[QUOTE=Phobos001;50884332]I'll probably make the voice volume different for every enemy slightly so you can hear individual ones better, and I will most certainly increase the distance because otherwise it's just "dadhuahooiiasdfdf just say to me?"
No, but I'm totally adding that in now :v:[/QUOTE]
What you should do is start a thread where everyone says their witty (shitty?) one-liners, and you put the best of them in the game.
[IMG]https://66.media.tumblr.com/3c28f53a0c7dc69c56362350c4a38231/tumblr_oby2xfEKKq1szent1o1_500.png[/IMG]
Art is still hard.
[QUOTE=Kegan;50883680]I don't want to use a numerical counter though. I feel like that'd be out of place, plus your ammo cap is gonna be low anyways.[/QUOTE]
yeah I like the idea of all visual elements, but the magazines hanging down just seem too subtle to me
[QUOTE=krail9;50888610]yeah I like the idea of all visual elements, but the magazines hanging down just seem too subtle to me[/QUOTE]
well they'll retract upwards into the meter itself when spent, the player is most likely only gonna start with 10 bullets to start with.
[QUOTE=Breezeep;50889656][media]https://twitter.com/doom_txt/status/764867118449819648[/media][/QUOTE]
Well, we're not too far off from that.
[QUOTE=Kegan;50888602][IMG]https://66.media.tumblr.com/3c28f53a0c7dc69c56362350c4a38231/tumblr_oby2xfEKKq1szent1o1_500.png[/IMG]
Art is still hard.[/QUOTE]
Looks awesome. I'd switch the barrel colors for hyper and overheat around, though.
is it bad if i still use Doomsday 1.8.6 as my source port to roll through all dooms and heretic and hexen
i feel like an old fart now. but I find it perfect for my needs.
I still use snowberry myself, until I need to some mod/wad that doesn't work with it I see no reason to upgrade.
my version is so old it's not even called snowberry yet :v:
I've been going on a tangent with what part of the game I'm working on the last couple of days; I finally figured out what kind of story I want to tell, which is REALLY useful because I have a solid direction for how everything is paced and where stuff will take place.
I've got half of the first episode-end cutscenes (out of three) animated; mostly experimental but I'm pretty happy with what I got so far.
[url="https://cdn.streamable.com/video/mp4/qa77.mp4"]Link to unfinished cutscene because huge video player[/url]
It's basically a huge bait-and-switch after the first boss. The theme behind the story is related to the development of the game and reflects my change in design philosophy and it gets pretty ridiculously meta, so I don't know if people will relate to it or not :v: It's not super in depth or important (The game practically demonstrates that none of that is important the entire time) but I thought it would be a nice surprise for people who went in expecting no story at all.
[sp]I really should be working on that prototype though[/sp] :shh:
[QUOTE=Pretiacruento;50892606][media]https://www.youtube.com/watch?v=ISufculzafE[/media][/QUOTE]
The title made this sound pretty dumb, but video really says otherwise.
[QUOTE=Blueleaf;50894876][video=youtube;7nvw7ObU7dw]https://www.youtube.com/watch?v=7nvw7ObU7dw[/video][/QUOTE]
The [sp]pain elemental's[/sp] reaction to this is top notch
[QUOTE=Blueleaf;50894876][video=youtube;7nvw7ObU7dw]https://www.youtube.com/watch?v=7nvw7ObU7dw[/video][/QUOTE]
You gotta be shitting me
Well, this takes the piss
[QUOTE=DEMONSKUL;50900220]You gotta be shitting me
Well, this takes the piss[/QUOTE]
that's a very appropriate avatar
[url=http://www.escapistmagazine.com/videos/view/zero-punctuation/116919-Quake-Retro-Review?utm_source=latest&utm_medium=index_carousel&utm_campaign=all]yahtzee finally did a retro-review on quake[/url]
[QUOTE=Alice3173;50885728]Maybe if they removed the dumb as hell console limitations on the pc version and limit on number of demons that can spawn at once that might be a viable opinion. Until that point though, definitely not.[/QUOTE]
Notice how I say it will be a "fine substitute" after "some more additions, updates, and fixes". Those two things they definitely need to work on. And when I say "fine substitute", I don't mean "it will be superior to mod tools". To be honest though, they have their advantages and disadvantages. SnapMap could potentially benefit from easy use, and being able to make stuff on consoles, but custom assets and [I]really[/I] complex and intensive maps I don't think will be a thing. With mods, it's the opposite.
Doors? Window-break particles?! GIBS THAT SLIDE DOWN WALLS?!! [b]WHAT IS THIS MADNESS???[/b]
[sp]Also, bodies are stickier so they don't tumble in place for a second anymore. Feels a lot meatier IMHO[/sp]
[vid]https://cdn.streamable.com/video/mp4/z8cq.mp4[/vid]
[QUOTE=Pretiacruento;50892606][media]https://www.youtube.com/watch?v=ISufculzafE[/media][/QUOTE]
Holy jesus, how do you even make such complicated maps in Doom's engine?
[editline]18th August 2016[/editline]
That goes for the other mod that looks like a full on STALKER mod too.
[QUOTE=chemo;50902479]Notice how I say it will be a "fine substitute" after "some more additions, updates, and fixes". Those two things they definitely need to work on. And when I say "fine substitute", I don't mean "it will be superior to mod tools". To be honest though, they have their advantages and disadvantages. SnapMap could potentially benefit from easy use, and being able to make stuff on consoles, but custom assets and [I]really[/I] complex and intensive maps I don't think will be a thing. With mods, it's the opposite.[/QUOTE]
I don't think snapmap is really comparable to mods. If they remove limits and polish it up, it could be a really good ingame editor with pretty powerful scripting capabilities, but it's still not even close to the possibilities when you have a full suite of tools because its more like a level editor.
[thumb]http://i.imgur.com/HXYgYUg.png[/thumb]
I think I finally got a plan for my new HUD.
[thumb]https://67.media.tumblr.com/fb694dbd6f2499de608d486e3cc63a41/tumblr_oc5nzxClrz1szent1o1_1280.gif[/thumb]
Okay, I think I got some cool moves planned out for the powered sword.
Now to implement them :v:
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