Search found 30 matches

by DoomedRabbit
Sun Jun 11, 2023 3:15 am
Forum: Resources
Topic: [Sprites] SoniK.O.Fan's sprites
Replies: 303
Views: 130248

Re: [Sprites] SoniK.O.Fan's sprites

Hey, just wanted to chime in and say that you really have talent for making sprites. Not a lot of people have an eye to make sprites that have that "Doom style" touch to them. Really great stuff! I hope it's alright if I ask for a small request if possible... If it's not too difficult and time ...
by DoomedRabbit
Wed Jul 27, 2022 11:34 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Selected menu item glow
Replies: 1
Views: 882

Selected menu item glow

Would it be possible to add the glowing text effect on a selected item in the menu? I noticed that Raze has this, and since we already got animated menu transitions in GZDoom, I wonder if this feature could also be added.
by DoomedRabbit
Sat Jul 09, 2022 2:41 pm
Forum: Feature Suggestions [GZDoom]
Topic: Add a property to mark an episode as unreleased
Replies: 0
Views: 456

Add a property to mark an episode as unreleased

Hello! I've got an idea for a new property in the MAPINFO episode definition. It would allow you to mark that episode as unreleased/coming soon, by showing a pop-up message after selecting that episode, very similar to the shareware message of Doom 1. You would just have to type out your message or ...
by DoomedRabbit
Fri Jul 08, 2022 11:26 am
Forum: Scripting
Topic: How do I add a message to an unreleased episode?
Replies: 0
Views: 206

How do I add a message to an unreleased episode?

Hi! I'm having trouble finding how to make my episode selection menu behave the way I want it to. My game is going to have 3 episodes, each coming out one after another. I want to have all my episodes listed in the menu. At first only episode 1 will be playable. If the player chooses an episode that ...
by DoomedRabbit
Sun May 29, 2022 5:20 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4636199

Re: [SPRITES] Spriting Carnival!!

Excellent work, ford! Also speaking of which, is someone made the eriance's sprite based opposite pumping vanilla shotgun sprites? or is it exists? I'd like to see that! it does now! http://www.mediafire.com/convkey/1772/lwu1l11mx1ecpk0zg.jpg http://www.mediafire.com/convkey/be7b/oo7cu4prafqwuqozg ...
by DoomedRabbit
Sun Mar 27, 2022 3:33 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5966
Views: 659395

Re: Resource Request thread *Read 1st post*

Hello again!
Does anyone happen to have a Doom 2 chaingunner sprite sheet without the ammo belt?
I know, really weird and specific but I need it for my project :)
by DoomedRabbit
Tue Feb 08, 2022 6:23 am
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5966
Views: 659395

Re: Resource Request thread *Read 1st post*

Hi, can anyone please add doomguy's hands on this pitchfork sprite from Blood?
Oh and if there already is a sprite like that out there, can someone link me to it?
blood_pitchfork.png
blood_pitchfork.png (8.32 KiB) Viewed 2538 times
by DoomedRabbit
Sun Feb 06, 2022 4:49 pm
Forum: Resources
Topic: [Sprites]NeoWorm Resources - Google drive link pg.1
Replies: 542
Views: 154180

Re: [Sprites]NeoWorm Resources - Google drive link pg.1

neoworm wrote:I added the sheet into the google drive link at page 1. You can grab it there.
Awesome! Thank you so much. :D
by DoomedRabbit
Sun Feb 06, 2022 3:46 am
Forum: Resources
Topic: [Sprites]NeoWorm Resources - Google drive link pg.1
Replies: 542
Views: 154180

Re: [Sprites]NeoWorm Resources - Axes 4 variants pg.26

I maybe finished all the Fireaxe variants with enough frames to make a propper animation and large enough to work with weapon sway mod. http://www.mediafire.com/convkey/6ab2/n36kckus3c85crkzg.jpg Hi, I just wanted to let you know that the image you linked is a jpeg and not a png. Do you perhaps ...
by DoomedRabbit
Thu Feb 03, 2022 12:11 pm
Forum: Resources
Topic: [Sprites]NeoWorm Resources - Google drive link pg.1
Replies: 542
Views: 154180

Re: [Sprites]NeoWorm Resources - Axes 4 variants pg.26

I maybe finished all the Fireaxe variants with enough frames to make a propper animation and large enough to work with weapon sway mod. http://www.mediafire.com/convkey/6ab2/n36kckus3c85crkzg.jpg Hi, I just wanted to let you know that the image you linked is a jpeg and not a png. Do you perhaps ...
by DoomedRabbit
Sat Oct 09, 2021 5:59 am
Forum: Graphic/Audio Patches
Topic: [UPDATED] Breathing Monsters Mod (v1.1)
Replies: 12
Views: 9020

Re: [RELEASED] Breathing Monsters Mod (v1.0)

I tried the mod and liked very much. But it have a problem:the hellknight is for some reason replaced by the baron of hell most of the time. Pls fix it:) The bug has been fixed with the new version. Thank you for reporting the issue, it is much appreciated! :D Just curious how the next update was ...
by DoomedRabbit
Wed Sep 15, 2021 1:32 pm
Forum: Graphic/Audio Patches
Topic: [UPDATED] Breathing Monsters Mod (v1.1)
Replies: 12
Views: 9020

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Very cool idea!! I assume it won't work with BD monsters? Sorry for the late reply. I actually tried running it with BD v21 and the mod did work, however the modified BD monsters get replaced by my mod, so the Imp for example will not be jumping at you anymore (The monsters are reset to classic). I ...
by DoomedRabbit
Fri Sep 03, 2021 2:12 pm
Forum: Graphic/Audio Patches
Topic: [UPDATED] Breathing Monsters Mod (v1.1)
Replies: 12
Views: 9020

[UPDATED] Breathing Monsters Mod (v1.1)

This mod modifies the classic DOOM monsters to breathe while in their idle spawn state. This mod works with all classic DOOM IWADS and should work with mods that don't replace monsters. Here is a comparison between classic monsters and modified monsters: BEFORE: https://i.ibb.co/RvVTcMh/CLASSIC.gif ...
by DoomedRabbit
Tue Oct 13, 2020 1:35 pm
Forum: Scripting
Topic: [HELP] Toggle different altfire modes
Replies: 3
Views: 495

Re: [HELP] Toggle different altfire modes

Hah, I haven't thought of that yet. Thanks for the suggestion, I will try it out! :D
by DoomedRabbit
Tue Oct 13, 2020 2:28 am
Forum: Scripting
Topic: [HELP] Toggle different altfire modes
Replies: 3
Views: 495

[HELP] Toggle different altfire modes

Hello, I need some help with an idea for a game mechanic I got. Basically, what I want to do is for all weapons to have an altfire that when pressed, the player shoots magic with his left hand. Now, what I also want to do is for the player to be able to switch between different types of altfire ...

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