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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   Mark 

#8230

I hope we don't bump our shins and elbows in cramped rooms. :dukecigar:
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User is offline   Seb Luca 

#8231

 Mark., on 22 February 2018 - 02:29 PM, said:

I hope we don't bump our shins and elbows in cramped rooms. :)

Ha ha x) If this happens, you can check your bones in the X-ray machine. Wait your turn, or kill the old man to save time :dukecigar:

Spoiler




This post has been edited by Seb Luca: 22 February 2018 - 02:57 PM

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User is offline   Mark 

#8232

brilliant and clever.
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User is offline   Seb Luca 

#8233

 Mark., on 22 February 2018 - 03:27 PM, said:

brilliant and clever.

Thanks a lot Posted Image :dukecigar:

This post has been edited by Seb Luca: 22 February 2018 - 03:39 PM

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User is offline   Micky C 

  • Honored Donor

#8234

#Episode 3

Posted Image
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User is offline   Seb Luca 

#8235

When I look at that screen from a certain distance, it looks like a city view ! XD
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User is offline   Mark 

#8236

With all the excitement over new enemy sprites I am testing new anims for the model versions. This is a quick ugly mockup for testing new anim number 1. After doing more anims I'll show them to Teamonster and hope I can convince him to do these on the real models.

Attached File(s)


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User is offline   Seb Luca 

#8237

Great work! Congratulation ! the remedy for riots :dukecigar: Just maybe blacken the hoofs a bit?

I don't know if it's voluntary or if it's an acronym, but "LARD" in french means "bacon" :) x)



This post has been edited by Seb Luca: 24 February 2018 - 04:23 PM

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User is offline   Mark 

#8238

I used an older version of Teamonster's model that we used in HHR. If this idea ends up going anywhere it will be done properly and with the latest models and look much nicer than my test.
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User is offline   Sanek 

#8239

 Mark., on 24 February 2018 - 06:00 PM, said:

I used an older version of Teamonster's model that we used in HHR. If this idea ends up going anywhere it will be done properly and with
the latest models and look much nicer than my test.


I thought you made your models all by yourself.
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User is offline   Mark 

#8240

I've made lots of models myself. But I don't have the patience needed to learn the skills to make those high quality character models. I'm happy making mostly props. For characters I can tweak skins, add bits and animate if needed but I let the more qualified guy TM build them.

This post has been edited by Mark.: 25 February 2018 - 04:21 AM

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User is offline   Mark 

#8241

I think its instances of TROR. Not sure.
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User is offline   Mike Norvak 

  • Music Producer

#8242

Bunches IIRC
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User is offline   Micky C 

  • Honored Donor

#8243

 Mike Norvak, on 25 February 2018 - 09:45 AM, said:

Bunches IIRC


Yep, TROR bunch. When you extend a sector with TROR, you have a bunch of linked sectors.
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User is offline   Sanek 

#8244

Level 02, "Ignition".

Sneak into the launch center, avoid enemy's patrol and press the switches to activate the rocket.

Posted Image

Posted Image

In reality, the rocket's head just goes down so you'll get the last point. :dukecigar:
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User is offline   Seb Luca 

#8245

Some explosions to give the illusion ? :dukecigar:
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User is offline   Sanek 

#8246

 Seb Luca, on 26 February 2018 - 02:35 PM, said:

Some explosions to give the illusion ? :dukecigar:


I didn't thought about the explosions actually...
Maybe. I didn't think I have the explosions in the game et all, but it's a good idea anyway. :)
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User is offline   Seb Luca 

#8247

 Sanek, on 26 February 2018 - 02:53 PM, said:

I didn't thought about the explosions actually... Maybe. I didn't think I have the explosions in the game et all, but it's a good idea anyway. :dukecigar:

Thank you. An earthquake, at least? :)
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User is offline   Seb Luca 

#8248

I spent a few hours on this event, but I am satisfied :dukecigar:




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User is offline   Mark 

#8249

I was going through my drives and found this pic from earlier in the HHR project development. I wanted to have reflective windows but the drag on framerate using mirrors in an open area with Polymer lighting would have bogged down even a Cray supercomputer. So I did the next best thing. I faked it. I took a screen shot of the building on the right and in my graphics program I faded it into a glass texture which was then used in the wall on the left. It was just a test at the time and I forgot about actually using it in the final map version. I just thought I would post this in case anyone else wants to try the idea in their mod sometime.

Attached thumbnail(s)

  • Attached Image: duke0017.jpg


This post has been edited by Mark.: 28 February 2018 - 06:28 AM

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User is offline   Seb Luca 

#8250

Well done :dukecigar: And this map seems great!!
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User is offline   Sanek 

#8251

One of the serious issues I've questioned myself lately is whether my game looks good or not.
I'm looking for the minimalistic approach to the visual style, but at the same time I want the maps to look detailed and professional, so it will look like a "good indie game" instead of a "crap indie game".
Below you can see the screenshots from the latest map I'm working on ("Dreampipes") and I want to question you - does it look quality for the kind of game I make, or not?

Posted Image

Posted Image
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User is offline   OpenMaw 

  • Judge Mental

#8252

That's a tricky style to get right. I think you have a pretty good look going there. I think it could use a little more variation in contrast. Some border work around the doors? I'm not entirely sure. It's a tricky balance to strike.



What if Duke Nukem was a black guy? I remember when I posted an image of my holiday stripper edits years ago, some made the remark that "black people don't exist" in BUILD games, mostly due to the palettes not supporting the colors. I thought i'd give it a try and see what would happen. I don't know I think it works okay enough.

Posted Image
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#8253

 Commando Nukem, on 04 March 2018 - 12:56 PM, said:

What if Duke Nukem was a black guy?


He would have founded Duke Life Matter. :)
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User is offline   quakis 

#8254

 Sanek, on 04 March 2018 - 09:51 AM, said:

One of the serious issues I've questioned myself lately is whether my game looks good or not.
I'm looking for the minimalistic approach to the visual style, but at the same time I want the maps to look detailed and professional, so it will look like a "good indie game" instead of a "crap indie game".
Below you can see the screenshots from the latest map I'm working on ("Dreampipes") and I want to question you - does it look quality for the kind of game I make, or not?

Stop worrying about it looking good or professional at this particular stage, that can come at a much later stage when its actually important when the groundwork is complete.

Focus on making sure your levels play well foremost. This is the backbone of any level. It doesn't matter how pretty (regardless of its minimalistic style) the levels look if they've got boring layouts consisting of boxy rooms connected to corridors. Even worse yet if the gameplay elements don't hold up either.

Make sure your game mechanics are solid and levels have an interesting flow and gameplay suited to these mechanics before caring about the visual aspects. Have levels that loop into each other, expand the playing field as players progress, reuse existing areas later to access new places once certain goals are achieved, change familiar elements in later levels, create clear contrasts between space, size and height where suitable, allow players to see into previously explored areas and/or tease upcoming locations. There's plenty to consider that helps make a level interesting from a gameplay perspective. Try experimenting by mapping without ever thinking about doors or doorways allowing areas to feel interconnected and fluid. Place doors/doorways later where absolutely neccessary afterwards.

Think about the level as a whole - not as separated areas. Think about where and how players move through each area. Avoid padding out a level by having a solid start and end in mind, then fill up the middle segments with interesting gameplay elements that complement that level's particular theme, gameplay mechanic or gimmick in mind. Don't be alarmed about redoing portions several times until it feels right. If you can't think of anything between one idea and another, stick a placeholder there until something comes to mind or approach it from a different angle.

Once you've achieved a solid level you can then consider how it should look. The overall form and layout of the level could be the driving force in how everything looks. Create distinctive textures and consider unique visual elements suited only to that level. And don't neglect the lighting. Try a stronger, higher contrast lighting. It'll suit your minimalistic style considerably. See here.

Just my two pence.

This post has been edited by quakis: 04 March 2018 - 06:02 PM

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User is offline   Sanek 

#8255

Thank you for your post, Quakis!
I knew about these things all the time...sometimes it's very useful to be reminded of what's really important. :)
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User is offline   MC84 

#8256

 Sanek, on 04 March 2018 - 09:51 AM, said:

One of the serious issues I've questioned myself lately is whether my game looks good or not.
I'm looking for the minimalistic approach to the visual style, but at the same time I want the maps to look detailed and professional, so it will look like a "good indie game" instead of a "crap indie game".
Below you can see the screenshots from the latest map I'm working on ("Dreampipes") and I want to question you - does it look quality for the kind of game I make, or not?


Here's a quick mock-up I did quickly in GIMP; to be honest it just depends on how much time you wanna spend. But some bolder palette choices and more contrast would definitely help IMHO.

Attached thumbnail(s)

  • Attached Image: 001.jpg

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User is offline   Sanek 

#8257

 conoklast, on 05 March 2018 - 02:05 AM, said:

Here's a quick mock-up I did quickly in GIMP; to be honest it just depends on how much time you wanna spend. But some bolder palette choices and more contrast would definitely help IMHO.


Now this pic makes me feel that I don't spend much time on this thing. :)
Anyway...here's another shot of the same room, with the new spotlight sprite...and more shadows B)

Posted Image

This post has been edited by Sanek: 05 March 2018 - 03:20 AM

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User is offline   Bumm1987 

#8258

Currently have a few ideas bouncing around the old noggin for a Duke 3d Mod I'd like to call Planet of the Pigs(obviously a terrible and tentative title that is subject to change). The story premise I am currently working with is that Dr Proton has sent Duke into an alternate Timeline where anthropomorphized Pigs are the ruling species. This of course includes them having a Pig version of Duke himself. The whole story is supposed to technically be a huge misunderstanding as Duke thinks his world has been overrun by mutants and he slaughters his way through the pig folk. Originally I was thinking of making 4 episodes with the first 3 being based on the holy build trinity. Episode 1 would have Duke land smack dab in the middle of China town and have influences from Shadow Warrior with pig samurai, pig ninjas, pig sumo, pig demons and of course a boss fight at the end against Pig Lo Wang. The second episode would have Duke going through an abandoned area which is the most destitute and run down part of the city starting in a graveyard then moving through a cathedral, an asylum, and maybe an abandoned park or something similar with pig versions of the zombies, cultists and gargoyles ending in a boss fight with Pig Caleb. The last 2 episodes would be normal Duke levels with the city street and high tech facility designs which would have enemies like LARD officers, the PDF (Pig Defense Force), and other pig cop variations with higher tech gear. Episode 3 would end in a fight with Pig Duke whose defeat would end the confusion and Duke would get back home to take the fight to Proton in Episode 4. Of course movie references and babes would be included (although they would be Pig babes for the first 3 episodes). Unfortunately my build knowledge is practically nil, my level design is uninspired, my sprite work is atrocious and I suck heavily at coding. I am slowly trying to build my skill in all these areas and will work on this as much as possible even if it takes me 10 plus years to finish.
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User is offline   Micky C 

  • Honored Donor

#8259

It sounds extremely ambitious. That would take a lot of art, coding, some new sounds, and of course a lot, and I mean a LOT of levels. For many veteran mappers, it can take many years for even a single episode to be produced (maps only, not a mod).

Given your lack of experience, I would suggest first trying to make a much smaller project from start to finish. Maybe a one or three-level mod, and see how you go with that. It’ll probably be a good learning experience for before you start a deeper project.

Otherwise the premise of the project sounds quite interesting with regards to the world of pigs. Of course, with regards to having themes based on other build games, there are several of those already, including (unsurprisingly) the AMC TC. I’d suggest having a careful look at those to ensure you’re not retreading ground.

This post has been edited by Micky C: 06 March 2018 - 04:53 AM

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