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>> No.4717429 [View]
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4717429

Hey folks, thanks very much for the feedback.

>>4716673
>>4716702
>>4716704
>>4716741
>>4716742

Yeah, the Zoom button is something else entirely. Berserk allows you to run really fast as long as you hold Sprint and Forward.
It's...not something that's pretty clear. There's no indicator on the HUD, as mentioned, and there's no secondary effect so in levels where you can't use the zoom around it's functionally useless. I need to think of an alternative ability for it.

>>4716676

Nothing, yet. Putting the number there would be a fantastic idea, though. Thank you!

>>4716738
>>4716745

Theoretically this should be fixable by having the invuln kick in one tic later, rather than right away.
The door thing is definitely a glitch but a glitch I'm keeping because it's funny.

>>4716765

I'll take a look into how to fix this, thank you.

>>4716793
>>4716871
>>4716882
>>4716927
>>4716998
(etc)

This is interesting.
It's definitely not ACS, though, it's pure ZScript. The way it works at the moment is that the player spawns multiple +SHOOTABLE actors that rotate around the player with A_Warp.
I've never played with SetOrigin before, but I might have to experiment with it.

>>4717069

Thanks very much for the criticism! Can't respond to everything right now (comment's too long, thanks hiro) but I've put it all down in my To Do.txt.
>I hope this is intended as a power mod because hooooly shit is it too easy. Everything does far too much damage and uses far too little ammo to have any challenge on vanilla maps
One thing I've been thinking of doing is having a roster of custom enemies in order to up the challenge a little bit and make use of the mobility options. Plus, it's thematically appropriate for super-fighting robot shenanigans. I'm a little worried about this, though, because outside of the Strife roster there's not really a whole lot of options for robots.
Still, it might be good to have some additional bite to the roster instead of just blowing through vanilla maps.

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