Projects that alter game functions but do not include new maps belong here.
Forum rules The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Join this rented Discord server with roommate attached for seldom Bullet-Eye talk! Because now you're playing with power!https://discord.gg/cFpdvWZ
So good, it was voted #1 mod three days in a row! Below is a video snapshot of their genuine reaction while playing Bullet-Eye!
SCREENSHOTS
Spoiler:
TESTED WITH GZDOOM 4.5.0! Other versions may be unsupported. This mod is not compatible with most mods. The ones listed below in the "RECOMMENDED MODS" section were found to work with little to no problems, and only those should be used. Mods such as gore mods that affect enemies will lead to undesirable results!
Hello, sir or madam. Do you long for the days of old where the console wars focused on things like pixel graphics, and something about megabits and chips of the 8 to 16 to 32 variety? Well then look no further! Throw away all those toasters you put on your head claiming to be the answer to virtual reality! Dispose of those 'games' that could pass off as modern art pieces with their 16 different shades of brown! (and gray, but not 50) From here on out, you get to play the games...ON A CARTRIDGE! You HAVE seen the games, right?
Be sure to read the controls below or press F1 during gameplay to view them. You can also select 'Manual' from the main menu.
DOWNLOAD ENEMY ONLY MOD Use this if you would like to use the enemies of Bullet-Eye with another gameplay mod. Note: Only 8/18 monsters finished. More will be added as they are completed. Don't forget to set up your preferences in the options menu to change some enemy behavior or aggressiveness. These enemies do not have XDeath states.
DOWNLOAD DEVELOPMENT VERSION (GitLab)(GitLab Repository) Note: This version will constantly be updated and is not an official release. It may also be unstable, so use it at your own risk! Think of it as a beta version, where you can try out new changes before they are released in an official update. If you wish to report bugs for this version, be sure to make a note in your post that you are using the development file.
CHANGELOG:
Spoiler:
v0.11 - 4/14/21 New Features: - Shuffle mode now also shuffles equipment items.
Fixes: - Fixed Invading Swarmer infinite loop. - Fixed Old World Manual Status Panel HUD position.
v0.11.0 - 4/14/21 =WEAPONS= +GENERAL+ -Sub-Weapons have been removed and converted into either primary weapons or used in another form. -Weapons now use ammo in addition to reloading and these mechanics are no longer optional. This was done for the sake of balance, and for opening up more possibilities for weapon and equipment effects. -Weapon elements have been added. Fire deals damage over time, Ice creates a barrier when an enemy is frozen, Lightning deals damage to an adjacent target, and Poison causes enemies to deal less damage and prevent their special attacks from being used for a short time. -SEEKER weapon family has been renamed to SUPPORT. Weapons that were previously of this type have been moved to the appropriate weapon families. -RAPID weapons have had their magazine sizes doubled along with increased fire rates in most cases. -POWER weapons now fire slightly slower than before, but their damage has been increased considerably. -Weapon Capsule spawns are now randomized, meaning they are no longer based on original map placement of Doom II weapons, such as Chaingun spots solely spawning RAPID weapons. A "Roulette" option can be chosen to make any weapon spawn from a capsule, but the drop is based on what color the capsule has landed on when destroyed. -Added option to toggle reloading behavior: Auto or manual reloading when a magazine is empty. -Enemies now only drop ammo for weapon types in your possession. Other types can still be found from other sources, such as capsules. -Weapons now gain experience from kills, or picking up duplicates. -Weapon levels gained are now permanent. (This does not carry over to other mapsets) -The Weapon Gauge was made larger for easier viewing. This is the bar that appears near the magazine counter for weapons such as the Triple Wyvern and Grind Halberd. -New weapons added: 3 POWER, 1 AREA, 2 RAPID, 3 TECH, 2 SUPPORT, 1 MELEE. (12 new weapons total) +FROST SNAP+ -Damage has been increased due to removal of Sub-Weapons. -Now has an alt-fire which deals slightly more damage, but with a lower rate of fire. +BUSTER+ -Reverted back into AREA weapon. -Changed L2 effect. -Fixed a bug at L3 that fired the second level charge when only charged up to the first level. +BLAZE STREAM+ -Fixed bug where a specific sound would not play when firing has stopped. -Added damage over time effect from Fire element. -Increased range. +DOGFIGHTER MISSILE+ -Fixed L3 projectiles being capable of damaging you. -Increased missile firing and turning speed. -Adjusted damage and firing speed. In addition, also increases damage done to airborne targets. -Weapon changed to SUPPORT, with effects changed to match. +CRUSH BLAST+ -Mechanics changed, and the gravity effect of L3 was made into a baseline feature for the weapon. +QUICK STRIKE+ -L2 and L3 effect revamped. -Alt-fire now triggers Parry when no attacks have yet been made. +HUNTING LASER+ -Now fires a burst of 5 lasers instead of 3. -Now has additional weapon effects. -Lasers will now seek targets at any time, rather than only when on screen. -Weapon changed to RAPID. +ASSASSIN VULCAN+ -Increased primary fire ammo consumption. -L2 Stealth has been improved, and now causes enemies as well as homing projectiles to totally forget the player. -Reduced L3 energy gained per enemy hit. +STORM MINE+ -No longer auto detonates when in proximity of enemies, as the L2 and L3 effects were nullified in most cases by the feature. -Fixed framerate issues when detonating multiple mines. -Increased duration of mines before auto-detonation for both L2 and L3. -Slightly increased damage from explosion. -Reduced damage of direct impacts. +REPEATERS+ -Increased firing and projectile speed. +VIPER WAVE+ -No longer deals damage over time. Changed L3 effect. -Increased firing speed. -Reduced size of visual effects. +SCRAP LAUNCHER+ -Added a short cooldown before an enemy can be stunned by subsequent chain hits. -Improved spread. +TRIPLE WYVERN+ -Added impact visual effects to projectiles. +WINGED REAVER+ -Ammo is no longer consumed upon splitting the blades. -Weapon no longer alerts enemies when thrown. -Split blade movement speed has been reduced and flight pattern made less erratic in order to improve the ability to hit targets. -Split damage has been increased slightly. -No longer requires reloading. +GRIND HALBERD+ -Heat can now be built up by moving in any direction, rather than only forward. -Built up heat will no longer fully drain while attacking before the weapon is ignited. -Increased duration of ignited weapon. -Added damage over time effect from Fire element. -Fiery Retribution is now activated with Alt-Fire and can now only be used while the weapon is ignited. -Reduced damage of unheated strikes. Damage of ignited strikes has increased significantly. -Fiery Retribution activation made more responsive, and an indicator will now display near the weapon gauge when it is ready to use. +BULLET-EYE+ -Bullet-Eye Mode is now a quick burst attack that charges much faster. As a result, all music tracks that were originally for Bullet-Eye Mode have been moved to standard map tracks. -Fixed a bug where kills with primary weapons did not grant Bullet-Eye energy. -Weapon Enhancer drop chance from kills in Bullet-Eye Mode now decreases depending on the amount of players. -Can now be activated at any time at 25% energy or above. -Energy decays slowly when above 50% energy.
=EQUIPMENT= -Equipment items now have durability. Equipment can be repaired with Equipment Enhancers, and will break and be lost if they reach a durability level of 0. -Equipment items can now be dropped while in the Equipment Panel with a custom keybind set in the options menu. -Equipment that previously affected Sub-Weapons have changed due to the removal of said feature. -Added slots for shoulders, leg armor, belts, and accessories. -New equipment items added: 1 armor, 3 leg armors, 4 belts, 5 shoulders, 1 gloves, 1 boots, 6 accessories. (19 equipment items total) -Equipment can now gain bonuses that affect various elements. You can gain these bonuses in three ways: Picking up a duplicate equipment item, using Equipment Enhancers, or finding an equipment item in a map that has preset bonuses. -Sentry's Guard (Helmet) - Now has a chance to create a turret on destruction of an Item/Weapon Capsule with no requirements, but the duration of turrets has been reduced. -Victory Armor (Armor): Increased requirement for bonus to 40, up from 25. -Fixed missing pointer causing incorrect behavior of Victory Armor. -Impact Chestguard (Armor): Reduced damage and radius of effect. -Calibrated Grips (Gloves): Removed Bullet-Eye bonus. -Energy Conversion Gloves (Gloves): Removed Bullet-Eye bonus and now grants shields when picking up Strike Orbs in addition to health. -Dead Eye Strikers (Gloves): Revamped effect due to removal of Sub-Weapons. -Hasty Treads (Boots): Movement speed bonus increased. Also has a new effect for added mobility. -Hover Jets (Boots): Removed camera spring after the effect ends and reduced hover duration. -Added Old World Manuals to certain locked chests. These reduce the cost of leveling and repairs of equipment by 1 per rank.
=ENEMIES= +GENERAL+ -New Imp replacement, "Invading Swarmer", added. -New Arachnotron replacement, "Mag Roader", added. -New Baron of Hell replacement, "Lobolashi", added. -New enemy, "Radioactive Terror", added. -Swapped health values of Dread Visage and Phase Reaper. -Bosses no longer drop L3 weapons, but now always drop an increased amount of Weapon and Equipment Enhancers. +DREAD TROOPER+ -Will no longer fire when a target is out of sight. -Dread Troopers can no longer open doors while they are patrolling, preventing them from opening up later areas in a map the player cannot yet access. +RIVETING GRENADIER+ -Now has a melee attack. +GARGANT+ -New ability "True Stealth". -Increased threat of Berserk Mode. +DREAD VISAGE+ -Visual effects now only appear when the player is closer to the enemy, in order to prevent framerate issues. +ABERWRAITHER+ -Due to their spectral nature, projectiles from an Aberwraither now pierce shields. -Visual effects now only appear when the player is closer to the enemy, in order to prevent framerate issues. +WOLFENSTEIN SS+ -Fixed bug where enemy was invisible on spawn until becoming active.
=ABILITIES= -Flash Guard and Quick Melee are now an overlay animation. This means they can be activated at any point during usage of a weapon.
=ITEMS= -Weapon Enhancers no longer instantly level up a weapon, and will now instead grant a substantial boost to a current weapon's experience points. -Weapon Enhancer cap has been increased to 255, up from 50. -Equipment Enhancers have been added, and can be obtained from most sources where Weapon Enhancers can also be found. They can be used to repair and enhance equipment items to gain beneficial bonuses, such as increased max ammo capacity. -Score items now double as crafting materials for the new crafting system. Be sure to pick them up! -Bullet-Eye Emblem (BFG spawn item) was incorrectly spawning two at the same time. While picking up two of said item at the same time had no apparent effect, it was causing the visual effect of the item to appear brighter than intended. -Bullet-Eye Emblem duration reduced to 10 seconds, down from 20 seconds. -Fixed Survivor score bonus. They would only give 1 point when rescued, instead of 500 as intended. -Survivors that appear in secret areas no longer count towards the item tally. -L3 weapons no longer spawn in BFG locations. -Added locked chests that require a key to open. Press USE on a chest to open it and reveal the contents within. Keys drop from enemies and you can acquire one from finding all items in a map. -Ammo Boxes now have visuals to better indicate what a player should do with them.
=MISC.= -Health and shield system changed to be similar to that of an arcade game. Health and shield power up values have been adjusted. -Health has been changed to 25 units (50 at max health upgrades), and enemy damage has been altered to compensate. Taking damage grants a brief period of invulnerability. -Health items dropped from enemies or capsules will now disappear after several seconds if not picked up. -Shields are now limited to 6 units, and each hit taken removes 1 unit, regardless of how damaging the attack was. -A proper explosive barrel replacement has been added. -Player sprites for Valnos have been added. Player colors are currently not supported. -The Status Panel pages can now be navigated with the arrow keys or brackets while open. An option can be set to match one's preference. -Crafting page has been added. This will allow you to craft weapons you have previously found, provided you have the number of materials needed. Walking over a weapon with Equipment Lock enabled will also unlock said weapon. -Equipment Panel will no longer freeze time, in order for multiplayer to work correctly. -Equipment Panel weapon pros and cons text has been replaced with weapon attributes, such as damage and fire rate. -Replaced all Mega Man X3 songs from the map track list, except for the opening stage theme. The songs were far too short (Under 1 minute) to be suitable for most maps. They have been replaced with Atomic Robo Kid tracks. -Added new map tracks and replaced some older ones. -Equipment page of the Status Panel has been redesigned. -Added indicators on weapon slots to determine which weapon family a current weapon belongs to. Do not create naughty words with this feature. -Added indicator to ammo counter frame to determine which ammo type is currently being used. -Equipment Lock icon has been reduced to one graphic. -Spawner code for secret sectors has been improved, and will now more reliably have special items in them. -Player Defense and Damage Sliders have been removed. -Arcade Mode, and True Arcade Mode have been removed. -Score bonuses are no longer acquired on maps with 0 secrets, items, and/or monsters. -Fixed a bug where dormant monsters would flash when damaged. -DM Spawns option now only spawns enemies on map 5 onwards. -New Coop Spawns option added. This will spawn your choice of items in coop spawns, from map 3 onwards. -Fixed issues with maps containing voodoo dolls.
-...And a number of other small things I may have forgotten. It's been almost 2 years. I apologize!
v0.10 - 9/14/19 =WEAPONS= +GENERAL+ -Some weapons have been completely revamped or have new added baseline effects, in order to help reduce redundancy/similarity in weapons. -New MELEE weapon family added. -Spitfire is no longer a starter weapon. A new starting weapon has been added, and will now be used for a new game or with pistol starts enabled. This weapon can also be found on a non-changeable slot 4 as a backup weapon. -Fixed issues with mapsets that enforce pistol starts granting extra weapon levels on a map start. -Equipment and Weapons can now be picked up with Equipment Lock on if you do not currently have an item in that slot. -Reloading and ammo systems have been added. These can be toggled in the options menu under 'Weapons/General'. -Ammo items now appear from enemies or capsules when ammo usage is enabled. -New weapons added: 1 POWER, 1 MELEE. +RAPID+ -Increased damage of all RAPID weapons slightly, but added spread. +POWER+ -Increased damage of all POWER weapons. +SPITFIRE+ -Revamped weapon effects. -Auto firing speed increased. -Semi-automatic fire is more responsive. +SPREAD SHOT+ -Revamped weapon effects. -Changed from RAPID to AREA weapon. +BUSTER+ -Increased damage done to high tier enemies. -Increased area damage and radius, as well as projectile speed. -Revamped weapon effects. -Changed from AREA to TECH weapon. +BLAZE STREAM+ -Revamped weapon effects. -Slightly reduced damage and range. -Updated appearance and sounds. +CHASER MISSILE+ -Renamed to Dogfighter Missile, and behavior has been revamped. -Changed appearance of smoke to reduce visual clutter. +CRUSH BLAST+ -New baseline effect added. -L3 now has an additional effect to compliment the new baseline function. +SCRAP LAUNCHER+ -Revamped weapon effects. +QUICK STRIKE+ -Changed sounds and added new hitsparks. -Reduced normal slash damage slightly, but increased damage of charge attacks. -Reduced melee range. -Fixed slash effect only appearing when hitting certain actors. -Weapon changed to MELEE family. +RAPID VULCAN+ -Renamed to Assassin Vulcan, and behavior has been revamped. -Weapon changed to TECH family. +HUNTING LASER+ -Increased projectile speed and damage. +VOLLEY SHOT+ -Changed base firing mechanics. +REPEATERS+ -Increased projectile speed. -Changed projectile graphic. +VIPER WAVE+ -Increased weaving spread. -Poison effect was made a central part of the weapon, and the level effects have been slightly revamped. +TRIPLE WYVERN+ -Added new baseline function. -L3 rebounding shots now deal bonus damage with an additional effect to compliment the new baseline function. +WINGED REAVER+ -Fixed bug where the split mechanic would attempt to trigger despite no blades being active when at L2 or above. -Fixed bug where split could not occur after hitting an enemy during the L2 effect for Slot 2 and 3. +BULLET-EYE+ -Energy gains from kills have been increased. -Now restores health when activated. Early deactivation drains more energy to compensate. -Increased bullet damage. -Now fires missiles in addition to its normal behavior. -Start up animation can now be interrupted. -Kills with the weapon now cause enemies to have an increased chance to drop Weapon Enhancers.
=SUB-WEAPONS= +GENERAL+ -Increased damage of all Sub-Weapons, except Flame Bloom Darts. -Sub-Weapon Ammo now regenerates over time. -Sub-Weapons no longer have a delay upon activation. +MAG SHURIKENS+ -Now have limited homing capabilities. +ENERGY CLAWS+ -Greatly increased melee range. +CROSS MINE+ -Is now a dedicated mine Sub-Weapon. Effects have changed to account for the new behavior. +FLAME BLOOM DARTS+ -Lowered projectile damage in order to setup combos easier, rather than killing a weaker enemy outright and not triggering the effect. -Altered flame deployment.
=EQUIPMENT= -New equipment items added: 2 armors, 4 boots. -Equipment item activation mechanics now tied to ZScript rather than the player. This means, for example, the Victory Armor will now grant its bonus as soon as 25 kills are reached, rather than having to stop firing to receive its benefits. -Vital Gloves changed slightly, as healing when activating Bullet-Eye is now baseline. The gloves now grant bonus health when activating Bullet-Eye, and increased health from kills with Bullet-Eye. -Energy Conversion Gloves effect altered, due to the change of Weapon Enhancers. -Calibrated Grips gained an additional effect. -Sensory Combat Helmet effect changed, as the effect was too similar to the Impact Chestguard's effect that occured when activating Bullet-Eye. -Relentless Headguard effect changed. -Forged Helmet power reduced. -Recon Vest bonus increased to 20 seconds, up from 15. -Victory Armor bonus requirement reduced to 25, down from 40. -Impact Chestguard damage decreased slightly, but greatly increased range. -Riskbreaker Armor damage radius reduced to 180, down from 200. -Riskbreaker Armor and Impact Chestguard now have a visual effect when they trigger. -Fixed bug switching from Backlash Gauntlets to Dead Eye Strikers. -Backlash Gauntlets damage and radius reduced, due to Flash Guard change.
=ENEMIES= +GENERAL+ -New enemy "Dread Trooper" (Zombieman replacement) added. -All enemy projectiles can now be deflected by Flash Guard. -Enemies will now always flash when taking damage, as opposed to only when entering their Pain state. -Enemy Damage Flash color can now be customized. The default color is red. +CRUSHER+ -Now fires more Scrap Shield projectiles and stays near them for a short time after firing. Duration of the shields has been reduced. -Now has a pre-firing effect before shooting, in order to make attacks more predictable and easier to dodge. +RIVETING GRENADIER+ -Changed name from Riveting Bombadier to Riveting Grenadier, as it is more accurate and there was a typo in the name. (Should have been Bombardier, not Bombadier) -Hologram's shot count increased to 6, up from 4. -Increased delay before a grenade toss. +CYCLOPTIC BRUTE+ -Increased projectile speeds. -Adjusted pattern of main attack, in order to make the enemy more of a threat. +PHASE REAPER+ -Reduced pain time for Phase Reaper, as it was abnormally high compared to other enemies. -New ability, 'Phase Out' added. +ABERWRAITHER+ -Fixed framerate issues related to smoke FX when the enemy cannot be seen. -Reduced chance to charge. -Slighty reduced projectile damage. +SPIDER MASTERMIND+ -Equipment now has two chances to drop from the boss. -Health is now 5000, up from 3000. -Now fires projectiles instead of utilizing hitscan. +CYBERDEMON+ -Fixed bug where no weapon or max health up item would drop. -Equipment now has two chances to drop from the boss. -Health is now 6000, up from 4000.
=ABILITIES= -Flash Guard is now a toggle, and durability decreases while the shield is held out, and while sustaining damage. Successful Flash Guard deflects no longer grant bonuses. -Reduced Quick Kick damage. -Flash Guard and Quick Kick no longer have a delay upon activation. -Double jumping is now possible.
=ITEMS= -Energy Screen and Shield Capsule pick up sprites changed from green to blue, to match the shield bar. -Energy Screen Repair items were some times not working as intended, and thus, have been renamed to 'Shield Capsule S' for the small pickup, and 'Shield Capsule L' for the large. They now grant a small amount of shields any time they are picked up, as opposed to only being obtainable while in possession of an Energy Screen. -A new item which spawns in BFG areas has been added. It will grant full and infinite Bullet-Eye Energy for 20 seconds. L3 weapons will continue to spawn in BFG areas alongside this new powerup. -Weapon Enhancers can be shot at with the new starter weapon to turn it into a random weapon. This is to help with mapsets that do not provide a weapon earlier on, and to make Weapon Enhancers have a use when you do not have any other weapon. -Weapon Enhancers are no longer automatically used when picked up. A player can hold up to 50, and can be used at your own discretion by pressing FIRE on the Weapon Panel Screen to level a weapon up when the required amount is in possession. -New Melee Weapon Capsule added. Weapon Capsule spawns altered slightly to account for this new capsule. -Altered visual effect of the Invulnerability Sphere so as not to obscure vision.
=MISC.= -Character portrait added to HUD. This will display a blue aura when you have a shield, and also show visible feedback when taking health or shield damage. It will also serve to indicate which character you are playing as, should more characters be added. -User1-4 key functions have been rearranged. Be sure to view the control setup section to bind them to your personal preference. -Equipment Status Screen revamped. Only one weapon can be viewed at a time, but more information is available. Switch to other weapons while the window is open to view their information. -Added Shuffle Mode. In this mode, your weapons change to a random set every minute by default. The rate at which weapons change can be adjusted in the options menu. -Many new options added. -Added new map music tracks and switched out some less upbeat ones. -Fixed 2 duplicate map music tracks. The intended tracks should now be in their place. -Music track information is now displayed for a moment in the top left corner of the screen. -Fixed options for disabling custom map music. -Entering the Equipment Screen will stop all actions from enemies and the player, allowing one to view info for as long as needed without fear of taking damage from enemies, but will not stop damaging floors or moving map geometry. -Flavor text for equipment in the Equipment Screen has been added once again. -Shield amount remaining will now be shown in cyan numbers on the HUD under health. This number will only show when an Energy Screen or shields are in possession. -Fixed bug where Phase Reapers would not spawn for the 'Deathmatch Starts Spawn...' option when any option with a random high tier enemy was enabled. -Score bonuses can now be earned for defeating all enemies, finding all secrets, and obtaining all items in a map. -Due to score bonuses also granting Weapon Enhancers, score mode is now a baseline feature. -Score items now travel towards the player after a few seconds.
v0.9.7 - 5/2/18 =WEAPONS= +GENERAL+ -Some weapon projectiles have been given enhanced visual effects. -Limit of max primary weapon slots has increased to 3. -Weapons have been separated into categories, each with their own strengths and weaknesses. -Different Weapon Capsules based on the categories have been added, and placed in areas where they would fit. For example, Chaingun spawns create Rapid Weapon Capsules. +SPITFIRE+ -Fixed L3 projectile impact sounds playing regardless of player's distance. +SPREAD SHOT+ -Reduced spread for all levels and decreased per shot damage slightly. -Now fires 5 projectiles at all levels, rather than at L2 and up. -Increased firing speed. -Fixed weapon not being affected by firing speed bonuses. -L3 effect changed to L2. L3 has new effect. +BUSTER+ -Increased damage and radius. +BLAZE STREAM+ -Adjusted damage values to be lower on high tier enemies. -Increased damage radius. -Increased projectile spread. -Increased fire rate and travel duration of L2 effect. +CRUSH BLAST+ -Fixed sounds cutting out when player jumped after firing. -Increased power and decreased firing speed. +SCRAP LAUNCHER+ -Increased power and decreased firing speed. -Increased projectile speed. +QUICK STRIKE+ -Weapon has been revamped. It is now a melee weapon normally, but can unleash ranged attacks when leveled. +HUNTING LASER+ -L3 effect swapped to L2. L3 has new effect. +RAPID VULCAN+ -Decreased damage. -Increased projectile speed. +STORM GRENADE+ -Increased damage radius. -Reduced firing speed. -Changed mechanics of L2 effect to alleviate framerate issues. +VOLLEY SHOT+ -Increased damage radius. -Decreased damage. -Increased projectile spread. -Reduced sound volume of L2 effect. +VIPER WAVE+ -Decreased damage. -Increased firing speed. +REPEATER+ -Decreased main projectile damage. -Increased damage and radius of L2/L3 effects. +TRIPLE WYVERN+ -Decreased firing speed. -Updated appearance. -L3 rebound shot travel speed decreased in order for hits to be easier. +WINGED REAVER+ -Adjusted base projectile damage values to be higher on all enemies. -Reduced split blade damage. -L2 effect damage increased. -Now has a small window to split after contact with an enemy. This releases 2 less projectiles and they are weaker, but still effective. -Splitting is now done with Alt-Fire, rather than with Flash Guard. -L3 effect changed. +BULLET-EYE+ -Increased health gains from kills. -Due to Sub-Weapons being able to grant Bullet-Eye Energy on hits, energy from kills has been reduced from 2 to 1. -New Bullet-Eye Mode tracks have been added. -Energy gains from picking up duplicate weapons reduced to 5 (was 8). An option has been added to change the amount of additional energy gained, up to a max of 10 extra energy. (For a total of 15)
=SUB-WEAPONS= +CROSS MINE+ -Reduced height collision detection for projectiles in order for them to be spawnable when the mine is thrown at ceilings. +FLAME BLOOM DARTS+ -Fixed bug where a L3 Cross Mine would fire instead of Flame Bloom Darts while the War Visor was equipped. -Due to the nature of the Sub-Weapon, Bullet-Eye Energy gains from direct dart hits have been increased.
=ABILITIES= -Quick Kick now causes enemies to take damage on wall impact or enemy collision.
=EQUIPMENT= -New glove item added. -Equipment slot for Boots has been added. There is currently only one boot item. -Lowered effect chance of Dual Layered Mail. -Due to the nature of the weapon system revamp, Scavenger's Leather Gloves no longer drop an extra weapon from capsules. Chance to drop L2 weapons unaffected. -War Visor now also reduces Sub-Weapon ammo usage.
=ENEMIES= +GENERAL+ -New enemy "Phase Reaper" (Revenant replacement) added. -New enemy "Aberwraither" (Hell Knight replacement) added. -Enemies now only drop Sub-Weapons, and Primary Weapons have been removed from their drop tables. An option can be enabled to restore this behavior. -Modified melee behavior of some enemies, so that they land more hits than not, compared to the default Doom II behavior. -Added options to control the rate at which special attacks of enemies occur. +RIVETING BOMBADIER+ -Now plays a sound before throwing a grenade, and the time before a throw has been slightly increased. -Now immune to shots by spawned holograms. +DREAD VISAGE+ -Visual effects spawned by actor will now properly not spawn unless in LOS.
=ITEMS= -Added new Energy Screen Repair items that can be found in Item Capsules. These can only be obtained while in possession of an Energy Screen, and they restore shields by 10 for a small powerup, and 20 for a large. -Increased spawn rate of Item Capsules slightly, mainly to make the Sentry's Guard Helm see more active use.
=MISC.= -Replaced Chaos Modes with Arcade Modes. This skill allows one to respawn after death, but you lose one level for all weapons each time you die. -Footstep sounds have been enhanced. -New map music tracks have been added. -2 new Game Over tracks have been added. -Added option to control what spawns in place of Deathmatch start points. -Added option to select which Bullet-Eye track plays during Bullet-Eye Mode. -Added option to return to old weapon drop behavior from enemies. -Added Damage and Defense slider options. -Added short descriptions of weapons to status panel window. -Score is now kept upon death from a death exit or other similar situations.
DEVELOPMENT VERSION CHANGELOG: (Note that this changelog may be behind on updates compared to the actual development file itself)
Spoiler:
Nothing at the moment. A new update was recently released!
CONTROLS: (These keys must be set in the keybinds menu. You can view this information at any time by pressing F1.) Fire: Fire selected primary weapon. Alt-Fire: Use secondary weapon function, if available. "Open Status Panel": View equipment and status information. Navigate the pages with either the arrow keys or brackets (depending on your preferred option). Pages that have a cursor can be navigated with the forward and backward keys, along with the strafe keys. Press the designated key again to close the panel. "Activate Bullet-Eye Mode": Enter Bullet-Eye Mode. (Only when the Bullet-Eye Gauge is at least 25%). Will not stop firing until the gauge is empty. "Use Flash Guard": Activates a barrier which can block and deflect shots back towards enemies. "Use Quick Melee": Unleash a quick kick that can deal moderate damage and knock back enemies. "Toggle Equipment Lock": Allows or prevents you from picking up weapons or equipment. "Drop Equipment Item": While the Equipment Status Panel is open, press the designated key while the cursor is over the equipment item you wish to drop. "Next Random Map Track": Randomly selects the next track to play during a map, if music is enabled. "Show Track Info": Displays information on the current map track playing.
WEAPONS: Bullet-Eye holds a variety of unique and wacky weapons, all with their own upgrades! Upgrading weapons is achieved through use of Weapon Enhancers, slaying enemies, or picking up a duplicate weapon. This will add experience to your currently selected weapon - and once the bar is full, a new level will be obtained! Remember, citizens, your previous weapon will be dropped upon picking up your new beat stick! You can hold up to three different weapons, and swapping a weapon is achieved by selecting the weapon you want to switch out. Don't forget to press your custom keybind for "Open Status Panel" to view information about your current weapons and equipment! You will never be harmed by your own weapons so blast away!
All primary weapons are categorized into one of 6 families. Each weapon family has its own strengths and weaknesses. There is no limit to how many weapons in one family you can hold, but in some situations, it may be best to balance out your arsenal! - Green Weapon Capsule - High rate of fire with drawbacks being weaker firepower and lower accuracy. - Red Weapon Capsule - High damage output, but small magazine size and longer reload time. - Blue Weapon Capsule - Excellent for crowd control situations, but range is limited. - Purple Weapon Capsule - Requires more involvement for optimal usage, but effective when mastered. - Yellow Weapon Capsule - Arms focused on healing, utility, or to be used in conjunction with other weapons. White Weapon Capsule - Shortest range weaponry, but no reloading or ammo requirements.
Here are just some of the weapons you can find in Bullet-Eye:
Spitfire - Fires as fast as you can pull the trigger. Fast reload speed. Spread Shot - Fires a spread of projectiles in a burst. Every time a projectile hits an enemy, it is cloned into two more shots at an angle. Buster - Fires at a medium range and explodes in place. Hold fire to charge the weapon and launch an empowered shot. Costs 5 ammo. Blaze Stream - Emits a cone of powerful flames which deal damage over time, but lacks range. Dogfighter Missile - Launches small homing missiles that fire at enemies and redirect fire to them instead of you. Deals extra damage to airborne enemies. Crush Blast - Fires a powerful laser which pulls in enemies as it travels. Scrap Launcher - Launches out scrap in a spread. Alt-fire launches a chain to pull in enemies. Quick Strike - Unleash swift strikes upon enemies. Alt-Fire unleashes charge attacks - or a parry if not followed by a slash, which counters an attack and grants brief invulnerability.
EQUIPMENT: Find various types of armor pieces from fallen enemies or other sources and carry them for beneficial effects, such as increasing Flash Guard's recharge rate, or increasing the duration and power of Strike Orbs! -Equipment can be leveled up to 3 times, either via Equipment Enhancers or finding a duplicate in the world. Each time an equipment item is leveled, it gains an equipment bonus which affects a weapon, health, or other fun perks! -Equipment suffers wear and tear, and must be repaired regularly with Equipment Enhancers or it will be lost when it breaks.
BULLET-EYE MODE: Defeat enemies to gain energy! Once you have enough, the Bullet-Eye emblem will appear and upon pressing your designated keybind, your weapon will switch to a massive rapid firing weapon which can easily clear groups of enemies. Enemies slain in this mode restore health and have an increased chance to drop Weapon Enhancers and Equipment Enhancers as well. You will also gain all Strike Orbs when entering Bullet-Eye Mode! However, all energy beyond 50% will start to slowly decay until at 25%. Use it or lose it!
EQUIPMENT LOCK: Tired of accidentally picking up a weapon you don't want? A helmet you would rather not grab is blocking your path in a narrow hallway? Then Equipment Lock is for you! Simply bind a key to the "Toggle Equipment Lock" located in the keybinds meni and all your troubles will vanish without a fight! (Today we celebrate - our Independence Day!) While Equipment Lock is active, you will not pick up any weapon or equipment unless it is of the same type currently in your possession, or if you currently do not own an item for that specific slot. You will know when the system is active when the diamond just above the ammo counter has a teeny tiny lock in it. If you change your mind and want to grab all the powerups you can attempt to carry, just hit the same key and it will be disabled!
DENIZENS OF BULLET-EYE: - An item capsule you can destroy to provide either health or sub-weapon ammo. It also prioritizes health drops when you are at 30% health or below! Yup, it's a denizen. - Weapon capsules that hold a primary weapon within. The color of the capsule equates to which weapon family is inside. Collect them all!* *Note: You cannot actually carry them all. - Rescue survivors to get a health bonus, some Sub-Weapon Ammo, and Bullet-Eye Energy! Do you mind if they pay you in gum? Note: The Survivors are not just heads! - Energy Screens block all damage done to you as long as the shield holds. You can also find Partial Energy Screens from some enemies that have half the capacity of normal Energy Screens. You're gonna need 'em! SomeDoomMonstersHead.tga - SOME default Doom monsters! OH MAN! - Strike Orbs are found out in the world, but most commonly can be found from defeated enemies. They temporarily boost either Attack (Red), Speed (Blue), or Defense (Green). - Weapon Enhancers can instantly grant experience to your selected weapon when pressing "Fire" in the Weapon Status Panel. "Alt-Fire" will use 5 at a time! I wish I made that graphic! Curse you Star Fox 2!
RECOMMENDED MODS: Here, I will list mods from other users that I found pair well with Bullet-Eye. Use them to enhance the experience further! DamNums - By Xaser - Adds floating combat text. Perfect for comparing damage between weapons. Top HP Bars - By coldcite - Adds health bars above enemies. There are some irregularities, such as health bars jumping erratically for Riveting Bombadier holograms, but it should not affect gameplay. Demon CounterStrike - By Laggy - Spawns enemies and items periodically throughout maps, keeping action up full time, and therefore, adding to the arcade aspect of Bullet-Eye.
I am eager to hear your feedback. Thank you for your time!
SUPPORT INFORMATION - Want to help support the mod and ease development costs? Feel free to click the link below! However, do not feel obligated to donate, especially if you are having financial troubles. No content will be staggered or delayed if players choose not to do so. If you do choose to donate, know that it will be truly appreciated by the team and used to further improve Bullet-Eye. Again, do not donate if you are in or think you will be in any financial trouble for doing so. I encourage you to plan ahead before coming to a decision. Thank you for your time.
DREAD TROOPER (Zombieman) The Dread'zuul's run-of-the-mill trooper. While they are not too much of a threat in small numbers, they can quickly become a problem if left unchecked. Falling back, dodging attacks, alerting other troopers to your presence, and patrolling the vicinity are just some of the more commonly employed tactics used by them. Luckily, they usually carry around extra provisions, providing you with quick aid should it be needed for more dangerous foes.
CRUSHER (Shotgunner) A step up from the standard trooper. The Crushers utilize a scatter gun that fires in a small spread when a foe is in close range. The weapon can also fire a burst of more precise shots, for taking down targets from afar. Still, thankfully it won't take much more than a couple solid shots to put them down. Not thankfully, the scatter gun can also fire out a blockade of metal plates that makes it slightly more difficult to get the aforementioned solid shots.
RIVETING GRENADIER (Chaingunner) These baddies have themselves a nice little set of near jet black armor to supplement some of their abilities. Completely unsurprisingly, they hit harder and are more difficult to bring down. However, your equipment is efficient at punching through their armor. Those grenades and rivet guns they wield seem like they were mass-produced on a discount, too. Don't take that as a reason to underestimate them, though. Rivets are rather diddly compared to bullets, but get a crew of them all focusing fire on you, and that's a whole lot of diddly.
BOUNDER/BOUNDER ALPHA (Demon) You've heard of the Dread'zuul before, but never paid them a lot of attention. Doomsday armageddon cults are a dime a dozen, after all. But somehow, somewhere, these guys seem to have gotten their hands on some actual genuine extra-dimensional beasts to supplement their ranks. You don't know where these are from, but they're certainly not from this realm. They're not too dangerous--sure, there's the teeth and jaws and everything, but that's pretty much all they can do. If anything, fighting them feels a little nostalgic, it's like hunting for game all over again. Very tough, fleshy, bitey game. The Alpha variety have a venomous bite, and while it isn't too much of a problem, it can quickly become one if you just so happen to be surrounded.
GARGANT (Spectre) A behemoth of a creature, big, tall, and strong. Probably some kind of extra-dimensional bear or bull, with the intelligence to match. They don't seem to do much aside from charge and try to hack you up with their giant claws, but considering each of the claws are roughly the size of your entire leg, they do some damage. It seems all they have in the way of defenses are just some natural camouflage, which doesn't hold up too well under an assail of bullets. On the offensive side, they can go berserk when heavily damaged, which just makes them all the more happy to angrily charge at you. There's probably a lot to be said for the ecosystem of these strange creatures and the role they fill in the grand scheme of their natural world, but over here bullets tend to be the great equalizer.
DREAD VISAGE (Cacodemon) Creepy, grinning floating heads that drift all over the place. They have big and sharp teeth, but the real pain is that they can shoot some kind of energy plasma out of their mouth at you. You're not entirely sure what part of the evolutionary chain includes "generate lasers out of nothing and fire it", but it's one you wish they'd skipped. They tend to be just as fragile as their more ground-based brethren, so a couple good bullets placed in sensitive areas should ground them for life. Which is good, really, since nothing with teeth that size should ever have been allowed off the ground.
PHASE REAPER (Revenant) You're not much of a reading kind of person, but there was a horror story a while back that talked about dimensional shamblers that walked from one plane to another as easily as strolling down the street. Gave you the chills just thinking about it--you could be minding your own business and then out of nowhere there'd be these angry critters trying to chew on you. And, go bloody figure, here they are now. Are these guys even aligned with the Dread'zuul? Whoever's responsible for it, you need to give them a good punching. Simply put, you can't think of enough nasty words for these guys. With their constant movement and shifting, they're annoying to pin down, and they can throw lightning bolts that lock onto your position. They take a decent amount of punishment, too, so your beloved standby of "shoot it until it dies" might have finally found a snag.
CYCLOPTIC BRUTE (Mancubus) You aren't sure if this is some lab-grown, engineered beast, or just a creature from the wild the Dread'zuul decided to merge with a whole bunch of machinery and turn into a fighting machine. It's armed with homing missiles, laser pulse blasts, and what appears to be a modified version of the Energy Claws, but has none of your skill, ability, or speed. It makes up for it with layers of titanium subdermal implants that are going to be a little difficult to punch through, though, which you admit would be pretty nice to have.
ABERWRAITHER (Hell Knight) Is this a ghost? This brings forth all sorts of questions that you never really thought before. If there are ghosts, does that mean there's an afterlife? And if so, what kind of afterlife are we referring to? Is it the kind of afterlife where you have to believe in a god? Or are we talking more a general sort of karma-related afterlife where you need to live a good life to pass on? What about you? You're a bit of a rough-and-tumble person, but you'd like to think you've helped a lot of people. Well, either way, they're intangible and can't touch you. So that means they can't hurt you with their clammy little claws. Nice. On the other hand, they throw fire that explodes into more fire. Crap.
Last edited by Mor'Ladim on Thu Sep 19, 2019 9:25 pm, edited 3 times in total.
Mor'Ladim
Does this man finish anything?!
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
º It will be better if there r diferent weapons to carry and no only pick up and lost there r many weapons that r way to weak to work and more if u have to kill something more than a zombie º The suriken subweapon is cool but can past between colums, ej: the first red bars on the start of the second level º The buster is cool but is way way too short is not worthy when a cyber can attack from way far º The blaze stream is the weakes of all and with that short way short range is like a chainsaw º The only i didnt get was the spread shot, the other were nice but the weapons with own sprite and number to switch to them will be even better º The levek up system can be like pick up 3 spitfire and level up, pickup 6 and level up again it will be better to have to pick up few and not only one, weapons will be super strong in short time and more if u play a megawad º The blaze stream fire sprite need a fix the fire is coming from lower on hand than the weapon
So far is cool but it need lot of tweak to work and more in open levels Keep up the good work
Stream of consciousness feedback before I pass out: Could I ask that you not have spaces in the wad filename? Just a personal peeve of mine since otherwise I have to rename it every time I update it, given I don't use a launcher, and adding quotes to the command line parameters is ugly.
Spread shot looks and sounds weak, despite being roughly as powerful as a fully upgraded Buster (Which does actually look and sound appropriate, so good on that)
Could also use some more dramatic explosions in general, say for barrels.
Blaze Stream is way too damn weak! Looks weak, is weak. Takes way too long to even kill former humans unless you're touching them, which is a bit counterintuitive for weapons inspired by old one-hit platformers. Make it rip, make it do more DOT, do something besides what it already does.
Chasers are too strong. There's no downside to them despite doing as much or more damage than the same fully upgraded buster, spreadshot, which require you to be close range. I reckon it should
Spitfire and Buster seem more or less fine.
HUD could use some work on the whole scaling thing.
Might want to start with a subweapon considering how rarely I actually find the damn things.
I am taking all the feedback in, AND I AM WORKING ON UPDATES THIS VERY MOMENT!
And all I can say is that Blaze Stream has been insulted by the feedback on it, and is now RED HOT with anger! Changes to the weapon are coming!
Hopefully I can fix the HUD scaling issue. It is my first time working with a custom HUD, so if I can't fix it then I will have to look at other options.
I was also thinking of adding a weapon experience system. Using this, you can gain experience for weapons for up to two levels, and once they are leveled, picking up a 'fresh' one will always retain its level, regardless of the fact if you picked up another weapon or not. I think adding in a system to carry more than one weapon would also be useful, but hopefully I can code it.
Crimsondrgn wrote:Also kinda liked the look of the old HUD in the screenshots, any way to get that separate or get it as an option in the mod?
The graphics for it are actually in the WAD, if you'd like to use them. As for an option in the mod to use it, perhaps I can use it for one of the HUD sizes instead of using the current one at each resize level.
Thank you for all the feedback!
EDIT: I made some updates! The changelog, can be found in the main post. I hope you all like them! In the next update, I plan to make a starting sub-weapon, and more main weapons. An accessory system will come in the future as well, and these will grant special abilities when held, such as one that makes Strike Orbs last longer, or another that triples the bonuses gained from Survivors.
Mor'Ladim
Does this man finish anything?!
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
This is looking good! The Buster and Blaze Stream now both stand out as appropriately powerful for closer range weapons (I know you didn't do anything to the Buster, that's not my point), and the claw subweapon is also powerful enough to warrant being ammo-limited. The ripper itself might be a bit too powerful, actually. Mag Shurikens and the Chaser could stand to be a little bit more powerful than they are. Maybe a 20% increase or less. Spread Shot also feels much nicer to use now. The outstanding issue that I see currently is that aside from the claw, every weapon takes an unreasonably long time to kill anything stronger than a Hell Knight, basically. Maybe some kind of system like GMOTA where you have a seperate power gauge for temporary stronger EX-modes would be appropriate? That'd require a lot of effort, though.
Since each weapon has its own damage type, I was able to adjust them for stronger enemies, and it seems to be working well. However, that would just be a band-aid fix in the long run, as custom enemies wouldn't be affected by said changes! I may just increase the damage across the board, since this IS a retro style mod, and enemies in SNES era games didn't last too long in most cases. Another solution could be to make the level 3 versions of all weapons gain a large damage boost, while the previous levels retain their current values.
I also increased the damage boost from the Attack Strike Orb, and I believe I should make all orbs more common from enemies.
Edit: Actually, I just thought of something I could do to help out a bit. Sort of...Let's see if I can pull it off and include it in today's update! (If it fits) I already have the graphics and code for it, since it was used in DUMP 3.
Mor'Ladim
Does this man finish anything?!
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
11/22/16 (B) -New title music! -Adjusted damage for enemies individually using DamageFactor. -Increased Energy Claw Sub-Weapon range. -Increased health and sub-weapon ammo gains from items. -Added Bullet-Eye Mode. Gather energy from kills to unleash a massive weapon! (Use the Zoom key when you see the Bullet-Eye Emblem)
I also did my first TRUE ACS script for Bullet-Eye mode. It's a simple script, but it works. I just hope I did it right, since I am very inexperienced with ACS.
Edit:
This is what happens when you press Reload now:
Mor'Ladim
Does this man finish anything?!
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
So i played it now, it was one decent, nice and well, retrospective mod i ever played. Neat work! Also i haven't seen SNES style mod before, so hooray for that!
Spoiler: But gotta show my gripes, sorry!
- Style of the mod resembles SNES style, right? Then i wonder why Genesis musics plays in the mod...
- You know, some of the sound effects doesn't fitting with SNES style except Buster. I guess they still have high quality. Would be nice if you can take some sound effects from real SNES games or make the current sound effects more muffled.
- Every single projectile has no decal, is it intentional?
- It is weird that hands appears from nowhere without animation when i use the Sub-weapons. Intentional flaws for advantage?
- I hope sub-weapons gives you some ammo if you already got one of them.
- Now it's about Bullet-Eye. Gotta love this weapon! Except its shots are not so satisfying; Just leaves vanilla doom bulletpuff and nothing else. Perhaps Make the puff more powerful?
Also... I got this weapon from the cheat, so i want to ask this one thing shamefully; How can i get this weapon?
So that's about it. It's really interesting and can't wait for the update!
- Style of the mod resembles SNES style, right? Then i wonder why Genesis musics plays in the mod...
- You know, some of the sound effects doesn't fitting with SNES style except Buster. I guess they still have high quality. Would be nice if you can take some sound effects from real SNES games or make the current sound effects more muffled.
- Every single projectile has no decal, is it intentional?
- It is weird that hands appears from nowhere without animation when i use the Sub-weapons. Intentional flaws for advantage?
- I hope sub-weapons gives you some ammo if you already got one of them.
- Now it's about Bullet-Eye. Gotta love this weapon! Except its shots are not so satisfying; Just leaves vanilla doom bulletpuff and nothing else. Perhaps Make the puff more powerful?
Also... I got this weapon from the cheat, so i want to ask this one thing shamefully; How can i get this weapon?
1. The style of the mod is mostly SNES, but also the era of the Sega Genesis. It's also difficult to find good music when there isn't a site where they can be previewed easily, like Genesis music at Project2612. (As far as I know) If you have suggestions for a new title theme that sounds action-oriented, I'm open to them! I tried the title theme to Jim Power, but it just didn't have the same kick. 2. I plan to have a number of weapons in the mod, and using pure SNES sound effects would limit me greatly, as I would like each weapon to sound different. Not to mention ripping sounds from the SNES is a pain, and most 'rips' are just the samples used to make the sounds themselves! Otherwise, I would definitely use more. I AM trying to use them more often for other objects such as Item Capsules though! 3. I didn't add decals because I feel it would take away from the retro feel. And I am lazy. Maybe I will go back and change them later if I can find something fitting. 4. I fixed that just for you! 5. This is also fixed! 6. You can get that weapon by killing enemies to build up energy. Once you have enough, the Bullet-Eye emblem will appear. Once that happens, press the ZOOM key to activate Bullet-Eye mode!
Thank you for all the feedback!
---
Finally got some new changes up! I wanted to add another weapon, but it will have to wait until the next update.
11/24/16 -New title pic! -Chaser Missile homing made less aggressive. You now need to have an enemy closer to your crosshair to activate the homing. -Picking up a Sub-Weapon will now grant some Sub-Weapon Ammo. -New types of Weapon Powerup drops have been added. These will instantly grant a level 2 or three weapon. Bosses will always drop a level three weapon, while high tier enemies commonly drop L2 weapons, and uncommonly L3. -Bosses will now always drop a number of health and Sub-Weapon Ammo items upon defeat. -Slightly updated Weapon Powerup sprites. -Energy Screen has been added. While under the effects of an Energy Screen, you will suffer no health damage until the shield is destroyed. -Picking up a weapon you already have a level 3 version of will grant Bullet-Eye Energy. -Max Health Up powerups will spawn in place of Megaspheres. They increase max health by 5. -New Sub-Weapon 'Cross Mine' -New Weapon 'Crush Blast'. Drops from high tier enemies and Weapon Capsules only. -Chaser Missile now only drops from Weapon Capsules and high tier enemies.
A shot of the new weapon powerup types (as explained above):
Mor'Ladim
Does this man finish anything?!
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Mor'Ladim wrote:1. The style of the mod is mostly SNES, but also the era of the Sega Genesis. It's also difficult to find good music when there isn't a site where they can be previewed easily, like Genesis music at Project2612. (As far as I know) If you have suggestions for a new title theme that sounds action-oriented, I'm open to them! I tried the title theme to Jim Power, but it just didn't have the same kick.
Is official or custom SNES musics sounds good for you? Such as this one;
2. I plan to have a number of weapons in the mod, and using pure SNES sound effects would limit me greatly, as I would like each weapon to sound different. Not to mention ripping sounds from the SNES is a pain, and most 'rips' are just the samples used to make the sounds themselves! Otherwise, I would definitely use more. I AM trying to use them more often for other objects such as Item Capsules though!
Then making the current sound effects into low quality would be the answer. Since SNES games always had smooth and low quality sound effects.
3. I didn't add decals because I feel it would take away from the retro feel. And I am lazy. Maybe I will go back and change them later if I can find something fitting.
Oh, that's fine, just fine. Leave it as it is. I don't even know what kind of SNES games had such an effect on their maps, except cybernator.
6. You can get that weapon by killing enemies to build up energy. Once you have enough, the Bullet-Eye emblem will appear. Once that happens, press the ZOOM key to activate Bullet-Eye mode!
Now i see! But still it's not quite satisfying because again, vanilla bulletpuffs. I actually thought about some powerful effect for it, V-Gun from Wild Guns! It has one powerful and badass gatling gun you should check out!
This is a really cool concept, but I have a bug to report - entering Bullet-Eye mode doesn't work properly if "Switch Weapons on Pickup" is switched off in Player Setup. You can press the button to trigger it, but all it will do is give you all three Strike Orb powerups without changing your weapons, which you can do indefinitely...until you change primary weapons, at which point the weapon switches properly.
Now, I seem to recall that the ACS inventory function SetWeapon works in Decorate, though I might be wrong. Perhaps that's a better way to trigger the Bullet-Eye weapon swtich?