What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4231 Posted 21 January 2013 - 09:13 AM
Is a mod with 1 ep but has like 16 levels.
14 + 2 secret.
Before was gonna be 12 + 2 secrets but decided to make an extra level. plus a sub-level. like Oblivion has 2 sub-levels, "maps too small to be levels"
After the last we head toward the ship with all the enemies responsible for invading / raiding the bionic planet Trequonia.
Levels are longer to make than Oblivion's lev cus.
1, they are larger, more detailed, many has hardcore conhack and neat effects etc.
#4232 Posted 22 January 2013 - 02:14 AM
Zaxtor, on 21 January 2013 - 09:13 AM, said:
Is a mod with 1 ep but has like 16 levels.
...
Levels are longer to make than Oblivion's lev cus.
1, they are larger, more detailed, many has hardcore conhack and neat effects etc.
OK, sounds like neat, and...this time, is it will not as hard to beat as Oblivion TC, right? I like your mods have big, mega-detailed, cool effects and designs of maps but not want get my ass kicked again.
This post has been edited by Player Lin: 22 January 2013 - 02:14 AM
#4233 Posted 22 January 2013 - 02:31 AM
#4234 Posted 25 January 2013 - 03:14 PM
#4235 Posted 25 January 2013 - 11:16 PM
I could add this as a hidden function, too bad the artwork for a single SMG doesn't exist
#4236 Posted 25 January 2013 - 11:59 PM
#4237 Posted 26 January 2013 - 12:54 PM
The deal with the image above is that I am using orientation 1024, and adjusted the position of the sprite to the edge of the screen manually. This way I can take advantage of setaspect to make sprites with a different horizontal or vertical zoom, so I can stretch a sprite.
I tried to make it the simpliest as possible, so I can use a code as simply as this:
setvar x -104 setvar y 84 setvar z 65536 setvar z2 65536 setvar ang 0 setvar orientation 0 setvarvar shade gs getsector[THISACTOR].floorpal pal setvar POSX 0 setvar tilenum KNEE state rotatesprite
Note how I have two different variables for the zoom.
#4238 Posted 26 January 2013 - 04:35 PM
When I was going to the Pharmacy to get these delicious giant chocolate bars (Lindor my fav).
An idea came up to my head. I was lil skeptical and thought wouldn't work.
Actually it worked.
Is 2 doors.
When you open door1, door2 closes.
When you close door1, door2 opens.
It is possible to pass right because the switch is too far?
The idea is we can jam the door.
Neat trick involved sector trick and conhack.
Rest will be seen when playing the mod.
This post has been edited by Zaxtor: 26 January 2013 - 04:36 PM
#4239 Posted 26 January 2013 - 07:29 PM
Zaxtor, on 26 January 2013 - 04:35 PM, said:
When you close door1, door2 opens.
An air lock?
I thought this was always possible...
#4240 Posted 27 January 2013 - 01:45 AM
I remember that in the Last Reaction / Chimera TC there was a very good decompression chamber effect.
#4241 Posted 27 January 2013 - 02:24 AM
Oblivion had an airlock tho that if we don't close the exterior door we die as soon we open the door to the airlock room.
But this is something else.
2 doors functioning at the same time.
If one of them get stuck, the other get stuck.
#4242 Posted 27 January 2013 - 07:35 PM
Fox, on 25 January 2013 - 11:16 PM, said:
I could add this as a hidden function, too bad the artwork for a single SMG doesn't exist
You mean a pickup sprite? I've told you before man, I can do whatever artwork you need. I support this project 100%, but I can't help if you don't tell me whats up. Never hesitate to send me a request.
#4243 Posted 28 January 2013 - 01:09 AM
#4244 Posted 28 January 2013 - 09:49 AM
#4245 Posted 28 January 2013 - 09:53 AM
#4246 Posted 28 January 2013 - 12:11 PM
#4247 Posted 28 January 2013 - 03:26 PM
Fox, on 28 January 2013 - 01:09 AM, said:
Fair enough.
#4248 Posted 28 January 2013 - 03:32 PM
#4249 Posted 28 January 2013 - 03:40 PM
pmw, on 28 January 2013 - 09:49 AM, said:
It´s looking good. As a start I´d replace that concrete+dirt texture by the dirt only one.
#4250 Posted 28 January 2013 - 03:49 PM
This post has been edited by Mark.: 28 January 2013 - 03:51 PM
#4251 Posted 28 January 2013 - 08:45 PM
Dirt/sand road
Beach
Shore
#4254 Posted 29 January 2013 - 11:41 AM
Micky C, on 29 January 2013 - 05:05 AM, said:
Omaha Beach-style; Duke storming the beach riddled with alien strongholds and bunkers near the shore.
#4256 Posted 30 January 2013 - 05:30 AM
Micky C, on 29 January 2013 - 11:42 PM, said:
you should point the re-direct
http://www.scent-88....sg4185.html#new
or start a new thread here
#4257 Posted 30 January 2013 - 06:53 AM
Bloodshot, on 11 January 2013 - 10:44 AM, said:
...
If anyone can help me out as to what is wrong with the background on the new sprite I would greatly appreciate it.
I don't know if you ever fixed it, but the reason for that is that there is an exact duplicate of that color in the palette that isn't treated as transparent. The only ways to get around that are to edit the palette so that color isn't used or to open the tile in EditArt and replace it with the transparent color.
#4258 Posted 30 January 2013 - 06:57 AM
HellFire, on 28 January 2013 - 03:32 PM, said:
Wow, I didn't know that. It looks pretty cool, but it also feels abit too nice beach for finland......But I'll think about that tile -- it doesn't even change the player's skin colour!
And thanks for nice tutorial. But how about that curvy beach next to water. I think there will be some edges on it? Between water and the beach?
#4259 Posted 30 January 2013 - 07:03 AM
#4260 Posted 30 January 2013 - 11:50 AM
Alan, on 30 January 2013 - 06:53 AM, said:
I actually figured out the problem but I solved it by copying the pixels from existing sprite art of the background and scaled them to fit the background of my sprites.