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(tbh this green robot doesn't appear in the mod but soon will be implemented. So no clickbait)
Blast off and strike the evil Bydo Empire!
Hello again! I created several mods that are mostly inspired on a lot of animations and video games, not based on them. Basically i couldn't create a fanmade project dedicated to one media, that i honestly like and are faithful to it. But then i saw R-Type, one of my favorite shmup with deep lore and cool looking spaceships. And then i saw R-Type Final 2 trailer this year, made me so motivated to work on and this is the result!
The story starts off with the second sortie of R-9HX1 ARCHER, the predecessor of ginormous humanoid weapon, TL-T CHIRON. After the huge amount of combat data received from R-9A ARROWHEADs, the Earth Allied Armed Forces(aka Space Corps) started on the experiment of producing hefty R-Fighter variants based on one model. Each model had its own purpose, armament, mostly powered by REDACTED. ARCHER is one of the special R-Fighters specialized in anti-personnel offense and it deemed to be very powerful against small Bydo type creatures and machines, without causing too many needless damage. They gave ARCHER a new mission to scour one small barren planet, with full of mysteries and terror awaiting it.
This mod is basically 'What if R-Type was in Doom' in every adaptation doom mod justice. There might be some differences if you played the original game for a long time. Some features haven't included yet, and i'm not a professional when it comes to doom modding. But i'm trying my best and i hope it satisfies you and your taste on R-Type in any way.
And be sure to know that this mod is still in WIP state. Things like Bits and Forces are not there at the moment and i'm about to slowly add more and more. Feedback is always welcome!
- Use 5 Weapon Crystals and 2 Aux Weapons from the original R-Type series, plus with 5 more Aux Weapons! - Charge your Wave Cannon to obliterate the horde of enemies in few shots! - Look around for useful Powerups, perhaps you could also obtain some specimens developed by the hands of the Space Corps... - Upgrade your Weapon Crystal by obtaining the exact same one. It packs a lot of punch! - Enemies also follow the principal of the original game: Exploding in climactic way possible! - U n f i n i s h e d A F ! !
- Every Primary Weapon can charge and emit wave projectile. However, you won't fire them automatically. They're all Semi-Auto and keep clicking the fire button in right rhythm will make your finger tire less.
- Aux weapons are fairly powerful but have limited ammo. And the ammo for them can be sometimes hard to find. But if you ever stumble upon the exact same aux weapon you have, pick it up and it'll refill your ammo.
- Be sure to know that Bydo Powerups will grant you both advantage and a disadvantage. For instance, Bydo Ammopack makes you able to use aux weapons without spending ammo, but also weakens your defense.
- The max power Wave projectile has great splash damage and radius. Try fire it on the ground or ceiling to inflict more damage.
- Wave Cannon can immediately activate shootable switches and the walls. Thanks Romero
They are all inside of this mod, but if you're kind of busy person, i just wrote them all up; ---------------------------------------------------------------------------------------------------------------- Scripts: - Terminuest13, Beed28, Combine Kegan and Realm 667 - The base of Decorates for the mod - WildWeasel - His scripts are aged but still safe and efficient enough to base on. He's very talented and enthusiastic with the doom modding! ---------------------------------------------------------------------------------------------------------------- Sprites: - R-Type by Irem - Of course i still love them ---------------------------------------------------------------------------------------------------------------- Fonts: - R-Type by Irem - but i filled up the non-existant ones ---------------------------------------------------------------------------------------------------------------- Sound Effects: R-Type and R-Type Final by Irem R-Type Final 2 by Granzella
Quake IV Wolfenstein 2009 by Raven Software
Fallout: New Vegas Fallout 4 The Elder Scrolls V: Skyrim by Bethesda Softworks
PlanetSide 2 by Rogue Planet Games. Took a lot of sound effect from one single game and it's very astounding that it provided more than i needed!!
Unreal II: The Awakening Unreal Tournament 3 by Epic Games
Immersive Sounds - Compendium by lazyskeever and lazygecko from nexusmods.com
Team Fortress 2 by Valve
Ion Fury by Voidpoint LLC
REELism by Kinsie
The Binding Of Isaac by Edmund Mcmillen
Some doom mod called Doom Vercetti
Metal Slug by SNK
200817 Thunder, pretty close crack 4pm.flac by TRP Sloshes In Small Bottle FF260.aif by martinimeniscus Powerful blaster shot x2.With tail and explosion_1-2(8lrs).wav and Powerful blaster shot x3.With tail_2(8lrs).wav by newlocknew Laser power charge loop pitch up.wav by ryusa Space Rocket_Launch_Ext_.wav by Cell31_Sound_Productions Ambiance_Fire_Bushes_Loop_Stereo.wav by Nox_Sound SFX Electric Laser beam V2 and SFX Laser beam V1 by bolkmar Underwater diving by eclecticanimal Saber humming.wav by arnaljl from Freesound.org ---------------------------------------------------------------------------------------------------------------- Musics: R_LOAD - Ion Fury by Voidpoint LLC D_EVIL - Main Theme of R-Type for Amiga 500, composed by Chris Huelsbeck D_DM2TTL - Main Theme of R-Type for Commodore 64, composed by Chris Huelsbeck D_DM2INT - R-Type Medley from Super R-Type, composed by Charlie Y.K, Hiya and Hiroshi D_READ_M - Main Theme of R-Type for TurboGrafx-16(PC Engine) ---------------------------------------------------------------------------------------------------------------- Special Thanks: - Combine Kegan - Helped me with the usage of unchangeable #### sprites, also helped me a lot with TEXTURES and animating sprites through it. It certainly saved up some memory of the mod! - RetroGameZone - Provided me the original R-Type arcade sprites! - The Sound Resource - Provided me a lot of sound effects from other games like PlanetSide 2, The Elder Scrolls V: Skyrim and R-Type Final 2! - LizardCommando - The charging mechanic was inspired by his mega man mod called Omega Zero. It made the progress a lot easier. Thanks guy! - TDRR - Helped me a lot with Health and Beam Bars. Thanks! - InsanityBringer - Almost got stuck with after-charge animations, bouncing laser stuff but they quickly helped me to solve this one! ---------------------------------------------------------------------------------------------------------------- Every used sound effect, sprites and soundtrack of this mod belong to their respectful owners and companies. Much appreciated for your talented work!
Thanks for downloading and playing this mod. Be sure to run this on Zandronum as well!
Spoiler: Todo List
- Add Force, Shield projectile and Bits that follows the player's mouse look
- Make a code for Force Companion that can grow, attack and be able to obtain by pressing the use key
- Make custom monster pack for it
- Add Custom opening, ending scenes and intermission texts
- Add proper health warning sound and display ACS
- Maybe try to figure out how to make semi-auto weapons that do not ignore your input and goes to the charging state
- See if the enemies block the ally when they're dead
- Mirage the whole thing to Itch.io if you happen to finish updating everything
Last edited by Captain J on Fri Apr 08, 2022 12:09 pm, edited 1 time in total.
Playing through this right now. I've never played R-type so alot of that aspect is lost on me, but I'm really enjoying the mod so far. The particle effects for all the bullets look absolute amazing.
I'm liking what I've played of it so far, but it seems there is a very big issue with the fact that Sigil is literally unplayable because of the whole evil eye hitscan thing (which also applies to DBP23 and maybe other mapsets that use this way of scripting), having to rely on the MDK command instead. And of course, me being me, I had to make a music pack with bunch of music from various Irem games, not just the R-Type series (except Lethal Thunder & Mystic Riders).
QuakedoomNukem Cz
Grammar Nazi and Graphics Whore with a kind heart.
Each model had its own purpose, armament, mostly powered by REDACTED.
Don't REDACTED me, I know what it's powered with.
Neat idea, I'm looking forward for it having Force pods. Are you planning on various types or just the standard R-9 Force? Something like the Anchor Force would be amazing if you decide to add more. Will a "Dose" mechanic come in like in Delta? Anything from Leo?
And most importantly, who would win, Doom demons or the Bydo? My bet is on the Bydo.
- Maybe try to figure out how to make semi-auto weapons that do not ignore your input and goes to the charging state
Try making it fire on release instead of on press. Otherwise you could check every frame or so (easier with zscript, for example with a wrapper function). You can also look at some stuff like Bullet-Eye to see how they do some things.
Hetdegon
Dimensional Police
Joined: 30 Oct 2004
Location: Chireiden
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
Oh god it's been like, almost 3 weeks? I'm sorry for leaving this thread for a while because this burnout? This Powerlessness is getting out of hand but i'm certainly about to update and add new stuff/changes to the mod. And of course, Force, Bits and R-Type themed enemies will be added. I've found some tips that'd come really handy for the update. Anyways here goes with the reply! Hope you didn't wait so long.
silentw wrote:ohyes
Now THAT'S what I call a good mod!
Tho it's still in WIP state and it's far from perfect but i'm glad you're enjoying my recent gameplay mod!
CherubCorps wrote:Playing through this right now. I've never played R-type so alot of that aspect is lost on me, but I'm really enjoying the mod so far. The particle effects for all the bullets look absolute amazing.
The original series is much more fascinating. And glad you like my fan mod too!
QuakedoomNukem Cz wrote:I'm liking what I've played of it so far, but it seems there is a very big issue with the fact that Sigil is literally unplayable because of the whole evil eye hitscan thing (which also applies to DBP23 and maybe other mapsets that use this way of scripting), having to rely on the MDK command instead. And of course, me being me, I had to make a music pack with bunch of music from various Irem games, not just the R-Type series (except Lethal Thunder & Mystic Riders).
Noted. Romero's Sigil is definitely more than just a map pack... I'm considering to add an extra hitscan on Wave Cannon that activates the switch. Also thanks for the contribution with the soundtrack addon! You're so generous.
64palm wrote:hello can i combine with Rampancy enemy mod ?
Pretty sure you can run both mods without having any trouble. You'll have to load Bydofied first, and then the Rampancy.
Hetdegon wrote:Neat idea, I'm looking forward for it having Force pods. Are you planning on various types or just the standard R-9 Force? Something like the Anchor Force would be amazing if you decide to add more. Will a "Dose" mechanic come in like in Delta? Anything from Leo?
And most importantly, who would win, Doom demons or the Bydo? My bet is on the Bydo.
I'm planning to add more and more to it. Force variations you can switch, Bydo-type enemies that blend in with the mod itself... Time will tell! And Bydo would win, of course.
- Maybe try to figure out how to make semi-auto weapons that do not ignore your input and goes to the charging state
Try making it fire on release instead of on press. Otherwise you could check every frame or so (easier with zscript, for example with a wrapper function). You can also look at some stuff like Bullet-Eye to see how they do some things.
That's interesting... Tho i don't understand how it'll work but i'll give it a check. Thanks for your support!
Linz wrote:Say J, will there be a music pack for this mod so we can jam out to R-Type music while blasting demons
QuakedoomNukem Cz wrote:And of course, me being me, I had to make a music pack with bunch of music from various Irem games, not just the R-Type series (except Lethal Thunder & Mystic Riders).
Good ol' QuakedoomNukem made a soundtrack addon just for this mod. Do check out if you're interested!
Another thing: I think when you pick up a weapon upgrade it should tell you how it affected the weapon in the pickup message
Sure they seem easy to figure out but something that came to mind when I gave this a quick test run
A good point. Tho you can test your upgraded weapon out within a second by just... Well, firing it! No ammo will be consumed until the time runs out. But i'll consider it. Thanks for playing!