[v0.5] A Boy And His Barrel - It's slime time
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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.
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: [Demo v0.1.7] A Boy And His Barrel
This is ridiculous and adorable and I love it.
hdoom compatability when
(im just kidding please dont hurt me)
hdoom compatability when
(im just kidding please dont hurt me)
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Re: [Demo v0.1.7] A Boy And His Barrel
This is freaking rediculous.
I love it.
I love it.
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Re: [Demo v0.1.6] A Boy And His Barrel
Bad case of clashing art styles right there. Other bow looked better.Jimmy wrote:
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Re: [Demo v0.1.7] A Boy And His Barrel
haha, this is pretty cute. i like puzzle-oriented FPS games, so this fits right in for me, although there's a couple things i wonder about this so far.
is there a recommended way to get Violet across a path of nukage in the way? i found it annoying how you could simply jump over whatever nukage is in the way, but Violet will always take damage in some form even if you push her as hard as you can. i feel as if you should be able to heave her over in such situations, though i guess that'd migitate your ability to punch her.
related to this, i suppose your role is to press Violet against a corner and tank hits for her, or push her out of the enemy's line of sight so they don't approach her?
is there a recommended way to get Violet across a path of nukage in the way? i found it annoying how you could simply jump over whatever nukage is in the way, but Violet will always take damage in some form even if you push her as hard as you can. i feel as if you should be able to heave her over in such situations, though i guess that'd migitate your ability to punch her.
related to this, i suppose your role is to press Violet against a corner and tank hits for her, or push her out of the enemy's line of sight so they don't approach her?
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Re: [Demo v0.1.7] A Boy And His Barrel
Had a quick go at creating a springboard flat to accompany my code, I'm not a texture-maker by any means but this is what I ended up making:
Obviously based off the Aerial Faith Plates from Portal 2, which look like this:
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There's multiple improvements that could be made, I imagine (art style isn't very Doom-y, mostly), but it's in the modified ABAHB palette, and doesn't look half bad in action, I've updated my demo map to reflect this:
https://www.dropbox.com/s/lxu4bsccdpd24 ... p.wad?dl=0
Obviously based off the Aerial Faith Plates from Portal 2, which look like this:
.
There's multiple improvements that could be made, I imagine (art style isn't very Doom-y, mostly), but it's in the modified ABAHB palette, and doesn't look half bad in action, I've updated my demo map to reflect this:
https://www.dropbox.com/s/lxu4bsccdpd24 ... p.wad?dl=0
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Re: [Demo v0.1.6] A Boy And His Barrel
Thanks, Gut!
Mmm, for some reason the outline does look especially cartoony when it's colored green. (The default pink is seen in my avatar.) Well, I'll see what I can do but I like the general shape and size of this bow a lot more.Slax wrote:Bad case of clashing art styles right there. Other bow looked better.
I made a change just recently which will be in the next version to come - the damaging floor script is simplified now, and the damage delay works like the player damage does - it's applied on a fixed timer rather than on a timer that starts whenever the damaging sector is entered. It's way more possible to shunt Violet across these floors without her getting damaged now.Princess Viscra Maelstrom wrote: is there a recommended way to get Violet across a path of nukage in the way? i found it annoying how you could simply jump over whatever nukage is in the way, but Violet will always take damage in some form even if you push her as hard as you can.
I find the game more interesting if you just carry her around everywhere with you. It provides you with an extra body to defend. (And companionship. Come on, you'd have to be a monster to let that cute-ass blueberry-filled barrel fend for herself, or spoil in a corner somewhere.)Princess Viscra Maelstrom wrote:related to this, i suppose your role is to press Violet against a corner and tank hits for her, or push her out of the enemy's line of sight so they don't approach her?
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Re: [Demo v0.1.7] A Boy And His Barrel
I think you may want to change the midi to the Beer Barrel Polka AKA Roll Out the Barrel:
http://www.ajsmidi.com/alpcond/alpha_02 ... rel_2.html
http://www.ajsmidi.com/alpcond/alpha_02 ... rel_2.html
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Re: [Demo v0.1.7] A Boy And His Barrel
Opening cutscene/story music found. Thanks.
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Re: [Demo v0.1.7] A Boy And His Barrel
Well, since GZDoom 2.2.0 has released now, this no longer requires a dev GZDoom build, which is nice. You'll still need a dev build if you want to use ZDoom, though.
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Re: [Demo v0.1.7] A Boy And His Barrel
Thanks for the heads-up. To be honest I'm sort of fretting about whether this thing will totally break if/when Vinesauce Joel streams it, as he's running a slightly older version of ZDoom. Maybe I should recommend that he plays it in the latest GZDoom, then.
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Re: [v0.2.0] A Boy And His Barrel
It's finally here! Good Lord, sorry about the wait. I just hope folks are still kind of interested in this? There's a maplist over on the OP now, as I've decided on how this mod should work in terms of levels.
Please claim your maps now! Especially if you have something in the works already. I know a few folks do (Gutawer definitely - TMD? Pinchy?) and wouldn't want their stuff to go to waste.
Here's the next big update - v0.2.0!
Changes:
- Project moved to PK3 format.
- Now calling the PK3 the "resource wad", and specifying the version number in the filename, which I really should've been doing from the start, HEH.
- Added a build version warning to the main menu. A change was made in ZDoom very recently that means this project now requires at least ZDoom devbuild '2.9pre-1265' or GZDoom 2.2.0 to run.
- Rearranged MAPINFO a bit. Cluster 1 is "The Testing Grounds" (working title) which will be a set of Portal-esque test chambers to slowly introduce the player to the concepts at play in this mod. Cluster 2 is "A Barrellel Universe" (not a title that's going to change) and will feature full-length maps in the style of the MAP01 included.
- Redefined the skills to use (obnoxiously punny) text strings.
- Level name now gets printed to the screen on map start. This is accompanied by a custom string that the mapper can specify, or leave blank. The default is blank, except for the first level in a cluster, in which it will remind the
player to hit F1 for help.
- More changes to MAP01. Should be more dynamic and mostly cheese-free now.
- Added a bunch of "new" textures based on all the ones from the four main Doom IWADs. (doom, doom2, plutonia, tnt) Thanks to JPL for his WADSmoosh utility, the new texture definitions from which I used here.
- Added some new springboard textures courtesy of Gutawer.
- Added a few updates to Gutawer's springboard and air control scripts.
- Added yqco's very elegant all-DECORATE scripts for the rescue spheres. These use anonymous functions! Make sure you have a dev build of ZDoom to run this now.
- Rescue spheres now make the *grunt sound if they fail to teleport Violet.
- Simplified the clunky floor-damage script. It's a little more forgiving now as well. Warning system slightly simplified too.
- CHANGED VIOLET'S HEIGHT TO 40. HOPE THIS DOESN'T BREAK ANYTHING LOL.
- Violet now has +FULLVOLDEATH.
- Changed the sprites for the player-only health packs.
- Violet's medikits now make a little visual healing effect when she picks them up.
- Replaced the armor vest sprites with armor orbs (sprites by Blue Shadow and Captain Toenail), the radsuit with the bio sphere from R667 (sprites by Captain Toenail), and the berserk with the brutality sphere (sprites by Eriance).
- Picking up a bio sphere will now protect both you AND Violet from all harmful floors except shock floors. A bio-hazard symbol will flash onscreen while the protection is active. Violet is still healed by blueberry slime under this protection.
- Changed the player's fists' damage to a fixed 10 for non-berserk and 100 for berserk. Violet will only take 40 damage from a berserk fist, though. A fist symbol will flash onscreen while the powerup is active (it is now timed!).
- The new powerups now have new sounds.
- Violet now has a pain sound.
- There is now a 5 second delay between Violet's nag messages when you harm her.
- Added colors for GZDB to the newly defined placeable actors.
- Added a new bigfont (a version of the standard bigfont with more characters and lowercase glyphs).
- New M_SKULL graphics. Sprited by me, and a bit horribly.
- Rearranged the main menu a bit.
- Credit pic now features just the names of the people who made stuff FOR this project. The rest of the credits are in FULLCREDITS.txt in the pk3. Thanks to all of you!
- Probably some other stuff I forgot good God my memory.
- Added changelog to PK3.
Please claim your maps now! Especially if you have something in the works already. I know a few folks do (Gutawer definitely - TMD? Pinchy?) and wouldn't want their stuff to go to waste.
Here's the next big update - v0.2.0!
Changes:
- Project moved to PK3 format.
- Now calling the PK3 the "resource wad", and specifying the version number in the filename, which I really should've been doing from the start, HEH.
- Added a build version warning to the main menu. A change was made in ZDoom very recently that means this project now requires at least ZDoom devbuild '2.9pre-1265' or GZDoom 2.2.0 to run.
- Rearranged MAPINFO a bit. Cluster 1 is "The Testing Grounds" (working title) which will be a set of Portal-esque test chambers to slowly introduce the player to the concepts at play in this mod. Cluster 2 is "A Barrellel Universe" (not a title that's going to change) and will feature full-length maps in the style of the MAP01 included.
- Redefined the skills to use (obnoxiously punny) text strings.
- Level name now gets printed to the screen on map start. This is accompanied by a custom string that the mapper can specify, or leave blank. The default is blank, except for the first level in a cluster, in which it will remind the
player to hit F1 for help.
- More changes to MAP01. Should be more dynamic and mostly cheese-free now.
- Added a bunch of "new" textures based on all the ones from the four main Doom IWADs. (doom, doom2, plutonia, tnt) Thanks to JPL for his WADSmoosh utility, the new texture definitions from which I used here.
- Added some new springboard textures courtesy of Gutawer.
- Added a few updates to Gutawer's springboard and air control scripts.
- Added yqco's very elegant all-DECORATE scripts for the rescue spheres. These use anonymous functions! Make sure you have a dev build of ZDoom to run this now.
- Rescue spheres now make the *grunt sound if they fail to teleport Violet.
- Simplified the clunky floor-damage script. It's a little more forgiving now as well. Warning system slightly simplified too.
- CHANGED VIOLET'S HEIGHT TO 40. HOPE THIS DOESN'T BREAK ANYTHING LOL.
- Violet now has +FULLVOLDEATH.
- Changed the sprites for the player-only health packs.
- Violet's medikits now make a little visual healing effect when she picks them up.
- Replaced the armor vest sprites with armor orbs (sprites by Blue Shadow and Captain Toenail), the radsuit with the bio sphere from R667 (sprites by Captain Toenail), and the berserk with the brutality sphere (sprites by Eriance).
- Picking up a bio sphere will now protect both you AND Violet from all harmful floors except shock floors. A bio-hazard symbol will flash onscreen while the protection is active. Violet is still healed by blueberry slime under this protection.
- Changed the player's fists' damage to a fixed 10 for non-berserk and 100 for berserk. Violet will only take 40 damage from a berserk fist, though. A fist symbol will flash onscreen while the powerup is active (it is now timed!).
- The new powerups now have new sounds.
- Violet now has a pain sound.
- There is now a 5 second delay between Violet's nag messages when you harm her.
- Added colors for GZDB to the newly defined placeable actors.
- Added a new bigfont (a version of the standard bigfont with more characters and lowercase glyphs).
- New M_SKULL graphics. Sprited by me, and a bit horribly.
- Rearranged the main menu a bit.
- Credit pic now features just the names of the people who made stuff FOR this project. The rest of the credits are in FULLCREDITS.txt in the pk3. Thanks to all of you!
- Probably some other stuff I forgot good God my memory.
- Added changelog to PK3.
Last edited by Jimmy on Sun Sep 25, 2016 2:54 pm, edited 1 time in total.
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Re: [v0.2.0] A Boy And His Barrel
VIOLET NO I'M SORRY- Violet now has a pain sound.
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Re: [v0.2.0] A Boy And His Barrel
Ah, awesome. Gonna claim a map, as you've said I've got something in the works. Also, I think I'll make the "The Testing Grounds" map for Springboards/Bouncepads/Whatever, since I did the code and all.
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Re: [v0.2.0] A Boy And His Barrel
Pencilled you into MAP05. For everyone else: specifying which slot you want helps me out.
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Re: [v0.2.0] A Boy And His Barrel
Ah, come on Jimmy - your forgot the most important change to the mod -
The Plasma Rifle now runs on the Power Source of Blueberry Sauce.
The Plasma Rifle now runs on the Power Source of Blueberry Sauce.