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Abbachio

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Everything posted by Abbachio

  1. I'm pretty excited about the MGS collection even though I already own every MGS game separately and the HD collection on PS3, but I am so hype. So hype that I started MGS last night. Be nice to own them on steam though I guess, I was gonna get em on switch but I'm not so sure now. I have had a thought though, so in MGS 1 in the Mantis fight, how are certain platforms going to be able to swap controller ports? Surely this will make the fight way way harder/borderline impossible? Or is there something I'm forgetting about the fight/don't really know about with current platforms?
  2. Finally finished DOOM's hardest commercially released level, Go 2 It. 13 Cyberdemons, 19 Archviles and an estimate of around 82,000 Revenants WERE harmed during the playthrough of this level. Real happy that I got a quick kill on the Cyberdemon behind the blue door because that one specifically is a fucker.
  3. I HAVE WORKING KEYS NOW! That's one thing off the list, so any object that needs a key item can basically reuse parts of my door script to look for the item_id number in the players inventory and match it to it's own object_id. I'm actually quite pleased with myself that I thought ahead and have assigned items with ID numbers, plus the more modular approach of using Godot's Resource scripts I'm able to make new items in seconds. I thought it was gonna take me a lot longer to figure out but it didn't and now I kinda don't know what to work on next...
  4. It's been a bit but I've finally got a half working inventory system! Need to add some stuff like actual item effects, weapon equips, pop up boxes for confirmations, item info and display and I'm kinda toying with the idea of either static storage chests or linked ones like in Resident Evil then that "should" be it for the most part. Then it's on to key item interactions, saving/loading, enemy overworld A.I, cutscenes and the battle system which I'm saving for last but has me excited, even though while I think it's a good idea it may not be for everyone? Learning how to programme is hard when you're retarded but I'm getting there slowly.
  5. I don't know if any of you have seen anything to do with the DOOM map MyHouse.wad, there's been a few vids on youtube but it could just be my algorithm but anyway, I implore anyone who wants to experience something... (WORD TO DESCRIBE MyHouse.wad) to honestly try it. I don't want to give anything away but let's just say that a mod for a 30 year old game gave me fucking chills, in fact I've lost count how many feelings and moods this mod has, well, made me feel. It's so fucking clever in terms of what it does as a DOOM wad but it's also so much more. If there's any recommendation you ever take from this dipshit it's to install GZDoom and download the MyHouse.wad/pk3 and just play it. Don't google or look up youtube stuff, just give it a go. And hey if you beat it and think "Oh? That's it?" Play it again and just look around for a bit. If you are curious to try it and need any help just @ me or some shit. It does require a DOOM2 wad file too, Doom II - Hell on Earth (v1.9) to be exact, but you should be able to find it with a quick google or maybe at some kind of archive... of the internet. https://www.doomworld.com/forum/topic/134292-myhousewad/ "MyHouse Excited to finally release this tribute map. Last August I lost a good childhood friend of mine and took it pretty hard. When I was visiting my hometown for his funeral, I connected with his parents who shared with me some of his old belongings. Among them was a copy of an old map of his backed up on a 3.5” floppy from high school. Thomas and I were into amateur Doom mapping in the early 00s but I had never seen this map of his prior to uncovering it on one of the old floppy discs. As a way of paying tribute to him and all the great memories we had together, I took the plunge and installed Doom Builder in order to polish up his map and add a few modern amenities just for convenience sake. I haven’t touched an editor in over 15 years so it was quite a surprise to find out how easy mapping has become. I may have gotten a little carried away with these new UDMF features and, as such, the map is designed for GZDoom. From the text file: Doom 2 - GZDoom, hardware renderer 1 map: Not much of a challenge and roughly 10 minutes of play time. All difficulty settings implemented. Jumping & crouching disabled, freelook is fine Lots of Doomcute! Making maps of your house was all the rage back-in-the-day, but I feel like this is a pretty adorable and detailed tribute to my friend and a great way to share something of him with a community we loved. Miss you, Tom."
  6. LMFAO, I fucking love the Pride FC lady so much, the way she says his name is so funny to me
  7. Don't forget the pointless as fuck pools of slime sections! I didn't really mind the ammo changes but considering the ties with the overall mechanics, like we both said the combat is awesome but I dunno you have to have more than arenas tied together with corridors and unwanted platforming/swimming/slime sections. It also fucking sucks that you barely see certain enemy types outside of slayer gates, like I don't know if you'd actually see any Barons of Hell, or whatever they got renamed, outside of the last area without the slayer gates? Maybe I'm remembering wrong. I did like Marauders even though they were a pretty controversial enemy type at the time. Man if it had slightly more traditional level design they could've done a tribute to the Plutonia level Hunted but with Marauders instead of Archviles, I mean rather a maze you could still go with going up a Skyscraper/Rooftops to get to the Icon of Sin or whatever but a mini key hunt with a couple of Marauders chasing you down would've been cool and tense...or I've become a bit Stockholmed with Plutonia and that idea is shit lol.
  8. Yeah you're right I actually don't know why I lumped 2016 in there tbh, think I was on auto pilot. But yeah I loved Doom Eternal when it came out but then I played Dusk a week after and Dusk, along with other retro styled shooters, have stuck with me way more than Eternal has or will. Eternal has dope combat, despite not being Doom to me, but everything else in that game sucks generally.
  9. I'm playing through Boltgun right now and it's pretty good but it has some issues. Some of the arenas are just dreadful and honestly become a fucking chore especially when the game spawns in a "Lord of Change" which has an instant line of sight attack with no wind up that deals heavy damage over time, the amount of times I've gone from say 150/100 to 13/0 on health/armour in a split second because of a poorly tested enemy and wank level design is quite infuriating. And this coming from someone who loves and plays Blood which has probably one of the quickest reacting Shotgunner enemies in any fucking shooter that's not complete jank. I dunno it's really good in places, the combat is mostly awesome but there's been such a frustration factor for me in places and the level design is bad. Like I get it there's not too much you can go to in terms of 40K visual style especially if you trying to sell that dark gothic/mechanical style and it's not like you can go the build trilogy route and do cartoon levels based on real places because obviously 40K doesn't really reflect normal reality. Though an Emperor Burger level would be awesome. I've spent so much time running in circles because everything looks the fucking same, there's sometimes a little bit of visual feedback to wrangle you to your destination, be that coloured lighting or some decoration, or even the tried and true Romero thing of showing a player an object they want that's just out of reach and now you have to find your way to it but most of the time no, it's an arena connected to an M.C Escher painting that leads to an arena. If there's one thing shooter devs could leave behind from DOOM Eternal in their inspiration is its bad level design. Musics good though.
  10. I've just played the main 30 levels of the Doom expac Plutonia for the first time and on Ultra Violence. Fucking Yep
  11. Finally got round trying out SIGIL, the unofficial 5th episode of DOOM by John Romero, and it absolutely kicks ass. The level design is fucking great, the monster placement is brutal and the music is awesome but it does kinda have the "Thy Flesh Consumed" problem in that it could do with a few of DOOM 2's monsters and maybe the SSG. I'm playing on Hurt Me Plenty (medium skill) but I've found myself in dire straights a few times and e1m6 took me 4-5 attempts as some of the traps caught me off guard. If you like DOOM or FPS games, play SIGIL.
  12. The Dreamcast version is way closer to the Arcade, the PS1 version has shit tons of missing frames, stand colours are reduced to I believe 4 colours per sprite(?), the actual fighting system itself is a bit of a mess in the port too BUT it has Super Story Mode which is an extremely fun recreation of the whole Stardust Crusaders arc. Some stages, rather than the typical 1v1, might be a QTE section, a gallery shooter, a shmup, an actual game of poker, a beat em section etc. It's honestly really cool and probably the first fighter to have a decent story mode.
  13. As someone who loves Jojo's and the Capcom fighters... I'm... I'm fucking seething
  14. I fucking hate the term "metroidvania" so much, it legit means nothing now.
  15. Ya know what? I don't think I need to get back to OG Ninja Gaiden 2.
  16. Instant PTSD flashes to that fucking jungle area and the rocket launcher dudes.
  17. Started a new dev project that I'm really gonna try with cos I think I might have something if it all goes to plan. It doesn't have a name yet but it's a survival horror RPG heavily inspired by Suspiria, The Beyond, the Giallo genre, ResEvil, Punch Out and Undertale. Getting more of a grip on things with programming and how Godot works in general and it's a lot of fun. Lot's of placeholder stuff and things not even implemented but it's going pretty well and I'm hoping I can have a demo/prologue out by halloween.
  18. That reminds me, I need to get back to OG Ninja Gaiden 2
  19. You'll probably like it then, Wo Long is basically the malformed child of Sekiro and Nioh. Combat is simple enough; you have a sort of posture/stam meter that goes into positive when using light attacks and hitting parries, you can then spend that bar on magic, special skills and heavy attacks but rolling, blocking or just getting hit will also reduce your bar and if your bar is fully negative you'll be stunned for a brief period. Missions are very similar in size to Nioh from what I can tell and unfortunately the looter style system is still in place. Camera is kinda fucky though and it makes dealing with groups a bit of pain.
  20. I played Dead Cells a long while ago and didn't really like it but I decided to give it another shot and I'm really enjoying it this go round.
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