[WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

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Dragonfly
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[WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Dragonfly »

SEVEN YEARS HAVE PASSED.

SKULLDASH IS ALIVE.

CHECK IT OUT
Last edited by Dragonfly on Fri Oct 23, 2015 8:47 am, edited 2 times in total.
farlowj
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Re: [

Post by farlowj »

Those screenshots look pretty good.

You might want to fix the title of the thread, though. "[" is not very descriptive.
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Lord_Z »

It's better now Image
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Unknown_Assassin »

Nice screenshots.
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Remmirath
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Remmirath »

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... :wink:
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Jimmy
 
 
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Jimmy »

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. :lol:

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
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Remmirath
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Remmirath »

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
Hmm...seems to be a good idea...i'll tell Josh about it...thanks for the feedback... :)
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Cutmanmike
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Cutmanmike »

Sounds/looks neat!
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Tormentor667 »

Nice idea :) And awesome shots, keep it up dude :)
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Dragonfly
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Dragonfly »

§-Morpheus-§ wrote:
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
Hmm...seems to be a good idea...i'll tell Josh about it...thanks for the feedback... :)
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. :D
Cutmanmike wrote:Sounds/looks neat!
Thanks :D
Tormentor667 wrote:Nice idea :) And awesome shots, keep it up dude :)
Yay, more good comments :D
Unknown_Assassin wrote:Nice screenshots.
again, thanks!
farlowj wrote:Those screenshots look pretty good.

You might want to fix the title of the thread, though. "[" is not very descriptive.
You were quick to reply, It was fixed pretty near to the time I posted it :) Also, thanks. :wink:
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Dutch Devil
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by Dutch Devil »

Looks nice the rocky shots are pretty cool.
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.+:icytux:+.
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by .+:icytux:+. »

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 :D
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Re: [WIP] SkullDash -- The arcade style "Run, grab 'n shoot" Mod

Post by gabrimcr »

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

Post by Remmirath »

Ok,ok, update...(nothing so exciting... :mrgreen: ):

Skulldash has now an official development forum...

Go here: http://doomrealm.createforum.com
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