Hello! This is an account i'm using for a small devlog for a mod that adds ultrakill weapons (And in the future, mechanics) for UZDoom. Please read pinned!
All rights reserved to @NewBlood. This is a side project i've been making for fun, and i've decided to create this page to make some sorta of small devlogs over the time, if this grows large enough. I'd rather not be associated with my main, so this account is new.
Its always interesting how i can understand what this says due to me being brazillian, but if i were to try to reply, it would sound like gibberish. Pretty funny tweet though, tryharding my mod to get cool footage in the trailer was a pain.
Its finished! Hope you guys like it. I'm gonna scale it down so it shows up during the game load on Doom (or more accurately, on UZdoom). #Ultrakill#Doom
Any feedback for it would be appreciated, i'll see what i can change!
@Ivory_2505 Oof. About the 3d weapon models, i understand that it might break Doom sprite style, but the problem is more of so filesize. These are large, continuos animations that uses alot of frames, and they are all Full-HD. I can't expand the mod without converting them to 3d models
Crap, im so rusty at digital art (my last drawing was like 4 months ago) the cyberdemon is pure, 100%, anatomy detail pain, i'm not sure if hes going to look like i want to lmfao, i oughta just put a muscle texture on top of him
Crap, im so rusty at digital art (my last drawing was like 4 months ago) the cyberdemon is pure, 100%, anatomy detail pain, i'm not sure if hes going to look like i want to lmfao, i oughta just put a muscle texture on top of him
@chekoy1999 Its what Ivory said, i wrote a little python to extract the frames & the chroma cleanup (Purple screen would be more accurate here)
Heres some footage of me capturing the parry xd, Its done in CyberGrind, on the outside of the spawn zone.
Hey fellas, last showcase before the trailer release, thought i'd release something before for activity & algorithm sake, you know how the social media productivity & content leviathan is.
Monster compatibility, nothing special, just me testing around. #Doom#ultrakill
There you go, V1 looks kinda tough here ngl...
Im going to use as a tracing reference (for time reasons) in the drawing, add a background and a cyberdemon with the mod splash logo in the bottom right corner, hopefully this will turn out cool
@xJFBBx Nada mano kakaka faz parte, já encontrei uns outro BR por aq tambem trocando ideia sobre o mod, estão em todos os lugares...
Valeu aí pelo apoio, daqui a um tempo lanço um trailer e uma public alpha pro pessoal dar uma olhada no gameplay
@cheapplasiccup My mod replaces the player class, so even if a custom map adds custom weapons, upon picking it up and deselecting it, the game plays normally. I added a little graphic if such an edgecase happens.
From my testing though, some weapons mod straight up crash, have to see abt that
Trailer is already finished, I will post it then immediately a public release after.
There are still a few things i HAVE to optimize and finish before a public release. But its coming!
Hey fellas, last showcase before the trailer release, thought i'd release something before for activity & algorithm sake, you know how the social media productivity & content leviathan is.
Monster compatibility, nothing special, just me testing around. #Doom#ultrakill