[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

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Sodaholic
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/29/2010)

Post by Sodaholic »

bleant wrote:*Ahem* necromancy? Where?
Dude. He bumped the thread by two months. (not as bad as by years, but still) How is that not necromancy?
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bleant
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/29/2010)

Post by bleant »

sodaholic wrote:Dude. He bumped the thread by two months. (not as bad as by years, but still) How is that not necromancy?
bleant wrote:Also, stupid, stupid me, i thought your post was directed at me.
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MagSigmaX
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/29/2010)

Post by MagSigmaX »

Yeah, yeah, I know that it has been a while since I updated anything in this thread, but I'm still working on the mod and I uploaded a new video showcasing the new HUD tweaks and gameplay features such as evading and sprinting (thanks to Salad Viking for the base code and hitmanx for the new player sounds:D). The monsters from the previous videos were discarded (yeah no more spiders :P) and replaced with placeholder enemies just for the demo. I plan to make a good monster lineup for the mod.


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rollingcrow
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by rollingcrow »

Expanding crosshair- :shock:

What is that meter at the bottom?
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SamVision
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by SamVision »

Sprinting and evading look great, but I am not really a fan of expanding crosshairs.

Could you make the lost souls spawn bone debris instead of blood?
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amv2k9
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by amv2k9 »

Man, this mod just looks better and better!

The sparks on the screen when you get hit are a nice touch; helps to convey the sense you're seeing the action through a visor.
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SamVision
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by SamVision »

Se7eNytes wrote:What is that meter at the bottom?
Its the sprint meter.
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Cyanosis
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by Cyanosis »

How do you make the enemies move like that? Especially the humans, it looks really cool.
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TheMistress
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by TheMistress »

Is there EVER gonna be a public beta at all..? Or is this mod just gonna randomly be updated with new sprites each time again?
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JimmyJ
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by JimmyJ »

TheMistress wrote:Is there EVER gonna be a public beta at all..? Or is this mod just gonna randomly be updated with new sprites each time again?
I feel your pain, I'm dying for this to have a playable version come out, but don't be rude, you might make them mad, and then we'll NEVER get to play!
Estopolis
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by Estopolis »

Oh wow I was just thinking about Project MSX.
What a coincidence. It still looks real cool and I can't wait to play it(Still).

Can't wait for the release. :)
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bleant
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by bleant »

OH SHEAT! We (or just me) ask only that you post here once or twice here and there, i mean, the gaping hole between your posts are killing me, watching now, expect edit later...

OH SHEAT AGAIN! Sprinting, awesome, i love sprinting because of it's tactical value, despite the engine used being doom, an shoot whatever moves FPS without any tactics, besides peek-a-boo.
Last edited by bleant on Sun Apr 03, 2011 6:10 am, edited 1 time in total.
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Tragos
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by Tragos »

I'm okay with the expanding cross-hair, it's meant to simulate the inaccuracy of repeatedly firing a weapon. I think both Solider of Fortune games did this, everything about this project looks amazing. I approve! :mrgreen:
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Ethril
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by Ethril »

oh my pants this is absolutely EPIC

Weird positioning for the fists, though. Looks more like you're getting ready to grab something.
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MagSigmaX
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 4/2/2011)

Post by MagSigmaX »

Its the sprint meter.
And the evade meter. Both sprint and evade use the same energy pool.

Hopefully after this update (if unversity work doesn't hinders me), the public beta is next. I plan to work more on the monsters, because as I previously said, the monsters in the video were quickly put together for the sake of the demo, they are not what I have in mind. For the beta I will work more on the human enemies, imp, pinky and spectre replacements and a new name for the project.

Sorry about the lack of updates before, the thing about me is that I'm very perfectionist when it comes to the work that I do, so thats one of the reasons this is taking too long. I will try to post updates more often. :D
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