Search found 8 matches

by deathsong13
Wed Jul 09, 2014 4:51 pm
Forum: Game Engines
Topic: "DSDoom"
Replies: 21
Views: 7523

Re: "DSDoom"

Saya-chan wrote:Wait... you guys added custom screen shading? Damn that's what I gave up trying to implement...
We haven't started that feature, what with all the Python. What problems did you run into?
by deathsong13
Wed Jul 09, 2014 2:42 pm
Forum: Game Engines
Topic: "DSDoom"
Replies: 21
Views: 7523

Re: "DSDoom"

Somagu wrote:I'm not sure if this is on the right subforum
If you're out there, mods, move this to the right place. I seem to be incapable of posting in the right place.
by deathsong13
Wed Jul 09, 2014 2:36 pm
Forum: Game Engines
Topic: "DSDoom"
Replies: 21
Views: 7523

Re: "DSDoom"

As someone with a wacky time schedule that sometimes forces me to absolutely suddenly and abruptly quit a game, and as someone who has a bad enough luck for this to always happen right when I'm in the middle of something, I am naturally a person who is opposed to the idea of not being able to save ...
by deathsong13
Wed Jul 09, 2014 11:54 am
Forum: Game Engines
Topic: "DSDoom"
Replies: 21
Views: 7523

Re: "DSDoom"

Er, do you have anything to actually show to us? Because if you don't, you're posting in the wrong section. I have some Python support done - you can check it out here: https://github.com/stefanbeeman/gzdoom/tree/cython Kate has already worked on a python-for-zdoom thingy, PyDoom if I recall ...
by deathsong13
Wed Jul 09, 2014 1:45 am
Forum: Game Engines
Topic: "DSDoom"
Replies: 21
Views: 7523

"DSDoom"

REPO LINK: https://github.com/stefanbeeman/gzdoom Some friends and I are currently working on several changes in the GZDoom source code. I can't promise that these will pan out but I wanted to see what you guys would think of: Embedded Python interpreter allowing for much more powerful scripting ...
by deathsong13
Sun Jul 06, 2014 5:36 pm
Forum: Editing (Archive)
Topic: PyGZDoom
Replies: 5
Views: 860

Re: PyGZDoom

Let's clarify here: What I wanted to do goes far above and beyond what the basic ACS interpreter is capable of. My original goal, which I was writing with this in mind, was to core the interpreter at the bottom-most level and have the game built on top of it - so in that sense, what I was doing was ...
by deathsong13
Mon Jun 23, 2014 10:12 pm
Forum: Editing (Archive)
Topic: PyGZDoom
Replies: 5
Views: 860

Re: PyGZDoom

No, but off-topic, are you in any way related to Deathsong12 of whom I have such fond ZD-RPG memories? 8-) Yep. Been too long. Nice to see you're still here - I'd love to see weasel again, too, if he's around. Last I heard, it'd currently in the middle of being rewritten from the ground up to not ...
by deathsong13
Sun Jun 22, 2014 4:43 pm
Forum: Editing (Archive)
Topic: PyGZDoom
Replies: 5
Views: 860

PyGZDoom

Long time, no see.

Does anyone know the current status of pinksilver's PyGZDoom? If she's not currently working on it, I'm really interested in picking it up.

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