That is pretty good, but I am trying to use SPC or VGZ files only, so as not to unnecessarily bloat the WAD filesize.Captain J wrote:Is official or custom SNES musics sounds good for you? Such as this one;
I could give it a shot once I figure out what filter to use!Then making the current sound effects into low quality would be the answer. Since SNES games always had smooth and low quality sound effects.
I'll look into it! Maybe I can make them appear more pixel-like that what is normally used.Oh, that's fine, just fine. Leave it as it is. I don't even know what kind of SNES games had such an effect on their maps, except cybernator.
I actually changed the puffs a bit in this new version! But I think it still needs more. Maybe some ricochet sounds?Now i see! But still it's not quite satisfying because again, vanilla bulletpuffs. I actually thought about some powerful effect for it, V-Gun from Wild Guns! It has one powerful and badass gatling gun you should check out!
And I am always open to more feedback, so thanks again!You're welcome, thanks for understanding me!
I actually thought about that a bit after implementing Bullet-Eye Mode, but ended up forgetting about it! I have fixed that problem, and it was actually easier than I thought it would be. Thanks for the tip!wildweasel wrote:This is a really cool concept, but I have a bug to report - entering Bullet-Eye mode doesn't work properly if "Switch Weapons on Pickup" is switched off in Player Setup. You can press the button to trigger it, but all it will do is give you all three Strike Orb powerups without changing your weapons, which you can do indefinitely...until you change primary weapons, at which point the weapon switches properly.
Now, I seem to recall that the ACS inventory function [wiki]SetWeapon[/wiki] works in Decorate, though I might be wrong. Perhaps that's a better way to trigger the Bullet-Eye weapon swtich?
For the next update, I hope to have a system where if you pick up a new weapon, you will still have your previous one. Of course, picking up a new weapon will overwrite it with the one you were just holding. Think Super Mario World or Contra.
I also plan to include an equipment system. I am not sure how I will handle them yet. They will most likely be random drops like the other powerups, but I am not sure if they should be permanent until you grab another, OR if they only last for one level. But they will be quite useful! Here are some examples (with only one item named, because I have to think of what to name the rest):
Medal of Valor: The bonuses from Survivors are tripled.
X - Increases damage of Sub-Weapons by 10%.
X - Duration of Strike Orbs increased by 10 seconds.
x - Kills grant increased Bullet-Eye energy.
x - Energy gains during Bullet-Eye Mode are tripled.
x - Health items heal 50% more when under 20% health.
x - Increases item drop rate from enemies.
x - Activating Bullet-Eye grants invincibility for 8 seconds.
X - Weapons obtained start at level 2.
If you press Reload to open up the info screen, that section in the middle is where they will fit in! Though, I may need to extend it by a small amount.