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Kroc

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  1. Kroc

    Kex vs...

    How do I word this correctly? Kex is a game, not a program. It feels like a console-port to a PC. I prefer my PC stuff to feel like it's native to PC, including command-switches, config files, and being able to run multiple versions as standalone EXEs in any folder I want etc.
  2. Kroc

    GBDoom, Doom port for GameBoy

    DoomRPG has a perfect gameplay loop for the grid movement, it's worth learning from, even if you don't do a direct copy.
  3. Kroc

    GBDoom, Doom port for GameBoy

    Have you played the DoomRPG mobile games? They are grid-based like this and play exceptionally well (like, seriously one of the best games ever made). A port of DoomRPG to GB would actually fit very well
  4. For the benefit of those following this thread, please break this discussion of into a new thread -- adding music to a WAD isn't a DOOMCE-specific thing. TIA
  5. Kroc

    Doom CD32X Fusion

    Is there a technical reason half-resolution was dropped or was it purely a style choice? I find it unusual that you can't have full-screen and an option to improve the choppiness in hot situations / bigger maps (the fact the game runs in fullscreen at all is a sheer technical marvel for the hardware)
  6. Pro Tip: This is a tooling problem more than it is a data-format problem ;)
  7. Kroc

    What you think about GZdoom

    It could be so much better than it currently is.
  8. *slaps BIGDOOR "This badboy can fit so many cybies through it"
  9. This art sure does scream "kids lunchbox fodder" :| It's so bad it's hard to comprehend how this can be the end result. I can't even say that AI was used because even AI would come up with something more elaborate than this by default. The mind boggles at the chain of events that lead to this.
  10. It looks like if DOOM was designed for the Amiga500 / AtariST, I love it
  11. I replayed Golden Souls 1 & 2 this year and they were both delightful. The only meaningful criticism I can give is that, even though I wasn't playing with controller, I think the game relies too much on quick save/load for mistakes which would be clunkier on controller. I think the game(s) would benefit most from checkpoints before jumping sections and the like so that when a player on controller falls off a ledge they respawn in a convenient location rather than having to quickload. Less buttons to press and having to choose save points all the time has a certain cognitive load I wish wasn't there.
  12. Unless I have missed it, I have not seen mentioned that the biggest impact on modding is when the team has to abandon the port and move on to the next thing, like Blood and every other Nightdive release; bugs remain and if the community wants its mods supported on consoles then it has to comply with the bugs of a specific port. This isn't like open-source software, updates have to go through certification with Sony, Microsoft *and* Nintendo and most of these cost money to do so. The gaming industry does *not* maintain games, it re-releases them.
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