Advanced Search

Author Topic: Ghouls vs Humans NES  (Read 70933 times)

0 Members and 1 Guest are viewing this topic.

December 02, 2013, 11:17:25 PM
Reply #165

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #165 on: December 02, 2013, 11:17:25 PM »
That sound came in a wad of 8-bit Doom sounds, if I'm remembering things correctly.
I remember Megaman wanted to use a Contra sound, but that didn't sound quite right, and Cold Fusion made a sound that I think also went unused. I'm unsure of the author of that wad though.

June 30, 2014, 09:36:16 PM
Reply #166

Offline Jdude330

  • Standard Member
  • Date Registered: July 22, 2013, 12:57:40 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #166 on: June 30, 2014, 09:36:16 PM »
BAM. v4a slight compatability. now host this. (you have to upload these, first. you have
My permission.)
Beta v1c is out!
Original hint:
(click to show/hide)

July 07, 2014, 03:45:49 PM
Reply #167

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #167 on: July 07, 2014, 03:45:49 PM »
Alright, Jdude, I would like to kindly ask you to stop. I am still in the process of making an "official" v1b of this mod with a large host of changes that should help with both balance and bug fixes for future updates.

July 07, 2014, 07:25:09 PM
Reply #168

Offline Laggy Blazko

  • MM8BDM Extender

  • Unf
  • **
  • Date Registered: April 01, 2011, 02:08:23 AM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #168 on: July 07, 2014, 07:25:09 PM »
Wouldn't it be a good idea to ask for help, instead?
Oh, good to hear this isn't abandoned.  :D

July 07, 2014, 08:04:47 PM
Reply #169

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: Ghouls vs Humans NES
« Reply #169 on: July 07, 2014, 08:04:47 PM »
I really like the 8-bit versions of the classes and the choice of sounds for the ghouls etc (Sjas using wily ufo sounds? It's just... so perfect!). Keeps the GVH experience in tact for the most part but some things really bother me about the current version:

    Marine's lack of hitscans really hurts his playability. In GVH he needed those to actually land hits on Sjas and Jitterskull. I'm not sure if the damage has been buffed to balance it out but it feels difficult trying to hit fast classes like Choke and Sjas.
     Jitterskull hates 3d floors. I would recommend his altfire turning off his +FLOORHUGGER flag and allowing him to jump so he can get out of bad areas such as pools (this should probably be added to vanilla GVH too).
     You probably know this already but choke poops out beat feathers.
     Megaman is useless. He needs a speed buff in order to keep up with the speed of GVH gunplay.
     Cacodemon doesn't really fit the GVH format (ranged vs melee) as he can spam fireballs. Despite this though, he's pretty much deadweight due to his speed and slow projectiles. He needs a rework or something as most people just use him to camp in a pit somewhere and stall the game.
     Yurei is the opposite, she's too good. She's basically and invisible creeper with an AOE attack that can take out multiple humans. I don't know if she was copied from another GVH expansion or is original to this one but she needs a rework... or just take her out the game. IMO Yurei never needed to be a playable class as she is is the ultimate force behind Ghoul's invasion... uh, lore-wise at least.

Take these points for what you will. If by chance you agree with the thing about the Yurei I can probably make a replacement class I never got round to finishing for vanilla GVH. Also I would recommend not going the path of the other GVH mods out there and giving every class a unique snowballing effect etc because it just hurts the game.

Edit: Oh the marine does have snowballing mechanics aaaaaa

July 07, 2014, 08:42:44 PM
Reply #170

Offline Celebi

  • MM8BDM MM&B Contributor
  • ****
  • Date Registered: November 06, 2010, 11:11:51 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #170 on: July 07, 2014, 08:42:44 PM »
I'm going to add two points of input.  Infinite flying is rather stall-tastic on some of the vanilla maps, I suggest to do a stamina method similar to what Jax did for swimming for Bubbleman in YDClasses for the two infinite fliers.  Number two, for Yurei, the main killer part of this one is the fact that it can stand still completely invisible.  Also, heres hoping to Megaman getting w tanks and the newer lms rotation.  Also to every class getting some sort of regen for their ammo weps.

Edit: Also Arthur is pretty outclassed by the others, even Megaman!  He has a bouncing axe that does 2 damage ripping (not very useful), a 20 damage lance (pretty good), a sword slash that does very rapid 2's similar to jitterskull's damage (very picky, sometimes deadly), a burning fire shot that does 5 damage on impact?/explodes for 2's (pretty useless), a shield that can reflect things (oh boy online reflection), and tossing the shield does 15 damage (its ok but such short range).

July 07, 2014, 10:16:47 PM
Reply #171

Offline Knux

  • Standard Member
  • *
  • Date Registered: September 04, 2009, 06:56:01 AM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #171 on: July 07, 2014, 10:16:47 PM »
Quote from: "CutmanMike"
Megaman is useless. He needs a speed buff in order to keep up with the speed of GVH gunplay.
He is probably his usual speed because they took into account his versatility for weapons.

As long as I'm posting though, why does Jitterskull suffer from massive hitstun to the point of not being able to attack further when under constant fire?

July 07, 2014, 10:30:42 PM
Reply #172

Offline Laggy Blazko

  • MM8BDM Extender

  • Unf
  • **
  • Date Registered: April 01, 2011, 02:08:23 AM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #172 on: July 07, 2014, 10:30:42 PM »
I think hitstun in general should be removed here.

July 07, 2014, 11:29:34 PM
Reply #173

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: Ghouls vs Humans NES
« Reply #173 on: July 07, 2014, 11:29:34 PM »
Yeah. Although I do like the fact Creeper has a pain state now so you can see him when he's hit, makes it easier to keep your teammate's eyes on the target.

July 08, 2014, 02:16:39 AM
Reply #174

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #174 on: July 08, 2014, 02:16:39 AM »
Quote from: "CutmanMike"
    Marine's lack of hitscans really hurts his playability. In GVH he needed those to actually land hits on Sjas and Jitterskull. I'm not sure if the damage has been buffed to balance it out but it feels difficult trying to hit fast classes like Choke and Sjas.
     Jitterskull hates 3d floors. I would recommend his altfire turning off his +FLOORHUGGER flag and allowing him to jump so he can get out of bad areas such as pools (this should probably be added to vanilla GVH too).
     You probably know this already but choke poops out beat feathers.
     Megaman is useless. He needs a speed buff in order to keep up with the speed of GVH gunplay.
     Cacodemon doesn't really fit the GVH format (ranged vs melee) as he can spam fireballs. Despite this though, he's pretty much deadweight due to his speed and slow projectiles. He needs a rework or something as most people just use him to camp in a pit somewhere and stall the game.
     Yurei is the opposite, she's too good. She's basically and invisible creeper with an AOE attack that can take out multiple humans. I don't know if she was copied from another GVH expansion or is original to this one but she needs a rework... or just take her out the game. IMO Yurei never needed to be a playable class as she is is the ultimate force behind Ghoul's invasion... uh, lore-wise at least.
The only thing in this list that I wasn't in the process of addressing was Megaman. I will test some movement speed changes to him, should be fairly interesting.
Current major changeset includes:
    Marine is back to hitscan
    Jitterskull's alt allows him to jump
    Choke sprite issues fixed, but still uses non-8 bit assets because wow that's a lot of sprites
    Cacodemon...is special. I want to keep him if only people don't want to see Arthur removed and I don't like having an overwhelming humans/ghouls ratio. Lots of things will need to be tested with him, probably making it so his shots have a limited range, etc.
    I phased out Yurei for now, I could rework her later on because I liked her concept and I changed her stealth to be constant flashing rather than while moving
Quote from: "CutmanMike"
Edit: Oh the marine does have snowballing mechanics aaaaaa
I knew this was a bad idea when it was put in and has been removed.
Quote from: "Laggy Blazko"
I think hitstun in general should be removed here.
It was for my test build, but I don't know if it was in the builds JDude posted. [READ: The one's JDude posted were dated in all senses]

July 08, 2014, 03:03:31 AM
Reply #175

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #175 on: July 08, 2014, 03:03:31 AM »
On hitscan matters, you can do fake hitscan (fast projectiles that are invisible and their first death frame is a blank, this technique is used in Dark Arena for GBA (except the "hitscan projectile" is about 64 units per tic instead of average maximum's 80 units per tic))

July 08, 2014, 02:09:55 PM
Reply #176

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: Ghouls vs Humans NES
« Reply #176 on: July 08, 2014, 02:09:55 PM »
Quote from: "Lego"
Quote from: "CutmanMike"
Edit: Oh the marine does have snowballing mechanics aaaaaa
I knew this was a bad idea when it was put in and has been removed.

YOU WILL GO PLACES MY FRIEND

Quote from: "tsukiyomaru0"
On hitscan matters, you can do fake hitscan (fast projectiles that are invisible and their first death frame is a blank, this technique is used in Dark Arena for GBA (except the "hitscan projectile" is about 64 units per tic instead of average maximum's 80 units per tic))

But at that point it's like, why not just use hitscan anyways? The projectiles have to have somewhat of a height and radius if you do that, and hitscans will always be able to get through spots in the terrain where projectiles couldn't.

July 08, 2014, 03:33:36 PM
Reply #177

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #177 on: July 08, 2014, 03:33:36 PM »
Not to mention the currently released iteration makes use of this mechanic already, the difference being it uses sprites. I didn't want to comment on it because I couldn't think of a competent way to phrase it without sounding caustic.

Also Mike, didn't you mention something about making a class to replace Yurei? Honestly that would be pretty great since Cacodemon is on a tentative chopping block too and since it appears so few want to see Arthur get canned, an additional ghoul class would be more than fantastic.

July 08, 2014, 03:57:59 PM
Reply #178

Offline Ceridran

  • MM8BDM Extender
  • **
  • Date Registered: April 07, 2012, 01:08:52 AM

    • View Profile
    • http://ceridran.tumblr.com/
Re: Ghouls vs Humans NES
« Reply #178 on: July 08, 2014, 03:57:59 PM »
I want to say Impaler so badly right now

July 08, 2014, 04:36:43 PM
Reply #179

Offline Magnet Dood

  • MM8BDM MM8 Contributor

  • Rockman 5- Blues' Trap!?
  • ****
  • Date Registered: April 19, 2011, 08:13:37 PM

    • View Profile
Re: Ghouls vs Humans NES
« Reply #179 on: July 08, 2014, 04:36:43 PM »
Cacodemon is actually not as useless as you think. He's good for shutting off escapes for human players, since his bulk lets him take hits better than other classes. That and he's one of only three classes with an actual ranged attack besides Choke (AND FROSTBITE WHOOPS)- it still sucks because it's so slow, but at least he's not another melee guy.

I can see why he'd want to get scrapped, of course. Not many players really use Cacodemon in that regard.

Also, can you change colors as ghouls? I've seen Sjas...es and Cacodemons in tons of different colors, but I've never known if it's just random or not.