Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)
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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.
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Re: [Released!] Reelism - Night of the Everything
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.
- 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.
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Re: [Released!] Reelism - Night of the Everything
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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Re: [Released!] Reelism - Night of the Everything
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.
Um, is it possible to voluntarily switch weapons? My number keys other than 2 don't seem to work.
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Re: [Released!] Reelism - Night of the Everything
That's weird. Everythings got proper keybinds in Decorate and Gameinfo... maybe I should add Keyconf?Vaecrius wrote:Um, is it possible to voluntarily switch weapons? My number keys other than 2 don't seem to work.
Here's the full soundtrack listing. All taken from snesmusic.org...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. . .
Spoiler:And thanks for the suggestions, all.
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Re: [Released!] Reelism - Night of the Everything
Just for the record, gutrot island hasn't slowed for me at all.
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Re: [Released!] Reelism - Night of the Everything
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.
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.
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Re: [Released!] Reelism - Night of the Everything
Nope...I vote for puking rainbows.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?
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Re: [Released!] Reelism - Night of the Everything
But how would it know which players have a horn?Caleb13 wrote:Or perhaps impaling the player with a horn?
(Narrowly avoids making joke about having the horn... dammit!)
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Re: [Released!] Reelism - Night of the Everything
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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Re: [Released!] Reelism - Night of the Everything
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...KILLER2 wrote:Nope...I vote for puking rainbows.
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Re: [Released!] Reelism - Night of the Everything
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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Re: [Released!] Reelism - Night of the Everything
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? )
(Also, is it me, or am I hearing more and more SNES Clock Tower sounds/music in mods lately? )
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Re: [Released!] Reelism - Night of the Everything
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.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.
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Re: [Released!] Reelism - Night of the Everything
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.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.
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Re: [Released!] Reelism - Night of the Everything
Oops, turns out to be the weapons mod I keep autoloading.
Okay, things work now (although agreed with others re: fist)
Okay, things work now (although agreed with others re: fist)