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    Shadow Genesis

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    Mega Luigi
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    Shadow Genesis

    Post by Mega Luigi on Mon Oct 14, 2013 3:30 pm

    First topic message reminder :

    Hi all.

    This topic is about a new mod that is being created by me and my brother, Mario Maniac. Yeah, he is still alive, in case you are in doubt.

    First of all, I feel like I should say that this game, like its predecessors, is based in nazis and demons. I understand some of you may not like the idea, but we do. Also, by predecessors, I mean its prequels, all of them. This one is centered in the same story and it involves elements of previous gameses.

    If you ever played an addon made by us or heard someone criticizing our style, you probably know how things are going to be developed. We enjoy a challenge, and we also enjoy the fact that this won't be a game that you will be able to finish in a couple hours.

    Anyway, we've been working on it for a long time now, although we didn't work that much due to other stuff and whatever. Sprites, sounds, coding and all that stuff, except for maps and music, are already done. Like I said before, there are many level specific codings that are obviously yet to be done.

    We didn't decide yet how many levels the game will have yet. We are just going on with the story, until it is the right time to end. I also think it is worth mentioning the maps are all 128x128. We always thought it was bad to have so many small claustrophobic rooms, but that was the only way to make big nice levels.

    Obviously, I'm not spoiling much yet, but I can guarantee the game has a bunch of never seen before features.

    After that wall of text, here are a bunch of screens, to show something that has been made already. I'll post more screens from time to time in here.

    Official Beta Screenshots (latest released version as of now):































































































    Shadow Genesis Part 1 Beta Download: (The forum inserts this adfly thing on the link. I can't do anything about that, so don't complain.)
    As bugs are found and fixed, I'll upload new patches here. You should download them as soon as possible. I'll also write what the bug is about.

    Important things before you download this:


    • You can press 'L' to see the ratios so far in the game.
    • The game is incomplete. What you will download is a demo version, which corresponds to the first part of a two part game. This part contains 39 levels. Whenever the full version is released, you WILL lose your savegame.
    • It's probably best not to play this on "I am Death Incarnate" unless you want some big suffering.
    • WolferCooker succeeded in completing the game, but that doesn't mean there are no bugs. In fact, I can almost guarantee there are.
    • If you get stuck somewhere and you feel like there is a bug that prevents you from completing it, it's better if you post it here so everyone can see it, and we can fix it if it's really a bug. If it's not a bug, I won't spoil anything and I won't give you the solution.

    • There are no secret levels for now, although some "mechanisms" that would enable you to get to them are already in the game. That means there can be keys/switches/things that have no objective the way the game is now.
    • Although this should be obvious, READ the ReadThis section.
    • Achievements and mementos aren't in the game yet, even though the ReadThis describe them. Don't mind that, for now.


    Full package:
    http://www.mediafire.com/download/ybdaz1z3uun76wr/Shadow+Genesis+Pt.+1+-+BETA.rar

    Patches

    :


    Patch 001
    Spoiler:



    • Bug fix: you won't actually get the flamethrower even if you pick it up



    Patch 002
    Spoiler:



    • Bug fix: weapons not correctly assigned to the respective buttons
    • Bug fix: level 7 Book of Dead freezes the game

    • Bug fix: level 9 eletronically locked door won't open




    Patch 003
    Spoiler:



    • Bug fix: level 20 mixing puzzle's secret tiles disappearing after the first pushwall was moved





    Patch 004
    Spoiler:



    • Bug fix: missing floor codes on the mixing puzzle area on level 20 causing secret tiles to disappear upon loading the game





    Patch 005
    Spoiler:



    • Bug fix: holy crosses being carried to the next level
    • Bug fix: grayish objects after leaving the smoky room on level 10







    Patch 006
    Spoiler:



    • Bug fix: secret weapon fix


    http://www.mediafire.com/download/fyrgfgz8085w9j5/Shadow+Genesis+Pt.+1+-+Beta+006.rar


    This is the same map files from Patch 004. I've let it here since Patch 006 patches the executable, not the maps. If you downloaded the maps from Patch 004, there's no need to download it again.
    http://www.mediafire.com/download/76zt23j0ba5ztub/Shadow+Genesis+Pt.+1+-+BETA+004.rar




    Patch 007
    Spoiler:



    • Bug fix: Snake's behavior has been altered (hopefully for better)






    Patch 008
    Spoiler:



    • Bug fix: Snake's behavior has been altered again
    • Bug fix: Level 25 message problem




    Patch 009
    Spoiler:



    • Bug fix: Removed unused event triggers from level 30


    http://www.mediafire.com/download/wpzf1n2qc2z3vj5/Shadow+Genesis+Pt.+1+-+Beta+009.rar

    This is the same map files from Patch 004. I've let it here since Patch 009 patches the executable, not the maps. If you downloaded the maps from Patch 004, there's no need to download it again.
    http://www.mediafire.com/download/76zt23j0ba5ztub/Shadow+Genesis+Pt.+1+-+BETA+004.rar




    Full Game (upcoming, not to be released anytime soon):







    (contains features not currently available on the official beta)







    That's it for now. Cya.


    Last edited by Mega Luigi on Thu Sep 22, 2016 6:06 pm; edited 29 times in total

    Milanor
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    Re: Shadow Genesis

    Post by Milanor on Mon Jul 04, 2016 9:36 pm

    I don't know if this is a glitch in-game, but when I picked up the skull staff ammo, my staff didn't increase in ammo (maybe there is another stave possibly?)... Then when my staff runs lower on ammo, it slowly increments overtime. Finally, when having the staff out, time freezes or at least moves extremely slow, like 1 second = 10-15 IRL seconds, then also events in the game either freeze or executes in the next tick.

    Another glitch that occurs in the Snake level (lv 37), is where Snake automatically stops moving and becomes an object where you can just walk over rather than a solid actor. He also doesn't really respond to the commands given when he gets glitched out like that.

    Currently finishing up level 38 and then moving towards the final level in the beta. Smile


    Last edited by Milanor on Mon Jul 04, 2016 11:16 pm; edited 1 time in total

    Milanor
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    Re: Shadow Genesis

    Post by Milanor on Mon Jul 04, 2016 10:54 pm

    I've cleared level 38, and it was quite a challenging, but yet good level, though there is one part where the enemy spawns infinitely from stepping past a certain row, and that part is quite hectic. I tried to take things one at a time and clear a path through, though fighting in close quarters and limited movement while dealing with boss-like enemies, that's hellish. Neutral I've saved my invincibility artifact for that moment. All the other shadow trials (don't want to go into too much detail here) ok, though it is a tough level. I will want to say thanks to Mario for allowing a save (event based) when collecting a key.

    Speaking of keys, there is a red key door though I did find two additional keys (neither are the red keys) in optional (non-secret) areas. So I'm not sure if I missed something or a design error? Shocked Plus, I think there is an area that I cannot revisit after doing an event.

    So I'll let Mario comment on this whenever he is on. Smile Right now I'm going to tackle the final level of this beta, level 39.

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    Re: Shadow Genesis

    Post by Mario Maniac on Tue Jul 05, 2016 11:21 am

    I wonder if it was that obvious I made level 38. @
    The keys you found are used for the doors. If you had found the red key, you would also have found the other keys ' locked doors behind the red key one. Well I'm going by what you told me. I don't remember which door comes first.
    If you fought all the creatures you said, you did it wrong. pirate I forgot now, but it's possible go thru that and return by summoning monsters only twice. Of course, if you completed the raids challenge first, you will have a lot of ammo to use there. And yea, the area where you fight the dark cardinal will remain closed after you go there.

    Milanor
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    Re: Shadow Genesis

    Post by Milanor on Tue Jul 05, 2016 2:13 pm

    I've just beat the game, on Bring 'Em On difficulty! Very Happy I have to say, it is quite amazing and wow the last boss fight was long, but was still a bit more generous than that one fight I had with Dark Inquisitor (probably due to the amount of space to move around and no other minions around thankfully. Smile Then again his attacks are nothing to sneeze at because they can easily destroy BJ should there be a small mistake or so. Also due to the long phase of the fight, and no saving in between phases and transitions is what makes it challenging as well too.). I did wonder, why did the game crash afterwards and not have an endgame statistic? I was curious to see level 40 but I guess it is not available.



    I do still plan to revisit various parts of the game and try to find other ways around it or unlock some more secrets as I do have questions in regards to it. Maybe I might find some more (undiscovered) glitches, bugs, or anormalities throughout the game and then let you guys know. Smile

    Anyways, I plan to write a review which will have my thoughts, suggestions, and constructive criticisms on the game itself (it's unlikely to be public due to spoilers unless you would ok it.) and I will probably send you the doc file once I'm done.

    -Milanor

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    Re: Shadow Genesis

    Post by Mega Luigi on Tue Jul 05, 2016 2:48 pm

    Cognratulations on that. Now we know for sure it is really possible Cool.

    Hmm, level 40 is not supposed to crash the game. Actually, the game should be ended as soon as you started level 40. That map is actually not the one you should play after level 39, since that is actually a secret level. We just let it there because the game would end anyway, so...

    I seriously hope you find more bugs so that we can have an (almost) bug-free final version later. I look forward to seeing your review, but yeah, ideally we wouldn't want to spoil too much, since there are decisions you make throughout the game that can change other parts later, and it would kind of ruin the fun. Receiving some feedback is the coolest part of releasing a game.

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    Re: Shadow Genesis

    Post by Milanor on Tue Jul 05, 2016 2:54 pm

    I would ask about the skull staff abnormality, is it intended to recharge over time (very slowly), or does it not accept skull staff ammo (I picked it up in earlier levels but the ammo didn't increase). Also, I've noticed that it stops time (or slows it to about 1/10th-1/15th of a second in real life time) and events as well, so was that the function of the skull staff?

    Also, you don't need to answer this, but I don't know if there are other weapons I didn't pick up but keybinds 7,8,9, and 10 only have one weapon. I'm sure there might be another one but missed it during the playthrough?

    Mega Luigi
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    Re: Shadow Genesis

    Post by Mega Luigi on Tue Jul 05, 2016 3:09 pm

    Ah, it took me some time to understand what's happening. You're right, that staff does recharge slowly, but there is no ammo for it. The thing is, that staff is not the "skull staff" for which you picked up the ammo. Skull staff is another staff, which you most likely didn't find, I suppose. I'm pretty sure when you picked up that staff there was a message "Rubbish", which is because we never decided how to name that weapon Evil or Very Mad, but all you have to know for now is that it is not the skull staff.

    As for slowing down time, I really have no idea why that happened, that was not intended at all, nor does it happens here. You probably noticed that weapon fires two different types of projectiles. Did you notice if that happens on both of them?

    Not all of those buttons have more than one weapon, but I'm sure you never found some secret weapons. pirate

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    Re: Shadow Genesis

    Post by Milanor on Tue Jul 05, 2016 4:54 pm

    Ah yes, there is one projectile that does rebounds a couple of times after hitting a wall or passing through an enemy, and there is another projectile that just goes like a normal one.

    As far as the secret weapons, you are correct that I haven't found all of them yet, and I will try to look for the skull staff as well as other ones (if there are any more). Perhaps having those other weaponry could have made my hard difficulty run a bit smoother. tongue

    Edit: I just found a bug where you don't take damage from a corrupted cacodemon after a certain point in level 37. I think it has something to do with Snake's behavior, not sure. Usually when you are within a few squares of the C. Caco, you take 1% damage every few ticks or so, and 1% damage being 1-2 squares away for every 2 seconds or so when the C. Caco is dead. The bug seems to temporarily disappear in level 38 when I took the sparking orb or something.

    Also, whenever part 2 is finished, will there be a BETA version for it? I want to make sure that is also as bug free as possible and that 100% ratios in kills, secrets, and treasure are done. I may attempt it on the Bring 'Em On for the BETA (or Don't Hurt Me. difficulty) just to test it out.

    Mega Luigi
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    Re: Shadow Genesis

    Post by Mega Luigi on Wed Jul 06, 2016 8:19 am

    Yeah, there are two projectiles. Do both of them cause the time to "slow down"?

    Hmm, interesting thing on the corrupted cacodemon damage. I'll take a look on the routines that damage you to see if there's any problem, although I think it is very odd for that routine to be affected by Snake.

    I'm not really sure about having a Beta for part 2, can't really decide that right now. This time, we didn't play the game ourselves, and I suspect that if we had we would have avoided quite a lot of bugs. But we shall see what happens when we get closer to finishing it Smile

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    Re: Shadow Genesis

    Post by Milanor on Wed Jul 06, 2016 8:30 am

    Actually, no I don't think the projectiles slowed/froze time, but just having that weapon wielded did.

    Mega Luigi
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    Re: Shadow Genesis

    Post by Mega Luigi on Wed Jul 06, 2016 8:35 am

    Hnm, interesting. Does the time remain slow/frozen all the time when you're wielding the weapon or just at random times?

    Milanor
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    Re: Shadow Genesis

    Post by Milanor on Wed Jul 06, 2016 9:01 am

    All of the time as long as I am wielding it. However, when I switch to a different weapon, time resumes as normal.

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    Re: Shadow Genesis

    Post by Wolfer Software on Wed Jul 06, 2016 12:25 pm

    I know giving a tips. In WL_ACT1.CPP you search a NOWAYSND you write under:Secret Area! and in WL_MAIN.CPP you search a this:

    gamestate.episode = param_tedlevel/10;
    gamestate.mapon = param_tedlevel%10;

    And you change a 10 to XX. Exaple:60.

    Milanor
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    Re: Shadow Genesis

    Post by Milanor on Thu Jul 07, 2016 10:19 am

    @Megaluigi,

    I've fought the final boss again and this time, it looks like I did manage to get to the end game screen and the highscores as well. Plus, the ratios look even better than before! Very Happy I think my first time the game crashed probably due to some other reason (I can't reproduce it though.)



    I wonder whats with the 89% treasure? Shocked Oh well, at least I gotten 100% kills and secrets. Razz



    Whoa overkill on the ratios.


    Very Happy

    -Milanor

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    Re: Shadow Genesis

    Post by WolferCooker on Fri Jul 08, 2016 11:07 am

    Congrats on beating it in the actual normal mode Milanor, but you still have plenty to discover in this game. Keep playing it and maybe you'll get lucky on getting your hands on a few weapons dropped by enemies.

    Oh I should've mentioned to you, did you notice the Soul Tormentor weapon in the final area you warp to after defeating Xaphan? (The EoD final boss) VERY useful weapon down the road.

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    Re: Shadow Genesis

    Post by Milanor on Fri Jul 08, 2016 12:12 pm

    I think I noticed a gated area, but I couldn't go further because I lack a holy cross Sad

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    Re: Shadow Genesis

    Post by WolferCooker on Fri Jul 08, 2016 1:10 pm

    The Soul Tormentor is in front of the death artifact. You can just grab it. It has 100 ammo, but I always save it for the final boss.

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    Re: Shadow Genesis

    Post by Milanor on Fri Jul 08, 2016 2:10 pm

    Oh are you referring to the weapon that has two different projectiles when fired, one is a normal one while the other shot type is a ball that ricochets off walls/objects and passes through enemies? Also, it regenerates ammo (slowly) over time. If that is the one you are referring to, then yes I would have that weapon.

    Speaking of other discoveries, I'm still trying to discover the Skull Staff (missed it earlier in the game), as well as other secret weapons (if there are), as I believe my life would have been easier with those weaponry.

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    Re: Shadow Genesis

    Post by Officer-Michael John on Thu Jul 14, 2016 11:56 pm

    My favourite levels:level 4,20,25,28. I play on hard difficulty (I am Death Incarnate!). Like TWIGA,KHOPE and DECNXS.

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    Re: Shadow Genesis

    Post by Officer-Michael John on Sun Sep 04, 2016 12:08 pm

    Hi Mario brothers (Mario Maniac and Mega Luigi)! You dont know,that you released full version from Shadow Genesis mod?

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    Re: Shadow Genesis

    Post by brickgolem on Sun Sep 04, 2016 12:54 pm

    Michael-John, are you a man without any sign of patience? Everytime you ask Mario and Luigi for the release date, and you're doing it often, it's the same that you annoying them. LEAVE THEM ALONE!

    And by the way, didn't Mario tell you to stay away from this thread? Didn't you take my warnings and advice very clearly? Well, that confirms us that you've forget everything we spoke to you within few months. How shameful!Evil or Very Mad

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    I had heard that they spent 7 years working

    Post by stathmk on Sun Sep 04, 2016 4:31 pm

    @brickgolem wrote:Michael-John, are you a man without any sign of patience? Everytime you ask Mario and Luigi for the release date, and you're doing it often, it's the same that you annoying them. LEAVE THEM ALONE!

    And by the way, didn't Mario tell you to stay away from this thread? Didn't you take my warnings and advice very clearly? Well, that confirms us that you've forget everything we spoke to you within few months. How shameful!Evil or Very Mad
    Officer-Michael John, I had heard that they spent 7 years working on this version of Shadow Genesis. It's none of our business when they release the full version. People have work & personal lives.

    Michael John, you strike me as somebody childish who will regret he's spent so much time on video games as he gets older. Stay away from this thread.

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    Re: Shadow Genesis

    Post by Officer-Michael John on Sun Sep 04, 2016 11:14 pm

    @stathmk wrote:
    @brickgolem wrote:Michael-John, are you a man without any sign of patience? Everytime you ask Mario and Luigi for the release date, and you're doing it often, it's the same that you annoying them. LEAVE THEM ALONE!

    And by the way, didn't Mario tell you to stay away from this thread? Didn't you take my warnings and advice very clearly? Well, that confirms us that you've forget everything we spoke to you within few months. How shameful!Evil or Very Mad
    Officer-Michael John, I had heard that they spent 7 years working on this version of Shadow Genesis. It's none of our business when they release the full version. People have work & personal lives.

    Michael John, you strike me as somebody childish who will regret he's spent so much time on video games as he gets older. Stay away from this thread.

    I only asked. You know,thatI can not wait for good things.Then I ask me to it when the my mods.It does not bother me. Soon I release from old cross-over mod update version (Project Wolfenstein 3D:New Year's Eve).I do not want to quarrel with anyone. That is not my goal.

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    Re: Project Wolfenstein 3D: New Years Eve

    Post by stathmk on Mon Sep 05, 2016 7:18 am

    @Officer-Michael John wrote:
    @stathmk wrote:
    @brickgolem wrote:Michael-John, are you a man without any sign of patience? Everytime you ask Mario and Luigi for the release date, and you're doing it often, it's the same that you annoying them. LEAVE THEM ALONE!

    And by the way, didn't Mario tell you to stay away from this thread? Didn't you take my warnings and advice very clearly? Well, that confirms us that you've forget everything we spoke to you within few months. How shameful!Evil or Very Mad
    Officer-Michael John, I had heard that they spent 7 years working on this version of Shadow Genesis. It's none of our business when they release the full version. People have work & personal lives.

    Michael John, you strike me as somebody childish who will regret he's spent so much time on video games as he gets older. Stay away from this thread.

    I only asked. You know,thatI can not wait for good things.Then I ask me to it when the my mods.It does not bother me. Soon I release from old cross-over mod update version (Project Wolfenstein 3D:New Year's Eve).I do not want to quarrel with anyone. That is not my goal.
    I'm worried that you'll plaigiarize. Project Wolfenstein 3D: New Years Eve should not have plaigiarized resources.

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    Re: Shadow Genesis

    Post by Mario Maniac on Thu Sep 22, 2016 8:30 am

    Hey guys, we have made a second teaser video, also about the same levels from the beta. For you who played to the end, there's nothing really new here, except some changes we made to the levels with higher walls.

    We made this because we said in the beta the game features demons. However, that's one of the things we paid almost no attention while making the first video. So, just to avoid people feeling tricked or something like that, we are showing now a bit more.

    As said in the description, we had a major slowdown while making levels because we had to implement several things before we could continue making the second half. But we're doing it. cyclops




    As soon as I get to talk to Luigi, I'll tell him to put this in the first post too.

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    Re: Shadow Genesis

    Post by Officer-Michael John on Thu Sep 22, 2016 9:34 am

    I wacthed Teaser 2 video and will be good. I like High wall as Doom. I tryed this function,but not will be good. For you good Mario Maniac,that you know better coding as Me. I learn coding. I know adding the some tips what good for you and Mega Luigi as coding changes. And I not like problem.

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    Re: Shadow Genesis

    Post by brickgolem on Thu Sep 22, 2016 12:24 pm

    Mario and Luigi, you've showed me and all of us (wolfers) that everything's possible of making mods like this. I've been aware that the double-stacked walls definitely will bring this game into a new dimension. And IT DID. I'm pretty sure that this feature will be a milestone and next step to upcoming mods in the future.Idea

    Based from the latest teaser, now it feels more Doomish and Hexenish. Especially the atmosphere, fortresses, castles and house feels more organic, real and epic. And monsters like Cyberdemon and Dark Inquisitor will fit perfectly together, since the height is 128 pixels high than 64 pixels.cyclops

    Overall, it's astonishing.Shocked

    But I wonder one thing; will it be possible to add sprites wider than 64 pixels in this game? I guess that monstrosities like Spider Mastermind is perfectly fitted on outer areas.

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    Re: Shadow Genesis

    Post by WolferCooker on Thu Sep 22, 2016 4:40 pm

    Looking good there boss! Looking forward to replaying the early levels with the improvements!

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    Re: Shadow Genesis

    Post by Mega Luigi on Thu Sep 22, 2016 6:19 pm

    @brickgolem:
    Heh, glad it worked in the end (although there seems to be no end to this feature, as I keep having to fix small bugs all the time Rolling Eyes). Although earlier levels can't be revamped that much for the sake of realism. I mean, we don't have much freedom with different heights considering you're supposed to be going up in a castle.
    As for the size of the monsters, most of them don't need to be rescaled that much to fit in Wolf's sprites (we already use 128x128 sprites, by the way), but specifically Spider Mastermind is a bit too big for that. Not that we can't do it, we can always scale the sprite down (to fit in a 128x128 bmp) and then scale it up in the game, but of course that means it loses quality to a degree.
    I had already thought of coding a way to externally load some predetermined larger sprites, but never really worked on that. I fear it could be more time consuming than it seems to be. Still, it's an idea to be considered.

    @WolferCooker:
    It's interesting, when I made the first room with higher walls, it was quite noticeable how much better things looked like.


    The second teaser is also already on the first page. I spent the day trying to access the forum, which seemed to be offline for some reason, only to discover that somehow it was my computer's fault, as that only happened in that specific pc. Cool, huh!?


    Last edited by Mega Luigi on Fri Sep 23, 2016 8:50 am; edited 1 time in total (Reason for editing : It seems I thought of something and wrote another :)))

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    Re: Shadow Genesis

    Post by Milanor on Fri Sep 23, 2016 12:32 pm

    Woot, this is awesome, I'll probably run through the game once more to experience the changes made in the levels, it'll be interesting for sure. Smile This time, I may go for easy difficulty in order to save my sanity and due to time constraints (I'm studying at uni and I only have so much time). Hopefully, this time I would be able to get through the game and unveil some other secrets that I didn't get in the first playthrough.

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    Re: Shadow Genesis

    Post by WolferCooker on Fri Sep 23, 2016 2:07 pm

    @Mega

    You tellin' me. I've seen rescaled walls in some Wolf3d mods under the Doom engine, but I NEVER thought they could be rescaled and stacked upon each other within the Wolf3d engine itself. It's a darn shame the Wolf3d engine was never meant to handle other features such as actual stairs/ramps/hills.

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    Re: Shadow Genesis

    Post by Officer-Michael John Yesterday at 7:26 am

    @WolferCooker wrote:@Mega

    You tellin' me. I've seen rescaled walls in some Wolf3d mods under the Doom engine, but I NEVER thought they could be rescaled and stacked upon each other within the Wolf3d engine itself. It's a darn shame the Wolf3d engine was never meant to handle other features such as actual stairs/ramps/hills.

    I agree with WolferCooker.It is not intended to Wolf 3D engine,that use Doom engine or Duke Nukem 3D engine. I like this function. But in Doom is better as in Wolf 3D High wall function. Not bad I said.

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    Re: Shadow Genesis

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