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Comment History  (0 - 30 of 565)
TwinBeast
TwinBeast - - 565 comments @ Hell Denizen

Maybe I continue Blaze, CyberShade or TigerCake after Hell Denizen is complete. Though using some stuff from my older projects in this.

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ Hell Denizen

Changed the story a little...

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Hell Denizen

It was great to notice Hell Denizen got into the Top 100 in the Indie of the Year 2022 competition, thanks to everyone who voted :D

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Hell Denizen: Continuing

Thanks :) There are difficulty settings, which alter the amount of monsters and other stuff, like how much damage the monsters do and how often they attack. There's also a super easy setting that makes the monsters move extremely slow, so a player who has never played any game before could start with that. There's also a super hard difficulty for very skilled players.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Hell Denizen: Gantlet

Guess I've been very deep in development hell. Really want to get this game done. Probably the only thing that could prevent that from happening (anytime soon) is getting that full time job.

Good karma+4 votes
TwinBeast
TwinBeast - - 565 comments @ Hell Denizen: Vengeful Entry

Ideally I want to sell it, but not going to be too expensive, exact price is to be deciced later.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ CyberShade

Thanks... I hope so :)

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ Plasma Rifle Left

If using the centered position, the third person model use the previous right or left position for the weapon.

If using the chase camera and have the camera off the center, the off center gets flipped with weapon flipping. But maybe this camera flipping should be optional.. may be somewhat disorienting.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Some new stuff

The completely black polygons in player's arms/weapons should have been yellow. Some issue with the MD3 exporter for Blender. Apparently it doesn't like the way I've set up how the weapons are attached to the arms.

I've fixed it...

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ ROOM

It's been a while, but if I remember correctly, the bullet does 128 damage.. but you need to get gibbed to trigger the room exit.. and to gib player in Doom, you need to have negative health less than -100.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Player Mech

I was thinking player gets to choose the vehicle at the start of every mission or something like that.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Move Modes

Thanks. Done some combat testing now too. Both modes feel useful and survival rate seems to be higher when using both modes.

And forgot to mention in the description, the Tank Mode also got the "circle strafe around enemy" feature. In liquids the Tank Mode can move like the Flight Mode, but it's still slower.

And also removed the get damage from bumping too hard into walls/enemies. The earlier bump code was kind of oversensitive, and new bump code was only able to detect quick impacts properly.. but trying to slide along a surface or flying away from the surface also triggered it.. uh-huh...

Yea, and there should be some surface sliding enemies too, and maybe some that could change their movement mode like player.

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ cd flight

Maybe I continue the alien shooter some time, though it's possible it would use a minimalistic style like this. For now I'll try to get this flight game done, at least it has progressed further than the alien shooter...

Plus it seems this flight game is more challenging. It took me at least 10 tries (without saving) to complete the level shown in the video. With the alien shooter I could record multiple (complete) playthroughs just to find the one with the most interesting combat events...

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Ammo Items

The new look is something I used with some Doom model/texture pack I was making at the start of the summer. It was pretty fun and fast. I was able to replace all weapons, all items, some monsters and some decorations in just a couple weeks, plus also did some textures, sounds for the weapons and few levels.

As I keep changing stuff every few months, because of getting bored or whatever.. maybe with this kind of simple style I can get it done before I want to change it again.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Gameplay Gifs

Looks very action packed! :D

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ AutoCannon

Probably all weapons could heat some. They could all use one heat counter, so if one weapon overheated, you can't fire other weapons either. Or each weapon has own heat counters, though you only see the currently selected weapon's heat.

Missiles/etc don't generate any heat. So you could fire them while the Main Weapon is heated.

Being in lava could generate heat, and if missiles/etc can be destroyed with damage.. well, then lava is a very bad place to be, as your craft would heat up, get damaged, and your missiles would explode before hitting the enemies.

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ In Water

Also it seems that the view models are clipped by everything.. if player's view offset was close to the floor, the view model might get clipped by the floor.

They get clipped with enemies/etc, so if I put the big sword back into this, it could actually look cutting the enemies, instead of being waved in front of them, never even touching. But maybe swords fit better for some other game...

GLQuake kinda does it too, but not as well as software.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ 256 palette shader

Thanks. Though, I quite liked the high contrast look in the 16 color palette.

This 256 shader also does a lot of those "zebra" artifacts, like seen on the shoulder pad thing on the left. More artifacts when texture filter is on. And looks kind of annoying when it's in motion.

Maybe I'll use 32 colors to keep the high contrast look, but have a bit more shades and colors than with 16 colors.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Blaze

I ran the "Random Mission Testing" video/demo with timedemo with 4 different GLSL shader settings on my laptop and old computer. I used 1280x720 resolution on both computers, and water reflections/refractions were disabled.

Laptop Results, min/avg/max fps:
No GLSL shader: 137 260 605
16 color shader: 136 259 518
32 color shader: 136 247 514
Posterize shader: 139 264 571

Old Computer Results, min/avg/max fps:
No GLSL shader: 94 200 486
16 color shader: 92 173 387
32 color shader: 69 138 387
Posterize shader: 95 198 474

The laptop was kinda high-end laptop 4 years ago, and the old computer was some medium/high-end some 8-10 years ago. Trying to play with older than that is probably not going to work smooth.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ New Screenshots

Mission: Find the alien...

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Random Mission Testing

The first mission in the video has a palette swap, though the nightvision mode also swaps the palette. The other palette is still just 16 colors. This way some levels could have violet and different tint on the grey. It could be something to set into the levels or randomized.

Player got a portable medikit, but it doesn't have any model yet.. just needed to add some medikit function already.

The weapons don't have animated parts or muzzle flashes yet. I'll do them some time later...

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ Random Light Testing

The ambient sounds are also randomized a bit. Each ambient sound entity has a list of sounds it can play.

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ Reflections?

If the water is brush entity, and has transparency/alpha, then the framerates drop a lot with the RT lights (both world/dlight).

The water can have transparency/alpha without the reflections, and with RT lights without framerate drops. Just needs to have transparency in the texture. Though then the texture can't be paletted (and I kinda wanted them paletted).

Also brush entities with liquid content crash the game if it's Q1BSP and a Shambler size entity touches it. This level in is Q1BSP...

I'm thinking I'd use the Q1BSP for less hassle with lighting.. lightstyles don't need to be RT lights. And I just thought that I could use the lightstyles to switch some of the lighting randomly on/off: like have day/night cycle, or some other light changes.

There's total 27 RT lights in the level, and there's probably always at least 10 of them visible, which is maybe a bit too much. Open areas with lots of little lights don't work so well with RT lighting. Have to cut way too many of them away or make them not cast shadows.

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ Aliens

Yea, sure, I had some little flying insect looking alien model somewhere.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Blaze

Abuse is one my favourite games.. and one of the main inspiration sources for this.

Good karma+3 votes
TwinBeast
TwinBeast - - 565 comments @ Dither Test

It's a bit both, and it's simpler to make the graphics when there's a pretty limited set of colors available.

And maybe I use the (currently automatic) resolution scaling to scale it to 640x400 (or 360, 480). Like the Doom version had this resolution. Though if it should mimic some old VGA modes, then at 640x400 there can only be 16 colors... En.wikipedia.org

I've also chosen the colors to the palettes using VGA limit of 6 bits for each Red, Green and Blue channel.

I guess I could use the VGA limits on both the resolution and colors. The 16 color palette is about complete.

Turning texture filtering on, can make the dithering rounder, so it doesn't feel so sharp on the eyes.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Back to DarkPlaces?

Initial test on this shows I could load multiple map bsp into one level, they have collision and lighting properly.. could even rotate these. But none of the entities from the extra maps spawn. This wouldn't be big problem for players and enemies, but what about doors, elevators, buttons, triggers.. can't just randomly spawn these.

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ Back to DarkPlaces?

It would be nice if it was possible to load multiple maps into one level. Like have a 4x4 grid, and each grid block would be a random map. I wonder if this would work in DP.

Good karma+2 votes
TwinBeast
TwinBeast - - 565 comments @ Back to DarkPlaces?

The palette filter should be on, disabling it is a cheat.

Texture filtering settings are changeable. Used a cvar to make changing it easier.

Don't know yet about the low video resolution scaling. It would definitely fit the graphics style, but it makes it difficult to see far.

Good karma+1 vote
TwinBeast
TwinBeast - - 565 comments @ Back to DarkPlaces?

I thought to use some randomized maps/missions. Player buys stuff in the Start level, select mission from a list. The level for the mission is selected randomly. Player's spawn point, enemies spawns etc would be randomized. Complete/abort/fail mission, and player returns back to the Start level.

Enough missions complete: final mission available. Complete the final mission and player wins the game.

Good karma+2 votes