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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Tux
Posts: 65
Joined: Sun Dec 29, 2013 3:55 pm

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

Post by Tux »

Combine_Kegan wrote: Okay I think my friend got the boomerang looking pretty good, what do you guys think?

Image
IMO the previous version was better.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

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

Post by Captain J »

indeed, previous one was full-GnG style afterall but no perspective looking. but this one is really qualitiful also does a perspective looking, but it's pretty looks like a 3d graphic-ish just like donkey kong country style, that i said before.
User avatar
LostSkull
Posts: 797
Joined: Thu Sep 26, 2013 1:58 pm

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

Post by LostSkull »

Same here, despite what I said earlier
Last edited by LostSkull on Thu Feb 20, 2014 2:13 pm, edited 1 time in total.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

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

Post by Triple S »

I personally think it looks fine as a sprite, but the color is darker and shaded with more detail than the previous one which might be throwing people off.
User avatar
LostSkull
Posts: 797
Joined: Thu Sep 26, 2013 1:58 pm

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

Post by LostSkull »

This mod screams for more gibs. The gibbed Pinky in Demon Eclipse would fit in this perfectly, for example.
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

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

Post by Combine_Kegan »

I just want to say I'm not dead, here's a few things I've done in the past few days:

Image

First we got the torch subweapon, it behaves just like Arthur's Torch from the GnG series

Image

Next is the tornado spell, while it has limited range, it completely shreds monsters.

I also finally got someone to draw my main character: Lord Blaskowicz

Image


I also got the same kind person to draw this to also draw my second character, though I haven't started work on him and I'm not ready to reveal who it is just yet to you guys. I also need to get player sprites for both of my heroes, as well as some first person sprites for my second character.

Finally I'm working on one more hud element: The Utility box, it sits next to the subweapon box and indicates what extra special function each weapon you wield has and whether or not you can use it at the time, the sword has the grappler, the wand has the force wave, the staff will have caltrops that will constantly damage and make enemies flinch while they trod on them, and the power sword will have a short time stopper effect

Image

Oh and thanks to a friend we finally have a unique smashable container for the spells, no more cracking open chests only to find more spells.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

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

Post by Captain J »

now we went to 3d graphics, i guess? anyway it looks promising.
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

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

Post by Combine_Kegan »

Captain J wrote:now we went to 3d graphics, i guess? anyway it looks promising.
Actually almost all of my projectile sprites are rendered in this way. I don't really have anyone who can hand draw the sprites I need, so I have my friend make 3D models and screenshot them, similar to how sprites were made for the DKC series. I certainly can't make sprites, there's a reason why I've been searching for someone to help make me additional sprites.
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

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

Post by Endless123 »

This mod is getting better and better :D I can't wait to try the boomerang and the torch :) I'll have soooooo much fun :D

The sword and the boomerang make me think about the good old Zelda's mastersword and boomerang. Is your boomerang can collect things like in Zelda Link to the past? If it doesn't it's ok don't worry because the coding would probably be a nightmare to make it damage the enemies and collect stuff.

I'm curious to know how you did the boomerang returning to the player. That's exactly that effect i need to for the predator's smart disk i'm planning to add to my mod.

Anyway good work :) I'm impatient to try it :D
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

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

Post by Combine_Kegan »

Endless123 wrote:This mod is getting better and better :D I can't wait to try the boomerang and the torch :) I'll have soooooo much fun :D

The sword and the boomerang make me think about the good old Zelda's mastersword and boomerang. Is your boomerang can collect things like in Zelda Link to the past? If it doesn't it's ok don't worry because the coding would probably be a nightmare to make it damage the enemies and collect stuff.

I'm curious to know how you did the boomerang returning to the player. That's exactly that effect i need to for the predator's smart disk i'm planning to add to my mod.

Anyway good work :) I'm impatient to try it :D
The boomerang is a pure offensive weapon, so you won't be gathering items with it, sadly, and as I said before, this boomerang doesn't home in on players during its return flight, rather it behaves like castlevania's cross, as in it flies forward, then goes in reverse
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

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

Post by Endless123 »

as in it flies forward, then goes in reverse
That's the part i'd like to know. How are you reversing its trajectory? is it by using negative values for the speed?
User avatar
LostSkull
Posts: 797
Joined: Thu Sep 26, 2013 1:58 pm

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

Post by LostSkull »

This is awesome
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

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

Post by Combine_Kegan »

Okay fellas, I have good news and bad news

the good news is the power sword is going to be refined a little more, and I'm giving it a brand new altfire: Item crashes, heavily powered up versions of your currently equipped subweapon

the bad news is this is going to take some time, meaning v1.0's gonna get pushed back a little bit.
User avatar
Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

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

Post by Cryomundus »

Ha, knew you'd go with my suggestion. Looking forward to it!
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

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

Post by Combine_Kegan »

Speaking of item crashes

Post Reply

Return to “Gameplay Mods”