Yay! It works, I was just in the wrong directory.
Anyway, I've uploaded a few files to the basic_stuff directory.
- r-wad.zip -
The wad file with the sword varation graphics I made, you need to merge it with the iwad to make it work correctly.
- r-binary.zip -
The very much important file itself, with the latest binary I've built. Remember to start the game with "-game remi.dll" if you actually want to use it.
- r-log.txt -
My log, for those who's desperate enough to know every change I've done. Beware though, I haven't spellchecked or anything so the text is probably garbled beyond repair.
I'm probably going to upload new versions now and then whenever I get a new stable version or a new feature programmed. Some notes about the possession feature:
-To use it, activate the Mage's 6th spell (the "y" key, which I temporarily binded it to). It only uses 2 faith (for dev reasons), and the way it works is that it searches quickly for an enemy near you, so you don't have to aim or anything (I just made it that way since it was the quickest to program, I guess the spell would best be some projectile or something). And yeah, the game will crash if there's no enemy near you (not sure of the range), I'm just lazy when it comes to fixing bugs for temporary code.
-All normal enemies except the Water Lurker (forgot his real name) are possessable.
-You can press the use item key to freely depart from the monster.
Well, that should be it. Everything else should be obivous, for anyone who tests it out, be sure to report any bugs if you find any. (I haven't had much time to playtest the feature myself)