okay
chumbo texas
who wants it
and yes
im giving it away
remember. share, share share

ok in all seriousness i made this account to post about chumbo texas. here's a screenshot of what i've got on it so far.
"what the fuck is chumbo texas"
tower sprung up
weird creachers comin outta it
shoot em
"how does it play
OK SO
this is a movement shooter first and foremost. weapons behave like ultrakill's where you have a main-fire and an alt-fire that can be switched, without any ammo reliance. except in this case, there's only two weapon slots, and all alt-fires (...)
can be applied to any weapon. the main-fires only have a couple properties though. what mainly matters to gameplay is animation length, damage, auto, bullets-per-shot, and spread.
the bullets per shot and damage affect the amount of feedback, though. the archetype (...)
that you're using determines what feedback effects go through. doom mods commonly use a camera position screenshake, a zoom effect, and a pitch effect, so that's what i set it to, because i love that sort of look.
that's also why the weapon is a sprite
it's not a placeholder either, there's ms paint looks goin on. gotta give HUGE shoutouts to kiki (member of our system) for helping out tremendously with the art direction with the ms paint style visuals, picrew-based portraits (...)
and windows xp-based hud that extends out of the game like you're running it on an emulator. as a quick side-note, there was a windows 95 style one we opted not to use.
the portrait containing box does not have a static background, though. just like the rest of the hud, it's reconfigurable. here's all the selectable parts i have, ignore the colors please. again, credit to kiki for doing them.
i did say there was movement earlier, but to be more specific: there's a wallrun that can leniently keep you on the wall with a decent range of camera movement. there's a slide that goes in the direction you're holding, which can also be used in the air as a sort of airdash.
slide-hopping also works! it works wonderfully!
as for the 4:3 limitation, the heavy reflectiveness, the dynamic lights with seemingly random colors, the vertex snapping, the color truncation, and the affine mapping? that was my decision, and i got some huge help from @sievaxx on the ps1 effects that i did add.
hey sievaxx sorry that i'm letting you know we're plural through this thread because we still singletsona on discord for whatever reason and i didnt feel the need to bring it up

anyways yea so that's the general idea of chumbo texas
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