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Reactorcore

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A member registered Dec 08, 2019 · View creator page →

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I've added a download for a much better version of this mod (jp-mobility-JumpStarted-1.1.pk3) that lets you tweak jump height and has more settings. It doesn't have hop-jumps or such, but its the next best thing.

(1 edit)

Whats new in v1.1?

EDIT: nvm, I saw the zdoom forum post:

v1.1: Gore Toggle settings + Enemy Status Effects + 2 new monsters + Tier V Cyberdemon changes

Theres no way to know, its all mixed from over a hundred sources. Its been over ten years since I collected them and I don't even remember the sites, if they're even active anymore, nor if the people are even alive.

I've updated the description to make it clear that you should not use these for commercial solodev projects unless you're feeling brave.

For community modding projects, art-style inspiration for your own art, its all fine.

No, theres only the two .pk3 mod files and you must choose only one. Its only either 'get at start' or 'earn by kills'.

Always happy for more companion mods for Doom, thank you for making this!

Yes, thanks for that. I've updated this page's description too now.

Thanks for the heads up, I've now added CC0 / Public Domain as license to the description.

Public Domain - do anything you want.

"Future game updates can require a minimum operating system version."

You cuttin' windows 7 support soon? I still use that.

🎉 Just released my ElevenLabs Audio Transcriber tool!

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Stop wasting your ElevenLabs credits on slow individual uploads!

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#transcription #productivity #software #speech-to-text

Hmm I don't what else could be the cause. It was strange that your PC had that "set video mode error" since I never got that one on Windows 11 machine I tested on - it was a different error, and it got fixed by the compatiblity mode thing.

I asked Perplexity AI and it gave these suggestions you can try to get it running:
https://www.perplexity.ai/search/a-friend-of-mine-tried-to-run-4Sxf3EUcTuSWAWyTe...

(1 edit)

I tried running the game on a Windows 11 machine today and to get it to work I needed to: 

1. Right-click on the Cortex Command.exe, select 'Properties'.
2. Go to the 'Compatibility' tab and check these on:

- 'Run this program in compatibility mode for: Windows 7'
- 'Run this program as an administrator'

3. Click Apply and it should run fine this time.

I was able to play it normally without issues after doing that.

What computer/OS do you have and do you have graphics drivers correctly installed?

If you don't already have it, try installing 'vc++ redistributable':
https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-al...
or: https://www.google.com/search?client=firefox-b-e&q=vc%2B%2B+redist

>First time playing
>"Crap I keep dying all the time, this game hard"
>"Hey what does X do?"
>"Oh."
>Last run: Flawless Victory, 580 points.

Alright, tried it out with 11 action packed maps and its pretty solid fun, its "Doom vanilla arsenal but snappier with a few twists and extras". Pairs really well GunBonsai universal addon mod. Well done!

Looks awesome, I like the BFG reference to the Doom movie. I haven't played yet, but I assume it'll work like it did in the film.

The idea of an "AI candle" hilarious, I love that.

Heck yeah, I can get behind some fun ratatatatatatat action!

(1 edit)

This one?: https://www.moddb.com/games/doom-ii/addons/cookie-run-human-dark-choco-cookie-mu...

Yeah I can do that, it looks cool! Thanks for recommending it!


EDIT: Done, added along with 2 other ones too:
https://reactorcore.itch.io/mugshot-hud-addon-collection/devlog/918885/3-new-mug...

Thanks, it tooks hilariously long to compile and curate the lists.

This mod looks really cool. I've currently got an enormous backlog before I get to this, but its definitely on my list to try at some point!

Bueno! I'm always happy to see another blood/gore mod for doom!

Prove it.

Had a blast playing with this through an intense series of Oblige 7.50 levels packed full of monsters. I went with the included UV+Fast and it was a speedy exciting challenge that felt fair given the powerful arsenal of this mod.

Overall I feel like I'm playing as a Judge Dread themed badass with almost mech-tier weaponry. I love the chaingun, rocketlauncher, plasma gun the most, they felt fun to use and were fairly versatile. The shotgun's rate of fire felt a bit lacking in comparison to the other weapons so I left it mostly unused. The supershotty was kinda ok but I didn't like the timing system to fire it twice with primary fire, felt more of an annoyance to me. BFG is a special case where it takes quite a long time to charge up and fire, so its actually better to use the plasma rifle when needing to quickly dispatch an ambush in an emergency meanwhile the BFG is best reserved as boss-kill alpha strike weapon. 

Fists are great with extended range and better power. The wacky chainsaw replacement was pretty hilarious when I first picked it up, I legit went "wtf is this lmao", though on UVFast I didn't get much opportunity to use it or I would've been destroyed too quickly.

Its a great mod and feels fun to play. Personally, I'd vote for a boost for the pistol, shotgun and supershotty to make them more rapid and powerful comparable with the rest of the arsenal. ⭐⭐⭐⭐

I went to check out Eraser and had a great blast playing through it, amazing map, amazing art and atmosphere. The weapons felt excellent to play with. If running on GZDoom, using Gun Bonsai with these makes these guns even more fun.

Exactly, that is correct. This pack is for prototyping, modding, experiments, inspiration, remixing.

Its currently a secret but hopefully I'll get it finished by this month or the next one. It'll be pretty cool for content creation, ideas and a whole lot more.

No no, the xBRZ isn't the right tool for upscaling these images.

You'll need to use XnConvert (free) to mass resize smooth images:

1. Get XnConvert: https://www.xnview.com/en/xnconvert/

2. Drag n drop you images into it.

3. In the 'Actions' tab, find the Add Actions>Image>Resize. Choose settings.

4. Check the 'Output' tab set up where to send the files, what format, etc.

5. Press 'Convert' button and it should be done.


Its worth mention that this process isn't perfect (it works somewhat but might result in some blurryness or artifacts). The future upcoming big overhaul of this pack will change this by making the default texture sizes to be natively 1024x1024 resolution.

This will take some time to complete and I don't have an estimate for it yet. Maybe month or two +/-.

Yep, it gave a pretty good result!

True that, this isn't suitable program for that. This is better for hard-edge images.

For soft-edge images, you'll need to use XnConvert (free) to mass resize smooth images:
1. Get XnConvert: https://www.xnview.com/en/xnconvert/
2. Drag n drop you images into it.
3. In the 'Actions' tab, find the Add Actions>Image>Resize. Choose settings.
4. Check the 'Output' tab set up where to send the files, what format, etc.
5. Press 'Convert' button and it should be done.

(1 edit)

Ok I did the fixes and created new pure white versions of all the textures. Is this what you needed? (see the main post, download v1.1, check out the new three screenshots lower in the page.)

Hmm so I understand the ones in the Transparent Versions folder should all be pure white without any grayscale or black/dark tones? Just pure white and transparency?

Yeah I think I can do that.

I will look into this, I'm actually planning on majorly overhaul this pack after I'm done working on another project that will make it possible.

I'll see about making a hotfix for those issue sooner though.

Poggers

This is a series of game design articles. They more on the advanced and mature side of topics that dive much deeper into the idea of creating a truly Infinite Game - as in something that feels like your typical epic narrative driven 10 hour campaign experience, but having an infinite metagame that keeps the experience going without the game resetting after you’ve reached a what is commonly known as “end game”.

These articles give you hints on how to surpass that limit and go beyond.

Games Are Need Satisfiers

https://docs.google.com/document/d/1JIuPw_kcbazTQX1hFxcadtWpvKi5tzdFKAS_UhCwihE

Throwaway Games Are Band-Aid Approach

https://docs.google.com/document/d/1c9wKcBRcRfTSqCB--S1Ku8srhI4WFAG3_7iQLclssh0

Future Of Games, The Next Big Innovation

https://docs.google.com/document/d/12SoeTeaHkPPd9xF9koa4G1LZdSMrX9kd4jV7LkeoZhU

My View On The Universe, Life And Death (Part 1)

https://docs.google.com/document/d/1mmytZ3GTENHpmYsCf74dMeJPNXCBrzIKKCXzSTLbBMw

My View On The Universe, Life And Death (Part 2)

https://docs.google.com/document/d/1x7K3maoEju4YL5KN4Av8ikxqzmlTvhmxetZgw8bt3Io

Forking Drives Innovation, Not Competition!

https://docs.google.com/document/d/1K9nu-s3mb8hqjHGBMGRPHWUutynIX_O45VIlfRX8-no

Why I Don't Play Competitive Human Vs Human Games Anymore

https://docs.google.com/document/d/1AEL4GWYjHf8qOK0p_JG7hN2RIB0ogGXMOgNWE4psDfs

How To Get Started As A Complete Beginner In Game Development

https://docs.google.com/document/d/1su-KoRru0D2uiuaYyQ4Acu_o_uGY4TfV2Nx3LYYHAkU

How To Grow As A Game Designer. My Story and Biggest Epiphanies

https://docs.google.com/document/d/1Uc7p3GZabPU6zD24DEFf0Yu_BF8AB6_7BkHGVElCiIw

What Really Is a Game Designer And How To Master This Skill

https://docs.google.com/document/d/1qYeWOujm45B-8S0Ib6_1VmpAfSoi6UmBtcJ8O2nA46Y

Evolution of a Game Designer According to Common Knowledge, Which Isn’t Always Correct Knowledge.

https://docs.google.com/document/d/1WN99UKFgOvpaV5rKrm6XxGV005jEzthKMtxwMd78VnI

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https://docs.google.com/document/d/1X46PJP9A6mNVZ4EZVNa80UCmH51aEBJ2jvXm51VBMBQ

Scope Creep Is Not An Enemy, You're Just Incompetent and Inexperienced

https://docs.google.com/document/d/1dUnMhvgPTFoPFwaomh2T-dLzVyq59Deu_0r3MzPFXCI

How To Contextualize Narrative Within Infinite Metagames: Player-Run Services

https://docs.google.com/document/d/1MChlMPPABmEWdCfb-QRcsQcHiYoCithIXVCHAD5FgPI

Where Does Meaning or Motivation Come From In a Video Game? How To Make a Game Worth Playing?

https://docs.google.com/document/d/1AYFUbO3hmwBmdKqWFoU1ACUezfcruUkU_r-x3pQrDUA

How To Set Up Pacing, Difficulty, And Progression Within An Infinite Metagame

https://docs.google.com/document/d/1qfdoKELsKZFnnuKf1vBz0xZ28GMzNjvJnATPgpe5fr0

GUEST ARTICLE - Exploitative Game Design: Beyond the F2P Debate

https://docs.google.com/document/d/1tuL7hozHmT_5BlOeiu-lny7CWGfpWMf5zY2nHYk0t1U

GUEST ARTICLE - Loopholes in Game Design

https://docs.google.com/document/d/1IfTJ38En4kQdV1wsF8WGel_noOwAzZ0bkaPREabJn8Q

Luck.
In the code, they all have an equal spawn chance:

actor BrutalFriend : RandomSpawner

{

    DropItem "FriendMarine1"

    DropItem "FriendMarine2"

    DropItem "FriendMarine3"

    DropItem "FriendMarine4"

    DropItem "FriendMarine5"

    DropItem "FriendDog"

    DropItem "Sentrybot"

}

Mod looks cool, I've downloaded it! I love the health pickups replaced to be milk.

While downloading, itch.io flagged this page mistakenly as "quarantined" with a big warning that may discourage people from downloading it, saying there is "activity from brazil" and that there have been "try my game" type of scams going around. Its a false alarm, this mod is legit if anyone else runs into the same scare. 👍

Almost 1 GB is still too big. 100 MB ballpark would be more tolerable to download. Preferably less unless there's huge amounts of content.

If there's audio, converting it to .ogg format can help massively. This can be done easily using the free FreAC software.

Some feedback after playing:

  • game concept is great, I definitely want to see more of it.
  • the art is nice and clean, I like main character too. The backgrounds are ok, though I think they should work as establishing shots that introduce a larger and space but rapidly transition to a more local focused thing afterwards. The library was a good example of this, while the restaurant/home/workplaces could have used this.
  • definitely you gotta find a way to massively cut down the file size, its is waaaaaaay too massive and has no content that warrants it. This should be reduced to under 100 MB or less by any means. the 10 GB size is a major obstacle for many to download and try this, it needs to be sorted.
  • i think splitting the project into separate versions of F4F and F4M version, or just focusing on one would be greatly beneficial, to keep development more focused, especially if its causing the need for audio files to be recorded twice for each path.
  • the various hypnotic effects were neat, the dissassociation stuff and the glitchy stuff. The session at the end was a bit mid imo, mainly due to the format where it covered the whole screen with a giant spiral whereas what I would have wanted to see is having the main character be zoomed in, there'd still be a visible background and a subtle overlay vigenette layer that puts a transparent spiral over the scene. Basically I'm saying it didn't feel consistent with the rest of the game and didn't feature Her as a focal point for the viewer to latch on to mentally and become brainwashed towards.
  • a common mistake in VNs is to speak for the player character, put words into their mouth, making it feel like I have less agency and feel less immersed in playing as my character. I didn't get the genuine experience of *choosing* to give into the trance/brainwashing, which I felt was supposed to be the main selling point of the game. I think the writing and structure for how the game flows could use improvement in this regard.
  • there was also a mild typo in the first restaurant scene if you chose female and ones of the lines said "his" instead of "her".
  • The various emotive voice clips throughout didn't feel like they added much to the experience. I think better usage would be to play a spoken sentence during transitions that nudges the player towards a specific thought/direction, either as to prep them into the right mindset for the next scene or to slowly build up tension/relaxation towards an upcoming deeper hypnosis session during a specific later moment in the game.

Keep working on this passion project, I think it has potential though some reworking of its design and standardization could have a great impact on improving it from something that is good to something that is excellent.

9... 9.5 GB!!

Ah crap, thats gonna take a while to download. I hope there could be a lighter solution for future projects. I love the premise and idea of the project so I'm still compelled to download and try it, but dang that filesize is astronomical.