Highway Acceleroid Booster v1 - Life in the Fast Lane

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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby dawnbreez » Fri Jan 03, 2020 9:50 am

Re: the Heavy Cylinder altfire, maybe tapping the button sends the grenades in a spread pattern, and holding the button launches them in a group (like it does right now) when you release? That way, you have a good weapon for large or spread-out crowds, but you can still get the grenade jump if you take the time to do it.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Wivicer » Fri Jan 03, 2020 10:30 am

TerminusEst13 wrote:Yeah, the line belongs to a projectile that has +HITTRACER, so logically anything it should hit should automatically be considered a tracer. But sometimes things slip.
I'll fix it next update, thank you.


I think there may be a few other places where this problem arises. Just FYI
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Captain J » Fri Jan 03, 2020 12:30 pm

Thanks a ton for your clear replies. And about the Game Over sequence, i might suggest more than stopping the music, of course. Like displaying the randomly generated texts like mockery, protip, insert-dead-memes-here and etc... Your're the boss!

Also let me just drop this right here, because it sounds retro and fine to me.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Baratus » Sat Jan 04, 2020 3:34 am

Hell yes. Congrats on the release Term, I'll be sure to play the hell out of this now.

Just one bug I noticed: When you pick up the large ammo for the Jet Divider, the pickup message says that it gives you +4 ammo when it actually gives 20.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby slipcase » Sat Jan 04, 2020 3:23 pm

Captain J wrote:
Spoiler: hold on... I think i've got some gripes

yeah i think i made the Control Sticks a bit to big and im not super happy with how they turned out overall so if Term is ok with it i can see about making changes to them.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby AvzinElkein » Sat Jan 04, 2020 6:19 pm

Another thing: The video claims it to be monster-agnostic, but some monster mods have their own difficulty settings, which results in a conflict with Booster's.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Ryuhi » Sat Jan 04, 2020 6:36 pm

AvzinElkein wrote:Another thing: The video claims it to be monster-agnostic, but some monster mods have their own difficulty settings, which results in a conflict with Booster's.


Thats just caused by the monster mods themselves, and can usually be fixed by adjusting the load order
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Alptraum » Sun Jan 05, 2020 5:03 am

It's a good fun mod ^^ You're one of the best Doom modders.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby dawnbreez » Mon Jan 06, 2020 10:01 am

Oh, before I forget: Thoughts on reworking the Fuse Injector. I've divided them into simple stuff that can be implemented without *too* much work, and the Radical Rework.

First, the basic stuff:
Spoiler:


Now, the pipe dream, the Radical Rework:
Spoiler:
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Pompous Seed » Mon Jan 06, 2020 3:30 pm

Jarewill wrote:All weapons feel great, however there is one which tops them all.
Speed booster/shinespark (can it be called a weapon though? More like an ability) is just amazing and satisfying to execute.

Although not executed like I thought it would be (simply jumping like in Metroid), it took me quite a bit of brute learning to finally understand how to execute the spark.
Still, maneuvering around tight corners and in small rooms to execute it to swiftly deal with an enemy in a one quick swipe is just beyond great.

Though, to be honest, it feels more like an infinitely long nova strike than a shinespark to me, just with how it's executed.
(X did a quick leap forwards before doing the nova strike, meanwhile Samus just jumps upwards to do it.)

So, how exactly do you activate the shinespark?
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Wivicer » Mon Jan 06, 2020 5:21 pm

To quote myself:

Wivicer wrote:I love everything about this, but I'm having trouble activating the shinespark reliably. What's the key combo? it's fantastic

Edit: figured it out. Run + forward
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Pompous Seed » Mon Jan 06, 2020 5:23 pm

I thought that was the speed booster? Are the shinespark and speedbooster the same thing?
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby AvzinElkein » Mon Jan 06, 2020 6:16 pm

How does one perform the All Brake ability?
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Pompous Seed » Mon Jan 06, 2020 6:27 pm

One must acquire the BFG 9000 replacement (all brake chip), and press altfire while selected. Primary fire slows time.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Postby Jarewill » Tue Jan 07, 2020 9:03 am

Pompous Seed wrote:I thought that was the speed booster? Are the shinespark and speedbooster the same thing?

Pretty much yes, they are the same thing.

Holding run and forwards will trigger the speed booster.
Pressing crouch while speed booster is active will "contain" the charge.
And holding run and forwards again will release it in the form of a shinespark.

Also a small question: would it be possible to get a CVar for a more metroid-like execution of the shinespark?
Like, if the player is moving and jumps nothing happens, but if the player is stationary and jumps then shinespark will be triggered.
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