Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!
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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: Project GHAG : Gardevoir Has a Gun [HOTFIX - 21DEC2021]
Well, I understand that you removed the elemental punch attacks from the mod because people didn't really use them; but I think it might be worth seeing if we can't build a Gallade class around them. Basically, Gardevoir would have a relatively weak kick attack, while Gallade would have the full array of powerful punch attacks with different effects. Additionally, Gallade would have more powerful effects from the Torture Blade and the Shotgun melee.
As far as Mega Evolution, make it where you lose the guns and Torture Blades entirely, as per Mega Evolution in the Pokemon games removing the ability to hold items; however, in exchange, you gain some truly destructive powers. Mega Gardevoir having a massive Hyper Beam attack, while Mega Gallade could have a brutal Night Slash that cuts through multiple targets. Additionally, all other attack powers would gain significantly in power.
As far as Mega Evolution, make it where you lose the guns and Torture Blades entirely, as per Mega Evolution in the Pokemon games removing the ability to hold items; however, in exchange, you gain some truly destructive powers. Mega Gardevoir having a massive Hyper Beam attack, while Mega Gallade could have a brutal Night Slash that cuts through multiple targets. Additionally, all other attack powers would gain significantly in power.
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Re: Project GHAG : Gardevoir Has a Gun [HOTFIX - 21DEC2021]
Double-posting again, but I just noticed something in the settings menus, specifically "Player Setup", and it made me recall something else. See, you apparently don't have a player sprite made for this mod.
Now, I don't know how helpful this will be, but I remembered the Pokemon-themed fan-made 2d fighting game Pokemon: Type Wild, and it turns out there's a .GIF on Know Your Meme of all of Gardevoir's animations from that game:
Again, I don't know if this will be any use to you, but I hope it's a start. Maybe you can try poking around Pokemon-specific communities and figure something out.
Now, I don't know how helpful this will be, but I remembered the Pokemon-themed fan-made 2d fighting game Pokemon: Type Wild, and it turns out there's a .GIF on Know Your Meme of all of Gardevoir's animations from that game:

Again, I don't know if this will be any use to you, but I hope it's a start. Maybe you can try poking around Pokemon-specific communities and figure something out.
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Re: Project GHAG: [04JAN2022] Black Hole added
04JAN2022 update! Download here! https://www.dropbox.com/s/uqc2hdb0bnmdn ... 2.pk3?dl=0
Added:
- Black hole attack. Occupies Slot 8 and serves as the obligatory "BFG Replacement"
Changed:
- Pistol re-balanced to better fill in the hole the lack of a chaingun causes. Alt fire should fire much more rapidly regardless of anger level, however the accuracy of the gun degrades with sustained fire.
- Shotgun's alt-fire buffed. From 10 pellets per gun to 15 pellets, and a slight speed increase.
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I do have a ton more to add to this mod, but updates may get more infrequent from here on as there's a ton of QOL and extra polish I want to add. Thank you to everyone for checking this mod out! Super happy a lot of you are enjoying it!
Added:
- Black hole attack. Occupies Slot 8 and serves as the obligatory "BFG Replacement"
Changed:
- Pistol re-balanced to better fill in the hole the lack of a chaingun causes. Alt fire should fire much more rapidly regardless of anger level, however the accuracy of the gun degrades with sustained fire.
- Shotgun's alt-fire buffed. From 10 pellets per gun to 15 pellets, and a slight speed increase.
=====
I do have a ton more to add to this mod, but updates may get more infrequent from here on as there's a ton of QOL and extra polish I want to add. Thank you to everyone for checking this mod out! Super happy a lot of you are enjoying it!
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Re: Project GHAG: [04JAN2022] Black Hole added
I would be very interested in player sprites for this, especially with maps that use mirrors.
Sadly, I'm not a artist so I can't really try to help in that field...
Sadly, I'm not a artist so I can't really try to help in that field...
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Re: Project GHAG: [04JAN2022] Black Hole added
Heyo, it's me again, commenting on the BLACK HOLE attack.
First off, thankyou for making it not move or eat keys.
In the big massive mapsets I like playing, it's hard enough just finding the key where it is supposed to be.
It'd be a nightmare if the keys went missing.
I feel it maybe shouldn't move the big trees though.
Eat the tree if the black hole passes through it?
SURE, that's a great nuisance remover, but it's a bit, off, seeing all the trees suddenly go flying.
(might be a pain in the ass to code though,
and it's probably just a factor of no-one gave any of the trees a MASS stat,
since it clearly has a harder time pulling things with high mass)
While I'm here the Rocket Barrage alt-fire is wonderfull, is that new since the September build?
(I havent read all the changenotes yet.)
But maybe it could not fire untill I let go of the fire button?
(bit more strategic that way, load it up before the obvious-archvile/50-angry-revenant closet opens)
First off, thankyou for making it not move or eat keys.
In the big massive mapsets I like playing, it's hard enough just finding the key where it is supposed to be.
It'd be a nightmare if the keys went missing.
I feel it maybe shouldn't move the big trees though.
Eat the tree if the black hole passes through it?
SURE, that's a great nuisance remover, but it's a bit, off, seeing all the trees suddenly go flying.
(might be a pain in the ass to code though,
and it's probably just a factor of no-one gave any of the trees a MASS stat,
since it clearly has a harder time pulling things with high mass)
While I'm here the Rocket Barrage alt-fire is wonderfull, is that new since the September build?
(I havent read all the changenotes yet.)
But maybe it could not fire untill I let go of the fire button?
(bit more strategic that way, load it up before the obvious-archvile/50-angry-revenant closet opens)
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Re: Gardevoir Has A Gun: [03MAR2022] 1.0 Trailer!
>altfire throws chainsaws at enemies
Amazing.
I literally do not feel the need to mention anything else.
Thank you for the update!
Amazing.
I literally do not feel the need to mention anything else.
Thank you for the update!
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Re: Gardevoir Has A Gun: [03MAR2022] 1.0 Trailer!
I love the trailer, I felt satisfaction how it was paced and presented.
Definitely gonna play this lots when I get some time!
Definitely gonna play this lots when I get some time!
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Re: Gardevoir Has A Gun: [03MAR2022] 1.0 Trailer!
I saw the trailer... I played... I never thought I'd want this. But I wanna see what else this mod will have down the line. 

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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!
Thanks everyone for the warm reception, glad this update is knocking it out of the park for you guys!
Minor update, won't bother with the changelog aside from adding a Read This menu: https://www.dropbox.com/s/a5agv1zluibtl ... 1.pk3?dl=0
Minor update, won't bother with the changelog aside from adding a Read This menu: https://www.dropbox.com/s/a5agv1zluibtl ... 1.pk3?dl=0
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!
I'm having a lot of fun with this mod. Already tried it on a few mapsets. I recently decided to play Super MAYhem 17 with this mod and I noticed that on the first level, the red key was missing. I played two other levels and all keys appear except for the red. I tried it with some other gameplay mods and the red key appeared.
Also, maybe you could add some options like shotgun guy dropping four shells instead of twenty since it does take away a bit of the challenge.
Thanks.
Also, maybe you could add some options like shotgun guy dropping four shells instead of twenty since it does take away a bit of the challenge.
Thanks.
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!
It looks like my code to handle DEHACKED is interfering with that map set, and red keys are DEHACKED items in that wad. I'll investigate a fix for this.
Glad to hear you're having fun with this!
Glad to hear you're having fun with this!
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!
No iDTech1 compat yet?
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!
Huh?AvzinElkein wrote:No iDTech1 compat yet?
EDIT: You’re going to have to clarify better on what you’re asking here. My best guess is you’re hoping this will get support for older source ports, which isn’t going to happen as I don’t want to invest in that sort of work.
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Re: Gardevoir Has A Gun: [11MAR2022] 1.0 Trailer!
I meant Heretic/Hexen/Strife/etc.kevansevans wrote:Huh?AvzinElkein wrote:No iDTech1 compat yet?
EDIT: You’re going to have to clarify better on what you’re asking here. My best guess is you’re hoping this will get support for older source ports, which isn’t going to happen as I don’t want to invest in that sort of work.