Nehacoo
Name: Magnus Bergsten
Location: Sweden
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Registered: 02 February 2007
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Finally a GM FPS with at leas...
Game: Bounty Hunter PC
Added: 16 March 2008
Created by: Nehacoo
Pros: Good response (this is where most Game Maker made FPS fail), pretty well put-...
Cons: Slow strafe speed makes it hard to dodge stuff, and as a result the end boss ...
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58 days ago Nehacoo talked about the game RE-DOOM BETA
Yes, I thought the weapon bob did perhaps follow a sinewave, but it didn't look right. Maybe it's how far it moves on each axis that is wrong, you could fix that by taking screenshots of the weapons in Doom and look at how much it moves. But now that I know that for sure, it makes me wonder why you didn't use a sinewave for the headbob too? I think the Doom headbobbing uses a sinewave, but I might be wrong, it definitely is smooth though. Anyway, I'm looking forward to see how it turns out.
58 days ago Nehacoo talked about the game RE-DOOM BETA
Oh, and one thing I forgot to mention, use a sinewave for the headbob, as it is now it looks awful. The weapon bob also looks strange, perhaps you should take a look at that too.
58 days ago Nehacoo talked about the game RE-DOOM BETA
Good to know that you will be fixing it up, the movement and collisions could really be improved, currently they are not smooth at all. I managed to get stuck in a wall, too. One thing I think is important is to make walking up to a higher point smoother, if you look at Doom you will see what I mean. Well, I hope the game turns out good. Even though I dislike the idea of making fangames instead of making your own (I do understand why people do it though), this one has potential.
59 days ago Nehacoo talked about the game RE-DOOM BETA
This is the closest to a proper Doomclone I've seen so far, but there are things that could be improved. Increase the field of view a little, to at least 65 degrees or something. Also, the movement is a bit odd, try to carefully duplicate the player movement in Doom. Sometimes the collisions don't work well, you just stop when you hit a wall. Then there's the AI, but it's a WIP so I guess that will be worked on. But, other than that, nice work.


