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Chex Pack / Re: Ladies and Gentlemen... A sample of the ENDOOM Screen for this mod
« Last post by 75 on June 19, 2017, 06:24:33 PM »
Wow, that's really nice. Great screen Boingo!
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I used pablodraw to make the T.U.C.Q.  ENDOOM screen quite some time ago, along with an oler DOS based program specifically for ENDOOM called TED.



There is a link to both Pablodraw and TED in the "Other Resources" thread.

http://www.chexquest.org/index.php?topic=4331.0
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Chex Pack / Re: Ladies and Gentlemen... A sample of the ENDOOM Screen for this mod
« Last post by 75 on June 17, 2017, 06:04:37 PM »
There isn't a generic Chex version of the screen, but it's not that hard to make your own.

I think QG used this guide for PabloDraw to make that screen
https://www.doomworld.com/forum/topic/87878-howto-making-and-endoom-screen-with-pablodraw/

Hey, I realize this thread is really old at this point, but is there a generic chex quest version of this? I'd love to use it for the ChexPatch.
QuadrumpusGuy hasn't been active for almost 7 months, I don't think you're going to get a response

Thanks but don't worry about this sort of thing Awesomedude, I'm familiar with most of the stuff in this mod (even the stuff QG did). I don't post as much as I used to but I still check the forums to see if I can help somebody out.
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Hey, I realize this thread is really old at this point, but is there a generic chex quest version of this? I'd love to use it for the ChexPatch.
QuadrumpusGuy hasn't been active for almost 7 months, I don't think you're going to get a response
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Hey, I realize this thread is really old at this point, but is there a generic chex quest version of this? I'd love to use it for the ChexPatch.
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Forum Games / Re: Steal the Cookie 2: The Sequel!
« Last post by Boingo the Clown on June 14, 2017, 09:18:39 PM »
Since I hired the baker in the first place, he returns the cookie to me.

I then encase the cookie in a seven mile thick layer of rubber.
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Forum Games / Re: Building A Giant Robot Without Instructions
« Last post by Boingo the Clown on June 14, 2017, 09:16:40 PM »
I believe part 416-87-B is supposed to be a thumb.
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Forum Games / Re: Forum Fight!
« Last post by Boingo the Clown on June 13, 2017, 06:42:27 PM »
I belch in your general direction.

BURP!
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Chex Quest Discussion / Re: Chex Quest HD!
« Last post by Felix on June 08, 2017, 12:18:30 PM »
I'm blown away by the progress you've made on this, and your eagerness to please the fans and put forth the best product possible, all in your spare time and for free. I know I'm deeply grateful for it, and I'm beyond pleased with both the trailer and the first remix. I think both have managed to capture the heart of the original game while updating it with a fresh modern "high definition" polish. Which was I think the point all along. This is just a high definition remake, not an entirely new Chex game, so I think the decisions made, such as the animation point mentioned above, are not really major issues worth losing sleep over.

Great work and I'm looking forward to seeing more soon!
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Chex Quest Discussion / Re: Chex Quest HD!
« Last post by Chukker on June 08, 2017, 10:04:23 AM »
Honest critique is welcomed, not discouraged. Having ideas on how to improve the game by those who will be the ones who play it is usually more helpful then lots of praise at this stage of development. I did experiment with creating more of the shrinking bubble to wink-out as the sprites appear, but it was hard to recreate with a single visual effect that worked from all possible vantage points, including potentially above and below the enemies. The zorch energy being over the top I agree with, it's something I'm not happy with and already have a second iteration of this effect in the works. Regarding the weapons, I didn't want to 100% completely copy the visual design of everything in the game. So embellishments have been added in a number of areas so things feel new but yet familiar. The flemoids having no actual turn animations... yeah :(. Animation blueprints / character controllers are not my area of expertise in Unreal. I've looked at lot of examples online about how to elegantly get pawns to rotate like modern games. It's certainly possible, but will require a lot of new code which I don't have a ton of confidence I can implement without creating new bugs. For example my first attempt at this resulted in flemoids that once you got close to them, just strafing around them would result in them never getting an opportunity to fire at you because they were constantly in a rotation readjust state. It felt like an exploit. So I reverted to them to immediately facing you and playing their attack once in range. Visually inferior but better for gameplay.
Good notes. I encourage anyone with things that they find annoying to mention them. We won't address everything because we can't make everyone happy all the time obviously and we are limited by team size and skills.
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