LegenDoom [2.7] - LDL [4.0]

Projects that alter game functions but do not include new maps belong here.
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Re: LegenDoom [Almost Done]

Postby Tormentor667 » Sun Feb 28, 2016 4:30 am

This might be really interesting
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Re: LegenDoom [Almost Done]

Postby Yholl » Mon Feb 29, 2016 12:57 pm

Image

Kyle and I did some stuff and we ended up with a toggleable option that displays effect names above guns.
Is off by default, so picking up weapons is a cool experience of seeing what each one is for the first time.

That's another thing off my todo list, not many more to go...!
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Re: LegenDoom [Almost Done]

Postby wildweasel » Mon Feb 29, 2016 12:58 pm

YESSSS that's awesome!
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change o' pace.
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Re: LegenDoom [Almost Done]

Postby Princess Viscra Maelstrom » Mon Feb 29, 2016 1:18 pm

yholl and company are gonna own my soul at the end of this
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Re: LegenDoom [Almost Done]

Postby Nems » Mon Feb 29, 2016 1:28 pm

Y E S
E
S

So looking forward to running this alongside Colorful Hell. :>
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Re: LegenDoom [Almost Done]

Postby Slax » Mon Feb 29, 2016 1:37 pm

Totally not gonna play this until eyes and fingers bleed. NOPE.
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Re: LegenDoom [Almost Done]

Postby Kyle873 » Mon Feb 29, 2016 2:34 pm

I AM HELPING
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Re: LegenDoom [Almost Done]

Postby Ribo Zurai » Mon Feb 29, 2016 2:36 pm

gimme gimme hands intensifies
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Re: LegenDoom [Almost Done]

Postby DarkQuill » Tue Mar 01, 2016 1:04 am

Looking great! Love that it's co-op friendly as well.
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Re: LegenDoom [Almost Done]

Postby comet1337 » Tue Mar 01, 2016 4:34 am

wait, are there going to be legendary fists?
that's what i assume the glowing box is
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Re: LegenDoom [Almost Done]

Postby Yholl » Tue Mar 01, 2016 7:45 am

DarkQuill wrote:Looking great! Love that it's co-op friendly as well.
Yes, there's actually two specifically co-op effects you can get if your game has more than one player in it.

comet1338 wrote:wait, are there going to be legendary fists?
that's what i assume the glowing box is
Yeah, I don't have pickup sprites for a few weapons, so they're just DRLA supply crates right now, hahahaha.
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Re: LegenDoom [Almost Done]

Postby Funky Gnoll » Tue Mar 01, 2016 9:38 am

Yholl wrote:Image

Kyle and I did some stuff and we ended up with a toggleable option that displays effect names above guns.
Is off by default, so picking up weapons is a cool experience of seeing what each one is for the first time.

That's another thing off my todo list, not many more to go...!


hey what does "spirtual" mean

is it like "spiritual"
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Re: LegenDoom [Almost Done]

Postby -Ghost- » Tue Mar 01, 2016 2:22 pm

It's probably like skeltal. I hope there's a skeltal type in there somewhere.

Looking good, though, I'm looking forward to playing this!
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Re: LegenDoom [Almost Done]

Postby KILLER2 » Tue Mar 01, 2016 3:14 pm

A DoomRL like mod without crafting, activatable items or other crap someone stupid like me can't fully comprehend? And it has weapon tiers? And it's compatible with what looks like it's gonna be the best "random monster tiers" to go with it? Holy mother of HYPE!
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Re: LegenDoom [Almost Done]

Postby Yholl » Tue Mar 01, 2016 4:10 pm

Funky Gnoll wrote:hey what does "spirtual" mean

is it like "spiritual"
fug

Well spotted! This was a test! I wanted to see if anyone would notice! Yes! Totally!

you win a knif


Also the code for the mod is pretty much done as of now, all that's left is to steal kidnap enslave mindcontrol acquire Shivers and get the rest of the graphics done!

ALL ABOARD THE ALMOST THERE TRAIN
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