Iron Snail [New v2.0 Monsters test 15/06/20]

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Re: Iron Snail [v1.7]

Postby Melodica » Sun Jul 08, 2018 8:21 pm

Added a trailer i made for the mod in the main post!

I've also addressed some of the points in Baratus' post, namely the being unable to switch weapons while firing and switching to the knife when running out of ammo. Expect to see these changes and probably more in a future version.
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Re: Iron Snail [v1.7]

Postby StroggVorbis » Mon Jul 09, 2018 5:02 am

The weapons-only version still has revenant fireballs that shoot tracers downwards. At first I thought it wasn't a bug but a countermeasure against people who dodge projectiles by crouching :p

The height offset of the tracers does not take into account if the player is crouching, making you fire them out of your face. Also, when traversing stairs (mostly upwards) you can notice that the pitch changes instantly and doesn't interpolate like the view height does. Is there a way to fix this?
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Re: Iron Snail [v1.7]

Postby Melodica » Sat Oct 20, 2018 8:06 pm

Image

Decided to get off my lazy ass and start actually working on this again! Iron Snail, 2.0! Featuring rebalancing, new and tweaked sprites, and completely remade in ZScript!

Spoiler: image credits
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Re: Iron Snail [v1.7]

Postby Dr_Cosmobyte » Sat Oct 20, 2018 9:17 pm

Hell yeah! Been following this project for a while, it's really fun and exciting to play! :)
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Re: Iron Snail [v1.7]

Postby Captain J » Sun Oct 21, 2018 2:05 am

Super heavy metal update! Also thanks for using my autoshotty's head! :D
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Re: Iron Snail [v1.7]

Postby Hgluzowski » Sun Oct 21, 2018 11:55 am

Melodica wrote:
Decided to get off my lazy ass and start actually working on this again! Iron Snail, 2.0! Featuring rebalancing, new and tweaked sprites, and completely remade in ZScript!

Spoiler: image credits

Hmm... just add guys with mortars, rocket launchers, psychedelic grenades, Girida-O-like tanks and we're done !
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Re: Iron Snail [v1.7]

Postby YukesVonFaust » Mon Oct 22, 2018 2:19 pm

Melodica wrote:Image

Decided to get off my lazy ass and start actually working on this again! Iron Snail, 2.0! Featuring rebalancing, new and tweaked sprites, and completely remade in ZScript!

Spoiler: image credits

The only thing that's missing from this one is ALLEN O'NEIL.

COME ON BOY
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Re: Iron Snail [v1.7]

Postby Melodica » Mon Nov 19, 2018 8:13 pm



Here's a little advert featuring two of the new things to be included in Iron Snail 2.0!

The "Mordeth MK1" is a small sized battle tank, capable of moving and firing its turret independently! Of course, the turret must first rotate to directly face the player, and it then fires 3 cannonballs in quick succession, but if you move, it will still have to rotate its cannon at the same speed as it did to face the player!

The "Flame Gun" is just what it says on the tin, firing a cloud of flames that rip through anything that touches it! It has a somewhat lenghthy cooldown however, so its best to use it when in a tight spot or on a group of unsuspecting enemies. Ingame, it also uses rockets, wich replace cells, unless there's a certain big gun in the map itself.

Not pictured is the BFG replacement, the underwhelmingly named "Laser Gun". It chews through cells like nothing else, but in return, it fires a constant beam of high damage railgun-like lasers! It can decimate any foe in mere seconds, and if there's a group of them in a conga line, they will all meet an untimely demise as your lasers rip through their bodies! You can hold the trigger as long as you want, even tap fire it if you feel like it, but mind the wind up and wind down period of the gun, and its incredibly high ammo consumption rate.

Spoiler: credits
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Re: Iron Snail [v1.7]

Postby YukesVonFaust » Tue Nov 20, 2018 2:59 am

Melodica wrote:

Here's a little advert featuring two of the new things to be included in Iron Snail 2.0!

The "Mordeth MK1" is a small sized battle tank, capable of moving and firing its turret independently! Of course, the turret must first rotate to directly face the player, and it then fires 3 cannonballs in quick succession, but if you move, it will still have to rotate its cannon at the same speed as it did to face the player!

The "Flame Gun" is just what it says on the tin, firing a cloud of flames that rip through anything that touches it! It has a somewhat lenghthy cooldown however, so its best to use it when in a tight spot or on a group of unsuspecting enemies. Ingame, it also uses rockets, wich replace cells, unless there's a certain big gun in the map itself.

Not pictured is the BFG replacement, the underwhelmingly named "Laser Gun". It chews through cells like nothing else, but in return, it fires a constant beam of high damage railgun-like lasers! It can decimate any foe in mere seconds, and if there's a group of them in a conga line, they will all meet an untimely demise as your lasers rip through their bodies! You can hold the trigger as long as you want, even tap fire it if you feel like it, but mind the wind up and wind down period of the gun, and its incredibly high ammo consumption rate.

Spoiler: credits

pls post gameplay vid of these thanks
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Re: Iron Snail [v1.7]

Postby Captain J » Tue Nov 20, 2018 7:18 am

That tank looks super nice and cozy looking. I'd like to see even more bizarre battle machines against the player!
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Re: Iron Snail [v1.7]

Postby QuakedoomNukem Cz » Tue Nov 20, 2018 10:06 am

Well, the tank will definitely be fun to ride.
Also, fixed the music pack, since not every song was in the ACS source. https://www.dropbox.com/s/rjaq0dz3wcldd4m/Metal%20Slug%20Music%20Pack.zip?dl=0
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Re: Iron Snail [v1.7]

Postby Melodica » Fri Nov 23, 2018 3:57 pm

YukesVonFaust wrote:pls post gameplay vid of these thanks




Here's a gameplay video that I should've probably recorded sooner but got lazy.
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Re: Iron Snail [v1.7]

Postby YukesVonFaust » Fri Nov 23, 2018 5:45 pm

Melodica wrote:
YukesVonFaust wrote:pls post gameplay vid of these thanks




Here's a gameplay video that I should've probably recorded sooner but got lazy.

aaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAA

It's perfect
now it only needs is a Wolfenstein SS replacement
(zombies, ptolemaic army soldiers or the ever-classic Mars People, it's fine by me :) )
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Re: Iron Snail [v1.7]

Postby Captain J » Sat Nov 24, 2018 1:19 am

Really gorgeous gameplay!!! And i just love how that tank function works properly, and threateningly! I don't know if it has ACS support, but that's one awesome wonder of scripting.
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Re: Iron Snail [v1.7]

Postby Melodica » Sat Nov 24, 2018 2:03 am

Captain J wrote:Really gorgeous gameplay!!! And i just love how that tank function works properly, and threateningly! I don't know if it has ACS support, but that's one awesome wonder of scripting.


The tank was made entirely through zscript. A funny little thing that can happen is that if you delete only the tank body with the 'remove' command, the game just dies :D
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