Hands of Necromancy [Full game released!]
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Hands of Necromancy [Full game released!]
Thanks for the report but for now we will fix only bugs, game breaking bugs, exploits, textures problems ect.. this kind of things
For major gameplay change, we can't, not until i get enough budget to continue the project, im the lead producer but also the budget guy of the team
But i keep everything in a place in the folder for the improvements if it can work well
Like the skybox problem in the castle map, the linedefs in the Temple or the Wyvern transformation who can use exploit on the final boss
For major gameplay change, we can't, not until i get enough budget to continue the project, im the lead producer but also the budget guy of the team
But i keep everything in a place in the folder for the improvements if it can work well
Like the skybox problem in the castle map, the linedefs in the Temple or the Wyvern transformation who can use exploit on the final boss
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Re: Hands of Necromancy [Full game released!]
Oh, sure! Hope I haven't came up as if I were demanding or anything (surely obnoxious, tho). I don't even expect major changes until next year or so, and that is if everything goes right and gets a good reception. I wish the best possible scenario for this game, because you guys did a fantastic job and deserve a good retribution.
Btw, if there's the chance it gets translation support someday, I'd love to help translating this to spanish (although I'm unsure about how the LANGUAGE lump actually works, but I've got my hopes on that front if ever happens). Godspeed!
Btw, if there's the chance it gets translation support someday, I'd love to help translating this to spanish (although I'm unsure about how the LANGUAGE lump actually works, but I've got my hopes on that front if ever happens). Godspeed!
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Re: Hands of Necromancy [Full game released!]
For now, english only ^^
Thanks a lot for the kind words!
But yes, stuff to fix
Thanks a lot for the kind words!
But yes, stuff to fix
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Re: Hands of Necromancy [Full game released!]
Just bought it with an additional gift. Games like that deserve support!
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Re: Hands of Necromancy [Full game released!]
Bug in City of Despair. Same problem as Farmhouse elevator:
https://youtu.be/toOmJGHN3mY
Update: The TagWait was pointing at the wrong ID
Here is the fixed script:
https://youtu.be/toOmJGHN3mY
Update: The TagWait was pointing at the wrong ID
Here is the fixed script:
Spoiler:
Last edited by peewee_RotA on Sat Jun 25, 2022 8:45 pm, edited 2 times in total.
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Re: Hands of Necromancy [Full game released!]
Yes, it was reported and will be fixed for the next version
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Re: Hands of Necromancy [Full game released!]
Thanks. From a quick peek, it looks like the Farmhouse map has the same bug root causeEmmanuelexe wrote:Yes, it was reported and will be fixed for the next version
Spoiler:
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Re: Hands of Necromancy [Full game released!]
Thank you! It was fixed
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Re: Hands of Necromancy [Full game released!]
Hands of Necromancy is updated with v1.3
Here are the changes:
• Name of the maps will appear at the screen the first time you visit a map
• Map13: The Earthen Depths, monks don't spawn infinitely anymore
• map19: Skybox fixed at The Abandoned Castle
• Map02: Switch fixed at the farmhouse
• Tormented Undead (burning zombies) are fullbright now
• Missing textures fixes
• Statusbar fixed
• Undead King Boss not stun anymore by the Wyvern flamethrower (or just a little bit)
• map10: More enemies at the beginning of the City of Despair, added a switch at the dragon key room lift and platform fixed at the bell tower
• map07: Zombies doors will be open directly now
• Updated engine to GZDoom 4.8.1
• and other fixes
For now only Steam is updated but I will work on updating itch.io tomorrow.
Here are the changes:
• Name of the maps will appear at the screen the first time you visit a map
• Map13: The Earthen Depths, monks don't spawn infinitely anymore
• map19: Skybox fixed at The Abandoned Castle
• Map02: Switch fixed at the farmhouse
• Tormented Undead (burning zombies) are fullbright now
• Missing textures fixes
• Statusbar fixed
• Undead King Boss not stun anymore by the Wyvern flamethrower (or just a little bit)
• map10: More enemies at the beginning of the City of Despair, added a switch at the dragon key room lift and platform fixed at the bell tower
• map07: Zombies doors will be open directly now
• Updated engine to GZDoom 4.8.1
• and other fixes
For now only Steam is updated but I will work on updating itch.io tomorrow.
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- Posts: 394
- Joined: Fri Feb 07, 2014 6:45 am
Re: Hands of Necromancy [Full game released!]
YAY! Thank you!
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- Location: Argentina
Re: Hands of Necromancy [Full game released!]
Good to see this getting more polishes. Sounds like a nice excuse to replay it all over again
Keep up the good work!
Keep up the good work!
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Re: Hands of Necromancy [Full game released!]
Just bought it on steam today. Looks great! Worth the money. Good work!
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Re: Hands of Necromancy [Full game released!]
When I spawn a HNecroWeaponGrenadeAmmoBig using A_DropItem it only gives 1 ammo. Is there a different ammo item for 3 grenades?
Here's the line I'm using in zscript
I even tried to force the amount to 3 using the following, with no success.
Here's the line I'm using in zscript
Code: Select all
Owner.A_DropItem("HNecroWeaponGrenadeAmmoBig", 0, DROP_AMMO_CHANCE_BIG);
I even tried to force the amount to 3 using the following, with no success.
Code: Select all
Owner.A_DropItem("HNecroWeaponGrenadeAmmoBig", 3, DROP_AMMO_CHANCE_BIG);
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Re: Hands of Necromancy [Full game released!]
Thanks for the report! its fixed