Fonze Posted April 1, 2017 (edited) <--- Fooled by the title into thinking Heretic compatibility; disappointed. Funny though ^^ Edited April 1, 2017 by Fonze 1 Quote Share this post Link to post
yakfak Posted April 1, 2017 im proud of Jimmy for creating entire new fetishes in the doom community 3 Quote Share this post Link to post
Varis Alpha Posted April 1, 2017 7 hours ago, yakfak said: im proud of Jimmy for creating entire new fetishes in the doom community pssh, like slime girls were an entirely new fetish. :V 0 Quote Share this post Link to post
Devalaous Posted April 2, 2017 18 hours ago, Fonze said: <--- Fooled by the title into thinking Heretic compatibility; disappointed. Funny though ^^ Heretic COULD be compatible with this, theres those exploding fungus pod thingies.. Oh man, now im imagining a Strife campaign to protect a barrel and constantly upgrading her stats and buying gifts for her from the shops.. 10 hours ago, Viscra Maelstrom said: pssh, like slime girls were an entirely new fetish. :V Shhh, Doom players are old people without exposure to the Outside World :p 2 Quote Share this post Link to post
Da Werecat Posted April 2, 2017 2 hours ago, Devalaous said: Heretic COULD be compatible with this, theres those exploding fungus pod thingies.. 2 kinky 4 me 0 Quote Share this post Link to post
Gez Posted April 2, 2017 An elf and his pod Pods in Heretic can already be pushed around; by the player or by wind effects. 2 Quote Share this post Link to post
Jimmy Posted April 15, 2017 (edited) 0.4 is out. Again many more goodies and extra features! Check out that new options menu now! Wew lads. This one features a TITLEMAP and a new secret map which I magically got inspiration to do this evening and subsequently spent a good portion of my sleeping time on and it's nearly 5am now good lord what am I doing. It's a bit of a rush job, I'll admit. Just kind of want to get it out there to see what folks think! Changes: - Added a TITLEMAP! Still features the TITLEPIC by Kurashiki, plus a full reel of credits. - Added SEC01 - 'Pillar of Deception'! The first secret map. I've added an entrance to it in one of the maps, too. - Added a colored version of Slax's INTERPIC, done by Kurashiki! - Fixed up the maps a whole bunch per some awesome feedback from Fonze. Cheers! Both MAP02 and MAP03 have 3 autosave points as well as a slew of balance issues addressed. - Added par times for all the maps. (edit: except SEC01, whoops - next update :V) - Added a "secret exit" flat and scripts to detect it. - Added placeholder maps for the unfinished entries, including an entry for a planned new map from Dragonfly. MAP03 now ends by going to the title screen. - Added 4 more costumes: "Beer Keg", "Wolfenstein", "Vineshroom" and a new "Armored" (I decided I would include Gez's Armored submission after all). - Added a fix to Violet from Gutawer that allows her to properly trigger pressure plates that she's carried onto. - Added more lines to the game to bring all the random string arrays up to 10. - Added "degrading". This will occur if you remain far from Violet for too long, and her HP will diminish on its own until you approach her again. How many warnings ("nag messages") you get and how fast her HP will degrade depend on the skill level you're playing on. The feature is on by default but can be disabled; if you have it on, the distance meter will turn red if you're far enough to enable it to happen without getting any nags beforehand. - Nag messages from Violet now happen every 30 seconds instead of 40. - If you get a nag message or a degrading warning, Violet will now angrily bubble over until you get close to her again, at which point she'll emit hearts. - Violet will no longer nag you if she hasn't been found yet. - The distance meter will now show "???M" if Violet hasn't been found yet. - Violet now heals in pools by +10 every second on Very Easy and Nightmare. - Added sounds from Quake to the warning messages and nag messages, acting as placeholders until I get better ones. Armor pickup sound is now also the familiar Quake one, for consistency's sake. - You can now carry inventory spheres across levels (unless you have the resetinventory cvar set to TRUE), with the exception of the rescue sphere. - Violet will now carry her armor between levels if the abahb_resetbarrelhealth cvar is FALSE. - Fixed Violet wasting ammo pickups when the player is at max for that ammo type. - Boosted the duration of the battle sphere to 60 seconds. - You can now heal from Violet with the battle sphere active without actually draining her HP. Sorta makes sense if you ask me. - Gave Violet a slightly different unique state for when healed with a heal sphere. - More fonts made available for Violet's status (three of my Status Report font variants). - Font for centered warnings is now configurable. You can now pick from small, large, or "largest", which is the larger (*zdoom.pk3) BigFont, with lowercases. Two of the new Status Report fonts are also available. - Changed warnings so when Violet takes >25 damage, you are now told she is "badly hurt", and if she takes >50 damage, she is "severely hurt". - Cleaned up and updated the new options menu a little more. - Fixed the occasional instance of an effect icon or errant string flashing onscreen after reloading a savegame. - Fixed backpacks not doubling your ammo if Violet picked them up. The backpack replacement pickup was simply NOT replacing the backpack pickup. Stupid stupid stupid. >_< (Thanks for spotting, Gutawer.) - Added glowing light definitions for some extra prettiness in GZDoom. - Added warp effects to all liquids. - Ghost sphere effect icon should no longer override damaging effect floor icon(s). - Violet is now shown by a white arrow indicator when the Ghost sphere is active, so you can find her more easily. - Violet's detonation (when using the Boom Sphere) now does precisely 1500 damage to all enemies caught in her blast radius. - Tweaked MENUDEF menu colors. Everything's a lot purpler now. (Is that a word?) - Changed the plasma ball's GLDEFS to be purple instead of light blue. - Armor bonuses should always give Violet the green palette translation now. - Fixed Violet's armor translation not showing up before she is found. - Unused textures and duplicate patches pruned. - Translations now handled in TRNSLATE lump. - Slightly tweaked "Mission failed/accomplished" messages. - Various strings are now customizable per map. - Cleaned up parts of the script a bunch. Things just running smoother in general now. Hopefully. Edited April 16, 2017 by Jimmy 2 Quote Share this post Link to post
Fonze Posted April 15, 2017 Damn; sweet Jimmy! Lotta cool changes made. I can't wait to crack this new map open, too. I'm also stoked to hear Dragonfly is planning a map as well; should be sweet :) 2 Quote Share this post Link to post
Jimmy Posted April 9, 2019 👀 Download "A Boy And His Barrel" v0.5 (4.65MB) ONLY TESTED IN GZDOOM 4.0.0! Please use that. Have some shots from the new map by @Dragonfly who's been waiting for me to release this version of the mod for over a year now. Wow, I'm awful! Hefty freaking changelog in the spoiler. Spoiler - Entire project moved to Git. - ZScript version changed to 2.5. - New TEST01 map! The first of five tutorial maps. - Added MAP04 - "Thy Juice Consumed", by Dragonfly! Thanks, man! - Added a new intermission screen, created by Gutawer! You can return to the traditional Kills/Items/Secrets screen by changing an option in the "ABAHB Options" menu. This new screen tallies up several conditions tracked throughout the map like damage taken, secrets found, etc. and gives you a performance rank ranging from S (highest) and then A through to F (lowest). - Added powerup timers! They're off by default, but now you can track the time left for the effect of all the powerup-based spheres (berserk, battle, ghost and bio spheres.) - Changed the fist into a gentle shove. Slightly less problematic. - Pistol starts are now in! Another option under "ABAHB Options". Code courtesy of m8f! - Added a projected distance meter! Looks super snazzy. Thanks Gutawer! - Added a par time to SEC01 and made the easter egg in it a little less obvious to find. - Added a logic fix to Violet that makes her triggering of sector actions more reliable. Thanks Gutawer! - Added another fix for the springboards' air control change, again provided by Gutawer. - Added the "Mirror Sphere", which serves as a protection/reflection powerup (the latter is only applied to Violet). Not used in any maps yet. - When your powerup runs out, you now get a warning message and sound effect. - Removed "carrying" weapon sprite. - Bumped up air control from the dismal 0.00390625 default to 0.8. This mod is officially fun to play now. - Some degradation logic fixed - thanks, Gutawer! - Violet's health readout now shows in pink if she is currently degrading. - Your number of warnings no longer gets reset to 0 by simply walking closer to Violet - you now must touch her so she plays her "hearts" animation. - Violet's "annoyed" bubbling effect is now customizable. You can turn it off, intensify it, and make it permanent, or intermittent. She will also no longer bubble if she has the HARD MODE costume on (or a few other costumes that look silly with it on). - Overhauled the effect icons system. Should have no oddities now. - Distance meter is now separate from the status bar and shows on the automap. - Bumped battle sphere effect time down to 45 seconds. - Nag messages from Violet are back to happening every 40 seconds instead of 30, as it was a bit of a problem on SEC01. - Violet will no longer replenish in healing liquid while she's degrading. - Flipped some music around. Now fits the respective opening room of each map. - A bunch of new major-key music is included now. Thanks to Zorilla for those! - Changed duration of the fade to white on mission completion to 1 second. - Fixed Boom Spheres being usable before Violet has reappeared from a previous detonation. - Fixed Heal Spheres breaking the game if used on a detonated Violet. - Specified the names of powerups in the nag messages for when Violet picks them up. - Added +NOCLIP to the TouchBox (arrow) so it can be spawned anywhere. - Fixed a few bugs that occurred if Violet wasn't yet spawned. - "Violet status/armor" on the HUD changed to "Violet's status/armor". - Repalettized STKEYS6. - Removed the "Unf." on the INTERPIC and washed out the color a little bit. Sorry Slax/Kura! Felt it necessary to reduce the possibility of visual clutter on the new intermission screen. - Violet's costume now updates while you're in the menu! - Fixed up the custom fonts a little. - Changed sky used on the TITLEMAP. - Fixed an unreachable secret in MAP01. - Addressed a number of MAJOR possible sequence breaks in MAP02. Thanks thegwall and Baratus. :P - Changed MAP03's name. - Items' Tags now have short descriptions explaining their use. - All in-game strings can now be changed in the LANGUAGE lump. - "Violet found" string is now always displayed. - "ABAHB Options" menu rearranged to look nicer. - The health bonus bug from 0.3 came back, so fixed it again. Probably. 13 Quote Share this post Link to post
elend Posted April 9, 2019 The perfect reminder! I have yet to play this. 2 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.