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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   OpenMaw 

  • Judge Mental

#8260

Yeah, I like the premise. But I would really suggest starting with one map, then work on a multi-level map pack. Certainly,experiment while you're working on the smaller projects. Going through the whole process can be very educational.
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User is offline   Sanek 

#8261

I'm working on a first-person platformer, a standalone indie game. Build Engine of course. It's very minimalistic, yet it will be easier to work on it, since I know that I can achieve these things. I don't know programming, yet the majority of the code was already wirttien for the previous game of mine. I know how the gameplay works and extremely familiar with the map editor. The only trouble is to find the right people and keep the game interesting for a large number of levels (although it wouldn't be a problem if you play it piece by picece, not in one sitting). Do you think I can pull it off?

P.S. I think I will make a proper announcement theard very soon if everything works out.

This post has been edited by Sanek: 06 March 2018 - 12:59 PM

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User is offline   Perro Seco 

#8262

 Sanek, on 05 March 2018 - 03:20 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 B)

Posted Image
Looks cool, but the spotlight would look better if you make the bottom a bit darker than the top.

By the way, will the mod have weapons?
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User is offline   Sanek 

#8263

 Perro Seco, on 06 March 2018 - 02:40 PM, said:

By the way, will the mod have weapons?

Nope. It terms of gameplay, it will be identical to CandyMania, with a minor new features.
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User is offline   Seb Luca 

#8264

For my part, I guess the spotlight sprites are not a good idea :) It does not combine well with pixelart architecture ...
Splendid room, Sanek ^^
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User is offline   Mark 

#8265

Try adjust shade and transparency so they stand out less. Also try semitransparent white sprites on the floor below them.
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User is offline   Micky C 

  • Honored Donor

#8266

View PostSeb Luca, on 06 March 2018 - 05:38 PM, said:

For my part, I guess the spotlight sprites are not a good idea :) It does not combine well with pixelart architecture ...
Splendid room, Sanek ^^


I think the ones in conoklast's screenshot look a lot better.

The triangles are too sharp (for a lack of better word) to suit the visuals.
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User is offline   Seb Luca 

#8267

View PostMicky C, on 06 March 2018 - 07:30 PM, said:

I think the ones in conoklast's screenshot look a lot better.

It's smells like Photoshop result :) such a gradient is not reproducible in Build

This post has been edited by Seb Luca: 06 March 2018 - 11:58 PM

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User is offline   Micky C 

  • Honored Donor

#8268

View PostSeb Luca, on 06 March 2018 - 11:56 PM, said:

It's smells like Photoshop result :) such a gradient is not reproducible in Build


Yes it is, just use alpha blending. The effect is used in the AMC TC, Ion Maiden, and I assume the Total Meltdown mod.
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User is offline   Sanek 

#8269

View PostMicky C, on 07 March 2018 - 12:19 AM, said:

Yes it is, just use alpha blending. The effect is used in the AMC TC, Ion Maiden, and I assume the Total Meltdown mod.


Speaking of AMC TC, here's a spotlight I found in the mod. The black background is present in the file already. Somehow, in AMC TC you can hide that black thing by making it transparent (T). However, it's impossible to do so in vanilla Duke.


Attached Image: LIGHT.png
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User is offline   Micky C 

  • Honored Donor

#8270

Yeah you need to do a little something extra, I'm the wrong person to ask. But additive blending means that the darker something is, the more transparent it is, so you can appreciate how the black background disappears, and the sprite smoothly becomes more transparent from top to bottom.
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User is offline   Sanek 

#8271

I PM'ed James about it. He seems to know more about AMC's inner workings than anybody else. :)


(asking for help on every step of the way - game development at it's best!)

This post has been edited by Sanek: 07 March 2018 - 07:41 AM

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User is offline   Zaxtor 

#8272

Worked on some cool lighting effects in the caves of the floating island I'm currently workin on.
Video to show

5

User is offline   MusicallyInspired 

  • The Sarien Encounter

#8273

Nice. I noticed those platforms against the wall and it occurred to me that hiding platforms on the walls like that with moody lighting would be a neat effect to hide secrets. Not something that's as easily camouflaged with sector-based lighting.
1

User is offline   Zaxtor 

#8274

Fun thing about Polymer you can submerge sprites partially into wall and it doesn't "continue trailing inside wall" like 8bit mode"
Same as for polymost mode.

In polymer mode you can do freaken cool effects.
Also you save sectors for lighting effects.
is like the room has more sectors than shown in mapster

PS
Is cool that sprites acts like real walls and shadow casts on em too, so as mobs etc

This post has been edited by Zaxtor: 10 March 2018 - 11:46 AM

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User is offline   Mike Norvak 

  • Music Producer

#8275

@Zaxtor The architecture looks awesome and the use of light is nice, not the color though, using absolute RGB values without mixing channels makes illumination look amateur imo, you can achieve some cyanish hues by increasing the blue field a bit or yellowish with red. Same with red, a bit of yellow and you get a warmer red, a bit of blue and you get a colder color...
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User is offline   Zaxtor 

#8276

I know,there will be other places that uses cyan and other colors.


Lots of caves will be inside that floating island
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User is offline   Zaxtor 

#8277

PS
Colors aren't 100% red.

Some has example

217 22 7 (settings on SE)
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User is offline   Seb Luca 

#8278

Posted Image
8

User is offline   Zaxtor 

#8279

Worked on a "Tormented Pigcop" for the Floating I'm working on.

Pretty interesting monster.

I heavily altered a pigcop.
I changed color, made the burn marks and the glowing ember effects,

Turned into those nasty charred pigs known as Tormented pigs.
They're pigcops from hell, kinda.
They're eyeless (they're eyes are plucked out of their head).

These pigs spreads fire randomly when walking around.
Their shotgun attack is pretty same as normal pigcop except they have more health.

When they get hit they kinda dematerialize and rematerialize.

Creature effects is kinda inspired on the sci-fi horror movie Event Horizon, Hellraiser and Silent Hill (film).
Posted Image
The video
Spoiler

5

User is offline   Perro Seco 

#8280

View PostZaxtor, on 14 March 2018 - 01:29 AM, said:

Looks very good, but I would erase the LARD sign from it, since I assume the action doesn't take place in LA. Also, very cool lighting.

By the way, sorry for saying this, but player's shotgun fire animation looks very bad. I appreciate the work on the HRP, but I think it should be fixed, along with a better hand models. I remember the HRP from 2006, when I first played Duke 3D, and it was way better.
1

User is offline   Zaxtor 

#8281

Downloaded latest HRP,
I'm sure some more modern feature of HRP will come in the future with more fluidistic movements etc for shotgun animation etc.

The L.A.R.D were former pigcops of LA.
Some unknown event happened and they became "more evil" than normal pigcops.
Similar to Event Horizon event.
Extreme sadism, cannibalism, sadomasochism, torture etc.
And they gouged their own eyes out and more.

This post has been edited by Zaxtor: 14 March 2018 - 12:36 PM

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User is offline   Danukem 

  • Duke Plus Developer

#8282


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User is offline   Zaxtor 

#8283

Must be really hard to program that.
Freaken cool SUV things.
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#8284

View PostTrooper Dan, on 14 March 2018 - 02:20 PM, said:




This would be awesome to use in Atomic Crisis! It would be nice to have this roaming the streets of NYC.
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User is offline   Perro Seco 

#8285

View PostTrooper Dan, on 14 March 2018 - 02:20 PM, said:

I thought that a big sprite like that would look bad in game, but I was wrong; it looks very convincing!

Does it use locators to move like the recon vehicle?
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User is offline   Danukem 

  • Duke Plus Developer

#8286

View PostPerro Seco, on 14 March 2018 - 04:14 PM, said:

I thought that a big sprite like that would look bad in game, but I was wrong; it looks very convincing!

Does it use locators to move like the recon vehicle?


Yes, it has its own type of sprite similar to locators. You could actually have PIGSUV and RECON in the same map.

The size of the sprites does make it more challenging, but there are some tricks and things to keep in mind. First, the angle must be under careful control at all times. If it looks jittery then the illusion is spoiled. So no hardcoded seekplayer stuff, or allowing it to instantly face what is shooting at it, and so on. Second, the smoke sprites when the tires skid and sound effects connect it to the rest of the world so it doesn't seem like it's just floating -- also distracts from the fact that the tires don't animate. Third, by making it move fast, the player doesn't get an opportunity to walk around it and see the abrupt sprite angle transitions; but those abrupt transitions seem fine when it is speeding past.

The sprite sheet had a huge number of tiles, mainly because it had the pigcop in the sun roof facing every possible angle and shooting in every possible angle -- and it had all of those angles for each angle the SUV could be facing, and more. There were about 155 tiles in it! I ended up using only 16 for the SUV, plus a few of the debris tiles (license plate and wheel so far). Making the pigcop constantly face towards the player whenever he pokes his head out made life much easier.
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User is offline   Micky C 

  • Honored Donor

#8287

You used 16 of the original 155?

Is the pig cop on top a seperate sprite then?
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User is offline   Danukem 

  • Duke Plus Developer

#8288

View PostMicky C, on 14 March 2018 - 06:43 PM, said:

You used 16 of the original 155?

Is the pig cop on top a seperate sprite then?


No, that would be glitchy.

5 angles of the SUV with all pigcops inside (using view mode 5, not 8, because the car has bilateral symmetry)
5 angles of the SUV with a pigcop on the roof and facing the player, not shooting
5 angles of the SUV with a pigcop on the roof and facing the player, shooting
The destroyed SUV

I'm not counting the license plates, wheel, etc
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User is offline   Zaxtor 

#8289

Working on another new enemy.
Sand liztroops
They're like sand and we can see through em.

Their attacks are like the normal one but they have special abilities (will be a surprise when played).

Attached thumbnail(s)

  • Attached Image: Sandtroops.jpg

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