GMOTA: Fantasy arcade action (last post here 4-18-23)
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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: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
Thanks for updating!
But, I'm tired to mashing left mouse button to swing sword.
If there is Auto-fire(more like auto-swing?) Option, my finger will very happy.
But, I'm tired to mashing left mouse button to swing sword.
If there is Auto-fire(more like auto-swing?) Option, my finger will very happy.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I don't plan on doing autoswinging for Blaz's sword, sorry man.namsan wrote:Thanks for updating!
But, I'm tired to mashing left mouse button to swing sword.
If there is Auto-fire(more like auto-swing?) Option, my finger will very happy.
However, the second character's melee weapon will have autoswing, so just hang in there as development on that guy will begin in the future
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
Right, so new stuff.
The healing given by the powered cleave is pretty...useless, really. Even if you run into a group of enemies, you'll flat out lose more health than you'll gain. The fact that the cleaves bounce is nice, but using it for the healing is a completely futile endeavor. Go find some bread or meat, don't bother trying to heal with the cleave. Which is unfortunate, since I think the intention was to get the players to use the powered sword more, but giving it the healing power wasn't it at all. The bouncing cleave shots give it a big, BIG boost in usefulness since it's harder to waste a cleave now.
Honestly, without the Blazter's former healing powers, I kinda don't really use the powered form at all, since the spells and the charge shot is way to handy not to have at hand. I may just wind up personally modding it back into the Blazter and removing it from the cleave, really, if only to give myself a reason to use the powered form. It just feels weird to get rid of something that's been the Blazter's purpose for so long. And really, some of the enemies do a lot of damage, and being able to restore health at range helped balance it out. Without having a way to safely restore health, the damage the enemies do now starts to stack up very, very quickly.
Also, in regards to the enemies, mind changing the imp's spears back to blue? I never notice them coming at all now that they're grey. Actually, in general make the attacks colorful, so they don't get lost in the scenery. This tends to happen with the imp's shots and the steel duke's cluster shot, they aren't bright/colorful enough to spot, compared to the mage gunner's yellow shots, which are easy to see coming (which is why I somehow tend to run INTO the shots ). So far, none of the other new enemies attacks fall into this trap. I meant to say something about this earlier, but then Trailblazer happened.
The new subweapon, the OMEN, ties with the shield as the most fun to use weapon in the game. However, it and its powered form have 1 severe bug. If you jump/fall off a cliff and try to use it AT ALL, you'll deal about 20-70 dmg to yourself depending on how far you fall. And yes, I did try this in an empty room. Death message was "Cryomundus fell too far."
I do like what you did the knive's crash attack. Feels nice to have your own "Fan of Knives".
I was initially worried about you replacing the berserk, chainsaw, and radsuit with power-ups, but turns out for they're actually pretty useful. It gets a little weird tho when there's just multiple of them laying about and you can only pick up one. Are they permanent buffs or per-map ones?
I like the new enemies, the bomberknight I got a chuckle out of. I like the changes to the gunner mage, though the grenades don't seem to do much.
The healing given by the powered cleave is pretty...useless, really. Even if you run into a group of enemies, you'll flat out lose more health than you'll gain. The fact that the cleaves bounce is nice, but using it for the healing is a completely futile endeavor. Go find some bread or meat, don't bother trying to heal with the cleave. Which is unfortunate, since I think the intention was to get the players to use the powered sword more, but giving it the healing power wasn't it at all. The bouncing cleave shots give it a big, BIG boost in usefulness since it's harder to waste a cleave now.
Honestly, without the Blazter's former healing powers, I kinda don't really use the powered form at all, since the spells and the charge shot is way to handy not to have at hand. I may just wind up personally modding it back into the Blazter and removing it from the cleave, really, if only to give myself a reason to use the powered form. It just feels weird to get rid of something that's been the Blazter's purpose for so long. And really, some of the enemies do a lot of damage, and being able to restore health at range helped balance it out. Without having a way to safely restore health, the damage the enemies do now starts to stack up very, very quickly.
Also, in regards to the enemies, mind changing the imp's spears back to blue? I never notice them coming at all now that they're grey. Actually, in general make the attacks colorful, so they don't get lost in the scenery. This tends to happen with the imp's shots and the steel duke's cluster shot, they aren't bright/colorful enough to spot, compared to the mage gunner's yellow shots, which are easy to see coming (which is why I somehow tend to run INTO the shots ). So far, none of the other new enemies attacks fall into this trap. I meant to say something about this earlier, but then Trailblazer happened.
The new subweapon, the OMEN, ties with the shield as the most fun to use weapon in the game. However, it and its powered form have 1 severe bug. If you jump/fall off a cliff and try to use it AT ALL, you'll deal about 20-70 dmg to yourself depending on how far you fall. And yes, I did try this in an empty room. Death message was "Cryomundus fell too far."
I do like what you did the knive's crash attack. Feels nice to have your own "Fan of Knives".
I was initially worried about you replacing the berserk, chainsaw, and radsuit with power-ups, but turns out for they're actually pretty useful. It gets a little weird tho when there's just multiple of them laying about and you can only pick up one. Are they permanent buffs or per-map ones?
I like the new enemies, the bomberknight I got a chuckle out of. I like the changes to the gunner mage, though the grenades don't seem to do much.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I should offer more healing for the cleave then, because power-wise it's definitely better. As for the heavy cannon, I could buff its damage output easily, because really that was literally the -only- purpose to use powered shots, and I feel that's no longer the point, it should be used for ranged damage.Cryomundus wrote:-FEEDBACK-
Sadly no, the javelins will stay gray, I've had people bitch at me for having a cyan javelin, I could add an extra visual effect of some kind to it, as well as force BRIGHT on them.
I have no idea why you're taking damage from the Omen's jump attack, it might be a map issue, but I'll look into it.
and finally, yes, passive upgrade items are permanent unless you take too much damage, if you notice, the meters gray out when you suffer damage, and when they completely gray out, the item shatters.
Also I'll look into making Black Viper grenades more threatening
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
Huh, turns out if a map has falling damage on, or you turn falling damage on yourself, you'll be forced to take damage if you use the Omen in the air. I was originally playing Phocas Island, and had gone through about 1/2 of the map without encountering any cliffs or anything that would result in a fall death, so I never thought that would be it.
Ah, I hate maps that force you to have specific settings regardless of what YOU set. That's what options are for. What a nuisance. :S
Ah, I hate maps that force you to have specific settings regardless of what YOU set. That's what options are for. What a nuisance. :S
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
Hey Kegan, just wanted to say I'm still figuring out what does what in this mod, but the sword/chain-gauntlet combo is really, really, REALLY enjoyable for no adequate reason I can explain. YOINK! SLASH! YOINK! SLASH! YOINK! SLASH!
Keep up the good work! Also, are there any plans for Heretic/Hexen integration? They'd probably be a great fit.
Keep up the good work! Also, are there any plans for Heretic/Hexen integration? They'd probably be a great fit.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I wanted to say how much fun this mod is, and how much it hits home for me as well. I grew up as a 90x kid. Being able to eat chicken to restore my health, toss magic axes, and have a magical equivalent of the mega buster is an uber epic winning combination for me.
One of my favorite things about this mod, is that you have both super Nintendo music, and actual super Nintendo sound effects. Its pretty cool jamming to tunes from games like Ys, Sparkster, and Act Raiser. Not only that, but the 16-bit sound effects and voice clips just further enhance the experience for me.
I had an awesome idea with this mod. You may of heard the oblige map generator for doom. Well I decided to create a little personal project titled: Project Rougelike. I basically use RPG style mods like your awesome GMOTa here, and use Oblige to generate random maps, and play them. Just like a rouge like game that procedurally generates dungeons for you.
Anyways, well done! I'm looking forward to seeing further updates. Keep up the good work man!
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// Update //
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Quick curious question. Do you plan on making this mod compatible with Heretic and Hexen? Holy crap would this mod go absolutely perfect with those two games! If you haven't considered it already, I'd say personally that this would be something totally worth looking into. And even if you weren't interested in making this mod work with Heritic and Hexen. Its already awesome. So like I said, keep 'em coming!
One of my favorite things about this mod, is that you have both super Nintendo music, and actual super Nintendo sound effects. Its pretty cool jamming to tunes from games like Ys, Sparkster, and Act Raiser. Not only that, but the 16-bit sound effects and voice clips just further enhance the experience for me.
I had an awesome idea with this mod. You may of heard the oblige map generator for doom. Well I decided to create a little personal project titled: Project Rougelike. I basically use RPG style mods like your awesome GMOTa here, and use Oblige to generate random maps, and play them. Just like a rouge like game that procedurally generates dungeons for you.
Anyways, well done! I'm looking forward to seeing further updates. Keep up the good work man!
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// Update //
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Quick curious question. Do you plan on making this mod compatible with Heretic and Hexen? Holy crap would this mod go absolutely perfect with those two games! If you haven't considered it already, I'd say personally that this would be something totally worth looking into. And even if you weren't interested in making this mod work with Heritic and Hexen. Its already awesome. So like I said, keep 'em coming!
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
Awesome mod!. Im waiting for another update
The sprites are just awesome (Love the Blazter transformation)
PD: Hope you didn't stop working on this :3
The sprites are just awesome (Love the Blazter transformation)
PD: Hope you didn't stop working on this :3
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
if we can wait and don't bump something like compliment on the week, month or year old thread, we'll see what he's doing someday.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I haven't stopped working on GMOTA. Real life has been putting a serious damper on my spirits however. Been working on a side project as well that's gotten bigger than I anticipated.
There's so much more I want to do with GMOTA, and I'm not about to let it fade away. I'm sorry for the silence.
There's so much more I want to do with GMOTA, and I'm not about to let it fade away. I'm sorry for the silence.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I second this.Tekmon_Xonic wrote:well done! I'm looking forward to seeing further updates. Keep up the good work man!
Quick curious question. Do you plan on making this mod compatible with Heretic and Hexen? Holy crap would this mod go absolutely perfect with those two games! If you haven't considered it already, I'd say personally that this would be something totally worth looking into. And even if you weren't interested in making this mod work with Heritic and Hexen. Its already awesome. So like I said, keep 'em coming!
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I love this mod. It reminds me so much of the anime Berserk with the sword and gauntlet that are used. I hope this is the case but I will ask, is this still being worked on?
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I'm currently working on a 64kb mod for that contest thing, but I plan on coming back to GMOTA after that. I've been trying to figure out how the hell I'm gonna clean it up without utterly breaking everything.DemonSlayer wrote: I love this mod. It reminds me so much of the anime Berserk with the sword and gauntlet that are used. I hope this is the case but I will ask, is this still being worked on?
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
ok looking forward to what you come up with but i still agree with getting this compatible with heretic and hexen
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I never did poke around with the charging code to make it more sensitive. At least not yet. Seeing some new tricks to help organize code though... I should take a dive in and see what I can do finally. I need a good distraction from what I've been doing lately.