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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#8470

 Trooper Dan, on 05 September 2018 - 09:57 AM, said:



Wow that is really cool.
1

User is offline   Forge 

  • Speaker of the Outhouse

#8471

 icecoldduke, on 30 September 2018 - 07:37 AM, said:

Wow that is really cool.

seabass should make a bidet for Shelly.
drink from it for health points

This post has been edited by Forge: 30 September 2018 - 07:57 AM

0

User is offline   eGraphics 

#8472

 icecoldduke, on 30 September 2018 - 07:37 AM, said:

Wow that is really cool.


Now that's cool. It's ah, much better then before.
0

User is offline   Maisth 

#8473

Been a while since i've posted anything on The Collapse, here's an image of an early in development area for the map, i'm experimenting with making the map more open, and having various ways of getting to the end.

Attached Image: duke0003.png
7

#8474

 Perro Seco, on 30 September 2018 - 07:14 AM, said:

Kill enemies. :rolleyes:

Shading and shadows are pretty easy to pull off. It can go a long way to making levels feel like a living place.


This post has been edited by Truck Stop Santa Claus: 30 September 2018 - 02:01 PM

0

#8475

 MusicallyInspired, on 30 September 2018 - 07:17 AM, said:

Really like your contrasting lighting there especially on the car. Almost thought for a millisecond that it was in a dynamic lighting engine.

Its pretty easy to pull off.
0

User is offline   Tea Monster 

  • Polymancer

#8476

 Truck Stop Santa Claus, on 30 September 2018 - 03:17 AM, said:

I've also add a fire extinguisher that blows a hole into the bathroom
I always believe that every fire extinguisher should at lest take a good chunk out of any wall in a Build gamePosted Image


Man has his priorities straight.
0

User is offline   Zaxtor 

#8477

Made a liztroop death more spectacular when he falls into the lava.

6

User is offline   Seb Luca 

#8478

"Preciooouus !!"
2

User is offline   Mark 

#8479

Add some puffs of smoke too.
3

User is offline   Zaxtor 

#8480

 Mark, on 02 October 2018 - 12:25 PM, said:

Add some puffs of smoke too.


Added some.
Looks damn cool, thx for suggestion


6

User is offline   Mark 

#8481

Looks cool. I wish Eduke's transparency bug wasn't there in that 2nd monster kill. With all the music, monster and weapons sounds I'm not sure if a sizzle sound could be heard. Try adding one in.

This post has been edited by Mark: 03 October 2018 - 04:45 AM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#8482

Lol at the music. Nice choice.

Effect is excellent too.
0

User is offline   eGraphics 

#8483

I like the smoke, the music brings back memories and burn Liztroop burn... Nice programming.
0

User is offline   Seb Luca 

#8484



A foretaste of Christmas?? :rolleyes:






8

User is offline   Mark 

#8485

The coloring makes it look like the original Unreal engine. It reminds me of the fish tank screensaver I run for my cat's amusement every now and then.
1

User is offline   Seb Luca 

#8486

I hope your cat will love these fish :rolleyes:
0

User is offline   Tekedon 

#8487

 Seb Luca, on 04 October 2018 - 11:08 AM, said:



A foretaste of Christmas?? :P








So beautiful... :rolleyes:

I loved the first episode so looking forward to this. When do you think it'll be done?

This post has been edited by Tekedon: 06 October 2018 - 10:49 AM

1

User is offline   Seb Luca 

#8488

Thank you :rolleyes: I can't say, exactly ... About a few weeks. But I'm really trying to make it released before the end of 2018 :P
0

User is offline   Sanek 

#8489

 Seb Luca, on 06 October 2018 - 01:29 PM, said:

Thank you :P I can't say, exactly ... About a few weeks. But I'm really trying to make it released before the end of 2018 :)

Oh oh. I'm trying to release my thing before the end of the year too! I hope we don't overlap each other, when the time comes. :rolleyes:
0

User is offline   Seb Luca 

#8490

If so, will win the one with the best advertising budget :rolleyes:

Or perhaps we can warn ourselves when the first to finish will have decided on a date? :P
0

User is offline   Danukem 

  • Duke Plus Developer

#8491

Still working on CTF for Alien Armageddon.


9

User is offline   eGraphics 

#8492

I'm doing something I said Id do years ago and adding Mario into the game. This is my new replacement for the player sprite.


Posted Image

This post has been edited by eGraphics: 09 October 2018 - 03:32 AM

1

User is offline   Mike Norvak 

  • Music Producer

#8493

View PosteGraphics, on 09 October 2018 - 03:32 AM, said:

I'm doing something I said Id do years ago and adding Mario into the game. This is my new replacement for the player sprite.


Posted Image


Cute!

I wonder how that dukeplus map with hills would fit in a mario TC.
1

User is offline   Perro Seco 

#8494

View PostTrooper Dan, on 07 October 2018 - 01:36 AM, said:

Still working on CTF for Alien Armageddon.

I play dukematches occasionally, but I think I'm not as good as your bot. Very good job!
0

User is offline   eGraphics 

#8495

View PostMike Norvak, on 09 October 2018 - 06:58 AM, said:

Cute!

I wonder how that dukeplus map with hills would fit in a mario TC.


It was just a background for the sprite. For the fun of it, I've been recreating Nintendo games into Duke3D maps.
0

#8496

First Video preview video of my WIP
One of the floors isn't even close to done but I do have all the elevators working

https://youtu.be/WaYHgEBlDYg

This post has been edited by Truck Stop Santa Claus: 09 October 2018 - 05:37 PM

3

#8497

Having one floor based off explosions caused by a "gas leak"
Posted Image
4

User is offline   Seb Luca 

#8498

Posted Image
11

User is offline   eGraphics 

#8499

I think I just figured out how to make maps with true TROR, that will also work in software rendering mode. The trick cutting up the maps angels.

Seem like the coding for mirrors and TROR isn't that far off from one another in software rendering mode. Would anyone like to see an example?

Posted Image

This post has been edited by eGraphics: 12 October 2018 - 12:29 PM

0

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