Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

DevilBlackDeath

60
Posts
6
Followers
5
Following
A member registered Jun 27, 2018 · View creator page →

Creator of

Recent community posts

Ah well that would be because I mistyped xD I meant I wouldn't mind seeing a project with your visual style and gameplay style join the long line of GZDoom-based commercial projects ;)

As for Resisto he can take a hit before dying when grabbing the big treasures right ? I did some other testing, and even in the first map, without picking up anything, it happens. That's really weird but as I said, I don't mind it that much !

That's ok, didn't know that was a known issue ;) That's indeed a weird one. I'll try to give a look at Mayhem 17's WAD, see if they have any custom entities in there (beyond the custom enemies. But I'll probably play Revoltte on that mappack and keep Resisto for other packs :)

In all cases, with the wave of GZDoom's based paid games that are upcoming I wouldn't mean seeing your visual and gameplay style join the fray !

Hey,
I love Revel Rumble and recently started playing with Super MAYhem 17 and I started to think it felt a bit too easy. After testing, it seems for some reason Resisto is basically immortal in this mappack. When in a critical state, any further hits will just put you back in the temporary invincibility state. Then, when this fades and you take another hit, you just go back to temporary invincibility again, never dying. This doesn't happen with any other mappack, using the same settings, so this is clearly the megawad's fault (maybe something to do with the hit feedback that it includes ?). Is there anything I can do to fix it ?

Thanks in advance !

Ahah then I was lucky to see it :) Yeah overall that'd be a nice touch ! ;)

Don't know if that's new to specifically that version but I feel the dash ( "-" ) next to Damage, Health and Super is confusing. I feel like it's probably meant to denote a list but it looks like a "minus" instead, as in "Health removed", "Less damage".

My ideas for solving it :

- Make the list appear left with the dash to the left

- Make the list a collection of icons that appear at the bottom left (aking to where weapon selection is shown in tradition FPSs) (maybe some colored squares looking like SMB3 color blocks with a heart for health, fireball for damage, mushroom for super) with maybe the box getting smaller and hiding the text but the icons lingering and staying in the corner as long as you got those

The second idea is obviously a lot more work and was just an idea I wanted to share about how I'd love to see it was it an official release, so I don't expect you to actually put in that much work for such a minor feature !

Oh that's really cool :) Definitely gonna check it out and buy it then :) Is it gonna be an itch-only release or there's plans for GoG/Steam/others ?

A small part of me hopes someone at some point ports GZDoom to the Switch so that GZDoom-based games meet their deserved success but tells me it's probably a gargantuan task ! At least to make it a commercially available solution I mean cause it already exists for modded Switch.

Looks amazing. I loved every second of Snap Episode 1 and can't wait to try out the sequel ! Honestly I'd pay money for it. There's a ton of GZDoom game being released recently and soon so that could be a consideration. In all cases, best of luck with all your endeavours, Snap and otherwise ! :)

I've said it in the past but I'd absolutely love to see you taking a shot at a commercial project using this base ! Maybe even a roguelite if making a fully authored game is too much ! But just overall a FPS platformer using powerups and the jump on enemies mechanic ;)

Can't wait for that though :)

Color me interested :)

What I really want to see of this is a full commercial project sincerely ! I'm really fine with that leaving the realm of Mario (though I guess keeping those colorful stylized graphics is a must, especially considering the experience you must have acquired from this project) !

Well thanks a lot to you :) As I said in the credits wouldn't have been able to do it without your mod as a base ! ZScript always seemed easy but so badly documented I didn't bother getting into it. This actually taught me a lot and forced me to look at the ZScript part of GZD's github.

Actually if you're interested in similarly styled minimods I also made another one based off a user request that use roughly the same base system (EventHandler though this one is Static) to let you keep your inventory and weapons after a Death Exit :

https://forum.zdoom.org/viewtopic.php?f=43&t=71364

In all cases thanks for being understanding. Always glad to have positive exchanges on the internet :)

Hey just wanted to let you know I did some further improvements, you can check out the changelogs :

https://forum.zdoom.org/viewtopic.php?f=43&t=71333


You're free to post them here (or link to it if you prefer). I'm about to post a new update actually ;) Hope that's all ok with you ! In the upcoming days I think I'll attempt adding a manual exclusion list (though it will probably harder than initially thought but that should make it a one-size-fits-all kind of pistol start mod !)

Hey,  sorry, just did a small update again :

https://www.mediafire.com/file/6daj6pukzppc30u/pistolstart.zip/file

I used a while loop which, while it shouldn't loop infinitely, could very well have looped infinitely if any GZD version introduced a bug. Instead I'm now using a for loop that will loop a maximum of 1000 times before automatically stopping (afaik no mod put 1000 different inventory items in the player's inventory). I also changed the health setting by a more recent ZScript function that automatically sets the health in the pawn and the info ;) If that's okay with you, I might add the ability to exclude non-weapon items and specific classes of items, so people could still play some mods without losing potential upgrades (for examples the mods, backpack upgrades and lives of Death Foretold).

(1 edit)

Hey ! This didn't work with gameplay mods making use of the UNDROPPABLE and UNTOSSABLE states for weapons and items. I created a small fix (simply a loop that goes through all the player's inventory and remove the items before clearing it like you used to to make sure ammos get removed as well). You can upload it here : https://www.mediafire.com/file/vq55pnyc5iawazw/pistolstart.rar/file

Just so you know I am uploading that as well on the ZDoom forums, I think having it on either ZDoom or DoomWorld would give it more visibility. However if you want me to take it down, or recover ownership of the forum topic, tell me. I'll warn the mods and they'll let you edit the OP so you get it back (at least I think that's how it's done, in all cases, tell me and I'll give it back to you, this is 100% your mod).

Have a good day :)

Thanks :) Yeah the jam was a short time as a solo dev and I may have underestimated the task at hand.

I am actually still working on it right now. I don't know if I'll sell the final product, but I'd like to get it to a polished proof-of-concept state ;)

Thanks :) I actually keep working on it for the moment, see where I can take it. I don't know if a commercial game will come out of it, but I'll definitely try to bring it to a point where it's playable, has at least a level, and has a decent amount of polish !

Following you in case you update it :) I could definitely see that being transformed into a commercial game, and the artstyle already kind of fits the indie market so it's really a matter of polishing and content at this point. Again, good job on it ;)

Oh thanks for clearing that up :) I use Aseprite but I didn't notice PICO-8 was one of the available palettes,  it's good to know. I assume it's to be able to paint in Aseprite to then import the graphics in PICO.

Ahah thanks :)

Ahah no problem, end of jams are often hectic, that kind of typo is not rare afaik.

Well if you have a chance to develop the concept further (be it with the duck or anything else, I'd love to see that. Balancing a Jam game is not really the most important of the polish aspects.

Glad you found it and squashed it away ;)

You're the second one to tell me that :) It was actually the plan initially to have him be in a sort of somewhat gory shooter like Conker BFD's zombie section but the admins told me it might be a bit overboard, which I totally get. May do that if I update it post jam.

Oh ok a simple checkerboard ? I assume it received some sort of filtering from the engine to have that rounded out look ! Really cool effect in all cases. I could totally see that in some sonic fan-game for water in the Green Hill Zone :P

Ahah yeah ! I actually loved the little area the cube was in

Yeah I wanted to add some sort of input to adjust that but I got neck deep in the IK and forgot :( As a result I also didn't fix the bug with gamepad camera controls ! Glad you like it :)

Cool, I will keep a look out then :)

Oh so I was almost right, it was the side sprite. Didn't even know you could export sprites created in PICO. Cheers to the team for the game :

Yeah if there's only one feature I add it will be this. I ran into complications with the IK system (and my brain :S ) which unfortunately made it impossible but everything is here for it. I have calculations to know where to shoot and there's a dedicated bone on the skeleton to know where to shoot the projectile from. There was really little to be done to have it in :(

Yeah it was pretty hard, especially with my lack of sleep from coding until 1 hour before the deadline (deadline which was at 6AM here). Most fun of the three challenges and as other have mentioned, a Wario Ware or minigames-collection game following this pattern would be cool :)

Ah interesting ! I feel like it's actually a more interesting system. And yeah in a full game it would be nice to have kind of a color wheel with some arrow pointing in the sense of strengths, but for a jam it does its job well ;)

Ahah don't worry I was pretty much the same. My brain couldn't get any work done. At the rate I was working I should have been able to code in the shooting, but nope, 5 hours before the deadline it was already 1am here and my brain was starting to get confused xD

Woooooh first try for the third minigame xD I sweated all I could but that's alright xD Fun little game, the voiceover felt like a nice touch :)

Physics were a bit wonky when on flat ground, but on slopes once you get the hang of it it's really fun. I didn't understand you could slow down at first, which really helps with 100% completion.

The dad is so creepy and a bit disturbing in his attitude :P

AHAHAHAH ! Made me laugh so hard :P

I agree with Burnadet I would have loved to see more of it. Like some of the other ideas I could definitely see a full game out of this, especially with the Cubify skill. It would really lend itself well to upgrades (new shapes, moving while cubified, squashing enemies with it, adding a propeller on one side that you could use to push in any direction you want...). Really cool concept, love it.

It's a bit barebone graphically, but it's to be expected for one man teams. You generally can only focus on a couple of aspects and the gameplay was one of those here. I can definitely see a game here by making this all a bit faster and maybe add some form of strafe jumping.

As for the controls, I'd say you should poll for the reload button only on key down and maybe have a cooldown ;) You can keep R pressed and never run out of ammo.

Nice one !

This game reminded me a lot of a bowling game I have played a bit around 2000-2005 where you could control the bowling ball to move around levels, collect stuff and strike the pins at the end. The controls were very similar to this. These type of ball physics game are always a solid win when it comes to control feelings.

In terms of graphics I'd say it's a bit high-poly for the limitation but it does look quite good.

Fun little collectathon. Some apples seemed to have colliders/physics enabled, and those remained after picking up the apples. Loved the Bob Ross character. And I think I found an easter egg in the far south-east corner, am I right ? The shiny water did look weird with the rest but I absolutely loved the effect. How did you achieve that rounded checkerboard pattern for the reflection/normals?

Oh no I actually meant I didn't see it in the final game. I see the muzzle flash hanging in the hair where the barrel should be, but no gun model. Maybe my download got corrupted.

Solid platforming mechanics. The squishing reminded me a lot of Celeste. I think some minor tweaks could be done to the platforming physics, like a tad bit more air control, and a higher terminal velocity.

The ending was pretty fun. By the way, get well ;)

Pretty fun ! It's pretty much exposing the simplicity of Pokemon's strength/weakness system (at least in the first 2 generations) that is hidden through complex words about elements and other types. You actually need a good enough memory of said strengths and weaknesses by the third battle :) And also a good usage of your wizards early on, I personally didn't level up enough one of the three and he was too weak by the third battle. I think reducing damages slightly and making the player skip a turn when switching wizard could be a plus but I'm not sure.

At first I thought the strength/weakness had to do with the complementarity of colors on the color wheel which would be a neat concept for an action game (in a turn-based game like this you would just need to have your color wheel in mind and take all your time).

For the aesthetics it's all pretty fitting to the them and limitations, I just wish the shadows weren't as obviously modern, but it takes either changing shaders or tweaking annoying Unity settings so it's fine for me ;)

¨Thanks a lot :) Yeah, even the skills I acquired doing it will be usefull. It took me a day and a half to create the model with all animations, but I started nearly from scratch in terms of the animation part. I knew about the concept of IK but not the whole leg setup in Blender, , didn't know how to setup a run and walk cycle for 3D anims and so on.

I however woke up this morning to my own dumbness and realized why the "moon jump" glitch happens. That's because I used a capsule collider. You can use a capsule collider for a platformer but it takes so much more polishing, I should have gone with a cylinder =/