Kinsie wrote:... but I don't want a bunch of emails asking what to do with a WAZ.
Because people will still miss it if you put it right in the post and/or readme.
I have already seen "what's a PKZ?" a couple times, despite it already being said what the PKZ is.
Yup.
Just drag it on to the executable or load it in ZDL or do whatever you do to launch WADs.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Mon Dec 26, 2011 6:37 pm
by Steve1664
I managed to beat El Cyberdemon! Sure, it took a bunch of robots firing at it most of the time and a wall of Bronies acting as meatshields, but I finally managed to win by bombarding it with the Heretic Fire Mace and the Wolfenstein Chaingun!
. . . Have I mentioned that this thing is AWESOME yet?
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Mon Dec 26, 2011 7:24 pm
by Phobus
Had quite a lot of fun playing this - I've noticed (in v1.0) that when I legitimately win a round it says my score is 0. I'm using the latest official GZDoom, if that helps anyway.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 10:39 am
by Zombieguy
I look forward to playing this once I replace my 2GB of RAM that just died on me.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 12:31 pm
by Project Shadowcat
This.
Is. EXCELLENT!
I love all the different combos of gameplay that arise through the reels. You could be a flying tank running over bronies at will without a care in the world, or pondering slowly with nothing but a bat against the hordes of zombies. Sometimes you get screwed, sometimes you get an I WIN round, but it's all up to the reels.
Also find it fascinating that The Jerk can't kill your tank, though I suppose that's fair.
Bugs I found:
Not so much a bug, but a practical I WIN button for the entire series, the Flamethrower carries a whopping 500 ammo. By itself. I was thinking that the flamer should only have 100 or so, maybe even less (40-50?), while the maximum ammo could be somewhere around 250-300. The game gets a LOT easier if one is trained in the use of flamers as it is, and when you're in a wide-open area like Gutrot Island after several rounds, the Flamer is extremely dangerous in the hands of the player.
Petrol cans do not appear to be despawning, unlike any other item.
Crushing any robot with the tank gives no points.
Blasting Jetpack Larrys with the tank's cannon gives no points.
Should Dog Pope be fireproof? If you inevitably get a flamer, you can stun-lock and burn Dog Pope with it, and he'll be rendered completely harmless.
Spoiler: 222 Jackpot
222 - Number Two, I thought was supposed to stick around when we spoke about it on Steam. Is he supposed to go away after the round like The Jerk does? If so, no complaints.
I'm fairly certain it's spelled "Caffeine" (Rule Reel 3).
Suggestions for MOAR WIN:
Add "Skill levels" that allow a player to go more Reel rounds before facing a boss. I.e., normal is 5, while extended options for 10, 15, or maybe even endless.
You could borrow Brutal Doom's Cyberdemon stomp, just to make him that much harder, especially in "The Internet Machine".
Idle thought: Extra lives every 40,000 points?
Spoiler: 111 Jackpot
Silly thought: Swap weapon reels 1 and 2, and when you do get 111, still allow the tank powerup, just so I can roll over the "Original Jackpot Do Not Steal" recolors. (I have a LOT of pent-up rage when it comes to these guys, so this is more of a personal grievance I wish to enact my revenge on.)
Idle thought: Like the 111 jackpot, maybe give the Bronies a few different colored shirts? I.e., teal, white, purple, orange, pink, and bright yellow?
Give the player the Terror powerup when the player has The Tank.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 4:53 pm
by Nash
Just a quick suggestion... I think the items should disappear over time, to avoid map litter.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 4:54 pm
by wildweasel
Nash wrote:Just a quick suggestion... I think the items should disappear over time, to avoid map litter.
I have occasionally seen spawned items get replaced by other items.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 4:56 pm
by Nash
Well IMO it would be a much better experience if the items disappeared faster... gives it that arcade-y/SNES game vibe.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 5:46 pm
by Minigunner
Project Dark Fox wrote:Give the player the Terror powerup when the player has The Tank.
/me imagines countless numbers of Barons jumping off the cliff into the ocean/void while just idling in a tank.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 5:51 pm
by wildweasel
I would really like it if I could use the machine gun on the tank. It's sitting right there in my view, and yet I only have control over the slow-ish main cannon...
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 6:09 pm
by Project Shadowcat
Minigunner wrote:
Project Dark Fox wrote:Give the player the Terror powerup when the player has The Tank.
/me imagines countless numbers of Barons jumping off the cliff into the ocean/void while just idling in a tank.
Well, you don't get points for lemmings, though I can see how that can be a problem.... guess I didn't think that one through.
Re: [Version 1.1!] Reelism - Night of the Everything
Posted: Wed Dec 28, 2011 6:43 pm
by Zombieguy
wildweasel wrote:I would really like it if I could use the machine gun on the tank. It's sitting right there in my view, and yet I only have control over the slow-ish main cannon...
Ughh.... That bugs me too. In fact, the first time I tried this, I pressed the alt-fire thinking it would do just that.
Re: [Version 1.1!] Reelism - Night of the Everything
Safe For Widescreen: I went ahead and extended any cutoff sprites by hand, so now Reelism looks perfectly fine on widescreen resolutions!
Better Tanking: As well as being widescreen-friendly, the tank has had a few bugfixes relating to getting stuck in walls as well as a weaponry upgrade: The cannon now hits harder and faster, and the machinegun actually works.
Boss Smarts: Bosses are no longer stunlocked by fire, and will no longer credit your victory to anything other than you, fixing a variety of weird bugs involving victory. Oh, and the Imp Tank is a little less likely to kill you in a single shot. Which is nice.
Miscellaneous Bug Fixes: And some stuff I couldn't fit in any category:
Minor improvements to the baseball bat code
Fixed Flamethrower ammo staying around forever
Fixed a crash when burning alive during Bloody Screen So Real
Fixed auto-switching to fists no matter what
The next version will probably be a ways off, because I want to make it a big expansion-style update with new maps and stuff. Here's hoping there aren't any major new bugs that need fixing, anyway.
Re: [Version 1.2!] Reelism - Night of the Everything
Posted: Thu Dec 29, 2011 10:51 am
by Captain Ventris
Yessss, Widescreen. Also, that tank is gonna be a blast.
That expansion sounds like it's gonna be great. Are extra weapons in each category on the list? As far as I've seen there's a grand total of one flame weapon, but maybe that's just my 'luck'.
Re: [Version 1.2!] Reelism - Night of the Everything
Posted: Thu Dec 29, 2011 12:55 pm
by Sodaholic
Robots leave blood decals on the walls when using the flamethrower against them (and maybe other weapons, but I haven't checked).