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

#3211

Exploding Pyrozombies. He is the lizard troop and uses edited spitting code to shoot flames (made from coolexplosion1).



They use the Nightmare Imp sprites from Doom 64, with a few customized animations for shooting fire and dying. I want your feedback on this. Do you think the flames look alright or do I need to improve? I think they look fine, but I have a natural bias because I made it.

This post has been edited by scandalousrucksack: 28 February 2012 - 01:47 PM

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#3212

It would be great if they had an animation.
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#3213

Yeah, you're right. It kind of comes off as amateurish.

EIDT: If you're talking about the fire, it does have an animation. Its frames go by what the coolexplosion1 goes by.

This post has been edited by scandalousrucksack: 28 February 2012 - 02:25 PM

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#3214

I usualy just use 2 or 3 pictures for one projectile animation. I suck at photoshop :S
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#3215

 rasmus thorup, on 28 February 2012 - 02:25 PM, said:

I usualy just use 2 or 3 pictures for one projectile animation. I suck at photoshop :S


I did it the lazy way by making something that vaguely looked like fire, using a bunch of ripple effects on it, and using more and more ripple effects as the animation went on. It probably needs to be redone because it looks a little cel-shaded.

Eduke is supposed to be able to render .gifs but I'm not sure if I can make them with my current version of Photoshop.

This post has been edited by scandalousrucksack: 28 February 2012 - 02:42 PM

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User is offline   ReaperMan 

#3216

 scandalousrucksack, on 28 February 2012 - 02:15 PM, said:

Yeah, you're right. It kind of comes off as amateurish.

You still made far more progress then most new guys, you should be proud.
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#3217

yea, it's not bad at all. Even though it's just one picture.
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#3218

Thanks. Right now I've added a few more animations; I'm also going to modify his jumping animations since that is also just 1 sprite (1 sprite for each side of him).
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User is offline   MetHy 

#3219

Coming sooner than you'd think

Posted Image
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User is offline   Daedolon 

  • Ancient Blood God

#3220

Pushing out classic style maps all of a sudden? I still need to check out the other one you did with Mikko.
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User is offline   MetHy 

#3221

It's from the episode I've been working with MRCK, Mikko and Merljin
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User is online   Danukem 

  • Duke Plus Developer

#3222

View PostMetHy, on 29 February 2012 - 05:19 AM, said:

It's from the episode I've been working with MRCK, Mikko and Merljin


Good shit. :lol:
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User is offline   Loke 

#3223

More classic themed maps? Excellent. :lol:
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User is offline   Mia Max 

#3224

Some of the new textures I'll add to Dukeplus :lol:

Attached thumbnail(s)

  • Attached Image: duke0012.png

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User is offline   Tea Monster 

  • Polymancer

#3225

Buildings
Attached Image: Untitled-1.jpg
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User is offline   Hank 

#3226

I posted that before and got two downloads. - Here is the updated version of Duke con (not EDuke32 cons!!) highlighter for the ConText editor. Simply put it in the Highlight folder of the program.
Duplicate words have been sorted and 'ifp' gets its own color to match correlating p... keywords.


This post has been edited by Hank: 06 March 2012 - 04:52 PM

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User is offline   Loke 

#3227

Working on my The Thing map... slowly... but surely.

Posted Image

Posted Image
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User is online   Danukem 

  • Duke Plus Developer

#3228

Man, that looks great. But it's going to suffer from the same problem that has brought down similar horror movie themed projects: it's still vanilla Duke. Fast running speed, the Duke monsters which don't resemble the Thing, etc. It will still be a good map, though.
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User is offline   Loke 

#3229

Yeah, that is a bummer so at the moment I don't plan to have any enemies included at all. I originally started out with just one thing in mind; a simple homage to the film as the player explore the outpost with no obstacles, i.e. enemies or puzzles. I do plan on adding some horror elements into it though with the use of sound effects from the film.
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User is online   Danukem 

  • Duke Plus Developer

#3230

View PostLoke, on 06 March 2012 - 06:06 PM, said:

Yeah, that is a bummer so at the moment I don't plan to have any enemies included at all. I originally started out with just one thing in mind; a simple homage to the film as the player explore the outpost with no obstacles, i.e. enemies or puzzles. I do plan on adding some horror elements into it though with the use of sound effects from the film.


I think that's a good move, and maybe when you are done with it someone will want to make a mini-TC out of it with a new monster or two.
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User is offline   Loke 

#3231

Yeah, I wouldn't mind that. People can do whatever they want with it once I've released it. :lol:
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User is offline   Jimmy 

  • Let's go Brandon!

#3232

A mini-mod sounds like an awesome idea!
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User is offline   Gambini 

#3233

Completely disagree with DT on this one, except by the "looks great" bit.

Maybe you won´t manage to scare players to the point they jump out of their chair, but you´ll surely make them feel the so well executed atmosphere. I´m really amazed by those screens BTW they look perfect, so original fresh and spooky. Once you´re done you can think about adding enemies. A small and well placed amount of Octabrains and newbeasts won´t hurt the map and will add that spice Duke lovers need. IMO a map without enemies would be a waste of work, there will be nothing to be worried of, and so the creep those locations symbolize won´t be appreciated.
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User is offline   Mike Norvak 

  • Music Producer

#3234

Damn, those shots look very promising.

@ DT. If you're wondering why I downvoted your post, well I think not everything needs to be part of a mini-mod, TC or episode.. just saying. And yeah, now is funnier to downvote, at least I can know who is gonna downvoting this post :lol: (if any)

EDIT: Posting while Gambini, well about the use or lack of monsters, what really scares me on a vanilla duke map, is when there aren't any enemies at all, but there aren't any weapon either and unexpectedly a monster or something seems to appear, just like that fake Battlelord on Puritan's Nostromo

This post has been edited by Norvak: 06 March 2012 - 06:53 PM

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User is online   Danukem 

  • Duke Plus Developer

#3235

All I was saying is that if someone is going to make a map about a movie, then it would benefit from having custom content related to the movie (assuming, of course, that a good job was done with the custom content). Hell, even the original Duke 3D developers knew this because when they made references to movies and other games they included art for them (The Doomguy, Escape from LA, Indiana Jones, etc.) For example, if someone were to make a Terminator map, then it would be nice to have Terminators for it, or at least some related art and sounds. Same with Star Trek and so on. In fact, that's what those mini-TCs used to do back in the day. You know, those days of classic Duke that everyone relishes? I think it shows a strange mindset in certain quarters of the community that making such a suggestion nowadays is met with negativity. Notice that I never said that it could not be a good map without one or that it "needed" to be a TC (re-read my earlier post if you don't believe me).
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User is offline   Gambini 

#3236

Well man, if you look carefully he has a great skill for recreating elements from the movie using the original content. That´s a kind of art, and suggesting he could/should add some custom content just for sake of the movie´s reference is like putting that art aside.

I just feel there´s a need to let this kind of guys know that their work is well appreciated. Saying it's going to suffer from the same problems that have brought down other vanilla maps is kind of discouraging his skill.
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User is online   Danukem 

  • Duke Plus Developer

#3237

View PostGambini, on 06 March 2012 - 08:01 PM, said:

I just feel there´s a need to let this kind of guys know that their work is well appreciated. Saying it's going to suffer from the same problems that have brought down other vanilla maps is kind of discouraging his skill.


I'm not surprised that you would interpret my post that way, but obviously it does not reflect badly on his skill that he can't magically transform Duke enemies to be anything like the monsters from The Thing. No matter how skilled you are as a mapper, an Octabrain is still just an Octabrain. And yes, it really does matter to some of us. I was bored with Nostromo and enjoyed the various Alien TCs more for this very reason. If you prefer always using stock enemies and textures, that's fine, but please stop acting like I am insulting people when I am not.
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User is offline   Gambini 

#3238

Quote

but please stop acting like I am insulting people when I am not.


I never meant you´re insulting people. I mean that you´re always (or most times) advicing people that adding extertal elements will improve their project. And that´s not true. As you know my tastes are, I feel the urge of telling people that I like what they´re doing the way it is. Another thing would be telling people that is working for a map of, say WGR2, that it would be better if they converted it to vanilla Duke because they don´t know how the mod will evolve and that they may regret in the future because it becomes a different kind of project.

BTW I hardly think our discussion will have any impact on Loke´s desicion.
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User is online   Danukem 

  • Duke Plus Developer

#3239

View PostGambini, on 06 March 2012 - 08:48 PM, said:

I mean that you´re always (or most times) advicing people that adding extertal elements will improve their project.


First of all, Loke already has said that he is planning to use sound effects from the film. If I did suggest that he also use a monster from the film, that's not objectionable.

But more importantly, your accusation is false. It may have been true several years ago when I was working on DukePlus a lot, but if you look at my comments in people's project/release threads for the last few years it is very rare that I make any such suggestions. Just take a look at the comments I have made on recent releases. I tell people what I think of their work, I don't tell them what they should be adding. In this case I made an exception because of the subject matter of the map. I am a modder and I do mod the game, and of course I would always like to collaborate with people on that. But in general I don't invade people's threads and tell them they should be making a mod instead of a vanilla map. As I said, I may have done that a few times in the past, but I think you will be hard pressed to find many (if any) recent examples.
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User is offline   Hank 

#3240

View PostLoke, on 06 March 2012 - 06:24 PM, said:

Yeah, I wouldn't mind that. People can do whatever they want with it once I've released it. :lol:

I will look out for it ... Posted Image

This post has been edited by Hank: 06 March 2012 - 09:39 PM

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