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Lumenoth

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A member registered Jun 06, 2020 · View creator page →

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Ah. Those mods should be able to work together. The bullet weapons won't gib enemies as they have the +NOEXTREMEDEATH flag set to them. They will still be gibbed by other effects such as the Super Rifle, barrel explosions and punched bombs.

I might release an update for Virtua Crisis that reinstates the flag for the Drake Shotgun and the Sidewinder SMG. Thanks for pointing this out!

Hey there. What exactly is the problem specifically? Are you getting an error message, or are the enemies just not being replaced? I just tested it in GZDoom 4.11.3 with no other mods loaded and can't find any problems.

Are you running GZDoom with any mods that replace monsters or change their behaviour? If so, it may be overwriting the mod's code, making it not work. Currently the mod is limited to working with stock Doom 2 enemies until I can find a way to replace them universally.

In the current version (v2) the Plasma Rifle's reflecting shots can cause a crash to desktop in GZDoom 4.11.3 under certain circumstances. This will be addressed for the next version.

Very nice artstyle and punchy weapons. Demo level was pretty linear, and weapons didn't feel all that varied from one another. Got through the levels on most skill levels just relying on the plasma gun. Enemies on Hard skill and up are too spongy and deal too much damage. Scaling enemy health and damage makes the game more of a frustrating slog than a challenge. You may want to reduce the recoil on the rifle by about half, its low damage and recoil makes it inferior to the plasma gun. Still, a very promising first concept - hope to see more varied levels and challenges. 

That may be too much to add into the game, but perhaps I'll make some official artwork of that, if I have the time. :)