What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7771 Posted 16 April 2017 - 09:47 PM
...maybe.
Seems I have lost much of the later revisions, but not much progress was made beyond detailing and hooking up a door opening mechanism.
#7772 Posted 17 April 2017 - 03:43 AM
#7774 Posted 17 April 2017 - 09:58 AM
Firstly, Here's an Expander Enforcer. An Enforcer with red tinted armor who can fire Expander shots.
Next up, if you thought the Snake Head is underwhelming, then wait until you meet his big brothers.
Here's an Ice Snake Head, who can fire Freezers at you.
Then there's the Fire Snake Head who can also fire Expander Shots at you.
Wait. With these guys grouped up with the Freezer Lizard from LR & WB, there's a theme going on here, I think.
This post has been edited by Jolteon: 24 April 2017 - 06:42 AM
#7775 Posted 19 April 2017 - 12:48 AM
#7776 Posted 23 April 2017 - 06:39 AM
#7778 Posted 24 April 2017 - 01:26 AM
Oh, and...
Merlijn, on 23 April 2017 - 01:12 PM, said:
Thanks!
#7779 Posted 24 April 2017 - 03:55 AM
#7780 Posted 24 April 2017 - 04:05 AM
Mark., on 24 April 2017 - 03:55 AM, said:
Yes, I've looked everything in stockpile theard. And I don't need these sprites. I need more cartoony sprites, while the sprites being posted is more on the "serious side".
#7781 Posted 24 April 2017 - 04:13 AM
Sanek, on 24 April 2017 - 04:05 AM, said:
Surely there'd be some cartoony sprites for mods in other games you might be able to borrow. Creating new actor sprites from scratch is a lot of work, and it might be difficult to find someone willing to commit to that.
#7782 Posted 24 April 2017 - 04:15 AM
This post has been edited by Mark.: 24 April 2017 - 04:15 AM
#7783 Posted 24 April 2017 - 06:05 AM
Besides, we can complete the whole thing while waitng for these sprites, anyway...
#7784 Posted 24 April 2017 - 07:59 PM
This post has been edited by Hank: 24 April 2017 - 07:59 PM
#7785 Posted 25 April 2017 - 08:28 AM
Eventually this engine should be able to run a Duke3D port.
#7786 Posted 26 April 2017 - 02:27 PM
#7787 Posted 27 April 2017 - 04:49 AM
Tea Monster, on 26 April 2017 - 02:27 PM, said:
The feature set of BHSEdit is completely different to Editart as the formats are. In BHSEdit you can freely rotate and zoom image being edited, and it is very straightforward to use as soon as you grasp the keystrokes. A brief list in what my format surpasses Build ART's:
- Texture sizes of up to 65535 x 65535 (or 32768 x 32768 with mipmaps)
- Mipmapping integrated into the file format
- Tile offsets having half-pixel precision
- Support for both indexed palettes and planar RGB images (also potentially hyperspectral images with up to 255 channels)
- Support for 8 and 16 bits per channel
- Slot-specific pixel format options (linear luminance, gamma-corrected, logarithmic scale, indexed color, also vector representation for normal mapping)
- The transparent color can be individually assigned for each tile or removed altogether
- Each slot has its own physical resolution and nominal ingame brightness (facilitates texture scaling and lighting)
- Flexible memory organization; storing data either in rows like ordinary bitmaps or in columns like Build tiles, in future also as constant-width bands to improve caching
- Storing sounds in the same format with mostly the same capabilities
The BHS slots are just passive data by themselves, without things like animations and multiple viewing angles. These interactivity features should be enabled only through the ABHS engine extension. This means that animations stored inside *.art files will need to be imported separately.
As for the engine itself, it is deemed to support multiple renderers and multiple map formats (both 2D and 3D), but none have been developed so far. Eventually I hope to release commercial indie games using this tech.
This post has been edited by Jan Satcitananda: 27 April 2017 - 04:53 AM
#7788 Posted 27 April 2017 - 04:53 AM
Jan Satcitananda, on 27 April 2017 - 04:49 AM, said:
- Texture sizes of up to 65535 x 65535 (or 32768 x 32768 with mipmaps)
Ah, megatextures
#7789 Posted 30 April 2017 - 04:04 AM
1330 sectors, 9999 walls. More info will come..soon..
#7790 Posted 01 May 2017 - 10:32 AM
Poor theatre.. having an apocalyptic earthquake, a bottemless chasm next door and an invasion of pig cops just kills your business.
This post has been edited by Merlijn: 01 May 2017 - 10:33 AM
#7791 Posted 02 May 2017 - 07:34 AM
Keep up the great work guys!
#7792 Posted 02 May 2017 - 07:57 AM
I am currently working on a pack of boulders and rocks sprites for the community stock pile. I try to follow the great videos from Cage, it's my first try for this type of sprites.
Below the sprites in RVB colours followed by a screen shot in game.
This post has been edited by DotK3D: 02 May 2017 - 07:57 AM
#7793 Posted 03 May 2017 - 11:10 AM
@Dotk3D - nice job! looks very professional, at least to me.
#7794 Posted 03 May 2017 - 03:22 PM
#7795 Posted 03 May 2017 - 03:44 PM
DotK3D, on 02 May 2017 - 07:57 AM, said:
I am currently working on a pack of boulders and rocks sprites for the community stock pile. I try to follow the great videos from Cage, it's my first try for this type of sprites.
Below the sprites in RVB colours followed by a screen shot in game.
Nice! Could I use them in my episode when they are done?
This post has been edited by Mike Norvak: 03 May 2017 - 03:48 PM
#7796 Posted 03 May 2017 - 09:18 PM
@Mike : No problem. If you want to test what I have done actualy (since I am a bit slwo ^^), it'sthe art file I use for test.
rockstilefile_wip.zip (3.93K)
Number of downloads: 193:
#7797 Posted 04 May 2017 - 07:29 AM
Is it too dark or is it perfect the way it is? It's supposed to be in an abandoned mine shaft. I think I'm too inspired by Zero Hour. However there won't be any mine carts you can ride in (There will be mine carts, just can't ride them).
Also DotK3D, Those rocks are really cool.
#7798 Posted 04 May 2017 - 10:54 AM
Edit : But I think I see some snake head on the second screen !
This post has been edited by DotK3D: 04 May 2017 - 11:17 AM
#7799 Posted 04 May 2017 - 05:36 PM
DotK3D, on 04 May 2017 - 10:54 AM, said:
Edit : But I think I see some snake head on the second screen !
You're welcome! I did made the area a bit brighter so it's easier to see, but not by too much though, for I do want to keep it dark.
And yes, those are Snake Heads in the second screenshot.
#7800 Posted 04 May 2017 - 06:25 PM
Jolteon, on 04 May 2017 - 05:36 PM, said:
capt0089.png capt0090.png
And yes, those are Snake Heads in the second screenshot.
What are you actually aiming for? Keep in mind real darkness doesn't work like that with a black wall in front of you. You could drastically increase the visibility and bump down the shade a bit darker.
Otherwise if you're going to keep it like that you could include some night vision goggles if you haven't already.