Instead of scripting teleports with Thing_Spawn, I chose to add random teleport spots and make monsters spawn in from a separate room. This way spawns do not fail if the player happens to be in the spawn spot, they are just delayed. Sometimes the old ways are simply better.
I'm using a familiar game save icon but I'm not sure if it's too out-of-place in this game. What do you think? If you have other suggestions, let me know! #gameboy#retrodev
@TSA_57 True, though I want to make it clear that it is interactable. Having a small icon fade in and out in the altar's orb might be a solution as well.
@AzrealNick Loved this game back then. I have been trying to find a way to get it to run on my pc but no success unfortunately, not even with the GOG download.
Greetings dear friends. I'm working on a series called "Road to Blackmarsh demo" where I will be explaining more about my Game Boy game currently in development, to prepare you for the future demo map release. Let me know what you think!
https://t.co/nHCtE32T4E
Greetings dear friends. I'm working on a series called "Road to Blackmarsh demo" where I will be explaining more about my Game Boy game currently in development, to prepare you for the future demo map release. Let me know what you think!
https://t.co/nHCtE32T4E
@neurostategame I was very sad to hear that VKDoom was discontinued but this is great to see! Are you planning to make the engine fork available for download? Neurostate looks pretty awesome as well so far!
We're happy to announce that we officially welcomed Corporal Matthew Kane to the Map-Center family. So, we βbuildβ it, now letβs see if they will come! Please, helps us spread the word and invite Quake 4 fans to join us in our attempt to revive the gameβs modding community.