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Comment History
DeTwelve
DeTwelve - - 22 comments @ Music fixes and FDS Sounds

This is great! Thank you.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Thanks for the feedback! This has been addressed in the v1.1.0 release along with many other improvements.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Thank you for this. This is the first thing I've done in the GZDoom engine so I may not be covering as many test cases as I should. I will ask around the ZDoom dev community and see if there's a way I can do the skybox better.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Ah, ok! Kuddos making it to that area with the wooden sword and 4 hearts! Once you have 5 hearts you can get your first sword upgrade from an old man above the waterfall.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Thanks for the report! While testing, I did find a bug here. There is one of two things going on (one of them is a bug the other is not).

1) How many hearts do you have? It requires 4 hearts on the top row to be able to pick up the master sword.

2) BUG: Even with enough hearts I could not pick up the master sword if I did not first pick up the Silver sword from the waterfall. Honestly, I've never played through or tested the game without getting the silver sword, so it's something that was not tested or found until now.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

This is great!

I've had thoughts about Link to the Past. Maybe it's something I'd try, but it would be a lot more difficult mapping wise and I think there'd be some technical challenges with the overworld transitions. Also some kind of homage to Adventures of Link would be fun.

For this mod I'm planning on a v1.1 that switches to 3D voxel models for the weapons. Right now I'm fixing stray bugs and getting some more experience with Doom mods that have good VR support before I jump into coding (if you know any that you feel work particularly well let me know!).

Good karma+2 votes
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Sorry you're encountering this frustration! I'm still trying to reproduce and once I do I'll make sure it is fixed. Are there other places where you find yourself clipping or is it the same one shown in the video?

Good karma+2 votes
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Thank you for writing this reply!

Good karma+2 votes
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Thanks! I watched his playthrough and as painful as it was to see him encounter some bugs, it was a really helpful and cool experience.

v1.0.3 has just been released that fixes some of the biggest issues like where player takes damage during time stop, blue candle now indicates when flame is out, and door spawners that might trigger too soon if the player is walking slowly.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Thanks for the report and the video! I would have included this fix in v1.0.3 but I've been unable to reproduce the behavior. Obviously it happened, so I will keep going until I figure out what is going on , but I didn't want it to hold up the other fixes in v1.0.3.

Good karma+2 votes
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

No, that's a great report. Thanks! The Gleeok issue is fixed in 1.0.2 but I'll need to go in and look at those rooms in level 9, the clock, and the spike trap for 1.0.3.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Than you!

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Thanks a lot for the feedback! I did a v1.0.2 update that fixes both the rupee game and that busted stair by level 6.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

Good feedback. Thanks for playing! You're the first person that's done a full playthrough that I know of! I'll take a look at the spike trap in level 9 and the other things you mentioned.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

That would be sweet! I bit off a pretty big bite doing this as my first mod and some features like this felt less approachable initially.

I would like to prioritize better weapon switching/dual wielding for a v1.1 release, but co-op would be really fun and it is definitely something I will look into if I'm able to keep iterating on the project.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

100% agree. Maybe now that it is public an artist/fellow Zelda fan would be willing to do some better weapon sprites. Short of that, I'm also interested in getting some 3d models to make it a better VR experience, so maybe that could help too.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom

I actually noticed this too. When I entered a rupee game from the sea shore, there were no rupees. Ran over to the rupee game entrance just left of where you first start the game and the rupees were there. It's strange because they should both be taking you to the same rupee game room. This is definitely on my list of things to look at for a 1.0.2 release.

Good karma+2 votes
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom v1.0.1

Thanks for the report and detail on your GZDoom version. I'll try to reproduce.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom v1.0.1

Can you elaborate? The skybox is an unused asset from Wind Waker, so doesn't really fit with a pure 8-bit aesthetic. Is that what you mean?

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom 1.0.0

Thanks for pointing out the October 31 2021 thing... this is the first time I've put something on ModDB (or anywhere really) and I must have messed that field up.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ Legend of Doom 1.0.0

This is fair. The game is complete and it was my intent that the original release be playable from start to finish. With that said, I have to admit that I should have done another round of testing.

There was a bug in this initial 1.0.0 release that would prevent Level 4 from being completed. I've uploaded a 1.0.1 that addresses that and some of the usability issues that were mentioned a lot involving brightness.

Good karma+1 vote
DeTwelve
DeTwelve - - 22 comments @ What should the Mod DB team focus on in the coming years?

A mod manager would be great, though I feel like if you could provide an API the community could run with that and even integrate it into other projects or games directly.

Good karma+1 vote