[WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
[WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Last edited by Dragonfly on Fri Oct 23, 2015 8:47 am, edited 2 times in total.
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
It's better now 

- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Nice screenshots.
- Remmirath
- Posts: 2562
- Joined: Sun Dec 23, 2007 3:53 am
- Graphics Processor: nVidia with Vulkan support
- Location: My house
- Contact:
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Finally...
Anyway, we haven't done much for now...only the tutorial map and MAP02...a piece of MAP01, MAP03 and MAP04...then we're going to do more...
Anyway, we haven't done much for now...only the tutorial map and MAP02...a piece of MAP01, MAP03 and MAP04...then we're going to do more...

Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Interesting concept, reminds me of those hectic little "time trial" episodes in Super Mario Sunshine with those bloody eight red coins, or... 100 gold coins, or whatever. 
Though I'm not sure I like that hud display. Surely the more vital totals should be larger (or bolder)? Or maybe just a simple right-hand hud would work... like for the second-to-last screenshot:

Though I'm not sure I like that hud display. Surely the more vital totals should be larger (or bolder)? Or maybe just a simple right-hand hud would work... like for the second-to-last screenshot:
Time left: 6:53
Coins collected: 5/131
Coins to pass: 111
- Remmirath
- Posts: 2562
- Joined: Sun Dec 23, 2007 3:53 am
- Graphics Processor: nVidia with Vulkan support
- Location: My house
- Contact:
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Hmm...seems to be a good idea...i'll tell Josh about it...thanks for the feedback...jimmy91 wrote: Though I'm not sure I like that hud display. Surely the more vital totals should be larger (or bolder)? Or maybe just a simple right-hand hud would work... like for the second-to-last screenshot:Time left: 6:53
Coins collected: 5/131
Coins to pass: 111

- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Sounds/looks neat!
- Tormentor667
- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Nice idea
And awesome shots, keep it up dude 


Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
It is a good idea, and one I had myself! This will be implemented for sure, and I intend to make the HUD abit more graphical too.§-Morpheus-§ wrote:Hmm...seems to be a good idea...i'll tell Josh about it...thanks for the feedback...jimmy91 wrote: Though I'm not sure I like that hud display. Surely the more vital totals should be larger (or bolder)? Or maybe just a simple right-hand hud would work... like for the second-to-last screenshot:Time left: 6:53
Coins collected: 5/131
Coins to pass: 111

ThanksCutmanmike wrote:Sounds/looks neat!

Yay, more good commentsTormentor667 wrote:Nice ideaAnd awesome shots, keep it up dude

again, thanks!Unknown_Assassin wrote:Nice screenshots.
You were quick to reply, It was fixed pretty near to the time I posted itfarlowj wrote:Those screenshots look pretty good.
You might want to fix the title of the thread, though. "[" is not very descriptive.


- Dutch Devil
- Posts: 405
- Joined: Thu Mar 10, 2005 7:09 pm
- Location: Netherlands
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Looks nice the rocky shots are pretty cool.
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
the first pic looks very good in the ceiling. but i think that wall texture dosn't fit at all and looks plain :O
the rocky screenshot looks good
the rocky screenshot looks good

Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
I think it's a very good idea! It's a new game style! 

- Remmirath
- Posts: 2562
- Joined: Sun Dec 23, 2007 3:53 am
- Graphics Processor: nVidia with Vulkan support
- Location: My house
- Contact:
Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod
Ok,ok, update...(nothing so exciting...
):
Skulldash has now an official development forum...
Go here: http://doomrealm.createforum.com

Skulldash has now an official development forum...
Go here: http://doomrealm.createforum.com