[p21] Reelism 2 - 🔟🎂

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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby BouncyTEM » Tue Aug 11, 2020 11:56 am

make it to wave 5 on gutrot the first time around, go and buy most of the big items, get killed by the Orb in the second go almost immediately and lose everything.

Yep, that's about right. :v

Damn you, mysterious wazard.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Captain J » Tue Aug 11, 2020 12:07 pm

It was sucha fun yet different experience. I swear it's the same game, but it's way different and fancy in a good way. Congratulations on uploading the early version and it deserves more attention. So the game gets nicer and gooder!
Spoiler: And here's the feedback for ye, milord:
I'm literally having a blast with REELism 2 right now. Thanks so much for this awesome game!
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Miru » Tue Aug 11, 2020 3:09 pm

Played a few rounds, and here's my feedback:

* I noticed that the sock puppets replaced the bronies as the "harmless" enemy. I actually even got the references to what they were supposed to be! What's more irritating than 800 dollar knockoffs of Sesame Street?
* The burned enemies being tinted gray after burning was a nice touch. Maybe have them tinted orange as they run around burning?
* I noticed weapon ammo counts seem to be lower than in the original. Maybe have them restored to the original counts? This might make flamethrowers more effective.
* I found the NULL reference in the map! It's so funny! Maybe since Zapple is also the name of a Shantae character, find a way to make a nod to her at the Zapple booth?
* Some items like the crates seem to be invisible when I play it.
* The Slug Gun is very underpowered, being weak and slow. I suggest giving it a strong altfire like the MetaDoom shotgun and its grenade dropshot.
Last edited by Miru on Sun Sep 13, 2020 1:53 pm, edited 2 times in total.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Smedis2 » Tue Aug 11, 2020 3:19 pm

Replayed Reelism 1 after trying out this demo, I can definitely say that the two feel like markers of periods of modding. Reelism 1 is still impressive in its own right, but what's been made of 2 definitely feels more "modernized", both because of the engine improvements after all of these years and just a general feeling of a better understanding of gameplay and map design (and also interface design, even!). This may just be me, but it kinda feels like resources are more limited than before, though. I found myself running out of weapon ammo and farming from weak enemies with the default pistol a lot.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby undeadmonk354 » Tue Aug 11, 2020 5:28 pm

I've been playing several rounds of Reelism 2, and here is my feedback and questions:

*The Yeti or not reel was originally a scrapped reel in Reelism 1?
*The Ranger Danger reel would be better with Rottweilers added.
*Is it possible to add custom NPCs to town via modding?
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby cubebert » Tue Aug 11, 2020 10:49 pm

I've played it for about an hour and a half and I've got to say that this is a well-done experience. There hasn't been a second where I couldn't stop grinning or chuckling from how absurd the matchups can be! There are some bugs/suggestions/questions that I'd like to bring to the thread; feel free to let me know if there's something I'm missing since I've only played five rounds.

1. When you are shrunk down from Micro-Mode and you try to use the football weapon up towards a slope, the player will stop tackling as if he hit a wall (try it on Astrolab X since that's where the bug occured).

2. Is it possible to revamp the starting pistol so that it has its' own visual style rather than using MetaDoom's? I like the idea of having an energy pistol with unlimited ammo, but I think the weapon itself can be changed to fit Reelism's style.

3. How much of Reelism 1's content will be in the final version? Will there be maps or weapons that were cut from the first mod?

Overall, I think that this is a major technical improvement from the first mod and I can't wait to see how the final version will look like. Excellent work, Kinsie!
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Captain J » Tue Aug 11, 2020 11:52 pm

It changed a lot, including the Flamethrower. For some reason it's ineffective in mid range combat and just disappears way too quickly. It goes wide, sure, but the damage is not really powerful than the previous one.

But after thinking about previous one had massive amount of damage, i think it's a wee bit of an downgrade.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby slayerogames » Tue Aug 11, 2020 11:52 pm

Why did you use the Deathmatch Simulator SSG Sprites?
and if you plan to change them, could you change them to the Doom Eternal SSG Sprites? Because the Doom Eternal Shotgun feels a bit lonely. :|
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Captain J » Wed Aug 12, 2020 1:11 am


So yeah... These dogs are way loyal to me and manage to corner that poor ox. He has no damage given from the dogs so he just don't even fight back, making the boss fight rather easy.

And btw, can you PLEASE make the explosive projectiles like rockets and grenade glow in the dark? They're like a living PTSD nightmare especially in dark places...
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby BouncyTEM » Wed Aug 12, 2020 2:35 am

So, it's a work in progress and i've only got the bare-bones started (for one thing, I need to gather more sounds for half of the enemies), but I do already have an additional reel of enemies - PIRATES!

https://www.dropbox.com/s/a0zlmsnym3mw0 ... k.pk3?dl=1

they're pretty aggressive and overall pretty dangerous (and the reel reminds me of the daggerfall one from reelism 1 tbh) but they're fun. They occassionally drop coins on their death to add even more points.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Captain J » Wed Aug 12, 2020 3:40 am

Spoiler: "So does this reel rarely play this lil' voice clip as well?"

EDIT: Oh hell yes it does

DOUBLE EDIT:

Also i just found out that the smoke is way wavy and sometimes gets cut off like that. And is this intentional? I can fire a tank shell much faster now. It makes the machine gun way obsolete.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby eltiolavara9 » Wed Aug 12, 2020 4:06 am

okioekoekaoekokok so its amazing as expected but i have some observations or whatever
-double shotgun feels really weak (maybe i'm using it wrong)
-it's harder to find medkits compared to 1 (maybe it's just weird luck)
-i keep getting the sock puppet reel but im pretty sure it's just weird luck and that it'll be less common after more get added
also, is there gonna be new content added to reels that are already in? just curious
the town is really, really cool
edit: also having to wait a few seconds to retry after dying is kind of annoying after a while imo
Last edited by eltiolavara9 on Wed Aug 12, 2020 4:42 am, edited 1 time in total.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Beed28 » Wed Aug 12, 2020 4:18 am

Found a bug that I think nobody's pointed out yet; the upper half of the flying demon things from Quake 1 don't seem to get cleaned up after a while.
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Arctangent » Wed Aug 12, 2020 7:28 am

this is, without a doubt, the world's #1 melissophobia simulator
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Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Postby Gothic » Wed Aug 12, 2020 8:35 am

I get this error when I throw a basket ball with the Gun Runner reel:

Also Pie in the Sky is proof that the Football weapon needs to have a brake function.
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