright wrote:I thought that the ep.2 boss fight was quite hard, with you having to stay clear of obstacles and trying to evade projectiles since otherwise, you wouldn't be able to recover health so easily. Maybe more health packs should have been available (or I was able to successfully avoid all that were there, not sure). Anyway, the other boss fights were easy compared to that one, at least in my opinion.
Some tips for ya; You can shoot down his projectiles and speed yourself down during the skateboarding.

I thought 2nd boss is very hard, and i guess i was not the only one. Heh.
Last edited by Captain J on Sat Jun 24, 2017 12:57 pm, edited 1 time in total.
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby Gyro » Sat Jun 24, 2017 12:06 pm

Holy crap there's a second one, hell yeah! :3

This looks really good, I'll give it a try when I get home from work later.

(Fun facts, MSPaintrocks offered to let me beta test it but I didn't log in to the ZDoom forums for like four months so I didn't see the private message ;_; RIP me)
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby Zan » Sat Jun 24, 2017 1:46 pm

This is awesomely well made, can see a lot of effort and inspiration went into it.
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby Rex705 » Sat Jun 24, 2017 3:48 pm

I just came on over from the ICARUSLIV3S video review of this map pack. This looks amazing and very well down keep up the good work I hope to see more episodes. :)

https://www.youtube.com/watch?v=cvhGeeTD28A
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Re: Rise Of The Wool Ball :3 (v1.2 now compatible with GZDoo

Postby harrythewolf » Sun Jun 25, 2017 1:24 pm

omg yes~
loved the first one a lot, and this second part is way better. I hope you make a third part sometime :3
something i noticed is that in the boss where you have to race him in a skateboard the cucumber launcher and the "pooping bird" does not function correctly.

Also did this as entertainment http://sta.sh/0c1tcqdoof4
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