Nocturne in Yellow (& Knuckles)

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Blox
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Nocturne in Yellow (& Knuckles)

Post by Blox »

[spoiler=""I'm so dead I accidentally typed into the project file 'Noctourne in Knuckles'." ~ terminusest13"][/spoiler]
Image
Welcome to TouhouNot-Doom.
As you've probably guessed by my >viral marketing, after a month of incredible feats of insanity, insomnia and working too far into the night far too often very stress-less development, we've finally made an entire FPS game in a month.
For those of you not in the know, that is a crazy feat in itself. Of course, I'm not the one to judge the actual quality of this and whether it's actually worth shit.

The IGMC page (with DESCRIPTIONS and DOWNLOADS) can be found here, so go give it a spin.

It has issues, it has bugs. It has design choices that have already been regretted.
But I would be lying if I said that this didn't turn out damn good for what it is.

Have fun.

oh and fun story times i guess?

Last edited by Blox on Tue Sep 15, 2015 11:48 am, edited 2 times in total.
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TheBadHustlex
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Re: Nocturne in Yellow (& Knuckles)

Post by TheBadHustlex »

Like I already said, the art-style is pretty sweet. I'm gonna try it out later.
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Jaxxoon R
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Re: Nocturne in Yellow (& Knuckles)

Post by Jaxxoon R »

I'm almost sad Knuckles isn't actually in this.
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kodi
 
 
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Re: Nocturne in Yellow (& Knuckles)

Post by kodi »

The spear is incredibly satisfying. I love how it bounces off from hard surfaces, reminds me of Thief/ss2.

Slightly too much FastChase going on in there though! :wink:
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YukesVonFaust
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Re: Nocturne in Yellow (& Knuckles)

Post by YukesVonFaust »

Bloax n' Terminus are the true OTP.
Nice one. especially the bow.
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raymoohawk
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Re: Nocturne in Yellow (& Knuckles)

Post by raymoohawk »

this is such an awesome project! i hope it will inspire a new wave of gloome/doom engine games :)

also it deserves cacoward!
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kodi
 
 
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Re: Nocturne in Yellow (& Knuckles)

Post by kodi »

On map06 there's a series of platforms with zombies on them (after the invisible catwalk), and the final one seems too high to possibly reach by jumping. Am I missing something?
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iSpook
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Re: Nocturne in Yellow (& Knuckles)

Post by iSpook »

kodi wrote:On map06 there's a series of platforms with zombies on them (after the invisible catwalk), and the final one seems too high to possibly reach by jumping. Am I missing something?
Spoiler:
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Blox
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Re: Nocturne in Yellow (& Knuckles)

Post by Blox »

kodi wrote:On map06 there's a series of platforms with zombies on them (after the invisible catwalk), and the final one seems too high to possibly reach by jumping. Am I missing something?
Running increases your jump height, so you just have to run while jumping at the edge of the platform to reach it.
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kodi
 
 
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Re: Nocturne in Yellow (& Knuckles)

Post by kodi »

Hah, hadn't realized there was a sprint key. I thought having to strafe-run in the previous section was a bit esoteric! :D

Edit: (plot spoiler)
Spoiler:
Last edited by kodi on Sun Aug 09, 2015 3:53 pm, edited 1 time in total.
Toberone
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Re: Nocturne in Yellow (& Knuckles)

Post by Toberone »

The spindly-baby cryers make my skin crawl. Thank you. (good stuff.)
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Blox
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Re: Nocturne in Yellow (& Knuckles)

Post by Blox »

kodi wrote:
Spoiler:
oh shit you figured out what i was listening to while doing some textures and out of ideas
fuck
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Yholl
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Re: Nocturne in Yellow (& Knuckles)

Post by Yholl »

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Blox
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Re: Nocturne in Yellow (& Knuckles)

Post by Blox »

Unfortunately it doesn't seem like it works too well, the sounds only come in short bursts for some reason.
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idGamer
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Re: Nocturne in Yellow (& Knuckles)

Post by idGamer »

Very nice work! The monsters and weapons are very well designed, even if some of the bow powers are a little useless (I don't think the Antique Coin ever helped me out in the entire game). The levels, although not overly detailed, have a nice retro 90's FPS feel to them. I love the Anti-Cathedral level, though, especially with that Ghoul's Forest-esque boss at the end.

A couple of issues I had with the game were with how frustrating it could be at times. Since saving is limited to right before the bosses and at the start of each level, it can be frustrating to die and be forced to redo the entire level, especially since there's no armor and the enemies deal a lot of damage (at least on the third difficulty level). Also, some of the bosses (namely the skull mask guy) are an absolute pain to deal with.

All and all, quite an incredible project to be made in just a month. :)

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