[mutator] Make It Snappy! v1.12

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Matt
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Re: [mutator] Make It Snappy! v1.01

Post by Matt »

Completely impossible for me to reproduce. (GZDoom r1511 (ZDoom r4045), but I've never noticed anything before either.)

@SamVision: I considered it, but there's no alternative that would allow a rocket jump. (A_RadiusThrust is 2D)

Any idea how 8BDM does the jump-hold thing?
Last edited by Matt on Sat Feb 02, 2013 6:12 pm, edited 1 time in total.
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Matt
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Re: [mutator] Make It Snappy! v1.0

Post by Matt »

Ral22 wrote:you can change the height of your jump based on how long the button is held. I think it would add to the arcade/old-school feel.
Done.

EDIT: Reuploaded, fixed a bug.

download
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Re: [mutator] Make It Snappy! v1.01a

Post by amv2k9 »

Since the health & armor bonuses use A_Chase to create the "sucking in" effect, their behavior can sometimes be a little wonky, i.e. going to the side of you rather than going directly to you. I played around with it for a while and found that calling A_FaceTarget, and A_Recoil with a negative int supplied, on the same tic(s) made for a good replacement. There are probably a bunch more ways you could do it too.
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Re: [mutator] Make It Snappy! v1.01a

Post by Matt »

I hadn't thought of that. :O

Will add to next update.
2bad

Re: [mutator] Make It Snappy! v1.01a

Post by 2bad »

This is a lot of fun!

I think that allowing you to shoot maybe a half-second or even a quarter-second before the invincibility period ends would alleviate some of the complaints about it without making everything too easy. I like the way it works most of the time but when you get caught up in a loop of getting hit repeatedly without getting a chance to fire back it can be a little annoying.

Also adding some pips below or above the health and armor bars to indicate how many of the small health and armor pick-ups you've gotten (out of ten?) would be helpful.
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Re: [mutator] Make It Snappy! v1.01a

Post by Matt »

1.02 is here!

- Added a tiny bit more invulnerability so you get to shoot while invulnerable.
- Bonuses now move directly towards you instead of zigzagging.
- Added some Burl Tumd-inspired gore effects.
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Re: [mutator] Make It Snappy! v1.03

Post by Matt »

1.03 is now up! A couple major tweaks in this one that hopefully makes it a lot more playable.

- Zombies now shoot towards your position from a few tics ago, making them easier to dodge.
- Added more death effects to everything.
- Made pain elementals pushable.
- Much tighter-feeling jump.
- HUD ammo warning colour threshold now set for each weapon, rather than 20 for everything.
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Re: [mutator] Make It Snappy! v1.04

Post by Matt »

Now that GZDoom has been updated to fix the A_FaceTarget bug, here's 1.04!
- reduced hell knight health to 400.
- cleaned up the delayed-shot code with the updated A_FaceTarget functions. Please update to GZDoom SVN r1551 / ZDoom r4214 or later.
- tightened up all zombie attacks. They WILL hit you if you do not move, but are much less likely to hit you if you do. No change to spider mastermind.
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Re: [mutator] Make It Snappy! v1.04

Post by Matt »

Been thinking about making all the damage nonrandom. Thoughts?
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Re: [mutator] Make It Snappy! v1.04

Post by MG_Man »

Could you make the fullscreen HUD scale? It's almost unreadable at 1080.


Cool mod otherwise!
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Re: [mutator] Make It Snappy! v1.04

Post by Matt »

Didn't look quite as assy as I thought it would. Done.

also would anyone happen to know how to do nonrandom damage for a BFG spray?

Meanwhile here's 1.05:
- fixed the splitting baron ball so the spawned balls aim towards the target properly.
- all player weapons except BFG spray do non-random damage.
- archvile unleashes 1 less flame but the flames can heal monsters.
- "fullscreen" status bar now scales.
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Re: [mutator] Make It Snappy! v1.06

Post by Matt »

Some pretty major improvements and bugfixes in 1.06.
- restored punch sound and puff.
- added 2 new spiderdemon attacks! May be *slightly* OP.
- reduced the cyberdemon's painchance to even the odds against the spiderdemon.
- you know how E2M8 is filled with lost souls? they're coming from the cyberdemon. have fun!
- added a few dynamic lights.
- forgot to de-randomize the pistol damage too. fixed.
- raised spectres weren't fuzzy. fixed.
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Re: [mutator] Make It Snappy! v1.06

Post by USSRBear »

Would it be possible to have the rebalanced weapons as a standalone? Preferably, the gameplay change isn't up my alley but I do like how the weapons act. There could be a lot of fun with these new and improved weapons on vanilla Doom.
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Re: [mutator] Make It Snappy! v1.06

Post by Matt »

I believe it is possible to comment out all the health/invulnerability/soulsphere code and make the player's pain state go to super::pain, then get rid of all the ACS, and what's left of the player should be Doomguy + Snappy!weapons.

I know I designed the monsters to be completely independent of the weapons, so commenting those out should be a cinch.
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Re: [mutator] Make It Snappy! v1.07

Post by Matt »

Version 1.07 is now up!
- got rid of the landing grunt.
- made all shotgun spreads deterministic. (zombie aim is still random.)
- slightly increased the cyberdemon's rapid-shot spread.
- feature creep time! plasma now has uninterruptible burst altfire!
- made the rocket launcher more responsive.
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