Treasure Tech (NEW 1.2 RELEASE!)

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Cryomundus
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Cryomundus »

Found a bug? It seems that the ammo pickups spawned from the ammo crate don't give you ammo for the pistol. The normal, map placed ammo pickups do, just not those.
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Edward-The-Hazardous
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Edward-The-Hazardous »

Wario Land 4 is one of my favorite games of all time, so this is a more than pleasant surprise for me.

BRB, finishing the entire Classic series with this.
barosans
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by barosans »

hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
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openroadracer
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by openroadracer »

barosans wrote:hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
I doubt it; Treasure Tech uses its own unique enemy set to enable the stun, grab and throw features.
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xenoxols
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by xenoxols »

I think having Treasure Guy's face react to damage like Wario would really enhance the experience. Have a rotten day!
Dephire
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Dephire »

This is one of those mods that has my jaw dropped at the level of effort and passion put into it.
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xenoxols
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by xenoxols »

I saw the story trailer on youtube. It looks real neat!
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BunnyWithBeans
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by BunnyWithBeans »

Just wanted to say that this is absolutely fantastic mod, probably one of my favorite gameplay conversions.

Are there any plans to release this in the future with its own megawad, though? The tutorial seems to hint at that with a variety of custom elements (running back to the exit at the end of the level, throwing keys at locks, etc.)

.
AvzinElkein
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by AvzinElkein »

BunnyWithBeans wrote:Just wanted to say that this is absolutely fantastic mod, probably one of my favorite gameplay conversions.

Are there any plans to release this in the future with its own megawad, though? The tutorial seems to hint at that with a variety of custom elements (running back to the exit at the end of the level, throwing keys at locks, etc.)

.
The answer is yes! https://twitter.com/SuperUltra64/status ... 8516547584
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rps
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by rps »

openroadracer wrote:
barosans wrote:hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
I doubt it; Treasure Tech uses its own unique enemy set to enable the stun, grab and throw features.
Actually, the enemies are specifically coded to be stunned/grabbed. Its why you can't stun/grab heavily modified versions of enemies.

I'm pretty sure that TT works with the mod though, it seems like these enemies just have are just heavily re-sprited for the most part and the special deaths most likely won't effect weather they can be stunned/grabbed.
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JuliusKoolius
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by JuliusKoolius »

rps wrote:
openroadracer wrote:
barosans wrote:hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
I doubt it; Treasure Tech uses its own unique enemy set to enable the stun, grab and throw features.
Actually, the enemies are specifically coded to be stunned/grabbed. Its why you can't stun/grab heavily modified versions of enemies.

I'm pretty sure that TT works with the mod though, it seems like these enemies just have are just heavily re-sprited for the most part and the special deaths most likely won't effect weather they can be stunned/grabbed.
And if it does end up causing conflicts, then you can also pop it open in Slade and just remove the stuff that’s conflicting with it, but you probably don’t have to do any of this, because I don’t think it will effect if the monsters can be stunned
Pompous Seed
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Pompous Seed »

This is fantastic. Everything works surprisingly well; every weapon serves a purpose and is wonderfully balanced, the melee mechanics are well-executed and satisfying to use, the sound effects are on point, and the sprites are nicely done. I look forward to the story mode!

In the meantime though, I'm having difficulty finding suitable megawads to pair this up with. I know this is a bit off-topic, but are there any recommendations?
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JuliusKoolius
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by JuliusKoolius »

Pompous Seed wrote:This is fantastic. Everything works surprisingly well; every weapon serves a purpose and is wonderfully balanced, the melee mechanics are well-executed and satisfying to use, the sound effects are on point, and the sprites are nicely done. I look forward to the story mode!

In the meantime though, I'm having difficulty finding suitable megawads to pair this up with. I know this is a bit off-topic, but are there any recommendations?
I think Super Mayhem 17 goes well with this
Pompous Seed
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Pompous Seed »

Appreciate it.
PresBarackbar
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by PresBarackbar »

JuliusKoolius wrote:
Pompous Seed wrote:This is fantastic. Everything works surprisingly well; every weapon serves a purpose and is wonderfully balanced, the melee mechanics are well-executed and satisfying to use, the sound effects are on point, and the sprites are nicely done. I look forward to the story mode!

In the meantime though, I'm having difficulty finding suitable megawads to pair this up with. I know this is a bit off-topic, but are there any recommendations?
I think Super Mayhem 17 goes well with this
For the most part, the only real issue is in the back third or so when the maps get really slaughtery

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