GMOTA: Fantasy arcade action (last post here 4-18-23)

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FireHusky
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by FireHusky »

Something about this mod keeps luring me back to it. :twisted:
It's been awhile since I last played it, and the bread crunching sounds are making me hungry.

Imo the pain sound from the player is terrifying.
Really liking the HUD, so far.

I'm wondering if you're going to do something with the monsters? Or is it just a weapons mod?
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Captain J
 
 
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Captain J »

of course lord blaz's voices are terrifying because it was taken intensionally from 90's capcom arcade games. and still monsters are perfect even it has no custom decorated monsters imo, for converging other monster mods.
Toberone
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Toberone »

It' not really important but if you ever get around to adding custom monsters, may I suggest the armored imps from unloved? I think they might go great in this.
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LostSkull
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by LostSkull »

Agreed
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Combine_Kegan
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Combine_Kegan »

Toberone wrote:It' not really important but if you ever get around to adding custom monsters, may I suggest the armored imps from unloved? I think they might go great in this.
Aren't those the guys with the shields? Vince and I have discussed adding them, though if we do we'll have to figure out how we're gonna make them block, if at all.

Monsters that can block attacks in any game suck ass. Also I'm not dead. I've just been steadily working on stuff, I've also recently retooled the grappler so now it's a ripper projectile that returns after flying a set distance, this yanks monsters to you more consistently.
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FireHusky
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by FireHusky »

Combine_Kegan wrote:
Toberone wrote:It' not really important but if you ever get around to adding custom monsters, may I suggest the armored imps from unloved? I think they might go great in this.
Aren't those the guys with the shields? Vince and I have discussed adding them, though if we do we'll have to figure out how we're gonna make them block, if at all.

Monsters that can block attacks in any game suck ass.
Yeah, I think they're the ones with the shields. If you've really considered adding them, you could take away their ability to block attacks and rather have them attempt to back away from you by using the +AVOIDMELEE flag? That'd maintain their current level of intelligence but not be as annoying, IMO.
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xenoxols
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by xenoxols »

Am I the only one who thinks that this is nothing like super GnG, and a lot like castlevania? I mean GnG doesn't have subweapons.
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Cryomundus
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Cryomundus »

xenoxols wrote:Am I the only one who thinks that this is nothing like super GnG, and a lot like castlevania? I mean GnG doesn't have subweapons.
What are you talking about, don't you know that pretty much all of the sprites from here are from super Ghosts n Goblins? And the fact that arthur uses the lance, dagger, torch, etc?

Yes the concept of subweapons are more inline with castlevania, but how these weapons are used are more like GnG.
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Combine_Kegan
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Combine_Kegan »

xenoxols wrote:Am I the only one who thinks that this is nothing like super GnG, and a lot like castlevania? I mean GnG doesn't have subweapons.
I'd say it's both. I'm certainly taking a few pages out of Catlevania's book with the subweapons and item crashes, but I'm going with GnG for the sprites, sounds, and behaviors of most of the weapons

The only reason why they're called subweapons is due to how crazy good Blaz's sword is.
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Captain J
 
 
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Captain J »

i thought this mod only follows for GnG or capcom arcade game's theme, but this mod is still good without CV weaponries imo.
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LostSkull
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by LostSkull »

Next up, Doomvania - a mod by yours truly, Combine Kegan.
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Combine_Kegan
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Combine_Kegan »

So I've been doing some more thinking. How would you guys if Lord Blaz's sword is retooled slightly?

Rather than having it strike multiple times per swing, I could change it to make it only strike ONCE per swing, obviously the damage would be adjusted accordingly, so the weapon wouldn't get weaker, it'd just force better timing with sword attacks.
HexaDoken
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by HexaDoken »

However, it would reduce the crowd control capability, since striking only once per swing disallows you to do silly things like cutting through several people at once.

I'm not sure.
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Combine_Kegan
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Combine_Kegan »

HexaDoken wrote:However, it would reduce the crowd control capability, since striking only once per swing disallows you to do silly things like cutting through several people at once.

I'm not sure.
The sword was never really meant to be a crowd control weapon, that's what the staff/wand and subweapons are for.
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Combine_Kegan
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Post by Combine_Kegan »

I bet you thought I was dead.

SURPRISE.

V0.9.1 is out now!
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