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gemini0

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About gemini0

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    Green Marine

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  1. Here's my criteria that I'm looking for. Print dialogue character-by-character like most RPGs Customizable choices or lack thereof, just clicking to advance text or something Scripting system for usual text color shenanigans or something more special, like speed (see point 1) Dialogue portraits and/or specific text box graphics less like that of Strife and more like that of, say, Mega Man Battle Network (idle and talk animations?) or even just Cave Story (simple box graphic with optional portrait, not either-or) Does anybody know if any of this stuff exists for GZDoom, even in ACS or something? This looks really tacky and gross for the feel I'm trying to go for with my game.
  2. It's okay, I got it working :)
  3. Actually, is there a way I can get the map's original song as well?
  4. Thank you, I just realized that the game I'm trying to emulate the behavior of only does this for extra lives, not invincibility.
  5. 1. Is there a way to change music through ZScript? 2. Can I store the timestamp and name of the current music, then restore it at a certain point?
  6. I ended up doing a lot of stuff for this today, so I'd like to just compile it into a list: Land Mines have been turned into items item code has been reorganized Dynamite has been entirely removed White Wedding reload is done Ice Shotgun wall/platform cubes are now 3D models Plasma Rifle now has a new altfire and a reworked charge mechanic from Xaser's old Parkour mod White Wedding and Assault Rifle have been added to box weapon pulls Assault Rifle is now spawned instead of Burst Rifle (most of the time) from in-world spawners Shotgun Guys (normal ones) now drop the Zombie Shotgun more often
  7. gemini0

    What are you listening to?

    (sprite by @Mengo for Pandora's Wrath)
  8. gemini0

    What Was Your Last Purchase?

    Sonic x Shadow Generations Digital Deluxe on Steam.
  9. gemini0

    NashGore NEXT v1.0

    Actors have a BloodColor property that can be set. If making a mod, this makes their blood be colored, including when using NashGore:
  10. gemini0

    Source Port of Choice

    GZDoom, since I usually like toying with gameplay mods (and am making my own, but that's besides the point). I also prefer using hardware rendering and mouselook, as the shearing in Doom's standard software renderer makes me sick when using mouselook in ports that have it.
  11. The main post has been updated with new information about what we're doing. Since posting this on its own would be a waste, I'll also take this message to highlight how well NashGore (especially the new NEXT version) goes with Pandora's Wrath. [GIF removed for attachment space.] NashGore NEXT:
  12. gemini0

    NashGore NEXT v1.0

    It's beautiful... Much smearier, and the new wall decals being opaque is wonderful. I used to use a version of the old Nashgore that made the wall decals opaque to patch the floor ones, and now I'm glad I don't have to!
  13. These two burning barrels in MAP24 can be walked right over if you don't have actors set to be infinitely tall. Edit (with review!): Another incredible mapset! Kinda felt like Nostalgia 1 but a little harder, which is exactly what I hoped for. Aside from the bug above, the whole experience was rock-solid and very fun!
  14. gemini0

    Cursed Doom Images

    The fact that I know what mapset this comes from is insane (DOOM:ONE). Isn't this the same level that plays a metal cover of Phantom of the Opera???
  15. gemini0

    Scythe 2. Version 2

    As with Scythe 1, most of this megawad is really solid! Fun fights, not too many monsters to handle, adequate resources, and levels that I don't spend an hour and a half wandering around in just to find what switch did what. However, some of the later levels are a bit much, like about half of episodes 5 and 6.
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