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Skelegant

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A member registered Apr 15, 2023 · View creator page →

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Done! Ended up being way easier than I thought it'd be lol

I may have figured out a way to do that, haven't had a chance to get it in there as it'll take a fair bit of doing, but hopefully that'll be part of the next update lol

That'd be ideal but unfortunately not possible with dehacked,  removing the a_refire state is what makes those pistols accurate, but in this mod it's what provides the reloading function. Only way around that would be to use Decohack, which I'm still in the process of getting my head around lol

Glad you had fun! Love that thumbnail lol

Might pay to try reinstalling, that sounds like a borked program to me.

Did you install Nugget Doom via the installer? If it runs fine on its own I'd just suggest dragging the mods onto the icon, that works fine for beginners.

You'd need to mod it in via +EXTREMEDEATH puffs and ranged attacks, it'd be more trouble than it's worth lol
What difficulties are you having with Nugget Doom?

Nah i mean like, remove the screenshot with my mod and use one of your own cuz as it is it's false advertising, see

Hey, I don't appreciate that you're using my OHM mod in the screenshots without credits there, would you post some screenshots without it, or maybe with one of your own mods?

Nice work on those animations!

What, gorenuggets or bloodsplat? I should think blood puddles would be generic enough that they'd work with any iwad lol

Are you using Nugget Doom? There's a setting you'll need to change for that to happen, I think it's in the Weapons menu section.
Unfortunately with the way Doom's gibbing code works, you won't see a lot of the higher tier monster gibs without Nugget Doom's force gib feature (or by setting the bfg ball damage to around 10,000)
It's a real shame Doom's SSG, zerk fist and chainsaw don't gib by default though, few things are as frustrating as slapping an imp while berserked and watching him limply fall over instead of exploding into a pile of ex-imp lol

That is very much out of my scope, but a cool idea nonetheless! I didn't realize Nugget has voxel support, that's some arcane magicks right there lol

Just delete the player sprites, sounds and mugshots and the vanilla ones will replace em

That shocktrooper death thingy was SO cool huh, gives some much-needed visual distinction between them and the other humanoid enemies.

Just a fun assortment in general really, would be nice to see more mapsets do that in future.

I agree, there's a fun balance of risk and reward with those new weapons. I kinda wanna try the calamity blade in Plutonia's map 32 lol

That's certainly an option, might look into that at some point!
(sorry if you get duplicate replies, Itch ate my first reply lol)

I'm not sure, that's a biiiiig additional workload lol
HOWEVER it would be fun to target my personal favorite megawads like Revolution, haven't seen that one get much mod-related love yet

Well mostly because I enjoy working with dehacked, but also cuz I want my work to be playable on more than one port, sticking with decorate kinda trapped my work on gzdoom and I ain't about that lol
Decohack is looking very promising though, works on many systems/ports and allows for a ton of extra functionality.

Already made two of those, Extinction Warrior for Valiant and Aphrodite for Auger;Zenith

I did try that early on in the mod's development but it was too "strobe-y" for my liking, didn't wanna give anyone a seizure. Your comparison to the chaingun does give me an idea to work around that though, might try that later. Thanks for the feedback!

For GOODNESS sake I am SUCH a ditz lmao thank you so much for mentioning this, I know exactly why that's happening and it's such an easy fix too, totally a "human error" this one lol
Uploaded a fix and should be working fine now!

Thank you!

CBlood you say? I gotta try that out, thank you for the recommendation! I bet it'll go perfectly with pvt. stone lol

Nah fella there's just too much up in the air with that whole situation, the mod section of that site seems to be barely moderated at this point in time and I don't know if I'd be able to update work I post, like what level of control I'd have over my own work kinda thing. Maybe sometime in future?

Oh I should totally add an f1 screen, good call! I added one to Echidna but never thought to do the same here for some reason.
I'm not sure how many other mods the kickable props work with as most of the functionality is in Stone's kick itself (which is why it works with any monster pack) BUT I know for sure the props add-on works with Echidna at least.

Glad you're enjoying, thank you for the feedback! (also thanks for the earlier comment on GD_Echidna, forgot to reply cuz i'm a goofus)

It is, I added an automatic night vis thingy that triggers when you're in a dark enough area, which rendered the light amp obsolete. The green level 2 armor is indeed functionally the same as blue, but it has a 100% chance to spawn a cigar to make it worthwhile to seek out lol

Glad you're enjoying it! If you beat a map with 100% kills you are rewarded with a backpack/ammo, maybe you got one this way before finding one spawning naturally? Let me know if it happens again and I'll get it sorted.

I appreciate the kind words! V4's done, autoaim is working now along with some extra iwad compatibility stuff.

Well ain't that a heck of a thing, I disabled that while playtesting and I guess forgot to enable it again! I'll get that sorted for you, check back in a couple hours (gonna take the opportunity to make a few other QoL tweaks too lol)