Gardevoir Has A Gun: Version 1.3 [20MAY2022]

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Re: Project GHAG : Gardevoir Has a Gun [HOTFIX - 21DEC2021]

Postby openroadracer » Fri Dec 24, 2021 7:31 pm

Well, I understand that you removed the elemental punch attacks from the mod because people didn't really use them; but I think it might be worth seeing if we can't build a Gallade class around them. Basically, Gardevoir would have a relatively weak kick attack, while Gallade would have the full array of powerful punch attacks with different effects. Additionally, Gallade would have more powerful effects from the Torture Blade and the Shotgun melee.

As far as Mega Evolution, make it where you lose the guns and Torture Blades entirely, as per Mega Evolution in the Pokemon games removing the ability to hold items; however, in exchange, you gain some truly destructive powers. Mega Gardevoir having a massive Hyper Beam attack, while Mega Gallade could have a brutal Night Slash that cuts through multiple targets. Additionally, all other attack powers would gain significantly in power.
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Re: Project GHAG : Gardevoir Has a Gun [HOTFIX - 21DEC2021]

Postby openroadracer » Tue Dec 28, 2021 6:46 pm

Double-posting again, but I just noticed something in the settings menus, specifically "Player Setup", and it made me recall something else. See, you apparently don't have a player sprite made for this mod.

Now, I don't know how helpful this will be, but I remembered the Pokemon-themed fan-made 2d fighting game Pokemon: Type Wild, and it turns out there's a .GIF on Know Your Meme of all of Gardevoir's animations from that game: Image

Again, I don't know if this will be any use to you, but I hope it's a start. Maybe you can try poking around Pokemon-specific communities and figure something out.
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Re: Project GHAG: [04JAN2022] Black Hole added

Postby kevansevans » Tue Jan 04, 2022 1:59 pm

04JAN2022 update! Download here! https://www.dropbox.com/s/uqc2hdb0bnmdn ... 2.pk3?dl=0

Added:
- Black hole attack. Occupies Slot 8 and serves as the obligatory "BFG Replacement"

Changed:
- Pistol re-balanced to better fill in the hole the lack of a chaingun causes. Alt fire should fire much more rapidly regardless of anger level, however the accuracy of the gun degrades with sustained fire.
- Shotgun's alt-fire buffed. From 10 pellets per gun to 15 pellets, and a slight speed increase.

=====

I do have a ton more to add to this mod, but updates may get more infrequent from here on as there's a ton of QOL and extra polish I want to add. Thank you to everyone for checking this mod out! Super happy a lot of you are enjoying it!
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Re: Project GHAG: [04JAN2022] Black Hole added

Postby KynikossDragonn » Thu Jan 06, 2022 1:31 am

I would be very interested in player sprites for this, especially with maps that use mirrors.

Sadly, I'm not a artist so I can't really try to help in that field...
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Re: Project GHAG: [04JAN2022] Black Hole added

Postby Lord_Greyscale » Wed Jan 12, 2022 7:08 pm

Heyo, it's me again, commenting on the BLACK HOLE attack.

First off, thankyou for making it not move or eat keys.
In the big massive mapsets I like playing, it's hard enough just finding the key where it is supposed to be.
It'd be a nightmare if the keys went missing.

I feel it maybe shouldn't move the big trees though.
Eat the tree if the black hole passes through it?
SURE, that's a great nuisance remover, but it's a bit, off, seeing all the trees suddenly go flying.

(might be a pain in the ass to code though,
and it's probably just a factor of no-one gave any of the trees a MASS stat,
since it clearly has a harder time pulling things with high mass)

While I'm here the Rocket Barrage alt-fire is wonderfull, is that new since the September build?
(I havent read all the changenotes yet.)

But maybe it could not fire untill I let go of the fire button?
(bit more strategic that way, load it up before the obvious-archvile/50-angry-revenant closet opens)
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Re: Gardevoir Has A Gun: [03MAR2022] 1.0 Trailer!

Postby kevansevans » Mon Mar 07, 2022 10:09 am



Download: https://www.dropbox.com/s/gf5kr74q7z581 ... 0.pk3?dl=0

Spoiler:
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Re: Gardevoir Has A Gun: [03MAR2022] 1.0 Trailer!

Postby Vostyok » Mon Mar 07, 2022 1:54 pm

>altfire throws chainsaws at enemies

Amazing.

I literally do not feel the need to mention anything else.

Thank you for the update!
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Re: Gardevoir Has A Gun: [03MAR2022] 1.0 Trailer!

Postby Spaceman333 » Mon Mar 07, 2022 9:45 pm

I love the trailer, I felt satisfaction how it was paced and presented.

Definitely gonna play this lots when I get some time!
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Re: Gardevoir Has A Gun: [03MAR2022] 1.0 Trailer!

Postby InkiCrow » Wed Mar 09, 2022 1:35 pm

I saw the trailer... I played... I never thought I'd want this. But I wanna see what else this mod will have down the line. :D
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!

Postby kevansevans » Fri Mar 11, 2022 1:03 pm

Thanks everyone for the warm reception, glad this update is knocking it out of the park for you guys!

Minor update, won't bother with the changelog aside from adding a Read This menu: https://www.dropbox.com/s/a5agv1zluibtl ... 1.pk3?dl=0
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!

Postby FilthySilver » Wed Mar 16, 2022 3:39 am

I'm having a lot of fun with this mod. Already tried it on a few mapsets. I recently decided to play Super MAYhem 17 with this mod and I noticed that on the first level, the red key was missing. I played two other levels and all keys appear except for the red. I tried it with some other gameplay mods and the red key appeared.
Also, maybe you could add some options like shotgun guy dropping four shells instead of twenty since it does take away a bit of the challenge.
Thanks.
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!

Postby kevansevans » Wed Mar 16, 2022 1:23 pm

It looks like my code to handle DEHACKED is interfering with that map set, and red keys are DEHACKED items in that wad. I'll investigate a fix for this.

Glad to hear you're having fun with this!
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!

Postby AvzinElkein » Wed Mar 16, 2022 1:30 pm

No iDTech1 compat yet?
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!

Postby kevansevans » Wed Mar 16, 2022 1:31 pm

AvzinElkein wrote:No iDTech1 compat yet?


Huh?

EDIT: You’re going to have to clarify better on what you’re asking here. My best guess is you’re hoping this will get support for older source ports, which isn’t going to happen as I don’t want to invest in that sort of work.
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!

Postby AvzinElkein » Wed Mar 16, 2022 3:15 pm

kevansevans wrote:
AvzinElkein wrote:No iDTech1 compat yet?


Huh?

EDIT: You’re going to have to clarify better on what you’re asking here. My best guess is you’re hoping this will get support for older source ports, which isn’t going to happen as I don’t want to invest in that sort of work.

I meant Heretic/Hexen/Strife/etc.
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