
Thanks for jumping on that so quickly!
Thanks so much. I checked out Combined Arms and it's great! I thought I researched thoroughly for Zelda based mods before starting, but clearly not as well as I had thought. Feel free to PM, but I want to make sure I'm hearing the same thing you're saying - you'd be comfortable if the art and/or techniques for Combined Arms were incorporated into a v1.1 update?Combine_Kegan wrote:You should take a look under the hood of my Past-Linked Class from Combined_Arms, it might help you further streamline the gameplay of your project.
Thanks for the pointing out those resources! This would probably be my ideal path forward, along with the art and individual weapon functionality from Combined Arms, since the mod already heavily leans towards ZScript.Batandy wrote:I'd suggest you to look into synthfire and dual wielding scripts, with a little bit of zscript you should be able to have subweapons work independently from your main weapon.
Not the art, but if I were you, I'd look at how I did the subweapons and tools. Obviously in your case you shouldn't do the weird combos I did, but the ACS script that lets you freely switch between tools bound to altfire might be useful here. Feel free to knick the sounds though, those might be useful for you.detwelve wrote:Thanks so much. I checked out Combined Arms and it's great! I thought I researched thoroughly for Zelda based mods before starting, but clearly not as well as I had thought. Feel free to PM, but I want to make sure I'm hearing the same thing you're saying - you'd be comfortable if the art and/or techniques for Combined Arms were incorporated into a v1.1 update?Combine_Kegan wrote:You should take a look under the hood of my Past-Linked Class from Combined_Arms, it might help you further streamline the gameplay of your project.
Hmm, I'll look into Gleeok's spawn radius. Thanks!TheBeardedJedi wrote:I really like this TC! However, I did want to point out the bug with the Gleeok on the 7th dungeon (The one where Ghoma is the boss). The Gleeok spawns behind the wall, making it impossible to kill without the noclip cheat activated. Aside from that and the glitch that was already fixed in the recent update, the game is completable, start to finish. Fighting Ganon in 3D was definitely fun! Thanks for this mod.
Okay, thanks for the suggestion. I'll check it out.Combine_Kegan wrote:Not the art, but if I were you, I'd look at how I did the subweapons and tools.
Yes! The current bug fixes have made it super close now with the working money making games. Be careful of the old hermits who make you pay for the new doors.ChrisHighwind wrote:I found this TC today, and it's amazing! Sure, I get hit more often than the original game due to Doom's melee combat usually being intended as a last resort so I don't really know the hitboxes, but that's more of a me thing, and this definitely fills a void left by me not having the money to participate in the Metroid Dread launch with everyone else on the Internet. I look forward to seeing what else will be added to this!
StroggVorbis wrote:Gonna be a while until I can play this, really hope this doesn't get shot down. Big N and DMCA go together like flies on a pile of shit. Hoping to see ALttP in GZDoom someday in the future as well :3