Hocusdoom RELEASED (/idgames pending)
Forum rules
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: Hocus Doom
New version for today!
Current playable demo from 05/11/2014
Mp3 versions of music
[===== Changelog: =====]
05/11/2014
[*] Made the radius for player shots larger so that they hit enemies easier. also made them slightly homing.
[*] Toying with autofire. The main spell weapon won't have autofire, but is more responsive.
[*] The Power Wand WILL have autofire though.
[*] Hitting enemies will give you a point of recharge. Now rewards you for getting into the fray by letting you shoot faster when up close.
[*] Cleaning up various scripts that I haven't touched in years.
[*] Fixed an issue with the fireball prematurely detonating on breakable blocks. Works fine now!
[*] Added the Super Jump Potion. Thanks Kate! -Unavoidable issue where landing on a bridge or breakable block won't cancel glitter effect.
[*] Help page updated to reflect new Power Wand
[*] Moved music in _mp3 into a folder to alleviate some hotloading issues
Current playable demo from 05/11/2014
Mp3 versions of music
[===== Changelog: =====]
05/11/2014
[*] Made the radius for player shots larger so that they hit enemies easier. also made them slightly homing.
[*] Toying with autofire. The main spell weapon won't have autofire, but is more responsive.
[*] The Power Wand WILL have autofire though.
[*] Hitting enemies will give you a point of recharge. Now rewards you for getting into the fray by letting you shoot faster when up close.
[*] Cleaning up various scripts that I haven't touched in years.
[*] Fixed an issue with the fireball prematurely detonating on breakable blocks. Works fine now!
[*] Added the Super Jump Potion. Thanks Kate! -Unavoidable issue where landing on a bridge or breakable block won't cancel glitter effect.
[*] Help page updated to reflect new Power Wand
[*] Moved music in _mp3 into a folder to alleviate some hotloading issues
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Re: Hocus Doom
good to see it's got updated freshly, and gotta love the game is finally became easier on normal difficulty!
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Re: Hocus Doom
Looks crazy and mystical n shit I LOVE IT!!, Downloading.. Ill give feedback in a day or so.
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Re: Hocus Doom
Love this so far! Actually doing a little bit of work to make the hands match up with the actual character's age better (as well as getting rid of the rings + tattoo/markings, which also make him look older and more experienced - the guy's just a young wizard apprentice, after all!).
Edit: Ah, it's already been done (to an extent) in the current version. Still, may as well finish this one up since it has some neat extra touches.
Edit: Ah, it's already been done (to an extent) in the current version. Still, may as well finish this one up since it has some neat extra touches.
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Re: Hocus Doom
TarnsmanDW's stream first half, about 45 minutes of Hocus Doom.
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Re: Hocus Doom
what version of gzdoom are you using to play this? I just downloaded version 1.8.2 which the gzdoom site said it was the latest build and i got an error saying NEVERTARGET is an unknown flag.
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Re: Hocus Doom
I saw that one the other day. He was right in most aspects. :Deveramzah wrote:TarnsmanDW's stream first half, about 45 minutes of Hocus Doom.
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Re: Hocus Doom
Slaving at the old pixelmines again.
Map05: The Frigid Fields
http://i.imgur.com/vdtmT73.png
http://i.imgur.com/TM3rcoC.png
http://i.imgur.com/hUs8hJZ.png
http://i.imgur.com/C4GcJqz.png
Was able to get a close friend to do some work on the penguin enemies for this set, so now I have everything I need to finish Episode 1. Just need to finish the maps now. :D
Map05: The Frigid Fields
http://i.imgur.com/vdtmT73.png
http://i.imgur.com/TM3rcoC.png
http://i.imgur.com/hUs8hJZ.png
http://i.imgur.com/C4GcJqz.png
Was able to get a close friend to do some work on the penguin enemies for this set, so now I have everything I need to finish Episode 1. Just need to finish the maps now. :D
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Re: Hocus Doom
colourful, also beyond awesome. and can't wait to play your finished first episode in future updates.
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Re: Hocus Doom
omg penguins *\o/* those screenshots look awesome. "just need to finish the maps now" famous last words? :DD
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Re: Hocus Doom
New Version for 05-21-2014
Hocus Pocus MP3 (no change)
changelog for - 05-21-2014
Hocus Pocus MP3 (no change)
changelog for - 05-21-2014
- New sprites for Lightning Spell
- Added new enemy - Tengu
- Added Map05
- Fixed some issues with Wizard talk. Still waiting for new changes to TimeFreeze to fix music not playing
- Did some more work for the Full-screen hud
- Added to the huds a background meter for your max number of shots
- Changed Power Shot. Instead of doing 10 damage to one enemy, now splits into 10 lightning shits.
- Changed Hard difficulty. Monsters now have 1.5 health and their shots do twice as much damage.
- Added secret difficulty. Rage mode ensues.
- Power Shot gives 20 shots instead of 10
- Splitter Shot gives 30 shots instead of 20
- Homing shots gives 40 instead of 50
- More work with the Power Wand. Shots do the same damage as regular, but recharge time is faster and autofires.
- cosmetic changes to some actors.
- I don't know if I want to have backers to Wizard conversations, but I thought I'd try them out anyway. They don't look half bad, actually.
- Changed the par time for map04 to something more sensible. Probably not possible to get EVERYTHING in 300 seconds. Someone prove me wrong.
- Completely remade the font and moved item strings to language.enu
- Monsters now play their sound at full volume regardless of where you are
- Monsters deaths are more satisfying now. They really do *POP* :P
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Re: Hocus Doom
Have you thought about using Strife convos for wizard talk? It would pause the game without stopping the music.
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Re: Hocus Doom
Given that I'm trying to mimic almost exactly how it works in the original game, it wouldn't be the same. Besides, I think there's work to extend the Time Freeze powerup where it'll work out. Eventually. Don't quote me on that.Gez wrote:Have you thought about using Strife convos for wizard talk? It would pause the game without stopping the music.
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Re: Hocus Doom
Wow, that is the kind of mod that I was wanting to play
you got a 10/10 score from me, keep the good work
you got a 10/10 score from me, keep the good work