What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8230 Posted 22 February 2018 - 02:29 PM
#8231 Posted 22 February 2018 - 02:51 PM
Mark., on 22 February 2018 - 02:29 PM, said:
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
This post has been edited by Seb Luca: 22 February 2018 - 02:57 PM
#8233 Posted 22 February 2018 - 03:39 PM
This post has been edited by Seb Luca: 22 February 2018 - 03:39 PM
#8235 Posted 24 February 2018 - 04:15 PM
#8236 Posted 24 February 2018 - 04:15 PM
Attached File(s)
-
SMASHPIG.7z (473K)
Number of downloads: 134
#8237 Posted 24 February 2018 - 04:20 PM
I don't know if it's voluntary or if it's an acronym, but "LARD" in french means "bacon"
This post has been edited by Seb Luca: 24 February 2018 - 04:23 PM
#8238 Posted 24 February 2018 - 06:00 PM
#8239 Posted 25 February 2018 - 01:24 AM
Mark., on 24 February 2018 - 06:00 PM, said:
the latest models and look much nicer than my test.
I thought you made your models all by yourself.
#8240 Posted 25 February 2018 - 04:14 AM
This post has been edited by Mark.: 25 February 2018 - 04:21 AM
#8243 Posted 25 February 2018 - 02:38 PM
Mike Norvak, on 25 February 2018 - 09:45 AM, said:
Yep, TROR bunch. When you extend a sector with TROR, you have a bunch of linked sectors.
#8244 Posted 26 February 2018 - 09:47 AM
Sneak into the launch center, avoid enemy's patrol and press the switches to activate the rocket.


In reality, the rocket's head just goes down so you'll get the last point.
#8246 Posted 26 February 2018 - 02:53 PM
Seb Luca, on 26 February 2018 - 02:35 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.
#8247 Posted 26 February 2018 - 03:49 PM
Sanek, on 26 February 2018 - 02:53 PM, said:
Thank you. An earthquake, at least?
#8249 Posted 28 February 2018 - 06:26 AM
This post has been edited by Mark.: 28 February 2018 - 06:28 AM
#8251 Posted 04 March 2018 - 09:51 AM
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?

#8252 Posted 04 March 2018 - 12:56 PM
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.
#8253 Posted 04 March 2018 - 01:01 PM
Commando Nukem, on 04 March 2018 - 12:56 PM, said:
He would have founded Duke Life Matter.
#8254 Posted 04 March 2018 - 06:00 PM
Sanek, on 04 March 2018 - 09:51 AM, said:
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
#8255 Posted 05 March 2018 - 01:58 AM
I knew about these things all the time...sometimes it's very useful to be reminded of what's really important.
#8256 Posted 05 March 2018 - 02:05 AM
Sanek, on 04 March 2018 - 09:51 AM, said:
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.
#8257 Posted 05 March 2018 - 03:20 AM
conoklast, on 05 March 2018 - 02:05 AM, said:
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
This post has been edited by Sanek: 05 March 2018 - 03:20 AM
#8258 Posted 05 March 2018 - 11:57 PM
#8259 Posted 06 March 2018 - 04:51 AM
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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