GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Sgt. Shivers » Wed Jan 29, 2014 1:54 am

I just finished making something like that, and I sent it off to Kegan. The only difference with mine is that the red glows too.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Wed Jan 29, 2014 10:29 pm

So I'm retooling the rocket thrust into a rushing tackle, it won't change how it works, just the visuals, but due to the limited amount of sprites I have to work with, the tackle kinda...

Image

Looks more like the mother of all bitchslaps.

I'm keeping it.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Captain J » Thu Jan 30, 2014 2:13 am

bitchslap? more like BROSLAP. otherwise, it does needs more powerful animation, though.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Thu Jan 30, 2014 2:26 am

Captain J wrote:bitchslap? more like BROSLAP. otherwise, it does needs more powerful animation, though.


it's a damn shame Baratus never threw elbows or actually DID have a shoulder tackle. I'll see what I can do later.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Sgt. Shivers » Thu Jan 30, 2014 2:28 am

Couldn't you just have him punch?
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Thu Jan 30, 2014 2:47 am

Sgt. Shivers wrote:Couldn't you just have him punch?


Sadly no. I got the punch planned for another subweapon. and using the same sprite for two different subweapons would just be odd.

Here, lemme show off something else for the time being: The secondary spell you get along with the shield subweapon, the Chakram

Image
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Captain J » Thu Jan 30, 2014 3:54 am

leaving the blur effects would be so cool for that deadly blood-cherry flavored bagel.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Thu Jan 30, 2014 4:05 am

Captain J wrote:leaving the blur effects would be so cool for that deadly blood-cherry flavored bagel.


Yeah I need to look into how to give projectiles a rad as hell afterimage effect. I know you can use spawnitemex, I just need to read up on the proper formula.

and if anything, it's a cherry lifesaver candy.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Valherran » Thu Jan 30, 2014 10:53 pm

That chakram should be a weapon if it's own. heh
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Fri Jan 31, 2014 4:38 am

Captain J wrote:leaving the blur effects would be so cool for that deadly blood-cherry flavored bagel.


How's this?

Image
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Captain J » Fri Jan 31, 2014 6:09 am

still, not enough. how about make 'em fade-out much faster? also if you wanna add even more effects, i recommand the sparkles 'n particles.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby zrrion the insect » Sat Feb 01, 2014 2:02 am

Sparks when it bounces would be pretty awesome.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Sat Feb 01, 2014 5:14 am

Sparks I can do. and while I'm waiting on a friend to make me Arthur's Lance and Dagger, I'm working on the sub-spell you get with with Lance: Red Lightning.

My current problem is trying to take the 2D lighting sprites from Super GnG and have them make sense within a 3D environment.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Captain J » Sat Feb 01, 2014 5:41 am

if the player can throw the whole lance, RIPPER flag is it's best friend. also A_Explode is for dagger too.
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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Sat Feb 01, 2014 5:45 am

Captain J wrote:if the player can throw the whole lance, RIPPER flag is it's best friend. also A_Explode is for dagger too.


Actually the lance and dagger are going to be loyal to how they worked in Super GnG, so the lance will essentially be a rocket with no explosion, and the dagger will be a fast firing projectile you can use to peg enemies very rapidly. I may give the dagger a forcepain flag so they always cause monsters to flinch. To counterbalance that, both the lance and dagger will consume sword rage, as all subweapons will, but because the dagger uses a third of the rage meter, you can't just hold altfire and expect to constantly throw daggers. A smart player will be able to use the dagger to approach monsters or use it defensively to make archviles flinch while backpedaling to cover.
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