Search found 32 matches
- Tue Feb 17, 2015 12:36 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC)
I'm not sure if this will help much but thought I'd shoot anyway. For the animation, you could perhaps try and make a simple 'stick' animation first then adjust that to how you'd want the animation cycle to appear. Then you could use that as a base to guide the actual animation. E.g, here's a quick ...
- Tue Dec 02, 2014 3:49 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,
Kontra, its good you're expanding the HD sprites but, now this is just me speaking, I would suggest completing one first before moving on to the next. The suit you've done looks good but keep the scope a bit low. Too much expanding at this point might seem overwhelming. I would suggest finishing the ...
- Mon Dec 01, 2014 11:05 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [V1.3] The Adventures of Square: Episode 1!
- Replies: 299
- Views: 64873
Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!
Some feedback. Pros: . Game/mod is definitely very unique. The cartoony feeling its trying to capture is done very nicely. . Really liked the exploding enemies. Smooth animations and feels good to just blow those enemy shapes to pieces. . Sound effects complement the game very well. . Graphics are ...
- Thu Nov 27, 2014 9:05 pm
- Forum: Graphic/Audio Patches
- Topic: Hexen Music Remaster [DONE] & SFX Remaster [WIP]
- Replies: 19
- Views: 9448
Re: Hexen Music Remaster [DONE] & SFX Remaster [WIP]
Great job Xeotroid!
Like I said before, I can expect the sounds to be awesome but the music component is of key interest. Listening to it, you've done a very nice job.
Are you finished with this though or will you be updating it further?
Like I said before, I can expect the sounds to be awesome but the music component is of key interest. Listening to it, you've done a very nice job.

Are you finished with this though or will you be updating it further?
- Wed Nov 26, 2014 2:28 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,
^ I see. I was actually referring to the films rather than the games. But for the walk, I concede. For the running... I'm not entirely convinced since the view is quite obscured but at the same time I will not deny it. In any case, do what you see best in terms of movement. I trust your judgement ...
- Wed Nov 26, 2014 12:00 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,
^ What Kagur said.
I know they can stand upright, that much is obvious. I specifically mean walking and running proper upright.
I know they can stand upright, that much is obvious. I specifically mean walking and running proper upright.
- Wed Nov 26, 2014 11:22 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,
Xenomorphs always walk around on 2 legs unless it needs to crawl on walls or leap at it's enemy.They are supposed to be bipedal creatures unless the host strain calls for a change. Not to doubt you or anything and just for curiosity's sake, could you tell me what scene in any of the Alien films do ...
- Tue Nov 25, 2014 11:21 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,
It looks great but there is a problem. And that problem stems from the fact that xenos have never been shown to run upright in any of the films iirc. They're always on their hands and feet. This is partly why it looks so weird. It's only in the first two AvP games that they walked like that and the ...
- Fri Nov 21, 2014 10:34 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC) [BETA 7.3] Update Nov. 5,
Looks great!
Just be sure to not accidentally spawn it in enclosed areas, just so we don't get a headless alien running after us.
Also, this thing should fight queen at some point. Maybe in Gotcha stage?
Just be sure to not accidentally spawn it in enclosed areas, just so we don't get a headless alien running after us.
Also, this thing should fight queen at some point. Maybe in Gotcha stage?
- Thu Nov 06, 2014 11:09 pm
- Forum: Gameplay Mods
- Topic: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
- Replies: 384
- Views: 114471
Re: [WIP] X-Weapon: Helsturm (XW: 08-27-14|HS: 11-03-14)
This is a pretty good mod but someone has to explain something to me. Why do people insist on forcing players to rapidly click the left mouse button (LMB) to fire a particular weapon instead of simply holding down the button? Why does the pistol in this mod and a few others have this? Why? Do ...
- Thu Oct 16, 2014 10:51 pm
- Forum: Gameplay Mods
- Topic: [WIP] Her/Hex Remix *added experimental spellbook,dualwield!
- Replies: 43
- Views: 6247
Re: [WIP] Heretic/Hexen Remix Project *link added*
Getting an error as well.
Not the same as the one above though:
Script error, "ravenremix_wip_01.pk3:bosses/korax.txt" line 81:
Invalid state parameter a_damageself
Hope this won't be an issue to fix. The mod has some great potential.
Not the same as the one above though:
Script error, "ravenremix_wip_01.pk3:bosses/korax.txt" line 81:
Invalid state parameter a_damageself
Hope this won't be an issue to fix. The mod has some great potential.
- Thu Oct 16, 2014 10:05 am
- Forum: Gameplay Mods
- Topic: [WIP] Her/Hex Remix *added experimental spellbook,dualwield!
- Replies: 43
- Views: 6247
Re: [WIP] Untitled Heretic/Hexen Remix Project
^ Completely agree with you on the Heres riding Korax thing. Should've been done from the start all along by the devs. Any plans to work on it? In any case, the mod looks pretty good by itself as well. Will definitely try it out and post feedback once you complete it. Do please keep up the good work ...
- Wed Jul 09, 2014 2:22 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Aliens: The Ultimate Doom
- Replies: 2137
- Views: 298462
Re: ALIENS:The Ultimate Doom (TC) & 32-lvl MegaWad: Recruiti
Haven't really played this mod.
BUT, I can tell you now... the direction this mod is going, towards a sort of "brutalized" limb loss system...., is the RIGHT direction for this mod.
I'll probably try it after its been done.
Good direction, good results, keep at it.
BUT, I can tell you now... the direction this mod is going, towards a sort of "brutalized" limb loss system...., is the RIGHT direction for this mod.
I'll probably try it after its been done.
Good direction, good results, keep at it.
- Fri May 09, 2014 8:56 am
- Forum: Graphic/Audio Patches
- Topic: Hexen Music Remaster [DONE] & SFX Remaster [WIP]
- Replies: 19
- Views: 9448
Re: [WIP] Hexen SFX and Music Remaster [V. 1.1]
Sounds are great, but I'm really interested in what you plan to do with the music. Already you've done a great job with the music (that menu theme at the end...). Would love to hear a remastered track for this game, especially for the Effluvium, Dark Crucible and Winnowing Hall. Keep up the good ...
- Tue Feb 18, 2014 9:29 pm
- Forum: Gameplay Mods
- Topic: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.
- Replies: 592
- Views: 131176
Re: [Release] Insanity's Requiem V2.2
Err.. shouldn't the download link be on the first page?