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Rapporter et oversættelsesproblem
(you will need it for the mouse-look version of the first level linked in the mod description, though)
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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Long story short, other projects have come up (many of which are from my actual job), and while that doesn't mean I'll stop making mods altogether, it does mean that this project is going to have to wind down, since it's such a massive time-sink to debug and build out a mod like this.
That being said, I also did a full write-up of the innards of this project if you're interested in reading about it, which you can find here! [www.tumblr.com]
Not only that, but feel free to fiddle around with the code and see what you can do with it! There's even a map editor hidden in the game files!
Anyway, that'll probably be it for this. I might come back to this some day, but I'm pretty burned out on DOOM, and I accomplished my main goals, so I'm fine with leaving it here.
Take care, everyone! See you in the next insane project <3
I'm not exactly sure what you mean with the comment, it's a bit hard to read but I'm assuming you're wondering exactly why this isn't using the assets from the game itself.
The thing is that Wolfenstein was the very first implementation of a 3d engine, and it was more of an illusion rather than true 3D with rasterization like we have today. Those old games basically drew each frame one by one, interpreting the viewing angle using a top down map, and using that map to figure out exactly what the 3D space should look like.
Later 3D uses rasterization to draw it's screen space, taking points, drawing polygons, and then drawing those polygons to the screen (except in this case, the sprites are drawn to those polygons for 2d sprite based games like Isaac). Wolfenstein didn't do this, because it was a completely different system.
Either it come from perspective, either the wall are hard coded
Do you plan to implement the Isaac asset for floor/ wall level and even door ?
Good job anyway
This entire engine is baked from scratch, so in theory it should be totally compatible with any other mod (even REPENTOGON)
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(you can find the log file by going into Documents/My Games/Binding of Isaac Repentance+/log)
@Big J The controls use the same basic design as vanilla Isaac controls! Press Up Arrow to shoot!
@EgoZA_Video Thank you for the kind words
(reposted since I said the wrong keybind
how can I do it?
сначала мод на музыку из дума для берсерка Самаэля, а теперь это!!
спасибо автор!
The next feature I'm planning on adding to the demo is photosensitivity mode with simpler wall graphics, and that will have far less flashing artifacts.