Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

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Which Weapon Family Do You Find Yourself Using Often?

Power
8
27%
Area
4
13%
Rapid
9
30%
Tech
5
17%
Support
0
No votes
Melee
4
13%
 
Total votes: 30

Tekish
Posts: 154
Joined: Tue Jun 28, 2016 6:31 pm

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Tekish »

I like the red flash and it definitely helps. That said, things feel weird you're one-shotting enemies or fighting demons that rarely enter the pain state. You expect the same feedback but don't get it. It might be better to just have it flash on all damage.

Also minor bug - the flash doesn't seem to work on Chaingunners. They flicker instead.
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Mor'Ladim
Posts: 311
Joined: Tue Sep 27, 2005 7:38 am
Location: An artifact in an image you foolishly saved as a JPEG.

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Mor'Ladim »

I BLEW IT! I made a slight name change to the Mancubus replacement, but forgot to edit the code in the MAPINFO file. Therefore, the vanilla Mancubus would spawn and not the new replacement. I uploaded the fix already, as well as the Chaingunner flash bug.
Tekish wrote:I like the red flash and it definitely helps. That said, things feel weird you're one-shotting enemies or fighting demons that rarely enter the pain state. You expect the same feedback but don't get it. It might be better to just have it flash on all damage.
I'll see what I can do! Though, once I add in the custom death animations/effects, I think it would blend in more than it does now. Thanks for the bug report!
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Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Triple S »

Hitting Reload with the Quick Strike does nothing. Only way to view the info for it is to hit Reload with a different weapon, swap them out, then swap them out again to turn the info screen off.

EDIT: The Scrap Launcher also seems to have almost zero "cooldown" between disabling the info screen and re-enabling it. Other weapons have a delay that prevents you from instantly opening the info screen again by accident, but with the Scrap Launcher, it's almost nonexistent. Even tapping the key, it can often come right back up.
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Hetdegon
Posts: 321
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Hetdegon »

Had a little playthrough with latest version, was pretty good.
Randomness wanted the wyvern to be my first weapon. Fortunately thanks to starting with the shurikens the inability to hit the broad side of a barn at more than 2 feet, it balanced out and felt pretty good until I ditched it for the viper wave.
Also the buster seems to be a little bit more efficient now, but it still feels a bit underpowered. But definitely better.
On other things I feel the claw is...just terrible. I can't think of a situation where it's preferable to anything else in the arsenal, other than perhaps being thematically fancy about things.
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Mor'Ladim
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Mor'Ladim »

Hetdegon wrote:Had a little playthrough with latest version, was pretty good.
Randomness wanted the wyvern to be my first weapon. Fortunately thanks to starting with the shurikens the inability to hit the broad side of a barn at more than 2 feet, it balanced out and felt pretty good until I ditched it for the viper wave.
Also the buster seems to be a little bit more efficient now, but it still feels a bit underpowered. But definitely better.
On other things I feel the claw is...just terrible. I can't think of a situation where it's preferable to anything else in the arsenal, other than perhaps being thematically fancy about things.
Thanks for the feedback! For the Triple Wyvern, I'll see if I can make some changes to it to make it more appealing. Though, once I add in the ability to carry more than one weapon, perhaps it will be more useful than it seems currently. I'd still like to change the L3 version into something more unique. For the Buster, I have a few ideas to make it slightly better, instead of just a raw damage increase it was given recently, so hopefully it will feel up to par with the rest of the weapons.

As for the Energy Claw, I do hear that it isn't the best sub-weapon, so I'll make some changes to it, OR just move it to a primary weapon, as I have plans to add other melee primary weapons.

I'm currently working on death animations/effects for enemies, so I should have that done by tomorrow!
EggZekutor
Posts: 3
Joined: Thu Jun 15, 2017 11:07 am

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by EggZekutor »

Oh my goood i love this mod!
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Mor'Ladim
Posts: 311
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Mor'Ladim »

Here is a preview of the Energy Claw changes I've made, along with a preview of some of the enemy deaths!



Hopefully the Energy Claw won't be left in the dust now!
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Ryuhi
Posts: 372
Joined: Tue Feb 21, 2017 11:00 pm

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Ryuhi »

hell yeah that looks sick, much improved :D
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Hetdegon
Posts: 321
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Location: Chireiden

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Hetdegon »

Definitely looks much more appealing, yeah.
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Ryuhi
Posts: 372
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Ryuhi »

you know what it reminds me of? Dynasty Warriors combos that end in projectile shockwaves. that is most definitely a compliment :D
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by AvzinElkein »

Did you test it with GZDoom 3.0.1?
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Mor'Ladim
Posts: 311
Joined: Tue Sep 27, 2005 7:38 am
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Mor'Ladim »

Ryuhi wrote:you know what it reminds me of? Dynasty Warriors combos that end in projectile shockwaves. that is most definitely a compliment :D
The Energy Claw here, of course, does all this with one button press. However, funnily enough, I WAS thinking of using such a system for primary melee weapons I may implement in the future (A plasma whip comes to mind). Only problem is that non-melee weapons may seem boring in comparison. Unless I implement a certain idea I had that would be usable on all firearm weapons? Basically an "Overdrive Mode" activated with the push of a button that allows a weapon to unleash a new attack at the cost of Sub Weapon Ammo. I am just not sure if I will have this usable at any time, or only during L3, as I don't believe I'd be able to come up with something new for each level of an Overdrive Mode attack! But only time will tell!
AvzinElkein wrote:Did you test it with GZDoom 3.0.1?
Not until you mentioned it! I literally downloaded GZDoom 3.0.1 after I read this post and gave it a run in a few maps of Vanilla Doom II. I did not encounter any problems (that I am aware of) during this test run, so I believe it should be compatible with GZDoom 3.0.1 out of the box.

Thanks for the feedback!
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by AvzinElkein »

Mor'Ladim wrote:
Ryuhi wrote:you know what it reminds me of? Dynasty Warriors combos that end in projectile shockwaves. that is most definitely a compliment :D
The Energy Claw here, of course, does all this with one button press. However, funnily enough, I WAS thinking of using such a system for primary melee weapons I may implement in the future (A plasma whip comes to mind). Only problem is that non-melee weapons may seem boring in comparison. Unless I implement a certain idea I had that would be usable on all firearm weapons? Basically an "Overdrive Mode" activated with the push of a button that allows a weapon to unleash a new attack at the cost of Sub Weapon Ammo. I am just not sure if I will have this usable at any time, or only during L3, as I don't believe I'd be able to come up with something new for each level of an Overdrive Mode attack! But only time will tell!
AvzinElkein wrote:Did you test it with GZDoom 3.0.1?
Not until you mentioned it! I literally downloaded GZDoom 3.0.1 after I read this post and gave it a run in a few maps of Vanilla Doom II. I did not encounter any problems (that I am aware of) during this test run, so I believe it should be compatible with GZDoom 3.0.1 out of the box.

Thanks for the feedback!
I recommend using the "fatal error" command and checking the log, just to make sure.
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Ryuhi
Posts: 372
Joined: Tue Feb 21, 2017 11:00 pm

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by Ryuhi »

you could always look into "sister weapons," aka the system that heretic uses for the Tome of Power. you could make an ammo type that isn't referenced to anything, then have each upgraded attack pull from it.

I want to say GMOTA used something similar and it was pretty neat.
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Post by AvzinElkein »

Another thing: I assume Bullet-Eye won't work with Hexen or Heretic.
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