Bullet-Eye - v0.11.7 - Frozen Wrath - 10/30/21

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.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Which Weapon Family Would You Like To See More Weapons For?

Power
3
6%
Area
3
6%
Rapid
9
17%
Tech
15
28%
Support
9
17%
Melee
15
28%
 
Total votes : 54

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Mon Dec 12, 2016 7:49 pm

wildweasel wrote:Mmmm, this is pretty solid now, I'm just gonna lobby for there to be multiple sprites for the standard weapons. Actually, I have another suggestion as well, could all weapon and subweapon pickups floatbob? I keep losing them in piles of dead monsters.


I guess the swirls still don't help if you can't actually see the powerups! I'll give them the Floatbob flag then and see how that works out! I will see about adding different weapon sprites as well. It's just that I plan to have quite a number of weapons, so that department will take some time! Another thing I could do is to have different tiers of weapons, such as low tier using the pistol, mid tier using a rifle of some sort, and higher tier using a much larger weapon.

I have a bug to report as well; I understand the Iron Annihilator isn't supposed to fill the Bullet-Eye gauge when it kills something, but if Bullet-Eye is active and you change levels, it starts filling the gauge. I haven't had to chance to test if this is related to the Rage helmet or not.


That is actually intentional! The Iron Annihilator does in fact fill the Bullet-Eye gauge from kills whether you have the Rampage Helmet or not. It's just that the Rampage Helmet grants more Bullet-Eye Energy from kills so it is more noticeable. I was actually thinking of making a helmet that triples energy gains from kills DURING Bullet-Eye Mode, so it would be similar to how one could make Gunzerking in Borderlands 2 last quite a while when selecting the right talents, but with how much the Rampage Helmet gives at the moment, it achieves a similar effect. I could still add that other helmet if testing goes well and it isn't too overpowered, but I may end up removing energy gains while in Bullet-Eye Mode after all.

I could also make things even more arcade like, and cause Bullet-Eye Mode to be lost when entering a new map, if it is currently active.

Thank you for the feedback!
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Thu Dec 15, 2016 12:49 am

Pushing a small update while I work on the next that adds more weapons and helmets. Players will find a very useful feature in this one! The Equipment Lock system can be used to make traversing through a sea of corpses and powerups much easier, as having it enabled will prevent you from picking up any weapon, sub-weapon, or helmet, unless it is a powerup you already own. You can toggle this feature with UserKey1/Weapon State 1. Also, do players think I should add different slots of armor instead of just helmets? It would add more customization, but it may also make gameplay easier, due to players having a number of beneficial effects active at one time. Thoughts?

12/14/16
-Equipment lock system added. Enable/Disable it using UserKey1. When enabled, you will not pick up any new weapons or equipment until it is disabled, but will still pick up weapons you already own.
-Increased invincibility from Guard Visor to 10 seconds. (was 8 sec.)
-Tech Guard helmet now increases power of Strike Orbs, in addition to its duration increase bonus.
-Strike Orbs made less common.
-Decreased Crush Blast L3 enemy pull slightly.
-Weapon and Sub-Weapon Powerups given FLOATBOB flag, and swirl effects have been removed. Helmets will still use the effect.
-Added Forged Helmet.
-Added numerical values beside health and Sub-Weapon ammo bars.
-Decreased volume of Chaser Missile explosions.
-Fixed Medigems not healing above 100, even if the player had one or more Max Health Up powerups.
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Beed28 » Thu Dec 15, 2016 6:53 am

The health augment items can't be picked up when you have full health, yet it has +COUNTITEM, making 100% items impossible in some cases.

Also, I'm getting music "cd_player_start_health" not found messages popping up in the console.
User avatar
Beed28
Making entire worlds bounce up and down.
 
Joined: 24 Feb 2013
Location: United Kingdom

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Thu Dec 15, 2016 8:30 am

I fixed the first problem now! As for the console error, do you recall when it occurs and were you using any other WAD files? My guess is that it was conflicting with another ACS file, because when I tried to add in a new ACS file for playing music when you die, it kept saying 'music 'IronAnnihilator' not found', but I never defined the music as that in the ACS file. I am new to ACS, so I am sure I coded something incorrectly. I'll see if I can enlist the help of someone more experienced with ACS than I to figure out that problem and what I did wrong.
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Thu Dec 22, 2016 8:40 pm

Definitely not dead!

This update mostly contains bugfixes and balance changes, but also adds new weapons!

12/22/16
-Fixed ACS problems and cleaned up code.
-Added music when the player dies.
-Fixed fall-through when switching from Spitfire L3 to any other L2 weapon. It would give a L3 instead.
-Decreased the amount of shields Energy Screens provide. The Forged Helmet bonus provides close to the previous amount.
-New weapons, 'Rapid Vulcan', 'Storm Grenade'.
-New Sub-Weapon, 'Scatter Bombs'
-Bullet-Eye Mode now selects from one of three songs.
-Fixed bug where switching to another weapon while firing with Blaze Stream would cause the attack sound to persist.

As for using different HUD sprites for weapons, I think I will try to get that in the next update. Personally, I would rather use my own weapon sprites than the work of others, but for now, I think using premade sprites would be best. Besides, it would take quite a bit of time to create a sprite from scratch for each weapon currently in the mod, and I know players are getting bored of looking at that pistol all the time! I already have ideas of which sprites to use, so adding them in shouldn't take too long. I'll also try to get a video out later showing the new weapons.
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Wed Dec 28, 2016 5:33 pm

Another small update, mostly with bug fixes and balance updates. I also made new weapon sprites for the Spread Shot and Buster for the moment. Let me know what you think about them! I may also utilize that multi-equipment system after all, instead of there just being helmets. Just thinking of the possibilities for customization with such a system is exciting!

12/28/16
-Increased Rapid Vulcan damage and L3 effect chance.
-Increased Scatter Bombs L3 effect damage.
-Added some new menu sounds.
-Fixed Strike Orb indicators not showing while having a Tech Guard.
-Weapon Enhancer powerup added. Collecting this will instantly add one level to your current weapon.
-Fixed some bugs with sub weapon powerups not granting the correct level.
-Increased Quick Strike base firing speed slightly.
-Blaze Stream projectile mechanics changed. It will now always deal its full damage, making this weapon more powerful overall.
-Increased damage of electric bolts from the L3 Storm Grenade projectile.
-Item powerups given the same radius as vanilla items for compatibility with maps that place items in small alcoves and etc.
-Item/Weapon Capsules no longer solid in order to allow enemies to pass through.
-Made first pass at updating some weapon HUD sprites. The Spread Shot and Buster currently have new sprites.
-Added 2 new Bullet-Eye Mode tracks to the pool.

Here is the video I promised earlier:

User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby AndruEX » Fri Dec 30, 2016 4:05 pm

Here to say good job with this nifty mod, i love its retro style and i like the way its slowly shaping into.

As of this last update i have noticed some glitchy things with the Sub Weapons system.
For example Energy Claw L2 isnt taken in account when you pick it up , like if you have another weapon and pick its like it dosent "exist" same happens if you have a lvl 1 energy it dosent upgrade at all when you picka L2
If you posses an Energy Claw L3 and Pickup a Scatter Bomb L3 , a Cross Mine L3 is thrown down instead of the Energy Claw L3, If you have a Scatter Bomb of any lvl and pick up a Mag Shurikens of also any level the ScatterBombs wont drop but you will also have MagShurikens and will use those but the sub weapon icon will remain that of the Scatter said issue will persist until another ScatteBombs upgrade is picked up.
And for last if you have Mag Shurikens L3 and pick up Energy Claw L3 said Energy Claw will become the momen you pick it up basic level 1.
Cross Mine dosent present any issues when trying to pickup any other subweapon.
I hope this is of some help and that i dosent seem like such big wall of text, Keep Up the good work.
AndruEX
 
Joined: 30 Dec 2016
Location: In the middle of the Americas
Discord: AndruEX#2190

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Captain J » Fri Dec 30, 2016 10:49 pm

Sweet goodness, now you've added different weapon sprites! I didn't expected that and can't wait to see more.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Sat Dec 31, 2016 11:37 am

AndruEX wrote:Here to say good job with this nifty mod, i love its retro style and i like the way its slowly shaping into.

As of this last update i have noticed some glitchy things with the Sub Weapons system.
For example Energy Claw L2 isnt taken in account when you pick it up , like if you have another weapon and pick its like it dosent "exist" same happens if you have a lvl 1 energy it dosent upgrade at all when you picka L2
If you posses an Energy Claw L3 and Pickup a Scatter Bomb L3 , a Cross Mine L3 is thrown down instead of the Energy Claw L3, If you have a Scatter Bomb of any lvl and pick up a Mag Shurikens of also any level the ScatterBombs wont drop but you will also have MagShurikens and will use those but the sub weapon icon will remain that of the Scatter said issue will persist until another ScatteBombs upgrade is picked up.
And for last if you have Mag Shurikens L3 and pick up Energy Claw L3 said Energy Claw will become the momen you pick it up basic level 1.
Cross Mine dosent present any issues when trying to pickup any other subweapon.
I hope this is of some help and that i dosent seem like such big wall of text, Keep Up the good work.


Thank you for the detailed bug report! I managed to fix the Scatter Bomb issue with internal testing before your report. Turns out I forgot to add the code that handles switching from the Mag Shurikens to Scatter Bombs...Yeah...As for the other bugs, I believe I have fixed them all now, so thank you for that! I could not replicate the last issue related to the L3 Mag Shurikens and L3 Energy Claw, however. Perhaps it was related to the Scatter Bombs issue? I'll definitely keep testing the system to see if it springs up. Again, thank you for the feedback and report, and I am glad you are enjoying the mod!

Captain J wrote:Sweet goodness, now you've added different weapon sprites! I didn't expected that and can't wait to see more.


Absolutely! It may take longer to add new weapons since I will need to create new sprites for them, but it will be worth it in the long run. For now, I may just use placeholder graphics for the current weapons until I update their sprites. Breadbagfly's works seem to be a good substitute.

I think I am going to lower the damage of Blaze Stream a bit. I used it for quite a while on UV Alien Vendetta and just blasted through levels so quickly! I won't lower it too much though, since it is offset by its semi-short range.

I am also updating the Equipment Info screen!

Image

Edit: A better look at what is in store for the Equipment Info Screen revamp!
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Wed Jan 04, 2017 8:52 pm

Have a small update! This update adds the first wave of equipment items to be found. As stated earlier, they are similar to helmets but will occupy other slots. There will be no set bonuses, but you can mix and match some pieces to sort of create a set! The source of these items are the same as helmets: higher tier enemies and Blur Sphere spawns. Let me know if you find any bugs! If you REALLY can't wait to find them in game, then 'Summon GearPool' to spawn a random piece!

Hopefully this addition won't seem out of place. I just felt Bullet-Eye needed a bit more in terms of replay value. Also, the spiral effects for the equipment spawns will be changed later. They do look a little odd now, do they not? Perhaps some small spark effects would work.

1/4/17
-Decreased radius of L3 Crush Blast effect.
-Reduced Blaze Stream damage slightly.
-Fixed some bugs with Sub-Weapon pickups.
-Added new gear items.
-Changed Mancubus, Cyberdemon, and Revenant projectiles to deal the "Explosive" damage type to affect a certain piece of gear.

Also this:
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Captain J » Wed Jan 04, 2017 11:56 pm

Bullet-Eye 'n Go!!! Also glad to see it's much deadlier.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Wed Jan 11, 2017 11:15 pm

Just another small "weekly" update here! Funny how a small update like this can nearly take a whole day to complete! Must be all the testing.

1/11/17
-Spread Shot weapon graphic further polished.
-Added Blaze Stream HUD sprites.
-Scatter Bombs L3 damage and L2/L3 bounce count increased.
-Riskbreaker Armor now forces the pain state on enemies when it deals damage. Its damage and range was slightly boosted as well.
-Added Partial Energy Screen item to provide more survivability, and more use for certain pieces of equipment. This can only be found from enemies.
-Added 3 new pieces of gear. 1 helmet, 1 armor, 1 gloves.
-Weapon Enhancers now grant Sub-Weapon levels when your main weapon is already at max level.
-Added low health warning on the health bar when at 30% health or below.

I also updated the main post with all of the current weapons and sub-weapons instead of 'hiding' the most recent ones. No need to keep secrets! I added graphics and some information about other content as well, in order to be more informative.
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Deii » Thu Jan 12, 2017 8:30 am

It's been a while since I played this, and boy did things get even better while I was gone. The rapid vulcan is really cool, the armor system is plain awesome and the user lock function is really useful.

Is there any chance we'll get a charged shot weapon sometime soon, by the way? I think it would compliment the current arsenal very well. :D
Deii
 
Joined: 01 Nov 2015
Discord: Deii #0915

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby Mor'Ladim » Thu Jan 12, 2017 8:43 am

Thanks for the feedback and I am glad you are enjoying it! As for a weapon with charging capabilities, that is actually on my to do list! Hopefully I can get it in with the next update, which will include new weapons and sub-weapons. I'll also try my best to add those temporary weapon HUD sprites to the rest of the weapons as well, until I can create my own for the remaining arsenal.
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (A SNES/Retro Style Project)

Postby AndruEX » Sat Jan 14, 2017 11:38 pm

HEre to say good job on the update, keep it coming
Now thing the new helm Adrenaline Visor happens to bug similary to how the scatter bomb bug happened, but this time you cant get rid of the helmet so the adrenaline visor effect will stay on along with another helmet making it so the player posses 2 helm effects at the same time
Using GZDoom 2.3.1.
AndruEX
 
Joined: 30 Dec 2016
Location: In the middle of the Americas
Discord: AndruEX#2190

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: CherubCorps and 13 guests