i completed most of what i originally planned, now i am moving forward to throwing in the stuff that would really make it feel right to me
Find the keys to escape from the Maze of the Dead.
A tribute to Sinclair ZX Spectrum games
linhat -> nanosity -> Pilot Ixen
pilot ixen is the full name of my moth character. ix for short.
idk if im making this change permanent or not but for now it is how it is
as for any new posts uhh thats debatable
life is busy and so is life etc etc
i have game maker standard (legitimate and not pirated!!!!!) with all the tutorials with it so i need to go through that at some time and do some things with that becaause its cool
the thing i was working on may be continued at some point maybe, but its doubtful as i just dont have inspiration for klikwrecks at the moment. more interest in making serious games more than anything else right now and its just a case of me getting off my ass and learning things (esp. lua)
other than that nothing else to say apart from i should probably mention that i do not use he/him type pronouns anymore i use they/them and if u could use those when referring to me that would be ~PERFECT~ *w*
see u~
Press Z to destroy red and X to destroy blue! The points given for destruction will increase as they move farther down the screen!
so I'm working on my big game and decided to play some of the older FPS games for research
to see if I missed anything now that I'm old and everything
and I feel Doom3 is a good fit for this site - despite having the best graphics of it's time
the games combat is a complete trainwreck
I feel it's important to see what makes a game a total trainwreck
so we can learn from the mistakes when make our own games
and make entirely different mistakes..
which possibly other people can learn from
and make pointless blogposts about
anyway this is not a review -- just some notes I wrote:
strangely enough in BFG edition they decided to give more ambient
to the game -- which kind of ruined the one aspect
many people loved (just fixing the flashlight would have been enough)
anyway I decided to play through the original instead with a source port (dhewm3)
you can get pickups from little password protected vaults
and you supposed to get the passwords by listening to audio logs
and reading emails of PDAs you collect
of course on a second playthrough you probably don't remember these
and don't feel like listening to them again
not to mention some codes were tied to - now defunct - websites
so nearly everyone just ended up using the codes from walkthroughs
which is kind of a reminder to times when people had to look up
copy protection from manuals
PDAs seem to be like an amusing idea - but they replaced the colored keys
probably to be more realistic
they are realistically put on the floor so they are hard to see
now this is confusing so they made up for it by you only
need to get close to them to pick them up
and there is usually only a single locked door
the shotgun spreads bullets all around the corridor - to fill them
with one of the ugliest decals I ever seen
the lost souls (including the improved ones in resurrection of evil)
disappear in the most unceremonious way possible
(in a smoke poof so small you can hardly see it)
they found the most annoying pistol sound one possibly can
(you feel truly in hell after every reload )
many enemies don't react to hitting you at all
zombies do a little animation - without losing any momentum
possessed soldiers just keep shooting at you
and they dissolve into atoms with one shotgun shot
and every time they brain appears intact and falls on the floor
technical note: they still used the quake1 map format for the bsp levels
it's built into the game exe but it's pretty much just a radiant editor
this game is a technical marvel in more ways than one - I mean
for this clunky editor even making a single empty room is a challenge
people who make levels for id engine games are truly a hardcore bunch
the enemy design is the least of the problems with this game
yet the sequels seem to have this idea that the problem
was that they didn't look enough like their original counterparts from 1 and 2
in the end even with the plastic look the game still looks really good today
yeah
WARNING: I have posted the mirror to the game link because i have slow internet, don't kill me for that plz.
Finally, the game has arrived, with awesome features like:
: Over 60+ cutscenes!
: Over 300+ frames made!
: Improvered gameplay!
: A crossover!
: Long storyline!
: Spoofs!
: Inspiring SHPDMBGWL4 (kinda) and Black Squirrel!
Guide Mozart in a world of randomness and a nonsense adventure, with characters seen in the Klik n Play series and even the other games made with the clickteam games, minigames, best moments, friends to save, etc.
Version 1.2 adds the following features:
-Easier versions of: Level 4-3, Level 8-2, Level 8-3, Level 9-1, Level 14-1, Level 14-3, Level 15, Level 16-1, Level 16-2, Level 16-3
-Removed Mode 7 Ex object to make the lag gone.
Here's a Doom WAD I made one day in 2013 and then abandoned for almost exactly 6 years. The other day I remembered it existed, dug it out of a dusty old backup of a long-dead laptop, and cleaned it up a bit.
LUMBERJACK.WAD: You are in an open space filled with trees. Somewhere there is a chainsaw. You can use it to cut the trees down.
TREEPUNCHER.WAD: Inspired by an earlier, buggy version of the same level, it's basically the same except you can also destroy trees by punching them.
Requires a ZDoom-compatible source port (such as gzdoom) and DOOM2.WAD as a base. (I used zdoom to develop it originally, because it was 2013.) It'll also work with Freedoom Phase 2 but it just doesn't feel the same.
I feel like it's appropriate to submit to The Great Resurrection Game Jam more than a year late?
This flickgame is based on a real Celtic Cross reading that I did for myself. I'd be delighted to hear everyone's interpretations; I know I have a couple of my own.