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Prox-Mine-Painter

53
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A member registered Jan 11, 2022

Recent community posts

I tried this with Hexen and got this error:

OS: Windows 11 (or higher) (NT 10.0) Build 26100

    

GZDoom version g4.14.0

W_Init: Init WADfiles.

adding C:/Program Files/Gzdoom 4-14-0a/gzdoom.pk3, 689 lumps

adding C:/Program Files/Gzdoom 4-14-0a/game_support.pk3, 3308 lumps

adding ./HEXEN.WAD, 4270 lumps

adding C:/Program Files/Gzdoom 4-14-0a/game_widescreen_gfx.pk3, 214 lumps

adding RustAndBones.pk3, 1142 lumps

S_Init: Setting up sound.

I_InitSound: Initializing OpenAL

  Opened device IOpenAL Soft on Speaker (Realtek(R) Audio)

  EFX enabled

I_InitInput

I_StartupMouse

I_StartupKeyboard

I_StartupXInput

I_StartupRawPS2

I_StartupDirectInputJoystick

Vulkan device: IAMD Radeon(TM) Graphics

Vulkan device type: integrated gpu

Vulkan version: 1.3.280 (api) 2.0.302 (driver)

Max. texture size: 16384

Max. uniform buffer range: -1

Min. uniform buffer offset alignment: 16

Resolution: 1366 x 768

I_Init: Setting up machine state.

CPU speed: 2795 MHz

CPU Vendor ID: AuthenticAMD

  Name: AMD Ryzen 5 7520U with Radeon Graphics 

  Family 23 (23), Model 160, Stepping 0

  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading

V_Init: allocate screen.

ST_Init: Init startup screen.

Checking cmd-line parameters...

S_InitData: Load sound definitions.

G_ParseMapInfo: Load map definitions.

Texman.Init: Init texture manager.

IScript warning, "RustAndBones.pk3:textures.guns" line 396:

IUnknown patch 'CEYEA0' in texture 'BEYEA0'

IScript warning, "RustAndBones.pk3:textures.guns" line 402:

IUnknown patch 'CEYEB0' in texture 'BEYEB0'

IScript warning, "RustAndBones.pk3:textures.guns" line 408:

IUnknown patch 'CEYEC0' in texture 'BEYEC0'

IScript warning, "RustAndBones.pk3:textures.guns" line 414:

IUnknown patch 'MISLB0' in texture 'BEYED0'

IScript warning, "RustAndBones.pk3:textures.guns" line 420:

IUnknown patch 'MISLC0' in texture 'BEYEE0'

IScript warning, "RustAndBones.pk3:textures.guns" line 426:

IUnknown patch 'MISLD0' in texture 'BEYEF0'

Execution could not continue.

Script error, "RustAndBones.pk3:animdefs" line 27:

Bad syntax.

This has been a ton of fun. I first tried it on the big single player map Cheogsh, and it worked quite nicely there!

Funny enough I learned about the upgraded shotgun after I beat the map and began killing foes in the vanilla 02 map that came up, which got me to look for the official rust and bones page to learn about the others, a very cool touch!

I look forward to trying this in another map with fairly tough enemies.

Fun game! Simple but with a nice learning curve that helps get you up to speed on the three positions you choose from.

Good work on this!

Awesome, thanks for listening and replying, I look forward to trying out the next update!

Very cool game, but a few points:

First a bug report on ratbone, his bone can be launched outside of the dungeon walls if you throw the bone when jumping into the ceiling, leaving you unarmed. I think letting the player teleport the bone back by holding the attack button would work well to mitigate that, and it's annoying to have to hunt down the bone anyways if it travels a ways away while hunting down enemies.

Second, Rollerpig is not too interesting since you can hold the roll indefinitely. I think giving him a stamina bar that lasts for perhaps 4-5 seconds would be a fair compromise, having a recharge/cooldown once emptied of 1.5 seconds.

Swarmbug is interesting, but it has a very hard time dealing with swarms of enemies ironically, and that can be a BIG problem if you start a level with a bunch of enemies falling down a hole (Which has happened with some runs), leaving you without space to escape and breathe. I think letting the player launch bugs more forcefully as you press attack by pressing a side direction would work well, have such bugs push back enemies a tiny bit at least so you can handle a wave of foes more practically.

Nothing on the chicken, he's pretty perfect, maybe not letting the player slash as fast as they can tap the button would balance the chicken more, but it's still vulnerable enough having to deal with multiple angles at times.

Hello, after your reply clarifying the use of wands/staves, I thought over an idea of mine regarding enchanting weapons with elemental damage as a spell in the magic tree.

But my extra edit to this idea is that your use of wands/staves adds a small bonus to the enchantment, nothing great, but it would keep the use of those weapons relevant and adding a stratagem of swapping them out before or during battle to give yourself a slight elemental edge to your ranged or melee attacks.

Okay, thanks for clarifying!

Hi, I was wondering about magic, are wands like the stone wand you get early on or craft only used to add to spell damage, or do they have their own attack? Pressing attack just hits someone for metal damage, so I wasn't sure if they were just available to boost your spells from your magic skill tree.

Very cool mod with some crazy enemies, a couple of suggestions however:

The scarecrow is a bit too insane of a challenge; it depletes your health with it's spinning attack and moves too fast to boot, making it nigh impossible to kill or survive against at any rate except in vast rooms you can move around in.

The decor sprites used for the gallery can end up showing up in certain maps such as Project Ibis, appearing in place of say the chairs there or even in doorways. While that kind of map is not common, I would like to play with these monsters in that and any other maps that used decor like it does, and it's good to have this mod available to as many maps as possible at any rate, so maybe a gallery-less download would be good, if you're interested in that.

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There's a bug I encountered where the first enemy does not spawn when starting the game (And no others follow suit), I think maybe I clicked too fast after the game restarted my last loss?
Edit: I think it was when an enemy was JUST spawning and I was killed, the screen transitioned, then I tried starting it up again and nothing spawns in.

Thank you very much for the reply, it was nicely thorough.

I love playing this mod, both sides are very fun and it keeps me engaged.

I kind of wish the hellknight replacements were SLIGHTLY less agressive in their jumps, because they can quickly block off narrow areas or teleporter entrances without giving you much of a chance.

I think the enemies doesn't work with Hexen, as I loaded it with Hexen.wad with the latest Gzdoom executable, but I also had tried it with Doomrunner.

Amusingly, enemies spit out red gore you would see from spiders usually, and the beginning Ettins get the speed of the spider critters (I presume other enemies might similarly get speed changes.).

Interesting manifesto, though I'm confused as to why you bring Doom 2 into this. Doom 2 doesn't take much for it's requirements, though some mods do and some don't, so why bring Doom 2 modding in general into the title and at the end?

Especially considering the part on "Low-poly 3D environments" which depending on the old engine used could use about as much hardware power as Doom 2.

This said however, I do think mindfulness is a good idea for people making anything and optimization is important, it's also very taxing depending on the project which is a real sap for the spirit, but it's not a bad idea to start out low and small for people getting into games. I can't claim I do that as I bounce around with various programs advanced and old, but I can appreciate the experience of starting small and grow big on making things in the realm of gaming.

Kind of intriguing, got stuck on the kitty's first line of dialogue, could not continue or anything.

Got this error when loading: "Couldn't load project data at path "." "

Very cool in premise with a lot of nice design, but the proverbial rope was too tight and small for me to feel compelled to look around with so little given to me to stretch out my time. It does succeed in pressuring me to be careful, but with so much vast space to look around, I didn't feel compelled to continue when I was barely finding anything, and for what I did find, I unsure if I was even accomplishing something; were the metal structures important finds? The small glowing fish? No feedback gave me little incentive to look around for whatever I was looking for.

There is an art to giving the player little to go on, but you can do too much and make a player feel like they are wasting their time with hours going in each direction and feeling more and more frustrated with how tight their leash is.

Upgrades would help drastically, perhaps for pinging lights around the darkness, and also letting the player drop one single limited light sources (Per recharge) to act as a guidance beacon.

I honestly want to call this cool for a gamejam, but in honesty, even FOR a gamejam this is more frustrating then not.

I would love to see this developed more but with a more balanced challenge.

I can understand that, sounds like a massive pain to get through.

Thanks for such an awesome mod!

I always had a ton of fun with this mod. I'm curious if you're interested in bringing this mod into Heretic/Hexen in the future?

I enjoy the mod so far, the guns feel solid, their damage feels good, the quips are fun, and I love the polish overall!

Hexen drops could use a tweak to make flechettes into grenades rather then armor vests.

Harley feels great against human opponents but she's fun enough to bring to any fight!

Love the main menu for her and the map name displays every time you go into a new map, nice touch!

Very nice work so far. I've downloaded this from the zdoom forums and it works quite well.

The pistol reloading could use a little smoothing, but it's overall a fun mod.

I would love to play this with Ashes maps and other urban map packs.

I'm going to mix this up with Hexen for sure. Thanks for making your mods compatible with Hexen and Heretic!

Thank you!

Could we see more of the assets on this page please? I'm willing to download as it's free, but it's of benefit to developers to see if the style fits what they are looking for.

I tried dashing every direction but I ended up pushed deeper into a rock and no dashing worked.

Very cool game, though it is possible to trap yourself in the stone circle surrounding a thread if you hit the pole from the right. I think there should be an undo button to let a player get out of that if possible.

I ran into a bug on a new area where a little bit past the entrance, the tunnel curves downward, but the camera seems to bug out and snaps tightly to stick with the height of the entrance rather then moving downward.

It seems to be the right camera type initially as it seems to float to follow the character, but when getting to the curve it snaps to the entrance level and stays there, making it impossible to play onwards without luck.

Very fun roguelike that has a nicely complex building mechanic alongside nice tight action that goes by fast.

There are sound bugs as I've gotten little static spikes here and there, not too common, usually happening in the shop screen.

Otherwise, cool game!

Very fun game, but entering a building freezes the game up.

Otherwise I do enjoy this game quite a bit, very serene and relaxing.

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This was tons of fun! Great controls, great hitbox that's just big enough to let me swerve around enemies without being too easy, and I love the behavior of enemies being different enough, such as the bots not damaging on touch, AND being able to destroy zombies with their shots (Awesome touch.)

Great game!
Edit: Also, VERY good kitty!

This looks sick! I look forward to trying it out soon!

A bug report, if I restart the game, I am still holding a sword and am able to attack as I play on the first dungeon box.

For a broken game, this is pretty fun! It needs a little polish and adjustment to a couple of places (Those elevator platforms could go up and down a hair slower, those things make me slightly dizzy forcing the screen to scroll up and down quickly), but otherwise this isn't too bad. I can see it doing well with some continued work to round things out and fill out the missing content.

The chicken mid-boss could use some adjustment so the mini-chickens won't spawn with any speedsters in their ranks.

Good entry!

Just a quick bug report, when I went to the far left to see what was there, I ended up falling into the empty void and respawned in mid-air, tried air-moving back during spawning and ended up respawning into one of the blocks.

Awesome work! Great simple but effective art, solid music, great challenge that will wreck your hands if you play for too long, but overall very solid experience with good variety in the bosses. Very fun game!

Super kick butt game! Tight controls and great old school challenge. A little hard for my older reflexes but still very well made! Great job!

I'm giving a bug report on the ancient map.

I had found the notes, got the key, then the ancient map and other items, and with Ivy busy that first day, I went and did bar work, slept, talked with Ivy and got that funny clothing removal scene, then after that I talked to her and selected the ancient map, however I got some quotes about  teaching a man to fish in order to roger their spouse, then just nothing in the text window.

First off: YAY for Muskrat!

Secondly, this game is awesome! This was a tight metroidvania that was worth a near full day's time to get down with and beat. Good music, tight controls, good challenge, and a fun story with an adorable abomination named Muskrat.

Awesome game!

Thanks, I'll try it soon!

No problem, glad to help out!

I got past the prologue and I am enjoying this nice twist on the usual hero tale!

I cannot save my game unfortunately, when I click on a save slot, I just get an error sound and nothing happens.

I had played the tutorial and started a coffee pot brewing up, but when I tried picking it up after going to sleep, it disappeared, not in my backpack, nowhere, just gone.