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/vr/ - Retro Games

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>> No.3109313 [View]
File: 28 KB, 138x128, Newdeathprogress3.gif [View same] [iqdb] [saucenao] [google]
3109313

>>3109263
I'm by no means a master, I still have a long road of improvements ahead of me. I was shit when I started out here. I got better thanks to a lot of practice and helpful advice from /doom/.

>>3109265
Programming in general is a very tricky thing for me. I've tried and tried over the years to wrap my head around any given language, but failed and failed. I'm determined though, I'm never giving up trying.

>>3109268
Ayy thanks

>>3109286
I'm still contemplating the idea of having them in my mod too, I even made a voxel model for them for shits 'n giggles. If I do the whole "non hostile hub level" idea, she'll probably just whip them out by default.

>> No.2227180 [View]
File: 28 KB, 138x128, Newdeathprogress3.gif [View same] [iqdb] [saucenao] [google]
2227180

>>2227167
>tfw this is a dying philosophy
Feels terrible man. I remember in the late 90s and early 2000s that so many games were open source with tools. Fricken No One Lives Forever had a great set of tools and had its source code released really fast. Everyone knew it was smart because valve had such success with it. I really don't get why this concept has gone away. I guess to make way for DLC...
>>2227172
https://www.youtube.com/watch?v=ypeTDtm0cZI
>>2227171
Thanks man, you always give me the best confidence boosts. 26 fricken frames, probably my biggest undertaking yet. I got jelly of some of the Brutal Doom death animations and thought I would take a crack at making my own.
>>2227174
Yes. Fuck trying to start this level on stealth, you spawn right in front of 3 shotgun zombies and a bunch of pinkie cunts.

>> No.1603740 [View]
File: 28 KB, 138x128, Newdeathprogress3.gif [View same] [iqdb] [saucenao] [google]
1603740

I think it might be finally done. I may have gone overboard with the blood though.

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