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/vr/ - Retro Games

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>> No.7960658 [View]
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7960658

>>7959890
anonfiles /V3ba0e7fu2/scorp2_bmp

anonfiles /X0b40573u1/assgren_bmp

anonfiles /Tdb30d71u8/scorp1_bmp

>> No.7697573 [View]
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7697573

>>7696992
I wouldnt go for nightmare the first time. The game is already kinda hard because of a lack of ammo in certain parts. You really need to use artifacts to survive.

>> No.7043378 [View]
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7043378

>>7043282
Its fairly similar in game design. The puzzles are more on the item recipe side than the switch hunt side. The combat is more difficult. Like Quake there's fewer enemies but theyre a lot tougher.

>> No.6944796 [View]
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6944796

>>6944762
What do you want to know?

>> No.5531292 [View]
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5531292

>> No.4967729 [View]
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4967729

which version of GZDoom 3.X is the most stable/least issues?

>> No.4478382 [View]
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4478382

Is there a guide out there or something that'll give me some good info for getting CRT's?

>> No.4322687 [View]
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4322687

If well animated early/low poly 3d is fucking rad

>> No.3850505 [View]
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3850505

doom community member's*

>> No.3746021 [View]
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3746021

>>3746018
>Quake 1 if I understand is essentially you take the model, copypasta for each frame, then POSE the figure for each frame like the frames in a sprite game such as doom.
I can't imagine they didn't use a rig then exported to vertex frames from there (followed by manual touchup, extensively in cases such as this INCREDIBLE thing)

>> No.3723465 [View]
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3723465

>>3723462
forgot pic

>> No.3637887 [View]
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3637887

>>3637630
>low-poly models have not aged well
Yes they do, if they're really fucking good. Hexen 2 for example has probably the best animated low poly models of any game ever made.

>> No.3486013 [View]
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3486013

>>3485894
I agree with this guy on everything but the fire, the fire looks alright imo, but only if you're going with a polygon art style.

Try to keep in mind that polygonal style isn't the same as low-poly style. Low poly almost always requires good texturing to look good (pic related), and if you're not a decent painter I'd go with flat shaded polygonal style instead and focus on keeping the details clean and even in polygon density. Make sure everything is read-able first and fore-most, and go for appealing proportions.

If you're adamant about low-poly then I'd learn to paint because your game is going to look like shit without decent textures.

Regardless of which you go with you're going to need decent animations to sell it (again, pic related). Look up 12 principles of animation.

>> No.3401130 [View]
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3401130

>>3401124
This is the last one. We've just about said everything there is to say.

>> No.3244575 [View]
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3244575

>>3244560
>And dropped.
into a pit of spiders
If there's room in the states after the final boss I'll make one just for you ;-)

>> No.3183615 [View]
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3183615

>>3183610
>Low poly 3D always looks worse than good 2D spriting.
I'm not sure I agree with that.

>> No.3061421 [View]
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3061421

>>3061416
Ditto.

>> No.3047036 [View]
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3047036

>>3047028
I was thinking about something like this, but logically it'd be firing wights then. I'm not sure they're known for their explosive properties. That's not a real issue though, it's just a game.

I like the glowing rune idea. I'll probably steal that.

>>3047031
I feel like that's been done somewhere before...

>> No.1312038 [View]
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1312038

>>1312028
>play on the last two difficulties
>these fucks in the very first room

What were they thinking?

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