Ummmm... Pretty sure you should have player sprites in this. Chasecam, mirrors, reflective planes, cameras, etc. exist...Ribo Zurai wrote:I don't see where I can use this. The mod is not planned to work on multiplayer.Viscra Maelstrom wrote:since it was posted in the other thread, there's this rotation of Sans lying around.
[spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
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.
-
- Posts: 2119
- Joined: Thu May 02, 2013 1:27 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Brazil
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
-
- Posts: 873
- Joined: Fri Jul 03, 2009 1:47 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
There are just standing frames anyways. I'd need far more sprites than that.
-
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
maybe CJ'll whip something up for his addon, then.
on a different note, there's a typo when you exhaust yourself: "You're too exausted." should be "exhausted."
on a different note, there's a typo when you exhaust yourself: "You're too exausted." should be "exhausted."
-
- Posts: 873
- Joined: Fri Jul 03, 2009 1:47 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Yeah, I will try to fix it when my computer is fixed.
-
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
I've never actually played Undertale before(pls don't spam me asking me to play it), but this looks cool enough for me to actually try.
EDIT: Not dissapointed. This mod is a blast to play.
EDIT: Not dissapointed. This mod is a blast to play.
-
- Posts: 4
- Joined: Thu Dec 03, 2015 6:18 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
how do you get the custom hud to work with this mod?
-
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
What do you mean? It ought to work right out of the box, so to speak.suctioncuphitler wrote:how do you get the custom hud to work with this mod?
-
- Posts: 4
- Joined: Thu Dec 03, 2015 6:18 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
It just looks like the normal doom hudSilentdarkness12 wrote:What do you mean? It ought to work right out of the box, so to speak.suctioncuphitler wrote:how do you get the custom hud to work with this mod?
-
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
try pressing the key to the left of backspace.suctioncuphitler wrote:It just looks like the normal doom hud
-
- Posts: 94
- Joined: Sun Sep 16, 2012 9:21 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
le epik meem modz xdddddXddDDDDDDD
-
- Posts: 4
- Joined: Thu Dec 03, 2015 6:18 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
i tried that but it just looked like the normal doom stuff with no modifications whatsoeverViscra Maelstrom wrote:try pressing the key to the left of backspace.suctioncuphitler wrote:It just looks like the normal doom hud
-
- Posts: 165
- Joined: Tue Nov 24, 2015 1:58 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Inwood, WV
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Does the console command sizeup do anything? Normally, that's what = does.
-
- Posts: 4
- Joined: Thu Dec 03, 2015 6:18 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
The mod works on my laptop with a nvidia gpu but on my desktop with an ati gpu the visuals don't changeXane123 wrote:Does the console command sizeup do anything? Normally, that's what = does.
-
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
This mod works great with OMG Monsters. Someone would just have to edit it to remove the default Doom ammos again...
-
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Love this mod, the stamina idea makes gameplay very interesting, making sans both stupidly powerful, yet fragile if used wrong.
Though one thought : could his timestop have an alt which charges up, to then stop time for longer after released, based on how much you charged? Currently its just more of a super dodge, as you can only get 1 or 2 attacks in before the time stop wears out.
Also, any way for his aoe bone attack to not go through walls? Kinda breaks many maps, even ending a few maps with hidden romero crushers as exits uppruptly. Wouldn't mind it still going around corners, but currently its so easy to cheese with it, clearing maps before even seeing an enemy.
Though one thought : could his timestop have an alt which charges up, to then stop time for longer after released, based on how much you charged? Currently its just more of a super dodge, as you can only get 1 or 2 attacks in before the time stop wears out.
Also, any way for his aoe bone attack to not go through walls? Kinda breaks many maps, even ending a few maps with hidden romero crushers as exits uppruptly. Wouldn't mind it still going around corners, but currently its so easy to cheese with it, clearing maps before even seeing an enemy.