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Messages - Alley

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106
Suggestions / Re: Horizontal gates
« on: September 27, 2019, 02:35:51 PM »
In the topic called "I can't even start PB" I posted "I just like would have damned things with my words. :P ". My goal is not to question if your post is allowed or not but you even seem to not understand about what I am talking about. If "curse" is not a bad word then why "damn" is? It was you who was going to question about its legality as you have done often with other people posts also. "Curse" seems to be an alternative word to "damn" like bot and robot... Or at least Google Translate gives it quite the same result to my language.
Even although TingThing accepted your opinion I think there is really no reason for questioning often other people post for even little things that can be nagged on if really not detecting real direct profanity or swearing. Otherwise, you may even not notice when you may make a mistake by just posting seemingly very normal things. :)

107
Off Topic / Re: My alternative project...
« on: September 24, 2019, 05:31:30 PM »
Can we use it with GZDoom?
I just tested if it is compatible with GZDoom also and yes everything seemed to be 100% correct even there. :) But you will need to know about how to merge the files to run in GZDoom or about how to edit the patch file for your wished result because I haven't prepared my game for GZDoom. My patch will do it and run Zandronum from a certain directory.
But it is possible that you can do a simple temporary or even permanent merging by yourself because I see that those things I am talking about seem to be no foreign topic for you at all. :)

you have a good point!
it can feel like bladant spam at times. I try to keep my jokes light-hearted and don't rush on memes too much (I may be failing, I don't know).
however, I'm not everyone. I think this behavior could work if it was limited to light, off-topic threads. it's not appropriate to spam the board of someone's game with memes (unless said person is fine with it, I guess).

went a bit offtrack here. bottom line - I'll try this alpha out if I get the chance. Cheers :)
I am actually very glad you even agreed with my point about all those jokes and memes. :) I thought it may be possible that you will make another joke, argue or will not answer at all. Yeah, light amount of jokes and quotes would be okay so actually everyone would understand what people are talking about. Plus not only someone's game page but also everything else which talk about a certain thing, it is not suitable to throw random memes if someone is waiting for certain type of responding from the others. ::)
I am glad you would try my Alpha also. There is no hurry though, it upgrades even over the time when we communicate each other and can be bigger than yesterday although it probably takes much more time before any already existing levels will look better by design, special effect and several types of obstacles.

You can check my YouTube channel to see any of my other Doom projects where I focused more on the faster appearance of maps.

108
Off Topic / Re: My alternative project...
« on: September 24, 2019, 03:07:23 PM »
The question may remain why I even bothered to create this topic when I even didn't plan it to be accessible yet. As I said, I just felt that I want to share a few other things that I can touch and I can admit I hoped for a bit of attention also which I did get also. But you can do your jokes and tricks with the others perhaps with them who understand those. I am not interested and to be honest, I personally would limit and moderate those popular growing memes and such everywhere if I would be staff. At first, I called it normal when it existed first time in the memes section and off-topic but now this forum with all those big images and colorized text everywhere spamming lot's of topics looks very ugly. ::)

109
Off Topic / Re: My alternative project...
« on: September 24, 2019, 02:42:21 PM »
the key word is "maybe".
I expressed little interest and used a silly pun to make my delivery funny.
honestly, I just assumed I could download it from your webpage. that's why I didn't bother for your reply.
that being said, maybe I should town down a bit with the humourous act. :P
I am glad you, however, had a little interest then. :) Although, I really don't understand why everything in the last months and everywhere must be funny and tricky always. ???

Also again, it is an Alpha project. I don't make it decent nor I won't design any maps because of being slow always I wanted to try being like the others who are going to work on a big whole thing and the system to start improving and making it better when it is done. Just to have something big fast. Maybe those type of big projects that start from little and grow better would have much more to show and get more attention. It has no web site nor any decent preparation of images, plot and such and to be honest currently I even didn't expect it to be playable for anyone. It actually starts quite similarly with IGP because I had similar plans with it. I wanted to focus on collection rather than a game first to grow it to a game later when it has a lot in it. The only difference is that I started to make complicated things first to impress myself and the others to gain more inspiration and motivation for keeping myself on one thing. Platform Builder, however, is growing and updating and with it its a normal thing Platform Builder have stability issues regularly which gets us stuck in working with our projects and because Platform Builder is easy to use we should be more decent at least. It is quite an easy to edit Doom and to be honest currently, it is also much simpler to plan the whole thing for Doom. I even don't work on complicated things about how maps are working nor any special effects because I have not planned the sequence yet what comes first and what later as a reward and extra. :)
People, however, call modding for Doom complicated because it really can be somehow but not about how to use toolkits and how to script even but planning, making things unique and such... I never have been successful in planning a whole going for my own Doom mod but I would like to. ::)

110
Off Topic / Re: My alternative project...
« on: September 24, 2019, 02:12:09 PM »
it was more of a joke than a request
Oh, and how I suppose to take that? :o Have these forum members started to make jokes rather than compliments and/or critique completely then? ???

Yes, I want to play this mod
Have you contacted Bethesda to show them the mod? They can easly engage you!
Anyone who makes no jokes and can be serious also can download the required files as following:
  • Monsters for including everything custom that my Alpha project currently have. Click here!
  • Undesigned maps to collect everything together and show what my projects would be going to include in order. Practically for any possible player, it will have something plain to make a whole thing possible to beat. Click here!
  • Source port to run the game and mod must be downloaded. Old and abandoned application for running via DOS won't run my mod properly if at all because it has new scripts and GZdoom configurations that is an extra for newer Doom and it's source ports that can be run by those. Click here to find!
  • Also, I forgot to mention and consider with an IWAD perhaps main data that collects everything basic from Doom and must be achieved to merge with my PWAD's together to a full product before offering my mod for playing. Although it is an abandoned thing it still cost a bit of money but is not very easy to find also. So you can download the files here if you have no big problems in archiving Doom for free. To be more precice you will need to merge my personal files with a file called "Doom2.wad".
  • Finally, for now, you will have to use my personally created patch file to merge all files easily together and run those in a source ports. Because of current settings in the patch file, you should install your source port to a directory offered by default when installing if you are unable to edit the patch. Click here to download but please let me know if you no Windows but Linux or Mac for example because for other operating systems those directories are different.
Doom2.wad should be in the same directory with a Zandronum application. For any other files please create a separate folder! Those should be placed altogether.



Now, who or what is Bethesda? ::)

111
Off Topic / Re: My alternative project...
« on: September 24, 2019, 02:57:19 AM »
Thank you both for coming by! O:-)

although I never played Doom (let alone looked at the modding scene), this looks playable.
maybe I'll give it a shot. ;)
Would you like to get then the required files and source port to practice this mod also by yourself? ::)

112
Announcements / Re: Important Bug to be aware of
« on: September 23, 2019, 03:11:27 PM »
I meant this being really sincere. I am glad you notice... I mean I am glad that my comment affects you. :)

113
Off Topic / My alternative project...
« on: September 23, 2019, 03:01:54 PM »
This is the first episode of the new project for Doom I am working on. I try to do it like other developers and big companies also offering just a whole product at a certain time and just improving it continuously when the game is done. That is why I am offering only really Alpha levels also for this project.



Although, I am not going call myself to be on a break and I also work on IGP more than many people with their project from that community when they are on a break but I was stuck in updating IGP. This was glitchy because of a very tough update 7.0 for PB which needed stability fixes for quite long. This alternative project is what I worked with to still fill any of my goals when IGP was like on hold. Because of I currently, only get more and more inspiration and wish when I again accomplish something with it currently I think I also focus more on this project for now.
Why is it here? Well, I just wanted to share with this community what else I can do, for example. ::)

114
Announcements / Re: Important Bug to be aware of
« on: September 23, 2019, 01:38:01 AM »
I really appreciate that you warn us about the glitches which can seriously damage our time and efforts as best as you can. :) Fortunately, I always have been able to keep at least the most important I want to work with from a time on when I lost one very important project for me. Even now, when my PC suddenly gave a selection to restore it continuously without no result I was able to keep at least my files and my main project is still far away from being lost. But this type of thing for sure limits my ability and time to be quick in being able to make something new. I appreciate that you warn about things that we even may not have found yet but may find any time. This will save a lot of time and prevent from extra questions that seems to continue like forever. :)

115
Works in Progress / Re: Invasion: Going Personal
« on: September 17, 2019, 06:01:06 PM »
Thank you for revealing the issue from the game! But also... I hope this quickly found glitch did not make you quit already now because I see you have run my game at least. :)

I'll make sure that this glitch will not exist in the next update of my game or PB or that it won't be that simple to cause this glitch. Fixing such things completely and for sure is never guaranteed because I have programmed games too and I know how difficult is to program a perfect collision system. :-\

116
Works in Progress / Re: Invasion: Going Personal
« on: September 17, 2019, 03:28:55 PM »
Thanks! :) But this level is very hard and needs some calm mind and patience to accomplish because ships are moving slowly and some people may get annoyed if, for example dying on a final ship(the cruiser).

117
Works in Progress / Re: project: mega adventure
« on: September 17, 2019, 03:24:33 PM »
I don't try to get you out from there and I also won't. We have no people here to throw out someone that easily and besides, I don't think you are that bad because you can talk nicely too with some people. :)
If I am going to report about the post then the goal would be only to remove or edit some really bad looking short comments. Those just shouldn't exist. ::)

But see, you now comment this game and it looks much better because you already describe the problem instead of just bulling! :D So, it looks you actually understood our problem.

118
Works in Progress / Re: An Average Platformer (Updated Title Screen)
« on: September 17, 2019, 03:17:52 PM »


This image looks good but if looking closely then you can see it is actually quite a plain like an image below:


The reason why your game title looks good is because custom tiles and backgrounds may look incredibly good


But did you even understand what I tried to explain? ???

119
Works in Progress / Re: Invasion: Going Personal
« on: September 17, 2019, 03:01:28 PM »
I tried to see if I can cause the same problem again and considering that there have been some glitchy moments with the slopes or between the solid blocks and slope in PB I tried to push the player inside the wall which was quite an easy to do. :-\ It is a PB glitch because if you watch the shape then tiles have been set properly but I think I can fix the glitch by using invisible CMD blocks to move the player back left when being close to that side... :)


However, to be sure you met the same problem as I did and that there are no more known problems then please answer! :) Did the glitch happen between 2 tiles shown with an orange line and in about a spot shown with a red circle?

120
Works in Progress / Re: Invasion: Going Personal
« on: September 17, 2019, 02:32:27 PM »


uh......
:o This is very nasty. :( Those type of things are not accepted in my game but for me, the game worked properly or at least not that bad. I thought it may be a compatibility problem in PB because you use Standard in a game which has been made with PRO but... I want to be sure my game does not have that glitch and it is difficult to understand the glitch or find it if you just show the picture.
Please help me and describe how that happened there from the screenshot! Anyway, if it is not a glitch caused by my mistake it should be reported to TingThing then.

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