[W.I.P.]CastleDoomia:TheStoneOfDawn

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Have you any interest in Castledoomia?

Yes, cant wait for it to be created!
4
50%
No, i dont want it to be in DooM!
1
13%
What the hell are you talking about?!
3
38%
 
Total votes : 8

Re: [W.I.P.]CastleDoomia

Postby XutaWoo » Sat Nov 08, 2008 1:18 pm

Wow. That sword is actually good. I was expecting something mediocre.

Also I recommend making the test map brighter and maybe inside since that's where most of Castlevania took place.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sat Nov 08, 2008 1:19 pm

Thankes.About map it set in location Great Garden that will be in mod near castle
Got problem with BMP RGB image to BMP Indexed image while do this there is Grey color all over image.
Can someone help?
Well i think i need doom palette can someone say where i can find it?
I need .gpl format.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sun Nov 09, 2008 5:41 am

Sprite problem near to be solved.
Meanwhile i want to give more intel about firearms:There be in game but ammo for them be found very rare.Long ranged magic will be weak so melee mosters can be killed only by melee weapons.Firearms and long ranged magic make in game for killing long ranged monsters and bosses more easy.Spending they rare bullets for common monsters will be stupid and i thought thats will make some balance in mod.
EDIT:Sprite problem solved!Colored sword screenshots upcoming!
Few changes remain.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sun Nov 09, 2008 10:31 am

Here some screens for now.
Alt attack coming up next
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sun Nov 09, 2008 11:34 am

All scriptes and sprites for sword completed and tested!
Thinking about adding video to show its mechanics
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Re: [W.I.P.]CastleDoomia

Postby Caz » Sun Nov 09, 2008 2:10 pm

There is a reason nobody is posting here.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sun Nov 09, 2008 2:19 pm

What is it ?
Currently adding video.
Alpha complete at 40%
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Re: [W.I.P.]CastleDoomia

Postby Caz » Sun Nov 09, 2008 2:40 pm

The comments on the first page should give you some sort of hint.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sun Nov 09, 2008 2:47 pm

Meanwhile i want to give more intel about firearms:There be in game but ammo for them be found very rare.Long ranged magic will be weak so melee mosters can be killed only by melee weapons.Firearms and long ranged magic make in game for killing long ranged monsters and bosses more easy.Spending they rare bullets for common monsters will be stupid and i thought thats will make some balance in mod.

Thats about firearms
Some intel i will post ALL mod news in first page in other pages i will answer to you.
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Re: [W.I.P.]CastleDoomia

Postby Nash » Sun Nov 09, 2008 5:32 pm

I'm sorry, but that sword looks very ugly.

I suggest you practice artwork a lot more, or just borrow the Vorpal Sword from Eriance's WAD (be sure to credit him though).
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Mon Nov 10, 2008 6:37 am

Sword look realistic in RGB.Doom palette make him look bad
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Re: [W.I.P.]CastleDoomia

Postby Captain Proof » Mon Nov 10, 2008 10:00 am

I always wondered how would you go about making a convincing hunters whip.
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Re: [W.I.P.]CastleDoomia

Postby Hasuak » Mon Nov 10, 2008 11:03 am

You just gotta obey the Doom's palette. Of course you could modify it, but that's another thing..
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Re: [W.I.P.]CastleDoomia

Postby JonnyFive » Mon Nov 10, 2008 3:14 pm

Or you could use GZDoom and just use full color.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Mon Nov 10, 2008 4:20 pm

I always wondered how would you go about making a convincing hunters whip.

Whip is hard-to-draw weapon so if it will be it will be in middle stage of developering and animating process(full mod not alpha)
Or you could use GZDoom and just use full color.

Its all go to it
There is no comments about video?
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