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

User is online   Mike Norvak 

  • Music Producer

#8221

 Seb Luca, on 16 February 2018 - 03:49 PM, said:

Other self-made things...

Posted Image

Posted Image


Hahahah I love the castle and how you can destroy it!
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User is offline   Sanek 

#8222

In that new platformer game of mine, I'm messing around with indoor areas lately, since my previous work didn't have any indoor locations at all. I made a couple of of corridors and enemies is supposed to patrol the territory...but I don't know if indoor locations will look good in this kind of game.

What do you think?

Attached Image: capt0029.png

Attached Image: capt0030.png

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User is offline   Loke 

#8223

Looks cool Sanek. The map design reminds me of those really early 90's FPS's.
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User is offline   Perro Seco 

#8224

 Mike Norvak, on 16 February 2018 - 07:15 PM, said:

Hahahah I love the castle and how you can destroy it!
I would never expect that in a FPS. Pretty cool and original!

Also, Sanek screenshots look great. As Loke said, the design really looks from the 90s.
1

User is offline   Jblade 

#8225

Crushing the sand castle is an awesome touch :dukecigar:

Sanek, those shots look really good! You're definitely good at using the simple textures to create a strong aesthetic.

This post has been edited by Jblade: 17 February 2018 - 07:03 AM

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User is offline   Seb Luca 

#8226

Thanks, all ! I like to add that kind of detail to my projects. My current has still many more. :)

Great work Sanek :dukecigar: It reminds me of a 3D immersion in an Atari/Nes game



This post has been edited by Seb Luca: 17 February 2018 - 08:04 AM

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User is offline   Sanek 

#8227

Oh, thank you! Everybody :dukecigar:

Yes, I'm going to make it as retro as possible...and very minimalistic too.
The question is, whether it looks professional enough or not. Sure, my game is most likely to be included under the "budget" category, but...I'm always questioning myself whether the design of the maps is poor or not. On the other hand, the gameplay itself doesn't call for high amount of detail.

P.S. Your comments really inspired me anyway! :)
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User is offline   Seb Luca 

#8228

 Sanek, on 17 February 2018 - 08:51 AM, said:

P.S. Your comments really inspired me anyway! :)

You deserve it :dukecigar:
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User is offline   Seb Luca 

#8229

'modeling an hospital ... :dukecigar:

Posted Image


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User is offline   Mark 

#8230

I hope we don't bump our shins and elbows in cramped rooms. :dukecigar:
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User is offline   Seb Luca 

#8231

 Mark., on 22 February 2018 - 02:29 PM, said:

I hope we don't bump our shins and elbows in cramped rooms. :)

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 :dukecigar:

Spoiler




This post has been edited by Seb Luca: 22 February 2018 - 02:57 PM

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User is offline   Mark 

#8232

brilliant and clever.
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User is offline   Seb Luca 

#8233

 Mark., on 22 February 2018 - 03:27 PM, said:

brilliant and clever.

Thanks a lot Posted Image :dukecigar:

This post has been edited by Seb Luca: 22 February 2018 - 03:39 PM

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User is offline   Micky C 

  • Honored Donor

#8234

#Episode 3

Posted Image
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User is offline   Seb Luca 

#8235

When I look at that screen from a certain distance, it looks like a city view ! XD
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User is offline   Mark 

#8236

With all the excitement over new enemy sprites I am testing new anims for the model versions. This is a quick ugly mockup for testing new anim number 1. After doing more anims I'll show them to Teamonster and hope I can convince him to do these on the real models.

Attached File(s)


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User is offline   Seb Luca 

#8237

Great work! Congratulation ! the remedy for riots :dukecigar: Just maybe blacken the hoofs a bit?

I don't know if it's voluntary or if it's an acronym, but "LARD" in french means "bacon" :) x)



This post has been edited by Seb Luca: 24 February 2018 - 04:23 PM

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User is offline   Mark 

#8238

I used an older version of Teamonster's model that we used in HHR. If this idea ends up going anywhere it will be done properly and with the latest models and look much nicer than my test.
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User is offline   Sanek 

#8239

View PostMark., on 24 February 2018 - 06:00 PM, said:

I used an older version of Teamonster's model that we used in HHR. If this idea ends up going anywhere it will be done properly and with
the latest models and look much nicer than my test.


I thought you made your models all by yourself.
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User is offline   Mark 

#8240

I've made lots of models myself. But I don't have the patience needed to learn the skills to make those high quality character models. I'm happy making mostly props. For characters I can tweak skins, add bits and animate if needed but I let the more qualified guy TM build them.

This post has been edited by Mark.: 25 February 2018 - 04:21 AM

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User is offline   Mark 

#8241

I think its instances of TROR. Not sure.
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User is online   Mike Norvak 

  • Music Producer

#8242

Bunches IIRC
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User is offline   Micky C 

  • Honored Donor

#8243

View PostMike Norvak, on 25 February 2018 - 09:45 AM, said:

Bunches IIRC


Yep, TROR bunch. When you extend a sector with TROR, you have a bunch of linked sectors.
1

User is offline   Sanek 

#8244

Level 02, "Ignition".

Sneak into the launch center, avoid enemy's patrol and press the switches to activate the rocket.

Posted Image

Posted Image

In reality, the rocket's head just goes down so you'll get the last point. :dukecigar:
1

User is offline   Seb Luca 

#8245

Some explosions to give the illusion ? :dukecigar:
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User is offline   Sanek 

#8246

View PostSeb Luca, on 26 February 2018 - 02:35 PM, said:

Some explosions to give the illusion ? :dukecigar:


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. :)
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User is offline   Seb Luca 

#8247

View PostSanek, on 26 February 2018 - 02:53 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. :dukecigar:

Thank you. An earthquake, at least? :)
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User is offline   Seb Luca 

#8248

I spent a few hours on this event, but I am satisfied :dukecigar:




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User is offline   Mark 

#8249

I was going through my drives and found this pic from earlier in the HHR project development. I wanted to have reflective windows but the drag on framerate using mirrors in an open area with Polymer lighting would have bogged down even a Cray supercomputer. So I did the next best thing. I faked it. I took a screen shot of the building on the right and in my graphics program I faded it into a glass texture which was then used in the wall on the left. It was just a test at the time and I forgot about actually using it in the final map version. I just thought I would post this in case anyone else wants to try the idea in their mod sometime.

Attached thumbnail(s)

  • Attached Image: duke0017.jpg


This post has been edited by Mark.: 28 February 2018 - 06:28 AM

3

User is offline   Seb Luca 

#8250

Well done :dukecigar: And this map seems great!!
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