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(6 edits) (+1)

1-2. Yeah, I know Doom 2 doesn't have enemies yet lol, the bug was just that the recolors for some reason weren't working correctly (not like it'll matter next update probably but yeah) though idk how this relates to doom 1 as the things missing when I looked in the console were not doom 2 enemy corpses, so I personally just see it as there's no textures in it, or maybe this is a Freedoom issue as I was using freedoom at the time of the first bug...hmm that would be pretty odd... (ok, now that I check this, it might not be a sprite or freedoom issue, but rather a "this didn't exist in doom 1 so they don't have textures or anything in them" issue... so yeah it might be just fair to ignore this whole thing, you're right XD)

3.  Yeah I noticed that the bots didn't work on GZdoom for some reason but I'll make sure to figure out what ZCajun is so I can do that on GZdoom XD

4.  I see, that's probably why they don't despawn, totally not gonna trigger me every time I'm on the testing map still XD

5.  Could've been a little more obvious I will say because personally it feels just like the colors were rendered wrong, when it feels like it would be more logical if they were like difference species of the same animal, but I won't continue on that part.

6. Yeah I usually do that anyway because I don't like when sprites clip XD

7. Fair, pretty sure the whole imp thing at the moment is pretty buggy... imps generally floating on air like they're on a wall

8. Yea, this was personally just me not remembering to update Zandronum aaaa (i didn't even know it updated)

9. PFF

Yeah, I will make sure to post more if I find any, I care about gameplay in mods a lot after all XD

Should've noted that some of these bugs only count in GZDOOM and others only in Zandronum... so yeah that'll totally not get confusing...

though I guess if it is an issue, I don't know why the sleeping and hanging marines don't have different colors in Zandronum while they do in GZDoom, but I assume this is a Zandronum's limited code issue...

OH YEAH and uh another person on this same post found an issue with the super shotgun, where the opening sound doesn't play for some reason... it's probably likely just an oversight, but y'know just letting ya know.

https://mega.nz/file/yAMjhKzS#FhMK5ui8bGE6CHDlUpixz5hSV17amNDh2-BNjIvSu5c

I think I found a bug, idk, could also just generally be an unfortunate limit of Zandronum. but uh, when the bfg hits a wall the effect of it hitting the wall is only in one shape when the mark left isn't the same shape, which is odd but I assume personally it's a limit of doom's code.

oh yeah and if you have any opinions on the suggestions/ideas feel free to say them lol, you are the programmer, would love to see your opinion on them.

oh yeah and as a personal thing, the collapsing animation of the foxes feel a bit slow, the dog does it well but the fox feels like they're a bit too slow, especially considering it's a gib animation.