Brütal Doom v0.18

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Project Shadowcat
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by Project Shadowcat »

SladeEXE wrote:
oh
my
god
See, I can't do shit like that because then I start getting bored or frustrated, and usually the former. I gotta kill it fast...
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Big C
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by Big C »

I am understanding if some coding complications came up, but could we at least have a status update?
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Sergeant_Mark_IV
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by Sergeant_Mark_IV »

As already stated, fisting a Cyberdemon in Brutal Doom is impossible due his faster rockets and stomp attack. For the Cyberdemon Fatality, I think it will be Mortal Kombat styled. After killing him with any weapon, he will stand in a "Finish Him!" state, which the player will have something like 5 seconds to punch him before he explodes. You must be really close to him at the moment he dies because if you fail at punching him in time, the explosion will mostly kill you.

Big C wrote:I am understanding if some coding complications came up, but could we at least have a status update?
I was thinking about adding the Pain Elemental fatality in V13, but I think I will keep it for the next version. For now, I think I Just need to update the meatshields with the new Rifle sprites and polish one or two sprites I have around.
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Big C
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by Big C »

Ahhh, okay. And I approve of that process for Cybie fatalities. Adds more drama than simply FINAL PAWNCH.
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Gothic
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by Gothic »

an idea for the cyberdemon fatality: kick him on the balls, the cyb falls (for pain), and you take out the wires on him back and explodes
PS: I'm the only who dont likes the new plasma rifle sprites from the v13?
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insightguy
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by insightguy »

your not the only one who doesn't like it. in fact i liked v10's much better
P.S. Sergeant_Mark_IV, may i ask if you were going to take my suggestion seriously?(just wondering)
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by Zombieguy »

May I ask how I could change the blood back to the correct color, for the barons/hell knights/cacos/etc? It's just disturbing to me the fact that almost all the blood for every monster is red.
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Sergeant_Mark_IV
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by Sergeant_Mark_IV »

Sorry for begin almost 2 days late, but here it is! Check first post!

Zombieguy wrote:May I ask how I could change the blood back to the correct color, for the barons/hell knights/cacos/etc? It's just disturbing to me the fact that almost all the blood for every monster is red.
I want to change their blood back to green again. Even the green blood on screen, and chainsaw painted with green blood scripts are still there and will work if activated. Recently I got the idea of changing all gib pieces back to green, and make their blood during the fatality sprite as dark gray/almost black. But I really lack the patience to recolor every single sprite one by one.

danyudanyu0821 wrote:your not the only one who doesn't like it. in fact i liked v10's much better
P.S. Sergeant_Mark_IV, may i ask if you were going to take my suggestion seriously?(just wondering)
Sorry, they are really not what I want to do with the guns.
Some of your suggestions are even irrelevant, like the alt fire for SSG, since it already has a SSG alt fire, but thanks for trying to help.
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BlueFireZ88
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Re: Brutal Doom v0.12: Oh yes... there will be more blood!

Post by BlueFireZ88 »

Sergeant_Mark_IV wrote:Sorry for begin almost 2 days late, but here it is! Check first post!

Zombieguy wrote:May I ask how I could change the blood back to the correct color, for the barons/hell knights/cacos/etc? It's just disturbing to me the fact that almost all the blood for every monster is red.
I want to change their blood back to green again. Even the green blood on screen, and chainsaw painted with green blood scripts are still there and will work if activated. Recently I got the idea of changing all gib pieces back to green, and make their blood during the fatality sprite as dark gray/almost black. But I really lack the patience to recolor every single sprite one by one.
It would be a lot of work, but ultimately it would add much more variety to the blood colors we generally see. It doesn't seem complete without the Hell Noble's green blood.

If you really want green blood back, just take your time and treat it as a side project. It doesn't have to be done by ver. 14 or even 15, but you should at least try and put it back in for some future release.
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SamVision
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SamVision »

The shotgun idle and firing frames look worse than he ones in the test version. And why does the BFG have a hand holding it. The new BFG sprite looks good but see if you can remove that hand.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Hellser »

Version 0.13? Good grief, I still have 0.9 on my computer. Going to try this out with Ryan Cordell when we can. :D

Also, 1,000th poster! Do I get a cookie?
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Matt
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Matt »

Personally I approve of going back to the replacement plasma rifle and think the hand makes perfect sense, but the new rifle and shotgun look like toys now with all the sticky-outy bits and the coloured bits. :/ (red night sights make sense but the green shooting indicator LED?????)

Also, what would be really, really nice? Rifle altfire, no crosshair, you're actually looking down the sights.
Sort of ::picks something totally not at random::

(albeit without the free-aim (though if you pull that off a) hat's off to you and b) can I please please please steal your code for Hideous Destructor))
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Slax
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Slax »

Getting a bit too bold with the graphical changes. Hastily switched back to .12's assault rifle firing sound as well. Simplicity and impact is key, I'd say. Don't go crazy with details.
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SamVision
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SamVision »

I like the details. They need a bit more polish but I like how the weapons have a futuristic appearance like they should. As for the rifle's ironsights, they are fine as is, because they are not really ironsights, just a zooming feature.
SamVision wrote:The shotgun idle and firing frames look worse than he ones in the test version. And why does the BFG have a hand holding it. The new BFG sprite looks good but see if you can remove that hand.
Although this stands.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

Wait..... Are you sure the demons don't have hitboxes? I always aim for the head, and their heads blow off. It seems to deal greater damage too.
Also, how do I "activate" the green/blue blood scripts?
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