[p33] Reelism 2 - This Mod Has Moved. See OP for details.
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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: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
IDK why I didn't knew Reelism 1 in the 1st place. Today I have a blast trying both of them. This is the closest thing I will have to roguelite game. Thank you!
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
Does Reelism 2 have any "Invencible" slot ability i just haven't seen yet?
I mean like Starman from Mario where you can kill anything that you touch.
Maybe with some AoE invisible circle-like thing secretly around you to make sure you kill things nearby but it slowly shrinks as time goes on, so you have to get just a little bit closer for the effect to work.
Don't think invulnerability and quad damage are in the mod at all.
I mean like Starman from Mario where you can kill anything that you touch.
Maybe with some AoE invisible circle-like thing secretly around you to make sure you kill things nearby but it slowly shrinks as time goes on, so you have to get just a little bit closer for the effect to work.
Don't think invulnerability and quad damage are in the mod at all.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
If you're talking about gtfo-invincibility reel, My Tank is Fight is your friend.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
The TC feels cooler than the old one.
And are you ever going to include the Super Scope as a weapon?
https://www.deviantart.com/aeea7835/art ... -842428124
And are you ever going to include the Super Scope as a weapon?
https://www.deviantart.com/aeea7835/art ... -842428124
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
Huh that's mine. And that reminds me, would be nice if we could get some kind of nintendo weaponry or enemy roster reel.
Also i think flying enemies like Scrag and Floaty meatball thingie float still after being squashed.
Also i think flying enemies like Scrag and Floaty meatball thingie float still after being squashed.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
Howdy! It's been a couple of minutes.
After we put out v0.61 we decided to take some me-time to focus on our other projects and hobbies for a while, and recharge the ol' batteries. Over the last week though, we've had a sudden, unexpected burst of activity that we're hoping to collate into a new update before Xmas. Don't expect any major new features like the Jackpots, though. This one has been heavily focused on bug fixes. Specifically, the major crashes associated with the Basketball have seemingly been squashed so you can now slam and jam with impunity.
We've also been making balance tweaks to the existing stuff. Cyclo Wizards should now be less agitating, and Micro Mode is now 40% less of a death sentence. That's not to say there's any new content, though: Meet Paradise Plaza, a small map in a sundrenched island town, providing a friendly environment in which to get your Reelism sea legs.
See you in a week or so! Provided I don't get stamped to death trying to get the last Tickle Me Elmo or whatever!
After we put out v0.61 we decided to take some me-time to focus on our other projects and hobbies for a while, and recharge the ol' batteries. Over the last week though, we've had a sudden, unexpected burst of activity that we're hoping to collate into a new update before Xmas. Don't expect any major new features like the Jackpots, though. This one has been heavily focused on bug fixes. Specifically, the major crashes associated with the Basketball have seemingly been squashed so you can now slam and jam with impunity.
We've also been making balance tweaks to the existing stuff. Cyclo Wizards should now be less agitating, and Micro Mode is now 40% less of a death sentence. That's not to say there's any new content, though: Meet Paradise Plaza, a small map in a sundrenched island town, providing a friendly environment in which to get your Reelism sea legs.
See you in a week or so! Provided I don't get stamped to death trying to get the last Tickle Me Elmo or whatever!
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
It's good to hear on the update of Reelism 2, but I'm glad that the Basket ball crash glitch is finally gone.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
Version 0.64 "Early Excess"
Now available at https://reelism.dog/
Now available at https://reelism.dog/
A NOTE:
Audio crash issue on large maps should be fixed by upgrading to GZDoom 4.5.0.
MAPS:WEAPONS:
- Added Paradise Plaza! This map is a smaller, easier map designed to help ease you into Reelism's particular brand of absurd carnage.
- Astrolab X: Fixed an invisible wall.
- Astrolab X: Minor changes to an Easter Egg.
- Clockwork Solarium: Fixed an untextured wall you could see with chasecam.
- Petit Gutrot: Fixed an untextured wall in the SinisterBenign building, with style.
- Town: Fixed a break in the 'Ard As Nails shopkeeper's dialogue tree.
- Town: The ammo vending machines now offer 20 nails for $450 (Prev. 10 for $250)
- D██ at the W████p███: Decluttered the map by removing a monster spawn.
- P██ in the S██: Improved impact effect for a scripted map event.
ITEMS:
- Basketball: I'm just gonna quote the commit name verbatim: "Fixed basketball bug forever and ever fuck you"
- Saw Thrower: Altfire now properly counts as melee damage and always gibs.
- Brick: Fixed a rare VM abort when thrown. Yes, it no longer bricks the game.
- Heavy Rifle: Now does slightly more damage and inflicts significantly less pushback onto enemies it hits.
- Minigun: Now a higher priority in weapon slot 2.
- Snowball: Impact damage increased by 50%!
- Footbaww: Small damage increase against all non-Dog enemies.
- Footbaww: Fixed the charge attack getting halted by slopes during Micro Mode.
- Lightning Gun: Stunned monsters now shake while stunned.
- Lightning Gun: Various minor fixes.
- Cutlery: Player eats with flailing desperation during Power Sneakers.
- Flamethrower: Weapon sound will stop when the flamethrower runs out of ammo.
- Fire Bow: Fixed an issue where the bow would appear empty.
- Attempted to fix a rare null VM abort that could occur if a burning actor suddenly ceased to exist. Let us know if you get this one!
SLOTS:
- Super Health and Super Armor purchases can now be taken into a dark place.
- Panic Button works more reliably on 3D floors, elevators, and stacked sectors.
- Replaced Firesuit expiring sound with one that's less startling.
MONSTERS:
- Micro Mode: Player movement speed increased by 40%!
- Birthday Party: Affected monsters now explode when launched into the ceiling, matching behavior with other surfaces.
- My Tank Is Fight: Altfire is now considerably more damaging, with a wider spread.
- My Tank Is Fight: Teleporting to safety when leaving the arena now works more reliably on 3D floors, elevators, and stacked sectors.
- Porkchop Sandwiches: Health will spawn more frequently.
- Crate Shower: Beehives spawn less frequently.
- Crate Shower: Crates are now tossed around more freely.
- Imp Encounter: Imps spawn slightly more slowly.
BOSSES:
- Cyclo Wizards: Reduced the duration of their attack by 20%.
- Yetis: Yeti gibs now spray snow instead of blood.
- Normal Imps: Optimized fireball effect.
MISC:
- Mega Imp: New spawn sound is 40% more terrifying.
- Forced X/Y billboarding for more spherical objects that would look fine with it enabled, like the Clustersucker projectiles.
- High scores are now saved immediately upon game end, instead of when the high score display is bought up.
- Fixed big explosions not scaling correctly.
- Trash cans explode more quietly.
- Cars now properly reward points for monsters caught in their explosive demise.
- You can now hear more bees at the same time.
- Tidied up scripting for player classes.
- "Reelism Options" now appears in Simple Options menu
- Added a convenient milestone to the pre-title sequence.
- Minor Credits fixes and such.
- Added... uh... Constant Screaming Mode.
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Re: [p17] Reelism 2 - v0.64 - Paradise Plaza Map Added!
Yo, it's about time! And i see that REELism is still on an early access. But let me tell you, in next year? This is going to be fully released with tons of new and awesome contents and fan stuff. I can feel it!
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Re: [p17] Reelism 2 - v0.64 - Paradise Plaza Map Added!
Well, this new update is going to be fun. And a happy 9th anniversary to Reelism!
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Re: [p17] Reelism 2 - v0.64 - Paradise Plaza Map Added!
Played the new map along with other stuff and as usual, it was very great. Tho i see some minor glitches here and there but i think i found something brand new: solid props with NOBLOOD? flag like cars spawn red blood particles. I know that it can be solved by toggling it off in the option manually, but just in case.
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Re: [p17] Reelism 2 - v0.64 - Paradise Plaza Map Added!
ah yeah, I love the new map. I have been really amused by the fact that you can shoot down that plane.
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Re: [p17] Reelism 2 - v0.64 - Paradise Plaza Map Added!
Paradise Plaza has easily become one of my favorite maps! I love the sheer chaos that such a small map with verticality can cause!
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Re: [p17] Reelism 2 - v0.64 - Paradise Plaza Map Added!
Hello, bug report of v0.64.
When the World's Most Boring Ghost spawns, the game crashes to the desktop.
I only confirmed it in the Boss Practice mode, but it happened twice in a row.
I use GZDOOM 4.5.0.
When the World's Most Boring Ghost spawns, the game crashes to the desktop.
I only confirmed it in the Boss Practice mode, but it happened twice in a row.
I use GZDOOM 4.5.0.
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