#general-modding
1 messages · Page 68 of 1
Doom but not shit? you mean, heretic?
DOOM but HD!?!??!
gzhdlprdoom, the ultimate source port
man I forgot what that game looks like normally
started my second playthrough on retro mode with all the nice effects and stuff turned off
I know where it's from. I read the image title
add one of the dead innocent guys to the side of the wall maybe, cuz I've seen that movie but didn't recognize it
Yeah for sure. Gotta pile up the bodies 🤣
It's funny sometimes the iconic spots for different people... This hallway represents alot in the movie
god why the FUCK does RAD want me to buy a stupid license just to make .bk2 files UGUGHGHHGHGHGHGH
Gameplay of dusk monsters on heretic while running doosk.
So, it took me a while, but dusk monsters is now compatible with heretic.
Why playing against a bunch of mummys and ironliches, when you can play against bonemonks and wendigos?
I kinda think the dusk monsters fits quite well with heretic theme =P
And of course, the standalone version of the monsters will also be heretic compatible.
Monsters u...
Well, according to david on a stream, the chompers would fly if out of water, and there are no true lostsoul/hereticimp equivalents, so...
I've added code to block their attack if farther than 256 units though, so they won't attack at distance, and added a timer to chomper attacks, which should prevent spam attacks :P
Believe me, it was way worse a month ago :P
Neat
i thought that was cp2077 for a sec
a project of mine @muted sundial
temporary title is IMPACT
can send discord / other links if you'd like
What the fuck
Why has nobody told me you can just do ctrl + rmb in ultimate doom builder for textures
All this time I've been doing it the wrong way
Bruh
Literally learned that like a month ago.
And you can also insert things with insert button while on visual mode.
You can also open the help tab at the side of the screen to see the default keybinds of each mode you're in.
I know this and I've used doom builder for a total of 20 min
wow hotline uac, very clever concept 👍
Quick question: What GPUs are you guys running? Not sure what the average boomer shooter player is running on 🙂 How does Amid Evil run for you personally on ultra 1080p?
(doing some optimization passes on sprawl now that we have a huge level created)
Speaking of which here are some messy screenshots of Sprawl's "retro" mode, Going to implement a paletteisation shader at some point but open to feedback already, this isnt the main way we're designing the game though.
Two more cause trying to show diff scenarios
open for feedback 🙂
Feels fresh and retro.
looks really fucking good
Any more than screenshots yet?
Theres a few more in our discord, im currently working on a ton of new areas
I’ll probably show them off tomorrow, they’re about ready for prime time
Ah any more sorry
Hannah is currently working on fleshing out our ai, then i’ll be getting a small combat clip together
Cool thanks
So very soon i’d say 🙂
honestly i dont think it does the great art you guys have any justice
it reads less retro and more "low end pc" to my eye
Been a while since I did some work on TTR.
Am currently rewriting the typing system to no longer be UMG text box based.
Decoupling it from text boxes is going to allow it to y'know, not have so many weird bugs and else cases.
I didnt even know you were still working on it
Me neither.
i didn't even know this exists
@keen bear not sure I agree tbh, doesn't look low end, looks retro to me. Making games "look retro" intentionally has a very distinct feeling compared to actually oldschool graphics imo, which really is just because we can't perfectly replicate that old feel. The result is you get that mix of high end art transformed into a nostalgiac pixelated style
yeah i just dont think it contains any of the qualities you describe there
it doesnt look particularly intentional, which lines up with the reality they stated
hence this isnt the main way we're designing the game though.
Hrot is pretty close
Just looking at those above posted images doesn't make me think "old." I don't get that feeling from it
Its just a neat art style
it looks like a brazilian with a potato pc trying to run a game it cant handle
Maybe my opinion on the matter isn't relevant then, cuz I like that look tbh. I prefer completely solid high contrast colours in games because it lets me experience the game more so than the art.
Alright
i dont think those qualities have anything to do with what im saying
My point is I don't mind the "crappy brazillian potato pc" look
have you looked at screens of that game outside of retro mode?
looks like lost in vivo's weird warpy effects but scaled down a lot
because its just what you described, but without the low resolution
the detail served in their assets greatly outstrips the resolution happening here
I agree that based on those screenshots it looks more low-end than retro
I'm hard pressed to explain what I mean without an example. Are you familiar with kovaak's aim trainer at all?
Then you know how you can make everything super high contrast and low visual complexity right? The lower the visual complexity the better for me- and that image produces far less detail. It's less about the "quality" and more about the way I can handle all the info
yeah, the problem here is that it doesnt decrease visual complexity
if anything the retro mode here increases it
it introduces a bunch of visual noise because its not authored for that resolution
its like downscaling
Its not, it’s mostly a novelty
If dusk looked like this I'd be happy.
The more easy to pick out a single detail the better
particularly egregious in areas like this
Is that the pit lol
Real good conversation too btw!!!
Ultra Cccrispy pixels
nah lol that's kovaak's aim trainer lol.
where you lose so much detail, that theres too much visual noise
and it becomes hard to read whats going on
I find most of the noise from pixelisation is more of a temporal thing.
its way too detailed for "retro"
looks like high fidelity scaled down
you can see theres meant to be a lot of detail in that door frame
but its lost to just "dropped visual data" essentially
because its just downscaled essentially
i think their art is great
and this just kind of serves to make it look less great
Thanks as always 😉
the palletization filter mentioned may help that a lot
as it will reduce visual detail by crunching the colors
This look is a total novelty rather than anything were targeting seriously
but even still, some of the assets are authored at such a fidelity that is disparate from the sort of "time period accurate" feel youd want
and yeah i totally understand that @ancient sail
just offering a serious feedback for you to consider
i like the look of the game in its intended style
its coming together great
I totally agree, this looks very noisey
I'll leave my take at this- If a game's graphics can be simplified to make it easier to discern a single object, (eg a player coming around a wall in a duel), then I like it because I personally will optimize the primary visual stimulation out of a game if it means I can play said game more effectively. I feel like "retro mode"s often help me to do that.
make all the character models in dusk solid colour capsules lol
yeah, i think thats totally valid
but a pixelization filter in this case doesnt help achieve that
if anything it muddies the image
like theres an enemy here
you can barely see him
right but its nowhere close to what you describe
its not high contrast, and resolution would make it much easier to see
The placebo effect is strong. I played competitive team fortress 2 for a few years, in it there is a weapon called the "iron bomber" and people talked about how it was "easier to hit enemies with." I knew this wasn't technically true at all, but I let myself live under the impression that it was and I saw a noticable increase in kills (strange items in tf2 record kills, so I know that to be true.) My point is I perform better in DUSK with the pixelation turned up to 8
idk chief those have some pretty big differences in hitboxes 
but yeah, placebo is strong
Cool, in any case, placebo still strong
That's weird though lol
loose cannon bombs have same hitbox as pipes lmao, why is the tiniest projectile the largest one
i just like some crispiness in games, mostly dusk & ultrakill
if there was a middle ground between 144p & 36p downscaling for ultrakill, i'd happily use it
I like making dos games look like dos games and games trying to imitate dos games also look like dos games
I play doom and quake at 320 by 200
and dusk at 4x
with software colors
Awesome discussion guys! thanks for the feedback!
@unique trellis We'll have a gameplay teaser soon, things are feeling good but we wanna add another layer of polish and make some changes before the first real reveal.
@unique trellis you can search my username in this channel to see previous shots, I dont really want to spam with reposts. If you'd like an invite to the discord where we discuss development and post more sceenshots lemme know!
Thanks again
Also to clarify, this isnt a filter we apply, we are literally turning some rendering features off and dropping the internal resolution of the engine.
Slight semantics 😉 real perf gain if people want it
shader based approaches are ironically slower than full res 😂
Also we technically can but at the expense of modern rendering, you cant design a game to look good with modern rendering then have a few settings yto look like quake, you need to build the entire game around looking specifically retro accurate
For example this being done in UE4 by completely replacing the built in pixel lights with psx style vertex lighting and strict texture limits
and even then, its kind of overdetailed
That's just down to the artist not that it can't be done
Hey, I think the retro mode looks awesome and honestly it's fine as long as it's an optional setting right? I liked what Dusk did where you could adjust the amount of pixelization to your liking, maybe go for something like that?
what they did is objectively smarter, using the real resolution
dusk had a filter instead
which again, hannah is right, is a performance drag
Hideous Destructor addon! A lil poor edit of SMG, turned into not-so-pocket-size PDW.
Requires PotetoBloke Weapon Pack as the gun uses G26A1 magazines
RefID for loadout/hd_give command: "p90"
"Shiny" comes with recent, more shaded sprites.
CREDITS:
P90 made by Craneo
muzzle flash made by Sgt Shivers
Code: Matt/PotetoBloke
Additional kredits:
SMG code stolen from: Matt
Sounds: id Software/whatever sound library they used, Knox
my main issue with this screenshot is that there are lots of assets being used that are insanely prone to aliasing that could really do with better LODs (like fences, antennas, etc), it's a pet peeve of mine I guess
it looks really good tho, really want to see that in motion (in 1440p tho)
bug found during the test: if you shoot the neons with a rocket, they will be out of their place, meaning that you will see flying arround.

was looking into ways to decompile golsource maps when i stumbled upon this https://github.com/wootguy/bspguy a entity editor for maps without having to decompile them
decompiling in gold source is mess broken mess typpiccally
they do what amounts to backface culling and remove all brush data from the maps file after compile
either way it makes my chapter select mod infinitely easier.
a mod i've been working on focusing on adding a chapter select to Half-Life. the style will be akin to quake 1. other things will be minor tweaks to respect the players time/remove annoyances like On A Rails electric tracks. other things i want to add are difficulty selection halls like in quake 1.
decompiling in gold source is mess broken mess typpiccally
Decompiling Quake 1 & GoldSrc maps in general is an extremely difficult process because unlike Quake 2 and Quake 3, the original brushes aren't stored in the map
So you have to recreate them somehow, and doing that exactly is impossible
Doosk just got updated!
Now with actual dusk monsters!
Also doom/heretic and multiplayer compatible :P
Optional standalone monsters to play with other mod's and vanilla doom/heretic should come tomorrow.
And remember, the duskmovement file only works with lzdoom, qzdoom or versions of gzdoom >3.8.2.
Full changelog inside the mod.
Click on the files tab and the files should be there.
Wait is it all vanilla doom compatible?
or just the enemies
Which is still super impressive

Shut up
The standalone enemies are vanilla doom/heretic compatible. And also kinda compatible with some other mod's too.
The standalone monsters will come out tomorrow though.
The monsters version included on today's update were made for doosk.
Neat
Stalker arsenal overhaul is cool
im glad people seem to like the map so far ^-^
if you have any ideas for what I should add then feel free to ping me
obv it's far from done
and the keys will be scattered across the map later
the plight of not having multiple talents as an indie dev.
@white sage this might change your life https://youtu.be/LNidsMesxSE
In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades.
GDC talks cover a range of developmental topics including game design, programming, audio, visual...
Wish I could be of more help!
Is rigging a particularly hard problem?
If you can write a renderer, you could probably figure that out
With enough time of course
ofc, rotoscoping
film your buddies and then trace the shit outta it
yeah, but you can do without mocap
or you could do with provided you have the patience
take the clips, "rotoscope" the keyframes, pay heed to shortening (e.g. acceleration and deceleration) and use that to generate your easing curves
takes a while to get a good feel, but you should be able to at least make something usable
np fly kirby
good luck
@white sage some more for ya https://www.youtube.com/watch?v=KbhJaisfF0g
There's no shame in taking inspiration from the classic animations of your favorite movies and games. Learn everything you need to trace animations in Blender over the next 3 minutes!!! Hope it helps :)
Animation Technique & Philosophy Video:
https://www.youtube.com/watch?v=o05kiVoB2oY&list=PLZpDYt0cyiusytIPAOTPRzsa4GK6LgY3_&index=42&t=0s
Free...
Get ready for the mob slaying, the 24 december, at 0 : 00 (hour of Paris - France)
Early access will be available in moddb, itch io and gamejolt.
Follow those links :
Moddb : https://www.moddb.com/mods/hotline-uac
Itch io : https://audom-moy.itch.io/uac-notb
Gamejolt : https://gamejolt.com/games/UAC-NOTHB/458693
For discuss about this mod...
@pearl quartz What! That looks awesome!
So um, what happened to maximum action?
Ah nice
^ im doing a chunk of the sprite and texture work on this
neat
Nice!
awesome
TREASURE TECH LAND
"Sunset Sunflowers" Completed
More Sunflowers than you can count, these lazy hills and valleys have plenty for you to climb around, which then might give you the opportunity to "drop" into your next battle.
🎵: "HOLD YOU STILL" - MSLUG
#TreasureTech #TTLand https://t.co/Ur6QpOjs4M
@feral kite excellent textures on the screen, it really captures the eye
Ikr
Though all I've done so far that are on show are the ferns at the back 😂
Done some other bits but the plants are the most obvious bits
That tweet really exploded. Interesting stuff
Does anyone have any mods that support DOOM 3 BFA?
Because I just finished Classic doom 3
Just DM me them
this is probably going to be dead for a week
big surprise
FUCK
But uh
Got any doom 3 bfg edition mods?
Like I need them dude or at least port some lol
I feel super close to wanting to make a DOOM 3 BFG modding server
@agile ember just get doom 3
regular doom 3
I remember it being 5 bucks
A lot of mods
Btw bfg edition gives you a ton more ammo than regular doom 3 for some reason even though that was never a problem
Aside from very minor graphical updates and vr bfg is worse than the original
I know
But I cannot get it YET
And I wanna get hyped up for like
When I can finally play phobos
BFG can't even be modded cus they never released an SDK lmao
Why can't we just dig into the source code?
Yes
It was released btw
But anyways
With BFG edition
I just found a mod
That like
Makes you like the character from crysis like the dude with the suit idk who they are though
Hey all I was just wondering does anyone know what engine some of these games are made in? Like is dusk and ultrakill made on their own engine or something like unity?
Dusk and ultrakill are unity, usm and amid are unreal 4
fa is also unity
Oh cool! I was just curious how they managed to achieve that kinda old school low poly look
very little to do with engine that is
https://forum.zdoom.org/viewtopic.php?f=19&t=70928 forgot to post this here until now
Discussion about ZDoom
This mod was made for Benpaste's 2020 Doom wad competition, where it won first place.
LINK TO FORUM POST: https://forum.zdoom.org/viewtopic.php?f=19&t=70928
LINK TO GAME OST: https://www.youtube.com/watch?v=K2Z8LxH31Yo&list=PLai7R1DjNkhNhHRclL5xZXGNmKnsGCIFg
(This was copy-pasted from the text file)
Requirements to play the mod:
-Gzdoom 4.0 ...
this was for a mod contest, i won first place and got 20 bucks
it was cool
Based on Cry of Fear or nah?
Also that's awesome
Weapons are awesome, Enemies are awesome, story is awesome
Just a few things that I would like for you to add
- A way to get ammo back fast
- A sort of magic weapon
- a bullet time?
- Multiple maps
real chad move coming up to the guy and asking him to add in a bunch of content rich features man. this stuff takes time
nonono it's just a couple of suggestions

@agile ember No offense but it seems like you don't understand the complexity in developing features.
Stuff like the features you mention are not only game changing (eg they may not match the vision the developer has), but require a great deal of work and time to implement.
I did not know that
and?
wdym and
clearly not if you feel the need to ask for a bunch of content that takes time
My map, Paradise, is being featured on the Mapcore FACEIT Wingman Hub. Can’t wait to see you playing! 🙂
https://twitter.com/MapcoreHub/status/1339978737190748160
New @Mapcore Hub seasons on the breeding ground for new community maps on @FACEIT start today! You can play on 15 awesome maps until February 7th. Special prizes and perks for subs are still a thing, so make sure you don’t miss out! Join up and have fun! https://t.co/JfGPDg1rnP
i really dont like that icon at the bottom
That's normally not there until later AFAIK, nexx wanted to show it off
Message at the top though
Noted!
i think ive seen it enough in fps games
You mean having an ability icon at the bottom of the HUD?
yeah
Where would you put it?
Because a good amount of thought went into positioning HUD elements.
You can switch abilities, an icon represents what ability you currently have equip-ed. The center of the screen needs to remain clear at all times so I am not showing an icon there 😛
Either way, thanks for the input! I'll put it into consideration
yeah i just noticed that so either way you need graphic for current ability displayed
Which we have, at the bottom! Far away from the vital area's of the game 🙂
Half Life 2 showing health and ammo next the crosshair is genius though
The icon is not something you need to see at the center at all times. Which is why its at the bottom.
In the middle is very intrusive
I'll pass it forward to my graphics designer either way. Thank you for your input

TREASURE TECH LAND
"Sparkling Spring" WIP Preview #3
Now with video!
Take a dip, the water's fine! For now at least, when no monsters have been placed.
🎵: Starfall Village - Mushihimesama
#TreasureTech #TTLand https://t.co/pbrWfmW9Qz
sick shit
2nd* doom map is here
Features multiple UDMF goodies like dynamic lights
Made for my dad who doesn't know what a "UDMF map format" is & so that I could play around with UDMF
Freelook is recommended, swimming in acid is probably a pain if you can't look up
Jumping & crouching is allowed but why? 
TREASURE TECH LAND
"Nighttime in Gulgo City"
Even the city can be a place to take your mind off things.
You can play this map right now! It's in the TTLand Demo #1!
🎵: SAINT PEPSI - ANGELS (Extended)
#TreasureTech #TTLand https://t.co/qMzDjciqli
God that’s fucking awesome
Something i'm programming for someone else.
Not shown anywhere else yet.
https://cdn.discordapp.com/attachments/752503766577840179/790422843015299072/2020-12-21-0034-52.mp4
wow that is cool
that handgun feels great
All of you guys are making some good looking things.
no i am not
is that a light theme OBS
Obs studio doesn't run well on my computer, so i still use the legacy one.
Slow mo 👀
I did slow mo in gzdoom in like 2013
you can do it, it's just extremely jank
and takes a TON of work
I bet for this thing they probably just use a custom build of the engine and expose the new i_timescale cvar to scripts or something
no, modified tick rate to have things react slower. so actual proper slowmo
That's a pretty wide engine change
The tick-rate is hardcoded to 35 in several places, ignoring the TICRATE constant
remember this is going to be a standalone game, not just a mod
seems like a lot of work then to use an engine like gzdoom
part of the charm
Just fixed a bug where all of the enemies in the level were performing target search every frame and ended up saving some AI processing time. ^-^
Thought you guys might find some debug visualizations interesting.
I really need to come up with some sort of clever AI processing culling system but that will be a pain if we wanna do a coop mode at anypoint
gzdoom
😦 where'd that post go
I realised they arent in that discord and I was misremembering, I got that info from their twitter sbut I couldnt be bothered retyping xD
Jist is that they are doing a lot of custom work to the engine it seems. The benefit of using GZdoom would be the specific nostalgia for the feel of the engine and also modding tools
Essentially treat it like a custom fork of gzdoom so all limitations are up for removal
Zdoom is open source, i think?
So that's ok.
yeah it is
But still, a very nice work.
https://www.youtube.com/watch?v=oAz4iSwt5Vg thgis is insane
just testing material shader for parallax occlusion with specular and normal maps. Doom 3 texture used.
That is pretty fucking incredible honestly
POM is one of the coolest modern rendering techniques
honestly better than tesselation imo
Eh POM's been in use for over 15 years so I wouldn't exactly call it modern.
Ladies and gentlemen, I'm happy to announce you all my release for this christmas, the early access of my mod : https://www.moddb.com/mods/hotline-uac/downloads/unlawful-anarchic-control-number-of-the-beast-early-access-1
Merry Christmas! (it's 24th in france now)
looks cool
TREASURE TECH LAND
"Sparkling Spring" WIP Preview #4
Some adjustments here and there, and some new areas. It's fun getting to finally make a water themed stage!
🎵: Creep Blue Sea - Wario Land Shake It
#TreasureTech #TTLand https://t.co/Vk6t9KLB8S
Massively exaggerated effect since there will be a 50-100m sphere around the player where AI always processes but demo of how AI will wake up if it's rendered in the previous frame.
All of this got us to using less of a 3rd of the time to process AI and no frame spikes. I will be able to chop off another sizable chunk of time optimising the behaviour tree itself to do this calculation itself and not in a decorator when we move to a custom Unreal version.
@indigo olive looks good! out of curiosity what optimizations do you need custom engine to implement?
Well right now this is implemented using a conditional decorator at the top of each AI's individual behaviour tree, however for some reason it's takeing a lot of time to "search" the tree each frame. I could easily edit the behavior tree component itself to do this check before even processing the tree itself if I had a custom engine version
Nothing stopping us from moving to a custom engine version other than I dont wanna deal with disributing the files to the other developer and writing all the scripts to keep them in sync 😂
We'll move to one eventually
Ah interesting. Is it not possible to make child of behavior tree component?
@indigo olive
It would be but there is more code that interfaces with that component directly vs say a charactermovementcomponent
The engine automatically adds a bt component itself when it needs one, I've yet to investigate if I can just work aroun that
regardless, the path of least resistance would be to put that check in the existing code and call it a day xD
also some components dont take well to being subclassed to override some functions.
I rememebr trying to fix a collision issue with the engine but could only do it by modifying sauce code of the enging so I'm just keeping that fix till we do that
subclassing the capsule class had a bunch of complications due to how messy the original was coded (I'm sure they had their reasons but god it's not fun)
cool thanks for sharing!
ive been procrastinating on custom engine build, im interested in these optimizations http://www.adriancourreges.com/blog/2018/12/02/ue4-optimized-post-effects/
At my day job I get to optimize several games for the Nintendo Switch
or the NVIDIA Shield,
some of them using Unreal Engine 4.
While UE4 is very …
mostly for the inevitable switch port
Out For Christmas - muh 3rd doom mup
everyone at the uac facility is out for christmas & doomguy forgot some keycards in the Crates department
limited to only gray-ish textures, best played slowly cause there's no monsters 
what game do put it in
Doom
Fully functional custom maps and 5-5-5 towers
huh, it's mostly doom mods for now
well, this is what i use for modding unity games (Specifically the ones with GameAssembly.dll) but that might change in the future or not https://melonwiki.xyz/#/
The MelonLoader Wiki
the mods use .Net framework in C# to function which is really useful for some cool mods and tools for those unity games
just my chunk of knowledge to share around with everybody
Holy shit bloons maps?
I was told I was allowed to shill here. Thank you NB crew.
I fucking did it! The Android release has been green lit! First self published game, and first game on Android!
Check out "Get That Bread"
https://play.google.com/store/apps/details?id=com.GrimIntentions.GetThatBread
it's not really modding but gamedev showcase : https://www.youtube.com/watch?v=rPodDSu9M30
One thing doesn't work yet :
After pressing (space) it should lock but nothing happenned, the light should turn green and we can't select character anymore until cancel lock
Fascinating
Making a grenade launcher in ZScript wasn't nearly as scary as I thought it'd be.
So I guess that means I've split four of the original Doom weapons into "concentrated fire" and "crowd control" variants.
Pistol gets split into a light but fast handgun with a burst fire mode, and an eight-round revolver that's inaccurate when repeatedly fired, but insta-gibs the lowest tier creatures.
Shotgun splits into a full-auto street sweeper with poor accuracy, and a slower pump-action with a nice, tight choke.
Chaingun gets a 100-rd submachine gun that annihilates weaker crowds, and a 40-rd assault rifle that hits hard from any distance.
And lastly, the rocket launcher is turned into a one-shot recoilless rifle with a high explosive round that flies fast and hits like a fucking freight train, and a six-round pump-action grenade launcher that doles out less concentrated punishment over wider areas.
That leaves the plasma rifle and BFG. Now I'm stumped. 😟
LOG :
-Team mode can be activated in this screen ( Press RB or LB for switch team)
-Lock is active when you chose a character
When the prototype of character selection works perfectly, I'll add music and transition with
Update 1.05 for my System Shock 2 Rebalanced Skills and Disciplines mod in time for the new year. Featuring repairable QBR machine, repairable Power Station, organ loot chance scaling with Research skill, and more.
https://www.systemshock.org/index.php?topic=11194.msg137502#msg137502
°DML °string System Shock 2 - Rebalanced Skills and Disciplines by RoSoDude aims to rebalance the game's RPG systems and provide more meaningful differentiation in character development. Highlights include new repairable items (batteries, prisms, security crates, even a QBR and a Power Stati
Demonstrations:
https://vimeo.com/449929507
https://vimeo.com/482522156
The Shock Community Patch added a broken QBR machine to the Command A deck. Now you can actually repair it and restore it to working condition!
There wasn't a single Power Station to be found on the Rickenbacker, until now. However, it's broken, and you'll have to repair it before you can use it!
HAPPY NEW YEAR!
Working on a potential new map for Bloodlines Episode 4, "When There's No More Room...", set in almost familiar place... and showing off Xmapedit, which if you have always wanted to make maps for Blood and have put it off for 20 years, now is the time ;)
XMapedit lets you preview effects, sounds, etc. right in the editor, and so many other simple quality of life improvements... Super awesome tool.
can anyone tell me how to mod dusk
i mean install mods
hello?
didnt notice that
Might want to head over to #dusk-modding for starters
Hey developers, do you have any tips for pitching a game? I have a design document I've been itching to prototype, and I'd love an excuse to make it happen (not necessarily with New Blood, but I think it would be a good fit).
why would you need an excuse
@drifting badge how I got a publisher was sharing gifs on reddit and twitter and they reached out to me. It will be good to have a design doc for when they start talking to you. But it took a good year of devving til i had anything worth showing.
the most important part of pitching a game is to display that you're capable of actually making the game you're pitching, so if you haven't made a name for yourself or don't have a track record of finishing games yet, you'll probably need to get a fair bit of legwork done before publishers will take much interest
i never even wrote a game design document for ULTRAKILL, i just sent dave playable builds cause i felt that's a better way to make him understand what the game is and that i'm capable of making it
i haven't made many pitches though so take my words with a grain of salt still
School 
@candid dawn @analog pollen That helps a lot! I've self-published a few games thus far (and I'm releasing one pretty soon, shameless plug: https://four-hours-of-sleep.itch.io/bloop), so hopefully I have the experience to garner some eyeballs. I might try just making something interesting and putting it out there in the future; sounds like a good strategy.
Selaco offers every comfort available to the refugees of Earth. Now someone wants in. Dawn stalks the facilities she's called home for years, trying to find safe passage through the battlefield they've become.
#gzdoom #indiedev #retrofps https://t.co/ZnhMlgQeYn
Loving the sheer scale of this map... Never done set pieces this big before.
First boss reveal for Age of Hell
https://twitter.com/Bridgeburner4/status/1345466659524333568?s=20
The Bastion of Chaos is but a guard house protecting Hell's deeper reaches. You must breach these unhallowed walls. The ungodly might of The Raging Bull must be overcome ...
Find your strength, lest you be obliterated
#agofhell #gzdoom #IndieGameDev https://t.co/QXc3KY25ef https://t.co/gDGi2ZCh3Y
Quake's brown pallete has some competition
Jokes aside, i'm trying to make some doosk maps, but so far i don't a solid vision for campaign.
I do have some ideas, but not sure which one i should focus on yet.
I've got a little demo of my personal project available on itch! Check it out, I think anyone who's into NB's games will enjoy it quite a bit
https://swimclubdunk.itch.io/cosmic-dawn
Here's some gameplay:
https://www.youtube.com/watch?v=JvFGwQdpZHg&t=31s
Get That Bread has now launched on BOTH Apple and Android!
Support an indie game developer today!
Here's the link to the Apple version I just got approved yesterday. The android version is linked if you scroll up a bit.
Thank you NB mods for letting me shill.
The ultimate filthy casual game to kill time. Get that bread, dodge the L's, and see how much you can shove into your money bag.
Pro Tip: You can stack bread, so grab a slice from the bottom and collect as many on your way down to your bag as possible.
Brag to your friends about getting that bread…
Welp, a small group and i made the impossible possible, you'll see what i mean once the mod is completely finished. it's still in it's testing phase
Yo so I made a game for 7DFPS very much in the spirit of NB games called netscape cybermind
Free now on Itch.IO, hack your way through cyberspace in this Half-Life inspired shooter!
Download here:
https://jc-wilson.itch.io/netscape-cybermind
Follow me on twitter here:
https://twitter.com/StaticLoFi
Extremely proud of the work I did here
is that goldsrc?
definitely
It is not!
It's unity, actually
Spent a ton of time recreating that goldsrc feel though
you had me fooled with the chat bubble
A lot of hard work looking at reference materials and color palettes
Very nice 👌
Looks interesting, gonna give this a play
Please do, and feel free to message me with any feedback or if you have any issues!
Really thought it is GoldSrc, but then I realized it's Unity

I just gave this a shot, and it is super interesting!
I appreciate your intention to recreate that GoldSrc feel in the demo.
We've made this neat HUD shader for Sprawl that gives me the warm fuzzy nostalgia for VFDs on VCRs from the 90s 😄
Ooh, cozy colors.
That is cozy
Doesn't quite give me that VFD feel, though. Part of the "cool" factor of old VFDs is they way they seem to punch through the dark filter placed over them, glowing bright while still appearing nice and flat.
Like those old VFD gauges on 80's luxury cars.
yeee, I thought about that but I didnt really wanna have a black filter placed over parts of the screen
it's also a kinda crt VFD hybrid thingy
makes 0 sense
gives me the fuzzies
Well, the CRT thing changes everything. I was gonna say you could try it without the scanlines and making the glow a bit more subtle and uniform, but mixing the two would make that rather pointless. :v
It's a nice effect either way, though.
I've actually been messing around on and off with some HUD design myself, though it's extremely unfinished and purely aesthetic--no practical application yet. Wanna see it?
Yeah that would be neat 😮
Yeah we're just going for what looks cool to us atm xD
It's just a shader we can mess with later applied over crisp graphics so we can always go faithful VFD later if we decide
I'm going for a 2001:ASO, pre-LCD flat screen look. Just doing it Doom-style, thinking of using it in a mod. Very unfinished, missing stuff.
Just sort of playing around with different ways of doing the "screens" right now.
I had a previous version somewhere built for 4:3, which is probably what I'm going to revert back to. 🥴
We're designing the hud to fid all the way down to a 1:1 aspect ratio
Yeah, here it is. I think I like this style better. https://cdn.discordapp.com/attachments/434792076593332224/549681819956543488/unknown.png
and it centers on ultrawides and wider screens
so that you dont have your ammo off in the corners of your screen
Nice
I just can't do any practical HUD programming, in ZScript or anything else. 
So it's all just Photoshop fuckery right now.
I really like the 1:1 idea, though.
You'll get there 😄
HUD implementation: Yeah
Pistol redesign: Yeah
Pistol blowing heads off: Fuck yeah
What about some kind of a diegetic HUD background?
Something low-key, maybe shaped like one of those old radar detectors with a VFD screen. Slim rectangle with rounded plastic edges, a thin black border, and the screen inside.
Damn it, I wish I had Photoshop with me right now.
Looks nice to me. Should help keep the HUD distinct from the background in pretty much any case.
Stylish.
Amazing!
looks a bit hard to read in my opinion
You know, now that I see it in context, I agree with twan.
Glyphs are getting updates
It’s something I was aware of pretty much the instant it got bloomed for the shader.
Working on some impact grenades for Half Life Alyx
They're almost done, just tweaking the damage values to make sure they're useful but balanced.
I've got a bunch of unfinished maps that I've been meaning to finish up
same. only ever released one but i have tons. i kinda just jump from idea to idea
yo this is cool
how's the process like making new weapons for hla? is it just map logic or are weapons scriptable in source 2
I'm kinda cheating in that these grenades are just throwable props that explode when they hit something hard enough
But I'd like to learn LUA so that I can do some scripted weapons
Custom guns are easy though, I've been making a bunch of those.
Please consider liking and subscribing for more videos.
0:00 Start
0:30 MAC-10 'n Beans
0:45 Mini Gatling Gun
1:10 Single shot rocket launcher
2:51 Gravity gun
4:10 Squirt gun
4:49 Paper Airplane
5:00 Recurve bow
6:19 Diamond
6:40 Umbrellas
8:05 Rubber Chicken
8:58 Floor Chicken
9:45 Baked Bean Balls
10:38 End
"
Range with various script...
Check out what's possible with scripting
oh god that umbrella
AI stress testing.
Hatsu Testing
chromatic aberration stress testing
strees
Rebuilding the pause menu kinda.
Some things are still kinda broken but it's mostly working now.
I did encounter some, interesting bugs to say the least though.
One being a checkpoint issue.
you better fix it rn
any of you peeps ever tried implementing joystick ramping, acceleration and assit deets, or know of a resource on something this specific?
tried implementing some of this and had some degree of success with simple power functions but I wonder how people go about doing this
might seem funny, but this shit makes or breaks playability hard - linear response is awful
@wraith beacon are you aware that you spelled sheriffs wrong?
maybe make it more noticable somehow
I couldnt even see it
I mean now i can
but not when i first watched it
look with your special eyes
MY BRAND
Goddamn it
hatsu water hatsu water
What if hatsu sneaked up on you while you were sleeping and shoot you in the face with his water gun
Does adding faces mess with applying a texture? Like if its a tiled texture, is there a minimum size of a face I should be dealing with
Trying to learn Blender to model a tunnel, but I don't want to model it wrong and then not be able to texture it later 🤔
Or would I just ditch all faces, make it one smooth face for the texture to apply once?
https://www.moddb.com/games/doom/downloads/left-4-doom/#7867661
So, as most of you may be aware at this moment, Left 4 Dead 2 got a community update last year and Back 4 Blood, a spiritual sucessor of l4d2 was announced this year, made by the studio who developed l4d2 back then.
It was a matter of time for me to announce a new Left 4 Doom upda...
TREASURE TECH LAND
"Sparkling Spring" COMPLETED
An ancient temple whose halls still host a functioning fountain of water, overflowing. Hope you don't mind taking a swim!
🎵: Tiberium Dawn - Drone
#TreasureTech #TTLand https://t.co/BWjyeQ8ccL
A connected map mod has been one of the most requested mods for nearly a decade, so the fact that I'm releasing this today is...slightly surreal. Anyway, I really hope you enjoy it!
Download the mod here:
https://donutteam.com/forum/topic/3883
You'll need Lucas' Simpsons Hit & Run Mod Launcher to run the mod:
https://donutteam.com/downloads/La...
This mod is cool af
Simpsons GTA 
real
Some stuff I’ve made recently
meat
cool crate
chunky lad
your testicle seeing you open a porn tab for the 5th time today
That thing looks sad that it is a thing
Wouldn’t you be suffering if you looked like that 😳
@analog pollen ay I think I found a fix for that audio clipping bug that happens when you spam the minigun too much. In Project Settings under Audio, crank the "Max Real Voices" setting up to the max. Has a performance cost, but does the trick.
This is assuming you want to fix the bug, which at this point is more of a feature than anything, so whatever
Why he got cheeks
yeah
That's a good ass crate ngl.
That crate is immune to time-to-crate
https://twitter.com/SuperUltra64/status/1349021133513883657 latest map with some fun gameplay
TREASURE TECH LAND
"Sparkling Spring" Gameplay
Join Armin Chesterfield in this latest TTLand stage! He'll have to tackle, shoot, and swim his way to the riches hidden away! Part of the "Nature" branch of stages.
🎵 Stonetooth Cave - Warioland Shake it!
#TreasureTech #TTLand https://t.co/3nzbAn4tAw
i'm currently modding FnF
and adding V1 in
and adding V1 voice in
V1 replacing Pico
currently im on Philly Nice
i finished pico(only the lyrics)
So basically since its almost impossible to add v1 animal crossing voice
i did it lyrical
yes that's fucking right
im adding lyrics for V1 in FnF which the language is just animal crossing
fucking thanks q dude

so currently i got the lyrics down on pico
So philly
im currently stuck
"On no don't go, On no don't go, On no don't go. Blood is Fuel let's go."
which doesnt make sense
trying to make it something what V1 would say
wait is there a mod for ultrakill that is not patterns
no
Finally ready to share what I've been working on for SS2
https://www.youtube.com/watch?v=gu_UGpkUZwQ
System Shock 2 - Scary Monsters AI Enhancement v1.00 BETA
by RoSoDude https://rosodudemods.wordpress.com/
This is a standalone AI enhancement mod, intended to redress some of the cheese tactics that allow the player to declaw enemies and make them less scary than they should be. The core identities of each enemy type are unchanged, but response...
oh yeah, saw this in the nightdive discord
looks good
similar to what secmod3 did I think
though I think yours does more to prevent the backpedaling
putting in the lerps
It has that music too, for get this addon, here's the link below :
https://www.moddb.com/games/doom/addons/crack-life-death-messages-for-doom
ok
@full notch why i cant post anything here
oh you'll need to get the rat rank first, but if you talk you'll get it fairly quickly
smh
Cool!
holy crap, Mik, you're here too
Ahahah
Looks nice
who the fuck is mik and why is he fucking polish
I'm Polish
If you want to post images, you'll need to get the Rat role, take a look at #ranks for more info, tldr be active in text chats like #bnnuy-and-the-jits and #gami_g for 45 minutes to two hours
In the meantime, you can upload via links
wait really?

Sorry for shit audio. The compressor screwed it up https://cdn.discordapp.com/attachments/566332990162993177/801461667480338482/ASL.mp4
Is this persona miami
Yes
Working on something with procedural generation for Half Life Alyx
Cars are spawned randomly in each space, and colored randomly also
OH GOD I REMEMBER THAT
Yeeee
Tank with a working turret and spotlight, that moves forward as the player advances down the tunnel
Last weekend I teased my new Scary Monsters AI Enhancement mod for System Shock 2. It's now released and ready to play: https://www.systemshock.org/index.php?topic=11575
System Shock 2 - Scary Monsters AI Enhancement RoSoDude is a standalone AI enhancement mod, intended to redress some of the cheese tactics that allow the player to declaw enemies and make them less scary than they should be. The core identities of each enemy type are unchanged, but responses are twe
I also have a big update to my Rebalanced Skills and Disciplines mod to go along with it. The major focus is on retooling character creation with unique benefits for each class
https://www.systemshock.org/index.php?topic=11194.msg138113#msg138113
°DML °string System Shock 2 - Rebalanced Skills and Disciplines by RoSoDude aims to rebalance the game's RPG systems and provide more meaningful differentiation in character development. Highlights include new repairable items (batteries, prisms, security crates, even a QBR and a Power Stati

Nice
KICK
Woah are those cubicles using voxel based destruction 👀
the whole map is! @tired warren
pretty neat
thank you!
Holy shit, destructible environments
Proper style
keep at it with this
Here at EXON weaponry, we pride ourselves on the effectiveness of all our various products. Be it a shotgun or a fragmentation grenade, look for the EXON label to know you're getting the best.
Dunworth's Office Supply couldn't be reached for comment.
#GZDoom #retroFPS #indiedev https://t.co/WrYyiSpBhl
112
Speaking of destruction
the tutorial message is kinda unnecessary. It is a grenade, no tutorial needed. Otherwise pretty cool.
Felt necessary because it needs to be explained that there's another button to switch gadgets :) you have to select it first. Thankfully it can be turned off.
Also that it only starts ticking after standing still, unlike most other grenades
Just streamline the text content a little. But that's just my opinion, otherwise looks pretty darn rad.
I like the paper shreds flying through the air.
Thank you! The tutorial was added as a response to a few playtesters, honestly. They seem unnecessary to you and me (people who (I assume) often play FPS games) but are important to the more casual people out there.
the little character in the tutorial window is a nice touch
also our games / profiles pics have some overlap lol, excited to see more content!
Who will sue eachother first?👀
We will have to join forces against nintendo
https://steamcommunity.com/sharedfiles/filedetails/?id=2371525727
I released an aim map. 🙂
Nearly done with this HL:A map, it's gonna be really cool
now that's a big creepy crawly
what is that from?
i like it a lot, amazing work
Thank you!
I've reached that point in my life where the only thing I am good for is for taking up space and polishing my video game.
👀
It looks really good dude
Titanfall 2's movement system was awesome and since it doesn't look like we're getting a new Titanfall in the foreseeable future I'm glad there's another game filling that void
The visual style is really cool too
@modest patio just saw these, they look great
2 games on gzdoom?
Yes, magic hand hold red monster in air
another gzdoom game
selaco
Hey thats us!
the shit people do in gz doom
27 years of experience modding doom will do that
Yeah, not only that, but the available toolkits for Doom modding are top tier these days.
On top of that its just easy to mod for Doom.
I get that Graf Zahl is quite a character, but you cannot deny his amazing work on GZdoom
https://i.imgur.com/ctt5Qgu.mp4
I mean, we got pretty explosions now!
With GZdoom 4.6 they are pushing to make the engine more optimized.
Theyre doing a pretty good job on that actually
And a lot of Doom mods simply don't care about optimization, thats on them.
well its le chicken fault that his engine cannot stream +300mb of sprites without freezing
i dont even talk about stuttering
smh
😠
can you really be upset with the optimization though
total chaos is a mod for a 20+ year old game
and it looks like it comes from the half life 2 era
total chaos is a mod for a 20+ year old game
It really isn't. That's like saying Titanfall 2 runs on a 20 year old engine.
GZDoom has been updating the engine for years, you can almost consider it a modern engine at this point.
I personally think GZDoom isn't as poorly optimized as most people make it out to be (not saying there isn't any room for improvement, though). It is often the modders who just shove a ton of things into their mods without spending time to ensure that things run smoothly.
Thankfully, there are also a good amount of mods who do care about making it run on older systems.
I mean, I guess that's fair to an extent, but that doesn't mean it is any less impressive what we can do with all the work people put into developing it; my point here is that it's still pretty wild in any event
I can run okuplok on gzdoom fine, I feel like that is sort of as much optimization as you need
It is impressive! It looks awesome and the art direction is on point. I just dont want people to convince everyone that it runs in 25 year old tech. That just isn't the case.
actually now that I think about it I remember being able to barely run okuplok with brutal doom
I was curious whether it would start even
One of the reasons is because Brutal Doom is written like spaghetti and takes up far more memory and CPU usage than necessary. Every demon has multiple hit boxes that keep respawning with each tic, a large map will completely kill your performance.
Its a good mod but good grief, the way its coded.
i remember someone was trying to play a map with project brutality and as soon as they shot it alerted every single monster in the entire map & crashed the game lmao
im not even sure why or how, but it's probably fixed now
PB is a terribly assembled mod.
That happended because they have a gigaton of monster varieties every one with small tiny differences that are all loaded at once once they go from dormant to awake.
That aside, GZDoom might have added new tech but it has not brought over any of the modern game engine optimization.
There is not even an inch of multuthreading and in fact it chugs hard with more demanding mods.
Multi-threading would be a massive gamechanger if it happens. Who knows, one of the goals with 4.6 is performance improvements so fingers crossed.
I have a theory. Idle monsters update their hitboxes at a relatively slow rate. But once they start moving, it happens at every single tick. I recall some monsters having hitboxes around their legs, arms and head, so thats a lot of stuff to update 35 times a second.
I have answered to that just above if you see
I would not hold my breath for that.
Graf often stated he would not do it as it would pretty much require a total rewrite.
You can't just flip the multithread switch. Your software must be conceived from the start to have it
...I must be overworked 🙆♂️
it do be like that sometimes
A quick draft of an intro blurb for my Retro FPS uni project.
It won't make too much sense given the separation from context of all the proper nouns, but feedback is still greatly appreciated:
It is known to all subjects Breogán that we have, and always will be, naught but servants of they who walk the skies. To insinuate the contrary is to invite the venomous influences of the undercurrents and, consequently, a Desolation Flood of a magnitude to douse even the Sun.
Iscariot Saoirseoir – You have been decreed guilty of committing acts of heretical expression and almighty treason. Such crimes deem you undeserving of the merciful release of execution, nor the sequestered peace of life imprisonment.
You will meet your excruciating and humiliating release on the grounds of the Arena Suaiteacht. The Gracious Peons of the One who treads the skies will be your appointed executioners. Fight as you may, but your efforts to survive will be for nought but the pleasure of the masses.
Your demise is inevitable.
All will embrace salvation.
Praise be to the Overrealm.
Neat to hear
It's for a singleplayer AFPS I plan on developing with several other Uni students in my degree, over the course of this year.
I hope to expand it into a full FPS game following that.
Demo: https://mega.nz/file/HSxEEArC#7o7kLYhyIRGeCwwJ-bc1xzcpMf_FAYSM0ElufdyV9CM
Discord Server: https://discord.gg/bjepZ6gDRH
Masquerade is an old-school FPS adventure made in Unreal Engine 4, taking place in a cel-shaded fantasy world. The demo contains a ~30 minute level and a dev sandbox.

Can I give some feedback on the demo?
I like it but I have 2 big problems
1 is that the character control is pretty slippery. I get that it's so it's fast paced and fluid feeling but the demo's level design doesn't compliment that super well, especially with the platforming
2 is that I don't think there's enough contrast between the enemies and the environment, they can be very difficult to see when it gets dark
the character movement was actually overhauled about halfway through making the level which is part of that issue
where do you feel its worst and ill take a look at those sections of level
and 2 is ez ill just bump up the brightness on enemy textures
it might be the games brightness on your end aswell which is a setting i need to add
also as a temporary fix use the second mask
increases your friction and lowers speed massively
okay, turning post processing off makes it much brighter
the biggest problem areas for me were near the start, the climb up the tower and the jump up to the bridge for the secret area.
i think ill introduce interactables before the tower climb then just have a ladder
Couple things I would like to throw in. It is very very annoying that you jump away from the direction of slopes
I was about to mention that bgb
in this area, it can be a little difficult to get out because your jump is based on player z instead of world z
stairs just jerk you upward and it is very jarring
the kick is very satisfying, and the crossbows feel good
im still trying to figure out where that screenshot actually is lol
im on phone so cant check in editor
and what would you suggest would make it feel less jarring
ill get on that tomorrow
stairs should be slopes anyway since it makes it better for the navmesh
the only issue is if you want to include any spiral stairs
model the slope spiral in blender ig
i think having a 'walk' modifier that slows movement and disables slope physics should help the finnickiness
that made me smile
Man, been a while since you posted last, cool to see you got a demo up for your game you were working on 
ty
that looks sick
just a general marketing suggestion
when releasing gameplay footage
turn your sensitivity down
thanks for the tip 👍
@keen bear you made me think about something with that comment- should trailers showcase the most entertaining part of the game? For example, DOOM Eternal's trailers didn't come anywhere close to showcasing the most fun part of combat, it applied to a general audience. I know that's typically the goal but I think I'd appreciate trailers that show me what, within reason, the skill ceiling looks like. Perhaps it depends on the audience your game is targeted at- a quakelike arena shooter without highlights won't even get off the ground
in general, it needs to be readable by people who do not already know the game mechanics. spectacle is good, but dont obfuscate it behind extremely complicated movements and tech
like you said, high level play is good, but keep it to a level where its understandable
as an example
MANKIND IS DEAD. BLOOD IS FUEL. HELL IS FULL. EARLY ACCESS STARTS NOW: http://DevilMayQuake.com
Gameplay by CabalCrow: https://www.youtube.com/user/BlackBigCrow
Music by Meganeko: https://youtu.be/e9EqU9y69vU
note how most of the movements in this trailer are slow and sweeping
there are a few twitch/flick shots
but what you want to avoid is precise microadjustments that destroy clarity
well when I finally learn how to model things and publish my game I'll ask you the same question again. until then I guess I'll keep procrastinating my german homework
This video is different than the final version (that I'll soon release on MODDB) due the fact there's still standard doom sfx on the spidermastermind and cyberdemon's walking sfx.
This one replaces DOOM SFX by a famous Half-Life joke mod called Crack-Life.
This video contains so much stupid shit that should not taking in serious. (doom smug)...
I'm on a mega grind
Making a full asset library for a csgo map
here's one of today's models
Mod for Among US (Unfortunate Spacemen) that adds thigh high socks with stripes
🧦
Anybody know where I can get a fan patch for morrowind that will make it run in 1920 x 1080?
OpenMW
Haven't found one it breaks yet myself
OpenMW also natively has 1920x1080 as a resolution option so if that's literally all you want it would be more than adequate for your needs

Glorious abs
@topaz breach @split swallow @near mortar
Thanks. Ill give them a try.
Anyone get the reference of this easter egg?
How can't we
LOL. I am making this section of a museum map with horror movie scenes (built the Evil Dead cabin as the centerpiece for ex) and this is definitely a "legendary" film 😛
I know @pine carbon likes Rifftrax as well from Twitter, I think he'd appreciate it enough to tag him
It's critically important the birds move exactly the same for this recreation 😂
GIVE PEACE A CHANCE
Another one, might be TOO obscure... The dude should be a lady
Troll 2?
bruh my quake map is fucked
OpenMW is based
Cursed mod by : Logic Obscure Productions
Trailer of the original mod : https://www.youtube.com/watch?v=ZgsE9-rMGew
Get ModOhFun! : https://darsycho.itch.io/modohfun
Ayyy it's been a little while but we're finally ready to showcase some actual gameplay for SPRAWL! E1M1 just posted our debut trailer ^-^ https://twitter.com/E1M1magazine/status/1356301287663435776
Time for our monthly retro FPS "WHAT ARE YOU WORKING ON?" megathread!
This month's comes with the EXCLUSIVE REVEAL of the trailer for @SprawlFPS! Drop your game in progress below!
#IndieDev #GameDev #IndieGame #ScreenshotSaturday #ButOnMonday #PitchYaGame #FPS #Shooter #Sprawl https://t.co/BIdexdNSh4
damn that look good
thx!!
Just added to my Museum map, as I'm cutting scope and not wanting to lose some really cool set pieces for this Blood project... I built this Dusk church and so using it as the centerpiece of an ol' Americana section 🙂
This museum map kinda looks better than that one in Blood II! I'm diggin' these details.
It's got some variety, this is the 3rd "huh, I don't want to lose this thing I built I really like" exhibits
I see.
@indigo olive incredible work and in such a short time too, less than a year since starting right?
yeah, were only I want to say about 6 months in since our first commit together @candid dawn
I'm very happy with how were moving
👍
Spent way too long on this van model
Probably the most complex model I've ever made
And it looks like half-garbo
great idea tbh
speedrunners of nb games have their own servers tho
amid evil, dusk, ultrakill all have separate servers
to which one
i dont have a link to the ultrakill discord but maybe you can find it on speedrun.com
i'll send the dusk one in a moment
in dms
because it wasnt a new blood game initially and got picked up later
new game added - new channel added
but the old discord doesnt go away
Just spent the last week making the first boss fight for my game. This shit took so...fucking...long...
Like Jesus Christ what a nightmare
But in the end he turned out really really fun
And is an absolute bastard
looking good
i like big bulky chonk guns
but geesus get rid of that huge mag
its obscuring view too much
no u
I'll lower it on the screen a bit - but I can't exactly get rid of it since the gun still needs to reload lmao
But I like the way MW does mags like that
Just super fuckin' low on screen
I was a bit overzealous with the screen space on that weapon
What can I say
Me me like thicc guns
what the fuck is that emote
ytf i guess
@deep wadi what was the hard part about making the boss?
its on my to do list and would appreciate some warnings lol
@deep wadi I love that whole gif. Looks slick
For me? Just making sure he is varied enough to counter my player. My player is so fast and agile, he needed to have attacks to push the player beyond their normal comfortable movement. He had to be aggressive and dangerous enough to warrant players to play it safe, but not so tanky that players aren't willing to get up close and engage with him.
Even after all that work, GOD knows if players will be engaging with him the way I want them to. Testing testing testing, I guess.
Thanks man!
my quake map
@unique trellis FYI you can shill your mod and updates for it as much as you like here
@misty sparrow So anyway, ammo capacities, glory kills, weapon upgrade points, rune trial stones, all sorts of upgrade stuff.
Everything, from DOOM (2016)'s strengths to its flaws (excluding bugs) is taken into account in EOA.
Only the stones.
Currently there's no way to implement the trials themselves, generically.
D4D defo does its own thing
Yes it does.
But nobody was looking at how cool everything else about the game was.
The progression, the mastery, etc.
So that was the aim of my mod.
To show that not only would it work without making such changes, but it'd work well AND it'd work well in the old Doom games. 😄
Will you still be able to cheese the progression like you could in 2016?
Well, you got double jumps, and you're able to mantle ledges, and you're able to jump with the Gauss Cannon, AND I had the player specifically ignore map-specific jump/crouch-disabling settings... so hell yes. 😉
Neato
Hang on, I'll post a few links...
Rules:
- No Deaths (Duh)
- No Mid-level saves
-- This level has checkpoints. If you die after any of them, then start over from the beginning.
I'm pretty sure everyone and their grandmother knows about that Doom game that came out in 2016. Embers of Armageddon is one of quite a number of Doom 4-based mods. I'll admit that I've only really playe...
Testing Project Malice with Embers of Armageddon and the wonderful Austerity wad!
If you'd like to download Project Malice and/or follow the mod's progress, you can here at our discord server: https://discord.gg/56TVU7K
Project Malice is a companion monster mod for Embers of Armageddon (It's balanced for EoA, but should work with any other wea...
The Blue Savior here is using a third-party addon that allows him to dash like in DOOM Eternal.
As well as a monster set.
DoubleA2015 is running EOA with a monster set that attempts to bring in some DOOM (2016) monsters, as well as a recreation of the first level of DOOM Eternal in the GZDoom Engine.
Oh I’ve played this
It’s aight. I’m not the biggest fan of nuDoom but it was solid from what I remember
better than D4D
lol
What I liked about NuDoom was the emphasis on pushing forward, which was rendered easier with the health gains and Glory Kills.
Hot damn it's awesome. 😄
Anyway, I plan to do the same thing for DOOM Eternal. Just waiting on some weapon sprites right now. 😄
I'm not much of a digital artist (I have done a bit of editing to some of the sprites, though), so I gotta rely on others to create sprites.
Fortunately, I got myself a whole team together. They loved the project so much, they wanted to contribute any way they could. 😄
I've learned so much from developing EOA and from studying DOOM (2016) that I've got all sorts of neat tricks I can apply to game design once I get around to making my own game. 😉
(That's another thing... for about 3 years, I hadn't played a LICK of DOOM (2016), I based the mod completely off of observation and questions I asked of people who played the game.)
Is that why you started making this mod
I started making the mod 'cuz I wanted to experience DOOM (2016) in the old games.
'Cuz the other mods around weren't doin' it for me.
Neat
I’d actually heard about this mod before
I neither had DOOM (2016), nor a computer that could run it properly at the time.
Sweet. 😄
Oh, that's another thing... the mod works generically.
'Cuz I didn't want to program a bunch of monsters that'd only work wherever they'd spawn. I wanted it to work with custom monsters as well.
Huh... is server shilling not allowed here? 🤔
'Cuz I got a Discord too.
Fair 'noof.
however if your link has a link to your discord then that’s fine
Ever since her own body was destroyed some time ago, Lynn struggles to reassert herself into the material realm. This lemon-headed demon could work as a gateway, albeit a violent one...
Might take 4 more days in total to finish this
anyone here ever mod STALKER?
yeah a little bit



