Spoiler:
Hell-Forged (updated to v1.11 - development paused)
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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.
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: Hell-Forged (updated to v1.11 - development paused)
Updated to version v1.11. Was going to save this update for the release of Episode 2, but that episode is behind schedule and I found some map-breaking bugs in the current version that needed addressing. The rest of the stuff will just come out with Episode 2's alpha test.
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Re: Hell-Forged (updated to v1.11 - development paused)
Really love design of weapons, super cool and all of them have alt fire so so double cool. Monster are interesting and with some new mechanics - armor, resistances - this is great. Would be nice if melee fight was somehow expanded since its kinda fantasy style some more melee-monsters and player to fight in melee could be expand somehow - option to block or even reflect shots not just by hold button but some more skilful way would super interesting. Level design could also be more like strafe - reminding somehow fantasy style places - then doom - corridors of various complexity with things to kill
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Re: Hell-Forged (updated to v1.11 - development paused)
Hey, sorry if you're already aware, and it's a very, very minor oversight, but I happen to notice in your weapon scripts for v1.11, for 'VorpalBlade1' under the 'FireWave' state, the 'CustomPunch' range is '64' when it should be '96' like the other clone attacks.
EDIT: and for 'VorpalBlade2' under 'FireWave' state, 'CustomPunch' dmg is '60' instead of '90' as well
EDIT: and for 'VorpalBlade2' under 'FireWave' state, 'CustomPunch' dmg is '60' instead of '90' as well
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Re: Hell-Forged (updated to v1.11 - development paused)
Fixed! Good catch. Thanks!
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Re: Hell-Forged (updated to v1.11 - development paused)
Im unable to finish first map. From what I've seen on YouTube there should be a red key at the end of narrow corridor, unfortunately small empty room with invisible wall appears.
Im running game on Delta Touch with 4.11.3 version of GZDoom.
Im running game on Delta Touch with 4.11.3 version of GZDoom.
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Re: Hell-Forged (updated to v1.11 - development paused)
That small alcove uses a portal. Something might have changed in the way portals work in the newest GZDoom. Lemme go check.
EDIT: Just tested with the latest GZDoom version and the portal works as it should. Maybe its something with mobile or you have some GZDoom specific option turned off?
EDIT: Just tested with the latest GZDoom version and the portal works as it should. Maybe its something with mobile or you have some GZDoom specific option turned off?