Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)

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Minigunner
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Re: [Released!] Reelism - Night of the Everything

Post by Minigunner »

I think most of the weapons should get a boost. For example:
- The pistol needs the Doom pistol's rate of fire, perhaps in exchange for 1d3 points less damage per shot.
- Gas-can launcher should have a radius flame effect rather than some projectiles shot at random angles.
- The flamethrower ignites humans far too easily (as in just one tap, one ammo). However, ground flames don't ignite them at all. Perhaps there should be a balance for that.
- Crossbow and Mace should have the powered-up attack as alt-fire, consuming 5x the ammo.

Also, please, please do something about the robots' and Larrys' attacks. They attack frequently to the point of slowing the framerate on Gutrot Island to a crawl.
Steve1664
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Re: [Released!] Reelism - Night of the Everything

Post by Steve1664 »

Oh, the RNG is a harsh mistress. I get the tank (and Dog Whistle!) thrice in a row during one game. . . only to get killed trying to get some health before the boss shows up. Still, fun times. One quick question though. . . where's the post-game wrapup music from? I vaguely remember hearing it in some old SNES game from back in the day, but I can't recall which one it was. . .
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Matt
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Re: [Released!] Reelism - Night of the Everything

Post by Matt »

This is awesome. I wonder if I should play this sober. 8D

Um, is it possible to voluntarily switch weapons? My number keys other than 2 don't seem to work.
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Kinsie
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Re: [Released!] Reelism - Night of the Everything

Post by Kinsie »

Vaecrius wrote:Um, is it possible to voluntarily switch weapons? My number keys other than 2 don't seem to work.
That's weird. Everythings got proper keybinds in Decorate and Gameinfo... maybe I should add Keyconf?
Steve1664 wrote:One quick question though. . . where's the post-game wrapup music from? I vaguely remember hearing it in some old SNES game from back in the day, but I can't recall which one it was. . .
Here's the full soundtrack listing. All taken from snesmusic.org...
Spoiler:
And thanks for the suggestions, all.
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Enjay
 
 
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Re: [Released!] Reelism - Night of the Everything

Post by Enjay »

Just for the record, gutrot island hasn't slowed for me at all. :P
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Caleb13
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Re: [Released!] Reelism - Night of the Everything

Post by Caleb13 »

I guess the author(s) probably know about this bug, but just to be sure: The random generator breaks after 60 or so consecutive rolls, it begins to generate exactly the same 3 numbers every time.

Also, as others have noted, the explosive and flame weapons are rather useless now. Perhaps the worst combination are Barons of Hell with explosive weapons, because only one rocket falls out of them - far less ammo than is needed to kill one.

And - do you plan to increase the power and/or blast radius of tank's cannon? It feels rather underpowered to me...

Oh, and what is the real story behind those "bronie" characters (yes, I have read this entire thread)? Is it just some inside joke because several users on these forums have used MLP avatars for some time? If so, shouldn't they have some sort of attack, like stomping the player to death? Or perhaps impaling the player with a horn?

EDIT: the random generator does not break after "60 or so rolls". It breaks after you defeat the first boss. After that, it always generates the same sequence. See for yourself - defeat the first boss and when a next round begins, rember the generated numbers. Then commit suicide and voila, you will see exactly the same numbers again. And again.
Last edited by Caleb13 on Sun Dec 25, 2011 10:45 am, edited 2 times in total.
KILLER2
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Re: [Released!] Reelism - Night of the Everything

Post by KILLER2 »

Caleb13 wrote: If so, shouldn't they have some sort of attack, like stomping the player to death? Or perhaps impaling the player with a horn?
Nope...I vote for puking rainbows.
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Enjay
 
 
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Re: [Released!] Reelism - Night of the Everything

Post by Enjay »

Caleb13 wrote:Or perhaps impaling the player with a horn?
But how would it know which players have a horn?

(Narrowly avoids making joke about having the horn... dammit!)
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neoworm
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Re: [Released!] Reelism - Night of the Everything

Post by neoworm »

Its hilariously unfair sometimes. Like getting a tank right inside a mall, or getting tank and jerk next to you. Also melee weapons combined with Barons of Hell and So real.
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Caleb13
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Re: [Released!] Reelism - Night of the Everything

Post by Caleb13 »

KILLER2 wrote:Nope...I vote for puking rainbows.
Actually, this is not so bad idea. The vomit on the ground could be damaging and therefore could serve as an "area denial weapon" of sorts. But I guess if the vomit was really rainbow, the landcape would be so colorful after a while that it could induce seizures in players... ;-)
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InsanityBringer
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Re: [Released!] Reelism - Night of the Everything

Post by InsanityBringer »

Hmm, are random spawns supposed to be weighted? I noticed that you're doing a lot of chains of A_Jump(128, "state") when you can just do A_Jump(255, "state1", "state2", "state3", etc) if you want to have a list of states with the same chance of being picked. Using the chains results in the first couple of jumps getting higher bias though, and as a result stuff like the crates tend to spawn health and armor more often than other items.
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Mike12
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Re: [Released!] Reelism - Night of the Everything

Post by Mike12 »

This... this is.... words just cannot describe. Great job!
(Also, is it me, or am I hearing more and more SNES Clock Tower sounds/music in mods lately? :P)
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Kinsie
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Re: [Released!] Reelism - Night of the Everything

Post by Kinsie »

InsanityBringer wrote:Hmm, are random spawns supposed to be weighted? I noticed that you're doing a lot of chains of A_Jump(128, "state") when you can just do A_Jump(255, "state1", "state2", "state3", etc) if you want to have a list of states with the same chance of being picked. Using the chains results in the first couple of jumps getting higher bias though, and as a result stuff like the crates tend to spawn health and armor more often than other items.
A couple are supposed to be (Hell Knights over Barons, for example.) The rest are just due to my coding incompetence. Thanks for the heads up.
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Kinsie
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Re: [Released!] Reelism - Night of the Everything

Post by Kinsie »

Caleb13 wrote:EDIT: the random generator does not break after "60 or so rolls". It breaks after you defeat the first boss. After that, it always generates the same sequence. See for yourself - defeat the first boss and when a next round begins, rember the generated numbers. Then commit suicide and voila, you will see exactly the same numbers again. And again.
I'm guessing this is due to randomizer seeds being saved along with the autosave? I don't do anything fancy with the reels, just random(1,9) calls. I'll have a look, but I'm not sure how much I can do.
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Matt
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Re: [Released!] Reelism - Night of the Everything

Post by Matt »

Oops, turns out to be the weapons mod I keep autoloading. :oops:

Okay, things work now (although agreed with others re: fist)

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