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Posts posted by Marisa the Magician
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Funny, I've actually been wondering why games don't do that more often. Physically accurate sound propagation would be pretty good, no more hearing stuff on the other side of several walls as if it was right next to you.
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I was going to say the RNG damage with its ludicrous ranges, but there's something that bothers me even more than that: The delay between pressing the fire button and weapons actually firing.
It's perhaps the most discomforting aspect of vanilla gunplay I know about. Especially after finally KNOWING it's there. Until I went and looked at the code I had no idea why it all felt so wrong.
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Damn... I'm really sorry. I knew him too, even though we hadn't interacted a lot in recent years. It's heartbreaking to get these news now. He will be missed.
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I would give myself a -1 because not only am I not a purist at all, but I actively avoid vanilla gameplay as much as possible. I can't NOT play with some kind of gameplay mod, vanilla is simply off-putting to me.
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Detailing needs to be the last priority when making maps, the "cherry on top". It can be good, when done right and not excessively. A busy room will always be harder to navigate than one that's more sparsely decorated, after all.
It's like adding spices to food. No spices, and the flavor will be flat, too many spices and the flavor will be overwhelming. You need to find that sweet spot.
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5 hours ago, Biodegradable said:That wacky creation is @Marisa the Magician's brainchild.
It's surprising how many people don't know I made it, despite the fact it's directly in my youtube channel.
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21 minutes ago, Redead-ITA said:Well trying it so far, and sadly it doesn't seem that vanilla essence can imitate the old render system.
that's kind of a bummer, but on the brightside this will be fun to play with Hideous destructor!
Edit: Hideous destructor can't work because it changes a lot of the assets for it's own.
i hope kinsies compatibility Zscript thingy can help fix things.
i think the reason being is that mods that changes the character physics are breaking the MikoPortals
Any mod that alters player behaviour should have safety checks for voodoo dolls, it's not too hard to implement.
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Thanks for the GZDoom compat. I am an absolute scrub who can't live without the way GZDoom handles mouse input.
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The real problem is that people are going around slapping these palette reduction filters on their games without any care for the quality loss, or not even giving it any dithering (come on, dithering is important). At least, if you drew stuff using colors that more closely match the palette, they wouldn't look all grungy and riddled with banding.
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Very very interested in this game, certainly. Especially with all shiny new features it'll bring to GZDoom.
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I'm one of those weird people who prefer to cycle through weapons using the mouse wheel alone, and number keys very rarely. To me, weapon wheels feel awkward, especially with the whole aspect of how you select weapons by "steering" the cursor towards them. Oftentimes, getting the selection juuuuuust right is a problem (especially when I'm tense), and I end up picking the wrong weapon. With the mouse wheel (and combined with having some way to preview what the "pending" weapon is, such as the number being highlighted in the hud, or a name tag showing up), things are much easier.
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Well, I have my fair share of regrets surrounding abort_m and all the attention it's garnered compared to other projects, but if there's something I've made that I would despise, that'd probably be my first and last jokewad: Total Madness.
Look, I was an impressionable teenager back then, with very questionable influences. Stuff like that happens, but good god, simply thinking back to it fills me with a mixture of embarrassment and self-loathing.
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On 7/29/2022 at 8:11 PM, Sokoro said:What is your opinion?
To me, it is bright purple and darker green.
Thanks, doc.
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On 7/23/2022 at 11:29 PM, MFG38 said:A new FPS in the style of the original Unreal.
Give me a decade or so.
Is the Doom franchise "cursed"?
in Doom General
Posted
Applies to Unreal as well. Those involved in anything related to the recreation of alpha/beta concepts (or stuff like the canned PSX port) happen to be "cursed" as well. If I had a dime for every time the Unreal PSX remake guy had some life-threatening event happen to him, I'd have enough to start my own bakery.
It seems that with Doomreal I saved myself because I also kept it as just a gameplay mod and decided against tackling all the other parts.