Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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.
Also minor bug - the flash doesn't seem to work on Chaingunners. They flicker instead.
- Mor'Ladim
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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.
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!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.
Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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.
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.
- Hetdegon
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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.
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.
- Mor'Ladim
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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.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.
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!
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
Oh my goood i love this mod!
- Mor'Ladim
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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!
Hopefully the Energy Claw won't be left in the dust now!
Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
hell yeah that looks sick, much improved 

- Hetdegon
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
Definitely looks much more appealing, yeah.
Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
you know what it reminds me of? Dynasty Warriors combos that end in projectile shockwaves. that is most definitely a compliment 

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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
Did you test it with GZDoom 3.0.1?
- Mor'Ladim
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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!Ryuhi wrote:you know what it reminds me of? Dynasty Warriors combos that end in projectile shockwaves. that is most definitely a compliment
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.AvzinElkein wrote:Did you test it with GZDoom 3.0.1?
Thanks for the feedback!
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
I recommend using the "fatal error" command and checking the log, just to make sure.Mor'Ladim wrote: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!Ryuhi wrote:you know what it reminds me of? Dynasty Warriors combos that end in projectile shockwaves. that is most definitely a compliment
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.AvzinElkein wrote:Did you test it with GZDoom 3.0.1?
Thanks for the feedback!
Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
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.
I want to say GMOTA used something similar and it was pretty neat.
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Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r
Another thing: I assume Bullet-Eye won't work with Hexen or Heretic.