[v0.5] A Boy And His Barrel - It's slime time
Forum rules
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.
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.
-
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [v0.3] A Boy And His Barrel - H-fans REJOICE!
This is relevant to my interests.
-
- Posts: 16
- Joined: Tue Mar 08, 2016 7:35 am
Re: [v0.3] A Boy And His Barrel - H-fans REJOICE!
This is one hot barrel. I'd have barrels o' fun with her.
-
- Posts: 495
- Joined: Thu Feb 07, 2008 5:01 pm
- Location: Halfway to Madness
Re: [v0.3] A Boy And His Barrel - H-fans REJOICE!
Barrels O' Cum
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: [v0.3] A Boy And His Barrel - H-fans REJOICE!
Please let us not pamper a barrel too far or we are going to be in the barrel.
-
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [v0.3] A Boy And His Barrel - H-fans REJOICE!
get in the barrel o3o
-
- Posts: 1436
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: [v0.3] A Boy And His Barrel - H-fans REJOICE!
We're already scraping the bottom of the barrel for puns at this point, but...
A "male Violet" option would be barals of fun
A "male Violet" option would be barals of fun
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: [v0.3] A Boy And His Barrel - H-fans REJOICE!
How barrely seducing! I never expected this excellence!
-
- Posts: 33
- Joined: Sat Jan 30, 2016 10:00 pm
-
-
- Posts: 4723
- Joined: Mon Apr 10, 2006 1:49 pm
- Preferred Pronouns: He/Him
Re: [v0.4] A Boy And His Barrel - A secret is revealed
0.4 is out. Again many more goodies and extra features! Check out that new options menu now! Wew lads.
This one features a TITLEMAP and a new secret map which I magically got inspiration to do this evening and subsequently spent a good portion of my sleeping time on and it's nearly 5am now good lord what am I doing. It's a bit of a rush job, I'll admit. Just kind of want to get it out there to see what folks think!
Changes:
- Added a TITLEMAP! Still features the TITLEPIC by Kurashiki, plus a full reel of credits.
- Added SEC01 - 'Pillar of Deception'! The first secret map. I've added an entrance to it in one of the maps, too.
- Added a colored version of Slax's INTERPIC, done by Kurashiki!
- Fixed up the maps a whole bunch per some awesome feedback from Fonze. Cheers! Both MAP02 and MAP03 have 3 autosave points as well as a slew of balance issues addressed.
- Added par times for all the maps. (edit: except SEC01, whoops - next update :V)
- Added a "secret exit" flat and scripts to detect it.
- Added placeholder maps for the unfinished entries, including an entry for a planned new map from Dragonfly. MAP03 now ends by going to the title screen.
- Added 4 more costumes: "Beer Keg", "Wolfenstein", "Vineshroom" and a new "Armored" (I decided I would include Gez's Armored submission after all).
- Added a fix to Violet from Gutawer that allows her to properly trigger pressure plates that she's carried onto.
- Added more lines to the game to bring all the random string arrays up to 10.
- Added "degrading". This will occur if you remain far from Violet for too long, and her HP will diminish on its own until you approach her again. How many warnings ("nag messages") you get and how fast her HP will degrade depend on the skill level you're playing on. The feature is on by default but can be disabled; if you have it on, the distance meter will turn red if you're far enough to enable it to happen without getting any nags beforehand.
- Nag messages from Violet now happen every 30 seconds instead of 40.
- If you get a nag message or a degrading warning, Violet will now angrily bubble over until you get close to her again, at which point she'll emit hearts.
- Violet will no longer nag you if she hasn't been found yet.
- The distance meter will now show "???M" if Violet hasn't been found yet.
- Violet now heals in pools by +10 every second on Very Easy and Nightmare.
- Added sounds from Quake to the warning messages and nag messages, acting as placeholders until I get better ones. Armor pickup sound is now also the familiar Quake one, for consistency's sake.
- You can now carry inventory spheres across levels (unless you have the resetinventory cvar set to TRUE), with the exception of the rescue sphere.
- Violet will now carry her armor between levels if the abahb_resetbarrelhealth cvar is FALSE.
- Fixed Violet wasting ammo pickups when the player is at max for that ammo type.
- Boosted the duration of the battle sphere to 60 seconds.
- You can now heal from Violet with the battle sphere active without actually draining her HP. Sorta makes sense if you ask me.
- Gave Violet a slightly different unique state for when healed with a heal sphere.
- More fonts made available for Violet's status (three of my Status Report font variants).
- Font for centered warnings is now configurable. You can now pick from small, large, or "largest", which is the larger (*zdoom.pk3) BigFont, with lowercases. Two of the new Status Report fonts are also available.
- Changed warnings so when Violet takes >25 damage, you are now told she is "badly hurt", and if she takes >50 damage, she is "severely hurt".
- Cleaned up and updated the new options menu a little more.
- Fixed the occasional instance of an effect icon or errant string flashing onscreen after reloading a savegame.
- Fixed backpacks not doubling your ammo if Violet picked them up. The backpack replacement pickup was simply NOT replacing the backpack pickup. Stupid stupid stupid. >_< (Thanks for spotting, Gutawer.)
- Added glowing light definitions for some extra prettiness in GZDoom.
- Added warp effects to all liquids.
- Ghost sphere effect icon should no longer override damaging effect floor icon(s).
- Violet is now shown by a white arrow indicator when the Ghost sphere is active, so you can find her more easily.
- Violet's detonation (when using the Boom Sphere) now does precisely 1500 damage to all enemies caught in her blast radius.
- Tweaked MENUDEF menu colors. Everything's a lot purpler now. (Is that a word?)
- Changed the plasma ball's GLDEFS to be purple instead of light blue.
- Armor bonuses should always give Violet the green palette translation now.
- Fixed Violet's armor translation not showing up before she is found.
- Unused textures and duplicate patches pruned.
- Translations now handled in TRNSLATE lump.
- Slightly tweaked "Mission failed/accomplished" messages.
- Various strings are now customizable per map.
- Cleaned up parts of the script a bunch. Things just running smoother in general now. Hopefully.
This one features a TITLEMAP and a new secret map which I magically got inspiration to do this evening and subsequently spent a good portion of my sleeping time on and it's nearly 5am now good lord what am I doing. It's a bit of a rush job, I'll admit. Just kind of want to get it out there to see what folks think!
Changes:
- Added a TITLEMAP! Still features the TITLEPIC by Kurashiki, plus a full reel of credits.
- Added SEC01 - 'Pillar of Deception'! The first secret map. I've added an entrance to it in one of the maps, too.
- Added a colored version of Slax's INTERPIC, done by Kurashiki!
- Fixed up the maps a whole bunch per some awesome feedback from Fonze. Cheers! Both MAP02 and MAP03 have 3 autosave points as well as a slew of balance issues addressed.
- Added par times for all the maps. (edit: except SEC01, whoops - next update :V)
- Added a "secret exit" flat and scripts to detect it.
- Added placeholder maps for the unfinished entries, including an entry for a planned new map from Dragonfly. MAP03 now ends by going to the title screen.
- Added 4 more costumes: "Beer Keg", "Wolfenstein", "Vineshroom" and a new "Armored" (I decided I would include Gez's Armored submission after all).
- Added a fix to Violet from Gutawer that allows her to properly trigger pressure plates that she's carried onto.
- Added more lines to the game to bring all the random string arrays up to 10.
- Added "degrading". This will occur if you remain far from Violet for too long, and her HP will diminish on its own until you approach her again. How many warnings ("nag messages") you get and how fast her HP will degrade depend on the skill level you're playing on. The feature is on by default but can be disabled; if you have it on, the distance meter will turn red if you're far enough to enable it to happen without getting any nags beforehand.
- Nag messages from Violet now happen every 30 seconds instead of 40.
- If you get a nag message or a degrading warning, Violet will now angrily bubble over until you get close to her again, at which point she'll emit hearts.
- Violet will no longer nag you if she hasn't been found yet.
- The distance meter will now show "???M" if Violet hasn't been found yet.
- Violet now heals in pools by +10 every second on Very Easy and Nightmare.
- Added sounds from Quake to the warning messages and nag messages, acting as placeholders until I get better ones. Armor pickup sound is now also the familiar Quake one, for consistency's sake.
- You can now carry inventory spheres across levels (unless you have the resetinventory cvar set to TRUE), with the exception of the rescue sphere.
- Violet will now carry her armor between levels if the abahb_resetbarrelhealth cvar is FALSE.
- Fixed Violet wasting ammo pickups when the player is at max for that ammo type.
- Boosted the duration of the battle sphere to 60 seconds.
- You can now heal from Violet with the battle sphere active without actually draining her HP. Sorta makes sense if you ask me.
- Gave Violet a slightly different unique state for when healed with a heal sphere.
- More fonts made available for Violet's status (three of my Status Report font variants).
- Font for centered warnings is now configurable. You can now pick from small, large, or "largest", which is the larger (*zdoom.pk3) BigFont, with lowercases. Two of the new Status Report fonts are also available.
- Changed warnings so when Violet takes >25 damage, you are now told she is "badly hurt", and if she takes >50 damage, she is "severely hurt".
- Cleaned up and updated the new options menu a little more.
- Fixed the occasional instance of an effect icon or errant string flashing onscreen after reloading a savegame.
- Fixed backpacks not doubling your ammo if Violet picked them up. The backpack replacement pickup was simply NOT replacing the backpack pickup. Stupid stupid stupid. >_< (Thanks for spotting, Gutawer.)
- Added glowing light definitions for some extra prettiness in GZDoom.
- Added warp effects to all liquids.
- Ghost sphere effect icon should no longer override damaging effect floor icon(s).
- Violet is now shown by a white arrow indicator when the Ghost sphere is active, so you can find her more easily.
- Violet's detonation (when using the Boom Sphere) now does precisely 1500 damage to all enemies caught in her blast radius.
- Tweaked MENUDEF menu colors. Everything's a lot purpler now. (Is that a word?)
- Changed the plasma ball's GLDEFS to be purple instead of light blue.
- Armor bonuses should always give Violet the green palette translation now.
- Fixed Violet's armor translation not showing up before she is found.
- Unused textures and duplicate patches pruned.
- Translations now handled in TRNSLATE lump.
- Slightly tweaked "Mission failed/accomplished" messages.
- Various strings are now customizable per map.
- Cleaned up parts of the script a bunch. Things just running smoother in general now. Hopefully.
Last edited by Jimmy on Sun Apr 16, 2017 12:36 am, edited 2 times in total.
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: [v0.4] A Boy And His Barrel - A secret is revealed
Heavy barrel ful of fixes and changes!! And hey, am i seeing the hanged baron corpse in the screenshot? I'm finally seeing this, alright!
-
- Posts: 1279
- Joined: Tue Jul 19, 2011 2:56 am
Re: [v0.4] A Boy And His Barrel - A secret is revealed
I just had the chance to try this, and i love it
-
-
- Posts: 4723
- Joined: Mon Apr 10, 2006 1:49 pm
- Preferred Pronouns: He/Him
Re: [v0.4] A Boy And His Barrel - A secret is revealed
Pleased to hear that, Batandy.
Captain J: Indeed you are. Underused texture, imho.
Captain J: Indeed you are. Underused texture, imho.
-
- Posts: 862
- Joined: Mon Apr 06, 2009 1:02 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Map 33
Re: [v0.4] A Boy And His Barrel - A secret is revealed
Here's a little something I cooked up for you for this fun mod.
Enjoy.
Enjoy.
You do not have the required permissions to view the files attached to this post.
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: [v0.4] A Boy And His Barrel - A secret is revealed
Oh no, a barrel has fallen and can't get up and got spewed! Lewd!
-
-
- Posts: 4723
- Joined: Mon Apr 10, 2006 1:49 pm
- Preferred Pronouns: He/Him
Re: [v0.4] A Boy And His Barrel - A secret is revealed
Haha thanks Joey. I'm... a little unsure where I would use that sprite, given that Violet's explosive temperament is very much a vital component in the relationship she and Doomguy have (and the gameplay of the mod, of course), but maybe a use will turn up.