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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   ck3D 

#10951

It's just Duke can only fit within a certain cubic space before getting squished, roughly the same idea why in normal gameplay small vents kill non-shrunk Duke except pushback against walls can also do something similar (e.g.. slide doors can be horizontal crushers). In this case it was I have some stairs that go down at varying angles and in some places the sector capacity (because of all the weird angular turns) was just pixel wide enough to squish. And so I rescaled the entire rocket, but that doesn't automatically adjust some of the other calculations like the ones I mentioned (texturing, sloping) and so I had to go back and fix it all up to ratio a second time. Was worth it anyway since now it still feels as cramped and claustrophobic as I wanted and just is more practical to navigate. Typical undershot. Just shouldn't have done things out of order but it is a good example of the stuff that slows mappers down and, while with time you learn to tame then prevent or even subvert a lot of it, there always is the next unexpected turn (in my case, literally).

This post has been edited by ck3D: 06 January 2026 - 06:12 AM

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User is offline   ck3D 

#10952

Small update on rocket:

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User is offline   taivo30 

#10953

Made a sloped sprite bridge but don't know if I should modify the side barrier thingies. Cause obviously glitches will be very noticeable. Might change to a sector coming from the ceiling instead

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  • Attached Image: sprite glitch.png

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User is offline   ck3D 

#10954

Nice spritework. Sector ceiling probably is the best idea, and then maybe you can use the double parallax trick around the sector if you want to make part of the top of it see-through, I used to use this trick quite a bit before I learned TROR and still find applications for it occasionally:



Video by High Treason, yours would essentially be the same set-up but upside down. The one general downside of that trick is it tends to encourage blocking walls in order to prevent the player from clipping, but applied to a ceiling (not floor) that may not be much of a problem. (Probably just shouldn't be in jumping reach.)

Trick is a fun one to combine with slopes, moving/rising floors, maskwalls, etc. Works in classic and Polymost, Polymer breaks it.

This post has been edited by ck3D: Today, 04:40 PM

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