You'll battle cultists, gargoyles, zombies, hellhounds, and an unholy host of other terrors in your quest to stop Tchernobog. You must not only defeat the Cabal--you must scour its dread name from human memory. If that means eradicating everyone and everything the Cabal has ever tainted, so be it. Of course, you'll first have to make your way through fortresses, castles, mines, mansions, and estates guarded and kept by Tchernobog's malevolent servants. Fortunately, it is wits that make the hero, and although you're in serious danger of losing yours, you've got enough left to improvise some pretty effective tools of destruction. Aerosol hairspray can be frightening enough on its own, but apply it to a lighter flame and you've got an instant flamethrower (kids, don't try this at home!). Likewise, a flare gun can brighten your prospects considerably against even the grimmest odds, which is to say nothing for shotguns, Tommy guns, and dynamite. Who knows,...
This is a slight update on the previous version of the "BloodyHands" (Mini-Mod/Add-On) ^^ - It adds the Hat sprite to the missing BuildGDX exclusive Hud. It may still broke with scaling as is just an ART replacement. But considering that I'm gonna move to "Raze" for future Blood projects I decided to wrap up this bugfix that I have laying around ^^.
Looks like everyone is ditching BuildGDX in favor of Raze. I haven't tried Raze myself, is it actually better than BuildGDX?
Well they are similar in what they want to accomplish but they have both their strong and weak points.
At the moment BuildGDX is the only modern port that can play Build games like "Legend of the 7 Paladins", "Witchaven I/II" and "Tekwar".
Raze focuses only on "Blood","Duke 3D", "Shadow Warrior" and "Redneck Rampage" and is aiming to standarize all of them to work similarly under build.
This is to make possible making mods for this games using ZSCript in a similar way in which mods for all the Doom engine games can be made with ZSCript, so for me Raze is a good choice.
Also Raze is notably smooth in therms of gameplay as well.
Does using Doom's ZSCript mean by any chance that you can alter things like ammo capacity, max number of items you can carry, etc? That'd be awesome for Blood, I've always been bothered by the amount of bullets you can have on the Tommy Gun, for instance; I mean, 500 bullets, wow.
Does this work for fresh supply?
Can you make this work on zeta touch?