Search found 8 matches
- Wed Apr 01, 2015 10:13 pm
- Forum: Tutorials
- Topic: {TUT} Basic & Advanced Weapon Spriting
- Replies: 49
- Views: 19181
Re: {TUT} Basic & Advanced Weapon Spriting
As far as this method of making things is concerned, I have an example, and then a couple of questions. Keep in mine however, I'm using Blender and Gimp, but speak freely about what programs you use as I will attempt to find out how to do them in my own programs. After the model is made, lighting ...
- Sun Mar 29, 2015 2:12 pm
- Forum: Gameplay Mods
- Topic: Sage Caster {WiP?] Alpha
- Replies: 7
- Views: 1678
Re: Sage Caster {WiP?] Alpha
Imgur, great idea. I'll do just that.
Experimenting with a HUD. I'm honestly not sure how to make a HUD that isn't tech themed.
Experimenting with a HUD. I'm honestly not sure how to make a HUD that isn't tech themed.
- Sat Mar 28, 2015 6:37 pm
- Forum: Gameplay Mods
- Topic: Sage Caster {WiP?] Alpha
- Replies: 7
- Views: 1678
Re: Sage Caster {WiP?] Alpha
The reason I've jumped back into WAD making, likes what I've done here. I am totally okay with this. As far as some of the ideas from your Pastebin, Nax. I REALLY like the Chain Lightning idea, and I've thought about it before, but I haven't worked out how it'd be done in a way that it won't hit the ...
- Sat Mar 28, 2015 6:21 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241861
Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/9/2015 [V0.9.
I can't get enough of this. It plays incerdibly smooth. Questions, however... So, are we going to see the Alchemist or "Knight with Battletoads kick"? I hope LordBlaz isn't the only character in the end, though, he covers a LOT of ground as it stands. Also, what the hell is BLAZ40 in the music ...
- Sat Mar 28, 2015 1:20 am
- Forum: Gameplay Mods
- Topic: Sage Caster {WiP?] Alpha
- Replies: 7
- Views: 1678
Sage Caster {WiP?] Alpha
http://i.imgur.com/vXNg4O9.png The final goal of this WAD is to create a magic caster of sorts, with Fire/Alt/Reload/Zoom abilities, as well as ammo replacement and possibly a monster replacement down the line. Also, a custom HUD at some point, as I learn how to do so. Make sure you have a Zoom and ...
- Thu Mar 26, 2015 11:29 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5360
- Views: 689418
Re: ZDoom project ideas you have
Probably shefling my Sage wad for this. It was moreso a learning/reantiquation with Zdoom anyhow. Backpacks and powerups have a chance to be different styles of powersuits (Probably just Strife bots for now), find a suit and Use at it, polymorph player into the powered armor. Once you "die" as a ...
- Sun Mar 22, 2015 12:29 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5360
- Views: 689418
Re: ZDoom project ideas you have
I have too many ideas, and Iw ant to do them all, but I haven't done too much of this Zdoom stuff since 2009ish. Idea 1 (Which is what I'm currently doing): Some kind of magic caster weapon possibly monster replacer too, heavily influenced by the Sage class in Ragnarok Online. I'm sorry, it sounds ...
- Sun Mar 22, 2015 12:12 pm
- Forum: Off-Topic
- Topic: New Member Introductions
- Replies: 794
- Views: 201596
Re: New Member Introductions (Added to OP)
Am I doing this right? Maybe, lets see. Long time fan of doom engine games, always been interested in making stuff in it. Been trolling these forums only for the last month or so. Last time I did anything with Zdoom/Skulltag/Zandronum, it was 2009 I think. I have my old project, and currently ...