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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

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>> No.1836286 [View]

>>1836281

well then just do that. I ain't gonna force you to throw the sword out.

>> No.1836267 [View]

>>1836253

Soon.

A weapon from Demonsteele may be finding it's way into Blaz's armored mitts, and Hae might find one of Uncle Blaz's old weapons.

>> No.1836251 [View]

>>1836245

You will be, technically. Once I get the sprites for it, you'll throw your sword out like a boomerang, meanwhile you punch things and dodge your own sword to keep it going.

>> No.1836227 [View]
File: 1.85 MB, 640x320, Dost thou lack any problems that I can't medicate with mine hands.webm [View same] [iqdb] [saucenao] [google]
1836227

I'm not sure if you guys will care right now due to boner overloads, but I finally got the unarmed state in a functional manner.

Now to get some sword combo animations done, and unarmed subweapon throwing and grappler animations. Those last two are gonna be easy at least

>> No.1830531 [View]

>>1830508

I'll look into that and see what I can do.

>>1830513

I'm not comfortable with further raising the hatchet's power, shit packs a wallop as is, and it's a utility subweapon. I've buffed the lance for the upcoming version though, I'll lower the stamina use of the shield, raise the damage of the big ball even further, maybe lower the knockback a little so it can more effectively shred shit.

I need to buff the audio power of the primary fire for the power cannon too, make them fly faster, and hit harder I feel.

also I don't know what you're talking about the powered boomerang for, I removed that in the latest version, unless you're talking about the boomerang throw that you can do for the unpowered sword.

>> No.1830501 [View]

>>1830249

How would you want the Axe upgraded?
And what kinda new altfire would you wanna see for the powered cannon? I like the big ball for defense and scattering bitches, could make it the new utility

>> No.1830482 [View]

>>1830102

Okay I'm trying not to namefag unless I got actual progress to show but what in the name of everlasting Christ are you on about fool? I've got a job now but I have no plans on letting this die.

>> No.1827921 [View]

>>1827908

What, no. I didn't say some scaley/furry person.

This guy's code can be seen in a lot of mods. He's the man, man. Admittedly he's had a few aneurysms trying to manage my hacky spaghetti code.

>> No.1827902 [View]

>>1827892

Some bald guy with an explosion fetish may or may not be making a zimbabwe version

>> No.1827841 [View]
File: 91 KB, 920x790, 1355571931367.jpg [View same] [iqdb] [saucenao] [google]
1827841

>>1827835

>We'll only throw you under the bus when you get a Cacoward.

Not if I throw you under a bus first, fucker.

also yes upload it elsewhere

>> No.1827828 [View]
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google]
1827828

>>1827827

>> No.1826947 [View]

>>1826930

That's what I was referring to. Kuros is gonna have a fully armored arm but not as beefy as Blaz's arms. Probably gonna use Parias arms for Samson. Bare hands DO suck

>> No.1826054 [View]

>>1825857

You don't scare me. Butt licker.

That being said. Yeah I need to implement those player sprites, goofy run cycle not included sadly, I'm also TRYING to make some new animations for the sword combo

>> No.1825453 [View]
File: 4 KB, 125x125, 1358862784765.jpg [View same] [iqdb] [saucenao] [google]
1825453

>get some extra quietus sprites in an attempt to make new, proper combo animations
>recall being artistically retarded
>Sword either has a bunch of stray pixels clinging to it using rotsprite
>rotating in GIMP would result in blurry mess

Fuck

>> No.1825143 [View]
File: 16 KB, 200x300, 1349071023657.png [View same] [iqdb] [saucenao] [google]
1825143

>>1825130

I'll respect that, and I respect your handiwork man. You keep on doing your thing you magnificent bastard.

>> No.1825097 [View]

>>1825094

I'm keeping these tunes for a GMOTA mapset when/if it happens

>> No.1825081 [View]

>>1825072

>Used the baseline beat and instruments from "battle against an armed boss"

I fucking love you. whoever you are.

>> No.1820939 [View]

>>1820937

Yeah, a guy on the Zdoom threads pointed it out: If you throw the boomerang and get it stuck in a small area it'll rebound really fast and crash the game

>> No.1820917 [View]

I think I solved the boomerang game crash issue, I gave the projectile a bounce limit of 4, extended its lifespan, and made the death state spawn a noclip returning boomerang. Now if you get it trapped against something where it bounces a lot it should "break" and fly back to you

>> No.1819063 [View]
File: 5 KB, 386x378, a4c.png [View same] [iqdb] [saucenao] [google]
1819063

>>1819060

This changes EVERYTHING. Is there a wiki page explaining how this works exactly or is it seriously just a case of "a_giveinventory" in the projectile's states?

>> No.1819061 [View]

>>1819056

we already have item crashes, and the thought of making the already potent subweapons even stronger makes my head spin.

>> No.1819054 [View]
File: 19 KB, 350x300, cacodemon computer.png [View same] [iqdb] [saucenao] [google]
1819054

>>1819050

...you can give projectiles dummy items?

>> No.1819045 [View]

So a user on the Zdoom forums has reported a game crashing bug: if the boomerang gets stuck somewhere too tight and it rebounds a shitload, the game crashes.

Anyone have any idea how I can keep the boomerang perpetually trying to come back, bounce at least a few times on walls but if it bounces too many times, destroy it?

>> No.1818691 [View]

>>1818683

It's placeholder until I get some new sprites. bear with me anon I have to work with what I got.

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