Metroid Dreadnought Overhaul - 1.5c Beta (2/17/19)

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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby thedeathrunner123 » Tue Jan 15, 2019 4:56 pm

The Shinespark is REALLY hard for me to activate. the timing when tapping shift and jump is to small (in my opinion). maybe add a cvar to increase time span to press the keys? EDIT: It Also Feels a bit weak, i tried to kill an injured caco with it, and it didn't kill it.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby R4L » Tue Jan 15, 2019 6:01 pm

You don't need to tap, you can hold the keys down to activate it.

Also, I have to modify the damage output. Originally it was way too strong, but it needs a slight buff now I think.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby thedeathrunner123 » Tue Jan 15, 2019 6:56 pm

I figured the hold thing out after about 2 hours through the eday map pack! XD
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby R4L » Tue Jan 15, 2019 7:15 pm

thedeathrunner123 wrote:I figured the hold thing out after about 2 hours through the eday map pack! XD


Hopefully it's working okay then!

I'll mess around more with the damage output and I'll update the first post.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby R4L » Tue Jan 15, 2019 10:58 pm

Updated the link for the beta in my first post.

-Shinespark does more damage now. It's not enough to kill a cyberdemon or a mastermind in one hit, but anything else is fair game.
-Made all beams use a modified weapon bob speed and style that matches Samus' footsteps better.
-Optimized the hyper beam much more. It uses 2 lasers instead. It also extends to the original 1024mu length (like vanilla dreadnought) but the beams graphically are only drawn for 300mu long. No lag and full functionality. Damage is buffed a bit (from 4/tic to 7/tic)
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby DemonbaneSol » Wed Jan 16, 2019 10:19 pm

So I've done a bit of play testing with 1.5, and while I do like a lot of the changes/improvements/additions compared to the original, I have to ask, what are the plans for making the Morph Ball, Charge Beam, Chroma Beam, and other stuff actually obtainable? So far I haven't seen them as actual pickups in the normal game.

Also, do you intend to add the ability for the Charge Beam to draw in enemy drops like it did in Metroid Prime, or is there a code limitation that prevents that?
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby R4L » Wed Jan 16, 2019 11:29 pm

I do plan on adding that as a feature yes.

As far as segregating Samus' powerups/abilities, that's mainly for mappers to be able to place these pickups in their maps. A friend of mine that goes by CrazyWazy on here has a mapset he's working on for this (which has a topic of it's own in Levels). I should probably just make them replace other items if possible.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby Wivicer » Wed Jan 16, 2019 11:47 pm

R4L wrote:
Wivicer wrote:That's workin pretty great!


You talking about shinespark? I wanted it to feel more like Super Metroid instead of Zero Mission or Fusion, where the latter two games have a small "wind-up" animation before launching, and I think I've succeeded. :)

Indeed I am. And you nailed it.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/14/19)

Postby R4L » Wed Jan 16, 2019 11:48 pm

Wivicer wrote:
R4L wrote:
Wivicer wrote:That's workin pretty great!


You talking about shinespark? I wanted it to feel more like Super Metroid instead of Zero Mission or Fusion, where the latter two games have a small "wind-up" animation before launching, and I think I've succeeded. :)

Indeed I am. And you nailed it.


Thanks! :mrgreen:
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (1/20/19)

Postby R4L » Sun Jan 20, 2019 1:35 am

Tiny update:



-Shinespark now invokes the TOTALLY_FROZEN flag, as it should.
-Added a HUD icon for shinespark. No more HUD message!
-Made beam charging a little faster and added a HUD meter to show the charge level. Rough for now will update later when I implement half-charge shots.

As always, the link for the beta has been updated!
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Re: Metroid Dreadnought Overhaul - 1.4 (9/16/2018)

Postby R4L » Wed Feb 13, 2019 10:25 pm

Wivicer wrote:That's looking pretty awesome, dude!

unrelated:
Minor thing you should look into if you have time: The morph ball camera is REALLY janky around sloped map geometry.


I've updated the beta download link with a version that fixes the morph ball camera.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (2/13/19)

Postby R4L » Sat Feb 16, 2019 12:09 am

I thought adding half-charge shots would be a nightmare but it was relatively painless!



Still have to do the rest of the beams, and that means new sprite work, but it will get done.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (2/13/19)

Postby Orangewaggs » Sat Feb 16, 2019 8:13 pm

I'm liking this so far, it was a nice touch to have an option to switch to sprites as they look better than the 3d imo.
Do you have any plans for making individual sprites for each beam weapon??
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (2/13/19)

Postby R4L » Sat Feb 16, 2019 8:16 pm

Yes I do! It's a lot of work for me because I'm super slow at creating sprites. I plan on making the 3D models better too.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (2/13/19)

Postby R4L » Sun Feb 17, 2019 8:40 pm

Here, have an update:



Half-charge shots for all the beams! Yay!

As always, the link in the OP has been updated.
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