Beezle wrote:Love the weapons and the enemies enhanced ai.
thanks man
Beezle wrote:or was it intended that you tap "jump" while grabbing the ledge?
Hmm? what you mean?
maybe the double jump feature let you jump while climbing, but the idea is to tap and hold the jump button
Re: [WIP/Beta] Slayer Rampage (29 mar 2019)
Posted: Sat Mar 30, 2019 11:30 am
by Beezle
Endie wrote:
Beezle wrote:Love the weapons and the enemies enhanced ai.
thanks man
Beezle wrote: the idea is to tap and hold the jump button
Ah ok that's what I meant, then it works perfectly, thanks man!
Re: [WIP/Beta] Slayer Rampage (29 mar 2019)
Posted: Sat Mar 30, 2019 12:01 pm
by thewolfman00001
Amazing mod with huge potential. Great Work!
Re: [WIP/Beta] Slayer Rampage (29 mar 2019)
Posted: Sat Mar 30, 2019 1:08 pm
by Endie
Thanks man!
Re: [WIP/Beta] Slayer Rampage (29 mar 2019)
Posted: Sat Mar 30, 2019 3:08 pm
by Dr_Cosmobyte
Which GZDOOM version you recommend to play this mod, Endie? Or, at least, which version you use at home?
Re: [WIP/Beta] Slayer Rampage (29 mar 2019)
Posted: Sat Mar 30, 2019 3:11 pm
by Endie
it requires GZDoom 3.7.2, i use Delta Touch (Android app which have GZDoom) due lack of a PC yeah i should put this info in the main page
Re: [WIP/Beta] Slayer Rampage (29 mar 2019)
Posted: Sun Mar 31, 2019 2:18 am
by Wivicer
Interesting choice, using metroid for the title screen.
Fun mod, btw
Re: [WIP/Beta] Slayer Rampage (29 mar 2019)
Posted: Sun Mar 31, 2019 7:57 pm
by OmniT00
I quite like the mod, got a mix of classical and modern elements that actually blend well.
Re: [WIP/Beta] Slayer's Rampage (18 may 2019)
Posted: Sat May 18, 2019 8:32 pm
by Endie
Updated! the download in the first page is working!
Re: [WIP/Beta] Slayer's Rampage (18 may 2019)
Posted: Sun May 19, 2019 1:16 pm
by Dr_Cosmobyte
Alright, so, as i told you in Discord, the game is fucking rad. It plays fast, flows fast, i die fast. You really took a jump in evolution and i wish you can keep going.
For a better tracking, since discord chats tend to fade and we forget what to fix, i decided to post my feedback here and divided it into personal nitpicks and technical nitpicks. Some of those might be familiar to you. I also know it's a pain in the arse to rework tons of sprites, but take this just as a friendly advice and not a demanding request. The game is fine playable where it is now:
Spoiler: Technical Nitpicks
- Vengeance still has the hacx gloves on when reloading
- Vengeance sounds are out of synch with the reloading actions.
- Chainsaw select sound doesn't really stops when you deselect it, so sometimes you just scroll through weapons and the rifle does a chainsaw noise. The best way to solve this is to put a A_StopSound(insert channel of the chainsaw noise here) either on the end of the chainsaw deselect state or the other weapons select state.
- Kick and grenade actions perform faster according to the weapons the player has. While i can't say this is intentional, it kinda turns useless on some weapons, such as the fists. Because it goes really slow on them.
- Armor has the "You got a pickup" message.
- Plasma Cannon plays the kick animation with the rage hands.
- The blurring in the fists altfire is great and the cross jab is satisfying to do, however the main attack is kinda stiff, it could use some curving too.
- Reload Add-on doesn't play rifle firing sounds, and it crashes the game when i IDFA.
Spoiler: Personal Nitpicks
- I know casings don't stay for more than a second, but they could use some movement animation as they leave the weapon and bounce on the floor. - The choice of Doom 64 pickups is great, but they are TOO big in my opinion. I'd rescale medikits and ammo boxes around 0.70 or 0.65.
- Vengeance pickup sprite doesn't really match the weapon itself, the long barrel being the main reason.
(Give me a shout on discord and i can cook something up).
- If we have a infinite ammo pistol, i don't really think i need fists. Again, purely personal. - Fists and kicks don't have movement sounds.
- Auto-shotgun seems to flicker out of the screen during firing. Maybe the firing frame is too lowered. - Is rage mode meant to be infinite until the player deselects it?
- Grenade throwing sprites aren't widescreen, so maybe lowering the hands (as well as moving them around the screen) would suffice that.
So this is basically it! Hope this mod keeps growing.
Re: [WIP/Beta] Slayer's Rampage (18 may 2019)
Posted: Thu May 30, 2019 6:15 am
by TaporGaming
So... Super Shotgun's Sprite Names: SG2R E-L are has a brutal hands.
Can you convert to Vanilla hands?
and also. The one barrel reloading of akimbo ssg was missing sprites
Re: [WIP/Beta] Slayer's Rampage (18 may 2019)
Posted: Thu May 30, 2019 6:21 am
by Sgt Nate V
Can there be an option to disable the annoying music that plays whenever a Cyberdemon wakes up? Also, I don't like how the mod overrides a map's MAPINFO on jumping.
Re: [WIP/Beta] Slayer's Rampage (18 may 2019)
Posted: Thu May 30, 2019 1:51 pm
by affandede
I wasn't expecting much at the beginning but after playing for a few minutes... damn, these are the most hard-hitting, most satisying and gratifyingly amazing weapons I've had the chance to use in recent memory.
Re: [WIP/Beta] Slayer's Rampage (18 may 2019)
Posted: Thu May 30, 2019 7:18 pm
by Hellstorm Archon
Just a fair bit of a disclaimer:
Version 3.7.2 is highly recommended to play this, as from what I've seen, GZDoom version 4.0 and further seems to have broken this mod. Just a quick heads-up.
EDIT: It turns out I was loading SpriteShadow with this, which caused redundancy errors (the mod already has its own SpriteShadow definitions). I am clearly very smart, aren't I? (kind of a force of habit, by the way)
Re: [WIP/Beta] Slayer's Rampage (18 may 2019)
Posted: Thu May 30, 2019 7:22 pm
by wildweasel
Hellstorm Archon wrote:Just a fair bit of a disclaimer:
Version 3.7.2 is highly recommended to play this, as from what I've seen, GZDoom version 4.0 and further seems to have broken this mod. Just a quick heads-up.
It'd be more effective to alert the author as to what is broken, so that it can be fixed.