What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8432 Posted 03 September 2018 - 04:29 PM
Got a crucial code update from Mblackwell, which allows me to make and test all the levels properly.There's still a lot of work, but now it'll get much faster than it used to!
I wanted to re-announce the game for a long time...however, I decided that I don't make any announcements or promises unless I'll have enough material for a trailer or gameplay video. So, stay tuned.
#8434 Posted 05 September 2018 - 10:04 AM
The more vast and complicated it is, the smallest lane to madness it seems to be as doing it!
... and this map is not yet over ... Is that serious, Doc?
________
@Sanek : Your universe seems enriched
EDIT :
@Trooper Dan : Oops, sorry : you've just realease your post dduring I was writing mine Excellent job !! I adore !
This post has been edited by Seb Luca: 05 September 2018 - 10:07 AM
#8436 Posted 11 September 2018 - 12:20 AM
#8437 Posted 11 September 2018 - 02:22 AM
Mark, on 11 September 2018 - 12:20 AM, said:
This is not completely wrong ... In theory, just about every place can serve as a toilet
This post has been edited by Seb Luca: 11 September 2018 - 02:22 AM
#8438 Posted 13 September 2018 - 06:50 AM
Edit: I mean, I don't want people to finish my maps, but rather use any part they like on his own projects.
This post has been edited by Mike Norvak: 13 September 2018 - 07:48 AM
#8439 Posted 13 September 2018 - 08:35 AM
Mike Norvak, on 13 September 2018 - 06:50 AM, said:
Edit: I mean, I don't want people to finish my maps, but rather use any part they like on his own projects.
What's so bad about finishing your maps?
Anyway it sounds interesting, considering your skill and all. But as I understand, most of your project have a heavy amount of custom art and 3D models, isn't it? Or you have a vanilla maps too?
#8440 Posted 13 September 2018 - 10:52 AM
Sanek, on 13 September 2018 - 08:35 AM, said:
Anyway it sounds interesting, considering your skill and all. But as I understand, most of your project have a heavy amount of custom art and 3D models, isn't it? Or you have a vanilla maps too?
Some original vanilla and other I won't use in HR, then I need to refurbish them to vanilla for donation.
#8441 Posted 13 September 2018 - 12:27 PM
#8442 Posted 13 September 2018 - 03:20 PM
Mark, on 13 September 2018 - 12:27 PM, said:
True, typically maps were abandoned for a good reason
Still, sometimes there's something that can be used. The AMC TC for example has taken in unfinished maps from Forge and Jenz or whatever the name is, and those are being finished up.
#8443 Posted 13 September 2018 - 03:27 PM
Sanek, on 13 September 2018 - 08:35 AM, said:
Not anything inheriting bad, just lack of time.
Micky C, on 13 September 2018 - 03:20 PM, said:
Still, sometimes there's something that can be used. The AMC TC for example has taken in unfinished maps from Forge and Jenz or whatever the name is, and those are being finished up.
As far as I can tell those maps don't look any bad, is not that I can't use them on my own projects or release them as vanilla, but I haven't done it in 8 years or so, so I'm sure it won't happen anytime soon. Did you remember Viel Angst Fortress? and the arctic level of "SOTR"? Those are some of the maps I'd like to donate, of course retexturized for vanilla.
This post has been edited by Mike Norvak: 13 September 2018 - 03:46 PM
#8444 Posted 13 September 2018 - 05:25 PM
Mike Norvak, on 13 September 2018 - 03:27 PM, said:
I issued my incomplete works, and got like 400 downloads. Will anyone use it? Who cares, but better than a deleted.
p.s. ; please don't get that image confused with Nike! I ain't promoting shitty sneakers
This post has been edited by Hank: 13 September 2018 - 05:29 PM
#8446 Posted 16 September 2018 - 03:00 AM
2156 sectors.
16383 walls.
2994 sprites.
745.472 bytes.
3 weeks of work.
Do you think I diserved a beer ?
CAPTURES :
___________________
@Sanek : I can't see your last image My computer, or is your link dead ?
This post has been edited by Seb Luca: 16 September 2018 - 05:43 AM
#8447 Posted 16 September 2018 - 11:21 AM
#8448 Posted 16 September 2018 - 11:41 AM
The episode 1 of MTK consisted of six episods. The second, which I'm working on, ... it's complicated!
For this episode 2, entitled "Randomaniac", I am planning for three levels. However, the concept is a bit peculiar : each level has a common beginning and end; but the arrangement of the middle is defined randomly at the launch of the level. This means that each of them can be crossed in three different ways
--> Exemple : at this launch of E2L1, this is the random mode #3 (/3) wich is drawed. This means that it will be the course 3 that the player will follow, by opening/closing a certain group of doors/paths ; according to that, the total number of present enemies is re-calculated.
This post has been edited by Seb Luca: 16 September 2018 - 12:04 PM
#8451 Posted 16 September 2018 - 12:51 PM
Awsome colored factory
This post has been edited by Seb Luca: 16 September 2018 - 12:58 PM
#8452 Posted 16 September 2018 - 01:20 PM
And seeing that everyone is showing their cool projects' progress, I also want to show some skyboxes (in software renderer) from my Blacklist TC, now that I've just finish working on them:
#8453 Posted 16 September 2018 - 01:30 PM
Excellent parallaxes My favourite is the first (because of the nature side )
I suppose that the vertical white lines (on the 2d) are falling rain. Cool rendering !
#8454 Posted 22 September 2018 - 06:13 PM
I'd say that I made enough progress so I can make a trailer or gameplay video.
The only thing that stops me right now is the lack of the OST. Sure I can use the tracks that exist, but it severely limits the range of platforms where I'll upload the game.
#8455 Posted 22 September 2018 - 11:52 PM
Sanek, on 22 September 2018 - 06:13 PM, said:
Free rights musics, maybe ?
_____________________________
Useless but fun
This post has been edited by Seb Luca: 23 September 2018 - 12:38 AM
#8456 Posted 23 September 2018 - 06:21 AM
Seb Luca, on 22 September 2018 - 11:52 PM, said:
Useless but fun
Why useless? you can make the gameplay of the level run around this single feature. For example a HUB with the machine at the center, then various rooms and halls with key slots of the three colors, the player can choose what room to enter first, it needs be another machine in each room or in some of them (you already has one in the hub) and more keys, the rooms needs to be interconnected to avoid backtracking, there are only keys of one color in the level. You can go even further and make a non active key (white color) so it is useless unless you activate it, the machines also can be locked at the beginning, so the player needs to restore power on certain areas to use them. The down side of this is that the player needs to a activate a part of something in every room, collect pieces of an object, or different items to achieve a final goal, and all the level makes sense, as well you'll need to choose what machines convert the keys to what colors and plan all the possible escenarios to avoid make a deadend for the player. Just throwing some ideas.
This post has been edited by Mike Norvak: 23 September 2018 - 06:24 AM
#8457 Posted 23 September 2018 - 08:03 AM
This post has been edited by Seb Luca: 23 September 2018 - 08:21 AM
#8458 Posted 23 September 2018 - 02:16 PM
Seb Luca, on 23 September 2018 - 08:03 AM, said:
Yeah, I more or less imagined that, but maybe you can use it in a later level.
#8459 Posted 23 September 2018 - 09:03 PM
But do not hesitate to try the first, if this level project motivates you ?
#8460 Posted 27 September 2018 - 07:08 PM
I'm working on recreating the world map to Legend of Zelda for NES in Duke3D. Also it's been a while since I've signed in. I hope everyone is doing well. It's good to be back.
This post has been edited by eGraphics: 27 September 2018 - 07:14 PM