GMOTA: Fantasy arcade action (last post here 4-18-23)

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DemonSlayer
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by DemonSlayer »

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.[/quote]

That is interesting. It seemed like a stable mod to me. What is the issue that could cause "utterly breaking everything" if you were to fix something? What is the contest? I wish you much success and I hope you win ^_^
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wildweasel
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by wildweasel »

DemonSlayer wrote:What is the contest? I wish you much success and I hope you win ^_^
That'd be (File)Size Matters - not too late to join, if you're interested!
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DemonSlayer
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by DemonSlayer »

Thank you. I would love to join the contest, but I have to learn how to mod for Doom let alone Zdoom first lol
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Combine_Kegan
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by Combine_Kegan »

DemonSlayer wrote:Thank you. I would love to join the contest, but I have to learn how to mod for Doom let alone Zdoom first lol
It's never too late to learn. Just start playing around with mods, take a poke at the weapon resources on realm667, play around with it and have fun, that's how I started, and then I made GMOTA.
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DemonSlayer
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by DemonSlayer »

Is there a tutorial where I can learn how to add weapons into a mod and configure their use? If that makes sense ^_^
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Combine_Kegan
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by Combine_Kegan »

DemonSlayer wrote:Is there a tutorial where I can learn how to add weapons into a mod and configure their use? If that makes sense ^_^
How funny you should mention that.

http://gunlabs.blogspot.com/2011/01/tutorials.html

This is a good place to start, I also highly recommend downloading weapons from realm667, cracking them open in SLADE and poking around with them, figure out what makes them tick.
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DemonSlayer
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by DemonSlayer »

That sounds excellent! Thank you. I cannot wait to try some stuff out.
MagusGestalt
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by MagusGestalt »

I have a request, could we get the soundtrack for your mod as a separate .pk3? I love that you use old Brain Lord and Knights of the Round tracks and would love to have that tracklist to use with other mods.
whateve
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by whateve »

MagusGestalt wrote:I have a request, could we get the soundtrack for your mod as a separate .pk3? I love that you use old Brain Lord and Knights of the Round tracks and would love to have that tracklist to use with other mods.
you most certainly could, with about 10 minutes of editing in slade; but since I wanted this too I just went ahead and did it for us both : https://www.dropbox.com/s/7kl8ge9bwuepk ... 2.wad?dl=1

I tested it with zandronum and gzdoom's latest with no problems with suab, demonsteele, and vanilla so I'm happy, hope it meets your needs too. you can also pull those .spc files if you just wanted them in a separate music player
MagusGestalt
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by MagusGestalt »

whateve wrote:
MagusGestalt wrote:I have a request, could we get the soundtrack for your mod as a separate .pk3? I love that you use old Brain Lord and Knights of the Round tracks and would love to have that tracklist to use with other mods.
you most certainly could, with about 10 minutes of editing in slade; but since I wanted this too I just went ahead and did it for us both : https://www.dropbox.com/s/7kl8ge9bwuepk ... 2.wad?dl=1

I tested it with zandronum and gzdoom's latest with no problems with suab, demonsteele, and vanilla so I'm happy, hope it meets your needs too. you can also pull those .spc files if you just wanted them in a separate music player
Wicked. Much gratitude.
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quake3guy
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by quake3guy »

This is an amazing mod idea! I've been playing it with Deus Vult 2 and it's a blast. Here are a few things I've noticed:

The powerups (rings, pendants, etc.) seem to last forever, I'm never able to pick one up after I've gotten the first one, and its effect is permanent. One time I recall being knocked down to 1hp and having to pick up one of the rings, but that's about it. Maybe they should take damage at higher health thresholds?

The gauntlet's powered utility function is always the little spike turret, maybe this could have its own class of items for different attacks?

The gauntlet's powered alt-fire is always the "steel rain" bomb, maybe this could have its own class of items for different attacks as well?

A lot of the higher-level hellspawn don't drop chests/cubes, maybe they need the drop script attached?

The "missile" unpowered gauntlet alt-fire weapon seems a bit overpowered, may need some tweaking.


Again, this is a neat concept with unique combat elements that remind me of a cross between Contra, Cybernator and Castlevania, lots of fun! Another player class might be super cool, I would be glad to lend a hand with fleshing out the weapons & powerups for a new class, I've got a bit of modding experience and I love making crazy weapons :D
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Combine_Kegan
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by Combine_Kegan »

quake3guy wrote:This is an amazing mod idea! I've been playing it with Deus Vult 2 and it's a blast. Here are a few things I've noticed:

The powerups (rings, pendants, etc.) seem to last forever, I'm never able to pick one up after I've gotten the first one, and its effect is permanent. One time I recall being knocked down to 1hp and having to pick up one of the rings, but that's about it. Maybe they should take damage at higher health thresholds?

The gauntlet's powered utility function is always the little spike turret, maybe this could have its own class of items for different attacks?

The gauntlet's powered alt-fire is always the "steel rain" bomb, maybe this could have its own class of items for different attacks as well?

A lot of the higher-level hellspawn don't drop chests/cubes, maybe they need the drop script attached?

The "missile" unpowered gauntlet alt-fire weapon seems a bit overpowered, may need some tweaking.

Again, this is a neat concept with unique combat elements that remind me of a cross between Contra, Cybernator and Castlevania, lots of fun! Another player class might be super cool, I would be glad to lend a hand with fleshing out the weapons & powerups for a new class, I've got a bit of modding experience and I love making crazy weapons :D
Right now the powerup items (Boots, rings, pendant) take damage when YOU take damage and then repair over time, you can kinda see their status over your life, armor, and mana bars. Same thing when your subweapons are POW'd up. I should probably tweak that so it's less confusing.

I've never been happy about the spike turret, that actually might get tweaked in the upcoming update I'm working on.

The powered arm cannon's altfire behaving differently depending on your subweapon is an interesting idea, I might look into that.

I should consider making the tougher monster drop goodies too.

and finally, yeah the cluster missile is absurdly overpowered, that might get edited to go back to being similar to the C-missiles from Contra 3, where multiple explosions spawn at the point of impact.
FaggoStorm
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by FaggoStorm »

Combine_Kegan wrote:
quake3guy wrote:This is an amazing mod idea! I've been playing it with Deus Vult 2 and it's a blast. Here are a few things I've noticed:

The powerups (rings, pendants, etc.) seem to last forever, I'm never able to pick one up after I've gotten the first one, and its effect is permanent. One time I recall being knocked down to 1hp and having to pick up one of the rings, but that's about it. Maybe they should take damage at higher health thresholds?

The gauntlet's powered utility function is always the little spike turret, maybe this could have its own class of items for different attacks?

The gauntlet's powered alt-fire is always the "steel rain" bomb, maybe this could have its own class of items for different attacks as well?

A lot of the higher-level hellspawn don't drop chests/cubes, maybe they need the drop script attached?

The "missile" unpowered gauntlet alt-fire weapon seems a bit overpowered, may need some tweaking.

Again, this is a neat concept with unique combat elements that remind me of a cross between Contra, Cybernator and Castlevania, lots of fun! Another player class might be super cool, I would be glad to lend a hand with fleshing out the weapons & powerups for a new class, I've got a bit of modding experience and I love making crazy weapons :D
Right now the powerup items (Boots, rings, pendant) take damage when YOU take damage and then repair over time, you can kinda see their status over your life, armor, and mana bars. Same thing when your subweapons are POW'd up. I should probably tweak that so it's less confusing.

I've never been happy about the spike turret, that actually might get tweaked in the upcoming update I'm working on.

The powered arm cannon's altfire behaving differently depending on your subweapon is an interesting idea, I might look into that.

I should consider making the tougher monster drop goodies too.

and finally, yeah the cluster missile is absurdly overpowered, that might get edited to go back to being similar to the C-missiles from Contra 3, where multiple explosions spawn at the point of impact.
I already knew you were working on it, but I have to ask... how much time do you think it will take to be ready for release?

Also, am I the only one that doesn't see the point of the gauntlet's arrow mode? I mean, I really don't see the difference other than having a weaker charge shot and faster rate of fire.
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quake3guy
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by quake3guy »

Coolness! One other thing I noticed is that Zarach can get permanently lost if thrown with insufficient arcane power to recover it, but it takes no power to throw. Maybe if the arcane power expense were applied up-front, so Blaz couldn't throw it in such a situation thus preventing him from being without his sword (until he manages to find some crystals, which makes it reappear if he had reloaded with the gauntlets up at some point in the past.) So if he has 70+ arcane power, he can throw it, and the return is free (premature return would spare his enemies the damage it could do, so it's not much of a boon to recover the sword in the middle of its airborne rampage.)
Last edited by quake3guy on Thu Jun 23, 2016 9:18 pm, edited 2 times in total.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9

Post by wildweasel »

quake3guy wrote:Coolness! One other thing I noticed is that Zarach can get permanently lost if thrown with insufficient arcane power to recover it, but it takes no power to throw. Maybe if the arcane power expense were applied up-front, so Blaz couldn't throw it in such a situation thus preventing him from being without his sword (until he manages to find some crystals, which makes it reappear if he had reloaded with the gauntlets up at some point in the past.) So if he has 70+ arcane power, he can throw it, and the return is free (premature return would spare his enemies the damage it could do, so it's not much of a boon to recover the sword in the middle of its airborne rampage.)
Wouldn't this render the entire "unarmed" concept pointless? The current system makes you think about whether you can get by without the sword for a while and rely on your fists (or gauntlet) until your Arcane charges enough to retrieve the sword.

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