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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   TURBOKID 

#8140

View PostSanek, on 11 January 2018 - 02:12 PM, said:

Title's font look like a font for a mobile Duke game.


Appreciate your opinion but there is a reason for its look

This post has been edited by TURBOKID: 11 January 2018 - 02:44 PM

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User is offline   TURBOKID 

#8141

Was messing about some more with the title, here it is in game, feel like it gives the right feel now (This should be kind of like Borderlands made in the 90s) need some help with logo placement so if anyone could help that would be great. Also throwing around ideas for the shrinker, always liked the DNF version so might go with that

Attached Image: duke0000.png

Attached Image: Shrinker.png

.
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User is offline   TURBOKID 

#8142

Wanted to include Dukes standard pistol but always thought the shaping was a bit off. so im hoping this fix will fit in with the rest of the weapons

Attached Image: 2524.png Attached Image: 2524.png
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User is offline   Micky C 

  • Honored Donor

#8143

#Episode 3

Attached thumbnail(s)

  • Attached Image: duke0267.png


This post has been edited by Micky C: 13 January 2018 - 12:22 AM

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#8144

View PostMicky C, on 13 January 2018 - 12:21 AM, said:

#Episode 3


Great !
This looks like an English place O_o


BTW TURBOKID, I believe Duke's standard pistol is said to be a "beefed-up" Glock so with your second picture I'd say you've got a good base for it, as for the title screen I really like the look of the Enforcer and Pigcop, and the overall thing reminds me of Duke Advance in a way, the style is kinda the same (also considering that the trooper sprite you use seems to be taken from Advance) :dukecigar:
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User is offline   Loke 

#8145

View PostMicky C, on 13 January 2018 - 12:21 AM, said:

#Episode 3


#gethyped
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User is offline   Merlijn 

#8146

View PostMicky C, on 13 January 2018 - 12:21 AM, said:

#Episode 3


That looks great! The release date is "when it's done" I presume?

This post has been edited by Merlijn: 13 January 2018 - 03:46 AM

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User is offline   Loke 

#8147

 Merlijn, on 13 January 2018 - 03:34 AM, said:

That looks great! The release dat is "when it's done" I presume?


This year hopefully.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#8148

Posted Image
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User is offline   Phredreeke 

#8149

PLUs for the font?
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User is offline   Sanek 

#8150

 TheDragonLiner, on 13 January 2018 - 12:28 AM, said:

Great !
This looks like an English place O_o

I thought it was something like Washington DC.

btw, do you have some kind of a new HUD there? I don't remember seeing it before.
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#8151

 Sanek, on 13 January 2018 - 05:37 AM, said:

I thought it was something like Washington DC.

btw, do you have some kind of a new HUD there? I don't remember seeing it before.


Sounds plausible too >_>


I believe Micky gets a new HUD based on the helmet he's wearing along with his SMART suit in order to fit the "Iron Man" style more... I find it's also a nice technical performance, and another landmark making the mod stand out of the rest !

This post has been edited by TheDragonLiner: 13 January 2018 - 05:51 AM

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User is offline   TURBOKID 

#8152

 Fox, on 13 January 2018 - 04:04 AM, said:

Posted Image



Fox, My project here is set on the Duke64 base. Id love some help if your interested?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#8153

It won't take long until I release version 1.0 of the mod, expect the code to be almost entirely rewritten...
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User is offline   Jblade 

#8154

You know I keep forgetting that Micky's using a 4:3 resolution :dukecigar: Widescreen support is much better in this episode, I'm working my way through every weapon in the mod and making sure it works in both modes and also adding code so that the sprite edges don't appear onscreen anymore under some circumstances. Only downside is that sky boxes don't play nicely with widescreen mode turned on, which I hope can be fixed before the episode is released.

This post has been edited by Jblade: 13 January 2018 - 01:27 PM

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User is offline   Phredreeke 

#8155

Fox, will you be implementing my suggestion of a button for switching between ammo types?
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#8156

If the third AMC episode is the final installment, you guys can add some minor enemies from the second episode that would be logic to encounter even into the first in a way to refresh it also for people already played (and probably increase the challenge)?

Yeah, we can kinda say the same thing for DN3D "Why the Enforcers does not appear from the first episode? Why the aliens should not send them in Los Angeles?" 3Drealms decided like this, but we can do what we want with our stuff.

This post has been edited by Fantinaikos: 13 January 2018 - 02:05 PM

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User is offline   Phredreeke 

#8157

The reason there are no enforcers in episode 1 is
Spoiler

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#8158

 Phredreeke, on 13 January 2018 - 01:55 PM, said:

Fox, will you be implementing my suggestion of a button for switching between ammo types?

Yah. Maybe I add it for Eduke32 itself.
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User is offline   TURBOKID 

#8159

This could have turned out better

Attached Image: Meh.png
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#8160

 Fantinaikos, on 13 January 2018 - 02:04 PM, said:

If the third AMC episode is the final installment, you guys can add some minor enemies from the second episode that would be logic to encounter even into the first in a way to refresh it also for people already played (and probably increase the challenge)?

Yeah, we can kinda say the same thing for DN3D "Why the Enforcers does not appear from the first episode? Why the aliens should not send them in Los Angeles?" 3Drealms decided like this, but we can do what we want with our stuff.


I believe Ep3 for AMC is not intended to be the last, I remember they mentioned an original plan for 5 episodes, but they're focusing on 4 for the time being >_>
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User is offline   Jblade 

#8161

There's 5 episodes, no matter how long it takes to make :dukecigar:
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User is offline   Sanek 

#8162

More screenshots from my project, showcasing all-new textures...

Attached Image: SBZ1.png

Attached Image: SBZ2.png

Attached Image: SBZ3.png

I think I'll try to talk with some programmers and artists in a week or two. :dukecigar:
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User is offline   TURBOKID 

#8163

Attached Image: 26914094_489271644803734_1553670521_n.png

Attached Image: 26914157_489282768135955_269285729_n.png
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User is offline   Micky C 

  • Honored Donor

#8164

View PostTheDragonLiner, on 13 January 2018 - 12:28 AM, said:

Great !
This looks like an English place O_o


View PostSanek, on 13 January 2018 - 05:37 AM, said:

I thought it was something like Washington DC.


You're both wrong Posted Image


View PostMerlijn, on 13 January 2018 - 03:34 AM, said:

That looks great!


Thanks! The great thing about the AMC TC is that it's 100x easier to recreate real life locations.

https://imgur.com/a/BtjT6
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#8165

View PostMicky C, on 14 January 2018 - 10:44 PM, said:

You're both wrong Posted Image




Thanks! The great thing about the AMC TC is that it's 100x easier to recreate real life locations.

https://imgur.com/a/BtjT6


Adelaïde maybe >_>

Anyway it indeed looks close to the original
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User is offline   TURBOKID 

#8166

Not including it but, Tea monsters enforcer here i did for fun

Attached Image: Enforcer.png
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#8167

It would be interesting have an HRP version of your reload sprites instead, it gives a particular visual experience. I'm talking of screenshoted poses obviously, the outline effect is impossible otherwise.

This post has been edited by Fantinaikos: 16 January 2018 - 03:29 PM

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User is offline   TURBOKID 

#8168

View PostFantinaikos, on 16 January 2018 - 03:25 PM, said:

It would be interesting have an HRP version of your reload sprites instead, it gives a particular visual experience. I'm talking of screenshoted poses obviously, the outline effect is impossible otherwise.


Attached Image: Ripper fire.png

Attached Image: RPG.png
3

#8169

Attached Image: library1.jpg

Some finished, others WIP.

Full sprite sheets here
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