What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7142 Posted 01 June 2016 - 08:20 AM
I tried a few stupid methods to get shadows onto the slope under the bridge, then I remembered I can just draw them onto the texture and add it to a new tile because it's my own game
This is the mid/inside section of the map, three areas of SOS where the bottom/basement and top/outside also interconnect to keep a nice cyclical flow to the map.
#7144 Posted 01 June 2016 - 08:39 AM
#7145 Posted 01 June 2016 - 09:32 AM
TheDragonLiner, on 01 June 2016 - 08:39 AM, said:
Yes (I think, Is that the really white faced guy from AMC TC?) It's an edited version of the sprites with a new face. I'm unsure if the dark clothes works or not for DM, might change it before release.
A lot of the art and sounds are "borrowed" jblade and others (cage, eddy, hank...) will get a pm before release and some mentions in the credits if they let their work stay in.
#7146 Posted 01 June 2016 - 11:50 AM
Drek, on 01 June 2016 - 09:32 AM, said:
A lot of the art and sounds are "borrowed" jblade and others (cage, eddy, hank...) will get a pm before release and some mentions in the credits if they let their work stay in.
Well his sprite's face in AMC is quite pale indeed ... but his icon in conversations isn't as pale ^^
#7147 Posted 01 June 2016 - 12:35 PM
TheDragonLiner, on 01 June 2016 - 11:50 AM, said:
I went through a few different characters and settled on that sprite set as the most generic. The idea behind the project is to possibly grow into something more complex, with this initial release being 8-bit and flexible, classic grp structure. If I could change the default name from Duke it would be to player1 or name, no one-liners here, just a few grunts and such.
I've started coding in jump pads, worked on multiple different character models to play as, even played around with weapon mutators. But none of those features make the cut for now.
About my latest map I just showed, one of the SOS areas is a downward sloping ramp, as I was doing some real game playtesting I found out jumping down the ramp I glitch cling float down along the ceiling. Hopefully I can find a workaround for it because it immediately throws us out of sync. I'm going to flatten the roof, then try stairs if it still glitches. This map has been fun like that, I've had to rework a few sloped corners where I could glitch into the other SOS areas through walls.
#7148 Posted 01 June 2016 - 02:35 PM
#7149 Posted 01 June 2016 - 02:55 PM
Jblade, on 01 June 2016 - 02:35 PM, said:
Thanks, I've seen you say the same elsewhere and made use of a few effects and a weapon as well.
I'm not sure what this is in your game, but it's a kick ass dual grenade launcher for me. You should see how well the damned bots are with this thing, they can bounce it around corners and into rooms at me, I blame TX because I know that shit ain't DOS default behavior.
#7150 Posted 01 June 2016 - 11:18 PM
Drek, on 01 June 2016 - 02:55 PM, said:
I'm not sure what this is in your game, but it's a kick ass dual grenade launcher for me. You should see how well the damned bots are with this thing, they can bounce it around corners and into rooms at me, I blame TX because I know that shit ain't DOS default behavior.
In AMC this is a powerful shotgun, it shoots one shell but it is as powerful as if 2 had been shot ^_-
BTW the green thing at the bottom is Geoffrey's hand, you might want to edit it ^^
I actually wonder where they got the sprite from ...
This post has been edited by TheDragonLiner: 01 June 2016 - 11:19 PM
#7151 Posted 02 June 2016 - 12:27 AM
#7152 Posted 03 June 2016 - 12:09 AM
#7153 Posted 05 June 2016 - 10:54 PM
What version would you guys want to see more?
#7154 Posted 07 June 2016 - 12:39 AM
Similar to the old industrial elevator I made last year. One going horizontal, then vertical (up) and then horizontal backward.
The using Duke3d effects combined with coding.
But this one is more complicated, goes by 2 floors instead of 1.
SPOILER WARNING!!!
PS
(not in vid) another code trick if we press the button nonstop or during the process, it wont messed up the elevator's function.
Like in real life if you press the button nonstop while is in progress it wont cause it to fail.
#7155 Posted 07 June 2016 - 02:10 AM
1337DirtAlliance, on 05 June 2016 - 10:54 PM, said:
What version would you guys want to see more?
Possibly the 2nd one. The head looks a bit more realistic despite the seemingly flat skin tone.
#7156 Posted 07 June 2016 - 02:35 AM
Micky C, on 07 June 2016 - 02:10 AM, said:
lol, it was a pain matching the skin tone from what it was. Face still needs work as so the skin because it looks too shiny. Crazy how long it takes to make anything when you don't have dedicated time to spend on it.
#7158 Posted 14 June 2016 - 08:54 AM
There are also these Super zombie Pigcops which who are bigger, stronger, and more annoying than any other enemies in the game(For the most part). They fire a bunch of rockets at you. (Credit goes to Trooper Dan for helping me with the Super zombie pigcops code a few months back.)
(Bit off topic but it is my birthday today )
#7160 Posted 14 June 2016 - 11:32 AM
I can't say nothing about level design yet, but I'm certainly get intrigued by these screenshots!
#7161 Posted 15 June 2016 - 07:24 AM
lol this view is funky.
As of this morning, the map's design is complete. 2307 sectors, 16383 walls. All that's left to do is place the enemies, I'm hoping to get that all done by tonight, then I guess I'll ship it off to some folks for a beta. Hopefully it'll be released by the end of the week.
This post has been edited by CruX: 15 June 2016 - 07:24 AM
#7162 Posted 15 June 2016 - 07:38 AM
This post has been edited by FistMarine: 11 December 2016 - 07:23 AM
#7163 Posted 18 June 2016 - 05:06 AM
Daedolon, on 08 June 2016 - 05:45 AM, said:
I had never heard of that game before today, looks beautiful (cut-scenes) for the era. Did/does it play well?
TheDragonLiner, on 01 June 2016 - 11:18 PM, said:
BTW the green thing at the bottom is Geoffrey's hand, you might want to edit it ^^
I made new sprites for the dual grenade launcher, here is high res, before index->dukepal->1/4 size...
Here it is in game, a testing map called jumpads 1
This post has been edited by Drek: 18 June 2016 - 05:56 AM
#7164 Posted 18 June 2016 - 06:42 AM
Drek, on 18 June 2016 - 05:06 AM, said:
I made new sprites for the dual grenade launcher, here is high res, before index->dukepal->1/4 size...
You need some overpaint.
#7165 Posted 18 June 2016 - 07:22 AM
Vazovski, on 18 June 2016 - 06:42 AM, said:
Oh yeah it does! That's literally just a photoshop script from the blender render (of the q3 grenade launcher) I am tweaking camera angles and tilt on the firing frame... wip
#7166 Posted 23 June 2016 - 07:50 AM
#7169 Posted 27 June 2016 - 10:00 AM
#7170 Posted 28 June 2016 - 02:33 AM
How I did it: I converted the Wolf3D maps to a text list (which is very simply to do), then I open a Duke3D map composed of 64 x 64 square sectors and using CON I move sectors or add sprites following the list.
This post has been edited by Fox: 28 June 2016 - 02:33 AM