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>> No.10201542 [View]
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10201542

>>10201414
So why are you claiming EWJ is a better platformer if it has less focus on platforming? SMW and Super Metroid are running and jumping the whole way through, whereas EWJ has three instances of a racing minigame in the form of Andy Asteroids, Down the Tubes has a few vehicle segments, hamster ride segments and minimal platforming, and snot a problem is three rounds of a bungee jump brawling minigame.
EWJ is more of a variety action game in the vein of Battletoads than anything else, which makes your argument that it's better than Super Metroid as a sci-fi platformer pretty weak. Super Metroid has you platforming and shooting from start to finish, and encourages further exploitation of the platforming abilities with wall jumping and shinesparking.

>> No.9963630 [View]
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9963630

>>9963608
You could look how I did it for the Solar Pistols in Combined_Arms Gaiden.
Basically how it works is one gun is a flash state and the other is a normal weapon state, neither weapon actually responds to primary/altfire, instead there's an ACS script in the background checking for player input, when they hit those buttons, it gives them a token item and then the guns respond accordingly.
This is some old trickery but it's powerful and pretty reliable.

>> No.8121284 [View]
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8121284

>>8119501
How many single plane beat em ups are there? The Ninja Warriors Again and Once Again are the only two that come to mind. The original arcade release and Spartan X too, I guess, though I usually associate beat em ups with enemies you have to smack more than once.

>> No.6643470 [View]
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6643470

Fellas I'm contemplating some gameplay mod design shit at the moment. I'm trying to figure out a useful altfire for the pistol that can be relevant even after you get a full arsenal.

Right now I have it as three little orbiting shields that can help block shit during rougher moments or if the player wants to go hit shit in melee. Though I'm not sure if I should keep that as is or not. I'm not looking for something that can be used directly as a weapon, something defensive or supportive, you know?

>> No.5455202 [View]
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5455202

>>5455156
not those guys but I don't think it looks very good either, something seems really off about the clothes on the character sprite and her eyes are pointing in two different directions. There's no insecurity there, it's just odd.

>> No.4530554 [View]
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4530554

>>4530551
Well I'm too lazy to get some fancy sword effects for the attack itself, and I want to make the explosions that pop out from hit small and transparent, I don't wanna block the player's vision in the middle of a melee. Regarding it just being a ring, I mean it's still a big floating magic ring that blinks.

And the Doomslayer already has a bottomless supply of vampiric daggers, and his BFG gives him a surge of HP upon triggering it, and then a temporary state of super life draining punches. I don't wanna go super overkill with the life drain.

>> No.4158459 [View]
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4158459

>>4158454
Can I get a Revenant doing this, please?

>> No.4142536 [View]
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4142536

>>4142379
This is a joke, right?
I always thought of the girls and women in OoT to be the different stages of female maturation. Ahem.
Saria is how they start: nice, encouraging, gal pal. Ruto is when they start getting bossy and demanding. Nabooru is the rebelious teen. Impa is the professional and zelda is the final stage: expeirenced wise leader type. Mind you, most of the females I know and grew up with stay with nabooru, but some have managed to getbto Impa's level. Very few have hit Zelda status.Majority rules, afterall.
Maybe it's generational thing. I grew up in the late 80's early 90's and we were taught to not believe everything we hear and to not follow every trend. Whether or not my contemporaries listened is another matter altogether.

>> No.4139931 [View]
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4139931

Is there a way for a projectile to register the thing it hits as its tracer? I can't use +HITTRACER because it's not Zandronum friendly. I need these projectiles to check the status of the monster it hits and then react accordingly.

>> No.4110690 [View]
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4110690

Does anyone know of a big skeleton hand with rotations? Something I can use as a projectile? Preferably a big open hand

>> No.3882128 [View]
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3882128

Are there any megawads that are very straightforward? Maps that have no backtracking or exploration, pretty much a straight line of massacre from room to room.

>> No.3868204 [View]
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3868204

>>3867805
I might actually remove the outline from the morphball, I could argue it's not a projectile but like. A character, technically.

I've also had someone mention the doomguy morphball might be a little jarring tone-wise, saying my mod is a serious project based off a serious game, but I always felt the first Metroid had more of a lighthearted, adventurous tone compared to the other Metroid games.

Though I am kinda serious about this project, I'm making it out of love for Metroid and the NES version

>> No.3812976 [View]
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3812976

Is it possible to have an actor that monsters and players can walk through, but still have it be shootable?

>> No.3606216 [View]
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3606216

>>3606209

You know I might actually be able to do that with some simple floorchecks, I'll see what I can do later but it's not a massive priority. I still have a lot of major gameplay shit to fix first

>> No.3418118 [View]
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3418118

>>3418114

That's a good idea. Actually. I can make them just out from the far right side.

So what colors do you think I should use? Blue for hyper, red for charge buster?

>> No.3316614 [View]
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3316614

So guys I'm at a bit of impasse here regarding the future of GMOTA, and I'll be straight up honest with you guys:

I ain't happy about a lot of the elements that have wound up bloating it and how much of a mess Blaz is to play. I want to start over and fix shit, get it right. With the exception of the monsters, I'm pretty happy about those.

Term's advised me not to do any drastic changes like that, otherwise I'd wind up upsetting a lot of folks, so I was thinking about finishing up GMOTA as it is right now, then make a sequel/remake mod with a tighter design and a Blaz that's not an absolute mess, and actually the melee fighter I've been wanting him to be.

The problem with -that- though is Term has said the changes I want to do to Blaz aren't enough to warrant something like that, so I feel like my testicles are trapped between a rock and a hard place at this point.

Not only that but Term mentioned I should take note of the criticisms of GMOTA and try to address those, but the biggest ones I can think of is the confusing HUD and power-ups, the fucked up control scheme, and how imbalanced the ranged weapons are.

TL;DR I want to start over on GMOTA or make a sequel/remake and get this shit right that way I can finally put an end to this constant indecision. I've been happy with my other projects but GMOTA's been the one I've never been at peace with.

and for those that're interested, I have a design document for a new Blaz written out.

http://pastebin.com/wwnfcY4q

I've legit been losing sleep over this

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