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Re: MightyKnight (WIP)

PostPosted: Sun Mar 31, 2019 5:15 am
by Hyperstyle
I enjoyed the demo. The textures and sprites are really nice and look good together. Also the sawblades and drunk guys are awesome. :D

Re: MightyKnight (WIP)

PostPosted: Sun Mar 31, 2019 12:01 pm
by PRIMEVAL
Gave this a spin. Very cool! Good layouts, colorful art style, clever secrets, fun gimmicks, catchy music, it's got it all :D

Re: MightyKnight (WIP)

PostPosted: Mon Apr 01, 2019 9:06 am
by Waru
Thanks a lot guys!

Check the gameplay videos on youtube.
"Commander Matias" playing the mod:

MAP01 "Mine"
https://www.youtube.com/watch?v=ew2oFwjNNCQ

MAP02 "Wine Cellar"
https://www.youtube.com/watch?v=Mgefzjm3L70

Re: MightyKnight (WIP)

PostPosted: Thu Jun 27, 2019 1:06 pm
by Waru
The "Advanced Demo" is here!

-More detailed gore/blood
-Breakable objects (Barrels)
-advanced minimap
-New hud

DOWNLOAD:

http://www.mediafire.com/file/ey37b865z ... yUiKlrR1Vc

:!: Important :!: : You need more than 4GB of RAM.

I thank any feedback!reviews. :)

Thanks for playing.

Re: MightyKnight (WIP)

PostPosted: Thu Jun 27, 2019 2:24 pm
by ZDL_800
Looks good, would be better if it was melee based weapons and RPG elements instead of shooting guns? Why are knights firing guns? Bow and arrow would be much better.

The gore is great, perfect for chopping up the Ai.

Re: MightyKnight (WIP)

PostPosted: Thu Jun 27, 2019 9:48 pm
by Waru
Thanks.
I think, mixing the medieval knights with guna is cool thing :). This makes the mod "unique".

Re: MightyKnight (WIP)

PostPosted: Fri Jun 28, 2019 7:56 am
by Rex705
This is lots of fun. It looks great and sounds great. Good work. The issue I had was on the 2nd level the framerate really dropped making it a laggy mess. I'm going to guess it's all of the dead bodies piling up. You should make them fade away after a while so they don't continue to take up resources. Keep up the good work and this could be a fun game I would buy on Steam. lol love those drunk knights.

I did a video of the 1rst level I wanted to do more but the frames.

Re: MightyKnight (WIP)

PostPosted: Fri Jun 28, 2019 9:30 am
by Waru
Great gameplay Dude!
What "midi device" do you use?

I dont have any idea why do you got performance problems. You have more than 4gb of ram? if yes, try to change some gzdoom settings.

Try the newest version of demo:
http://www.mediafire.com/file/ey37b865z ... yUiKlrR1Vc

Re: MightyKnight (WIP)

PostPosted: Fri Jun 28, 2019 11:43 am
by ZDL_800
You need unique guns for your unique game, how about something like this, Google 'Bond Snake Slayer' now that would be an awesome gun to start with.

The artwork for the game is fantastic, nice clean graphics, it would look awesome in VR with Vorpx.

Re: MightyKnight (WIP)

PostPosted: Fri Jun 28, 2019 11:52 am
by Waru
ZDL_800 wrote:You need unique guns for your unique game, how about something like this, Google 'Bond Snake Slayer' now that would be an awesome gun to start with.

The artwork for the game is fantastic, nice clean graphics, it would look awesome in VR with Vorpx.


Thank you!

I googled the "Bond snake slayer" and thats awesome!. I think i replace the default pistol to the "bond snake slayer". :) You're right unique game = unique guns.

Re: MightyKnight (WIP)

PostPosted: Fri Jun 28, 2019 1:10 pm
by ZDL_800
This sound brilliant,

Found this video with some great clean sounds of firing the Snake Slayer.

You could also freezeframe the video and grab some decent images.

https://www.youtube.com/watch?v=hJSv9HRioP0

13.12 hits metal so would sound great hitting knights armor.
13.43 Clean shot sound.

He reloads the weapon as safe as possible, you would actually just flip the barrel back, the sell casings would eject and you would proceed to reload, you could get some great animations of this, it would look world class and very unique indeed.

Re: MightyKnight (WIP)

PostPosted: Fri Jun 28, 2019 4:26 pm
by QuakedoomNukem Cz
My report on the demo, because I finally got around to playing it:https://www.dropbox.com/s/y25rw87oy238ny4/Mighty%20Knight%20Demo%20Report.zip?dl=0

Re: MightyKnight (WIP)

PostPosted: Sat Jun 29, 2019 7:42 am
by Waru
Thank you, i will fix the "problems"
And thanks to correcting the language stuffs.

Re: MightyKnight (WIP)

PostPosted: Thu Jul 04, 2019 5:50 am
by Waru

Re: MightyKnight (WIP)

PostPosted: Sat Jul 20, 2019 9:15 am
by Waru
Level.2: Wine Cellar
I thank any feedbacks.

https://youtu.be/WfnajRMn8TU