NAKU-NARU - バンザイ! (V1.3 OUT NOW!)

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Do you Prefer The Type 99 Nambu or the Type 89 Howa?

Poll ended at Mon Dec 23, 2019 2:04 pm

Type 89
11
52%
Type 99
10
48%
 
Total votes: 21

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sotenga
Posts: 28
Joined: Sun Jul 25, 2010 11:12 pm

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by sotenga »

what an excellent bunch of ideas! i had a few ideas for the chainsaw replacement for 1.3, like a massive kanabo you can get. i really like the tengu mask idea, and the idea for the chainsaw replacers might go good for a newer project ;^)
Thank you! Thwacking demons with a massive iron club sounds rad, haha. That sounds like it would work better for stronger enemies where it's better to hit-and-run rather than stay close and slash them. I am... also not sure which of the two auto rifles would be better. Tempted towards the Howa, but I'll give it some thought.
Epikaffe
Posts: 2
Joined: Sat Dec 14, 2019 9:41 am

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Epikaffe »

Not a bad update, the new assault rifle is pretty cool, the only thing I dont really like are the new sprites for the revolver and rocket launcher. Aside from that everything else remains perfect imo.
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Dr_Cosmobyte
Posts: 2561
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Dr_Cosmobyte »

Really liking the new update, the new rocket launcher sprites are pretty cool, and most features you've shown me are better than before. Also, just as a small bug report, all weapon firing sounds (aside from the Arisaka) share the same channel as the dryfire sound, which sometimes give it a "cut" when continuing to press the trigger (mostly notable on the Type 99 or the Miroku).

Other than that, i have no complaints sir.

P.S.: Thanks for using my edited version of the secret sound.
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EddieMann
Posts: 522
Joined: Sun May 18, 2014 7:25 pm
Location: Arizona

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by EddieMann »

A little unrelated, but the Type 98 flexible-mounted machine gun/Type 1 machine gun/MG-15 might suit the plasma rifle role better because of its high rate of fire and AA look-down sights.

That aside, Type 89 Howa shoots faster and feels pretty neat, so it wins over the Type 99.
Jayrassic Park
Posts: 30
Joined: Thu Apr 19, 2018 6:46 pm

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Jayrassic Park »

Hey, not sure if it's intentional, due to the fact I'm running the latest GZDooM (x64 version from December 28th), or because of a quirk in the mapset I was using (Hatomo Battles the Yomi Demons), but when I'm out of Minneba ammo, the Minneba can reload again and again. No bullets are loaded, of course.
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Joblez_I
Posts: 87
Joined: Mon Jan 23, 2017 11:44 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Xen

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Joblez_I »

hey everyone, I have a question that I'm going to ask here, since I'd rather leave the poll as-is.
i've recently had ideas to make a Naku-Naru sequel mod with a bunch of new features and even a second, new playable character. would you all be interested in me working on it right away, or would you prefer a Naku-Naru 1.3 update before i start working on it? (i also have a Naku-Naru 1.3 build in the works.)
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Whoah
Posts: 306
Joined: Thu Apr 13, 2017 10:04 am
Location: Dryer lint trap

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Whoah »

Personally, if you already have the 1.3 build in the works, then I personally would prefer to see the 1.3 build first before you start working on a sequel, just so we have the most definitive version of this mod as possible. Or that's my take on this, at least
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sotenga
Posts: 28
Joined: Sun Jul 25, 2010 11:12 pm

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by sotenga »

I agree, I would like to see 1.3 first before a new project is worked upon. I want to see a retooled Arisaka in particular!
Jayrassic Park
Posts: 30
Joined: Thu Apr 19, 2018 6:46 pm

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Jayrassic Park »

Echoing the 'finish what you have' comments. Heck, you might learn something from 1.3 to apply to Version 2.
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Gideon020 »

Finish up 1.3 please.
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payayoe
Posts: 5
Joined: Sun Sep 08, 2019 7:11 pm

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by payayoe »

Hi! Seriously awesome mod. Been playing this on the JPCP maps and enjoying it immensely!
Does anyone know any Japanese or asian themed maps? The only one I know is map 3 of Deus Vult II.

Suggestion for mod maker:
Maybe add the ability to reload straight from the aiming position. Right now you have to hit the zoom key again to exit aiming mode and then reload.
I just thought maybe it would add more to the zippy zappy smoothness that this mod already oozing with.
PacotheMajestic
Posts: 6
Joined: Thu May 10, 2018 1:51 am

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by PacotheMajestic »

payayoe wrote:Does anyone know any Japanese or asian themed maps? The only one I know is map 3 of Deus Vult II.
Don't know of any asian themed ones specifically, but thematically I think avactor.wad would fit very well with this mod.
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Captain J
 
 
Posts: 16822
Joined: Tue Oct 02, 2012 2:20 am
Location: A Year old Pizza Box

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by Captain J »

Yomi no Kuni has some sick japanese-themed soundtrack and some texts, i guess!

Also Japanese Community Project because why not.
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baddude1337
Posts: 70
Joined: Wed Sep 09, 2015 1:37 pm

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by baddude1337 »

Speaking of mods that go well with this, does anybody know of any Asian themed enemy packs to go along with this, or maybe a Shadow Warrior enemy pack?
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MaxRideWizardLord
Posts: 345
Joined: Tue Jan 26, 2016 8:05 pm

Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)

Post by MaxRideWizardLord »

Still doesn't feel right to not having the Type 100 japanese Flamethrower.

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