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HyperExia wrote:I'm so sorry about that, I was actually not working on 1.1 for a long while. I do have to ask; I'm running into a massive issue with the colors, and at the moment, I don't have time to convert the sprites into full color pngs. Is it possible to have an alternate sprite set that doesn't require a color palette that interferes with the map itself? It'd really be appreciated especially to resolve compatibility issues
Nevermind, I updated it, so it doesn't have those issues anymore. I converted them myself.
By the way, i have to ask, are the sprites going to change again? or...
@HyperExia: Export all the sprites as PNG then reimport them. This will take the palette with each sprite and it won't cause any issues. The HF1.xx sprites will likely not change again, although some sprite sets will be expanded upon for 2.0. The Player will get Crouch Sprites, and the Vorpal Blade will get an alternate swing animation, and a new charged swing. Any mistakes in the sprites will be fixed, although they'd have to be pretty substantial. There is a slight error in one of the Sharkdemon sprites, where a pixel is partially transparent, but that's probably not even worth fixing.
[Hydra]: built from the parts salvaged from Basilisk weapons damaged beyond repair, the Hydra is a devastating demonstration of human intellect. It unleashes blue plasma hotter than that of the Basilisk in skull shaped bouncing mana constructs.
(Primary Attack: Triple plasma skull barrage | Alternate Attack: Scattershot plasma jets)
[Impaler Crossbow]: One of the limited production weapons built for the war effort, the Impaler Crossbow has a built-in furnace that allows nails to be melted into a singular crossbow bolt that tears its way through enemies in its path.
(Primary Attack: Piercing bolt | Alternate Attack: Shockwave bolt(piercing bolt that generates damaging shockwaves on the path it travels))
[Blood Rifle]: Fueled by demon blood, the Blood Rifle is one of the few hand held weapons developed by Hell's forces themselves. This rapidly fires flesh melting boiling blood that can splash onto other demons nearby, though due to the evolution of blood-spitting demons, this has become obsolete for the forces of hell. However, a few of these still remain around, perfect for human hands.
(Primary Attack: Fire blood projectiles | Alternate Attack: Blood projectile spray)
[Soul Rifle]: Fashioned from the fusion of a human and a demon skull, the Soul Rifle is another human weapon taking materials from the forces of hell. While it consumes soul ammo faster than the Soul taker, its white hot soul-infused plasma will make enemies flinch in pain quite often. However, after firing, it will need to cool down before it can fire again.
(Primary Attack: Soul Plasma Ball (Rapid Fire) | Alternate Attack: Soul Plasma Burst )
[Thunder Breaker]: Handcrafted by the Hell Smith himself, but discarded due to its affinity for targeting demons near exclusively, the Thunder Breaker is an often hidden and more powerful counterpart to the Reaper. Unlike the Reaper, it does not merely call upon the damned, but calls upon their rage, unleashing fiery concentrated balls of hellstorms and demon-targeting unholy lightning.
(Primary Attack: Soul Lightning Ball | Alternate Attack: Thunder Breaker(HellStorm) )
I love this mod, but I've noticed one minor flaw. At least one secret requires you to use rocket jumps to reach it. If you pick up a Juggernaut power up, however, this becomes impossible. For the remainder of the level, it prevents your own explosions from harming you, but it also negates the knockback effect.
IDKrisis wrote:I love this mod, but I've noticed one minor flaw. At least one secret requires you to use rocket jumps to reach it. If you pick up a Juggernaut power up, however, this becomes impossible. For the remainder of the level, it prevents your own explosions from harming you, but it also negates the knockback effect.
This is known and intended. The Reaper was intended to be a super secret weapon, as it wasn't intended for Episode 1. With the recent changes, you no longer have to get the Reaper in the last map, You can get it in the previous map with the green-switch hunt.
By the way, did you change how any of the weapons work in terms of intended weapon balances? Not so much like trying to fix up glitched or faulty code, but things like damage values, the fire rate?
(Also, forgive me if this sounds picky, but mind changing the name you had for my addons from "Hell-Forged rebalanced Pack" to just "HyperExia's Addons for Hell-Forged"? I didn't make a rebalancing addon XD)
HyperExia wrote:By the way, did you change how any of the weapons work in terms of intended weapon balances? Not so much like trying to fix up glitched or faulty code, but things like damage values, the fire rate?
(Also, forgive me if this sounds picky, but mind changing the name you had for my addons from "Hell-Forged rebalanced Pack" to just "HyperExia's Addons for Hell-Forged"? I didn't make a rebalancing addon XD)
Name changed.
Also, I did rebalance and changes to some weapons. I'm assuming you mean from the large 1.10 update, not the hotfix. Relevant excerpts from 1.10 patch notes:
Spoiler:
►Added the kick alt-attack to the Vorpal Blade when charge is below 100%.
►Reworked the kick - less damage, faster attack, +stuns enemies (lesser enemies more than large ones), higher pain chance, more reliable knock-back. (lesser enemies a higher pain chance and duration to Kick-damage)
►Immolator Firebomb projectile Gravity increased to from 0.25 to 0.50.
►Basilisk missile speed reduced to 20, from 25.
►Basilisk fire speed reduced to 20, from 25. Flames deal full damage within half of its radius, and fires in a wide arc.
►Basilisk firebolt speed reduced to 20, from 25. Damage increased to 2, from 1.
►Soultaker no longer shoots missiles when powered-up. Increased powered-damage from 13 to 15, and charges twice as fast.
►Reaper Ghast damage increased from 4 to 5.
►Reaper powered-up ghost missiles speed increased to 20.
►Fixed the incorrect obituary for the Basilisk's fire projectile.