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Need opinions

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#61

View PostDeeperThought, on Mar 19 2010, 03:40 AM, said:

Yes. What does "DOUBLE TAP" mean?

http://en.wikipedia....wiki/Double_tap

Quote

A double tap is a shooting technique where two well-aimed shots are fired at the same target with very little time in between shots. The term hammer is sometimes used to describe a double tap in which the firearm's sights are not reacquired by the shooter between shots.


This post has been edited by The Commander: 18 March 2010 - 06:44 AM

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User is offline   CruX 

#62

View PostDeeperThought, on Mar 18 2010, 07:40 AM, said:

Yes. What does "DOUBLE TAP" mean? And I noticed you were destroying the bodies. Do they get back up again if you don't?


There's a 50/50 chance that they will, if you don't. Double tapping is what it's called. Check the other earlier video that's just called DOUBLETAP. Back then, it was just a throw away reference to Zombieland, but over the past few weeks I decided to add those extra few lines of code that would make it a bit cooler. That quote only prints to the screen if you've actually kept a zombie from getting back up, and successful double-taps are tallied up at the end of the level.
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User is offline   ZedDB 

#63

Will there be puzzles? <_<

This post has been edited by ZedDB: 19 March 2010 - 03:07 AM

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User is offline   EHCB 

#64

Ahh, this game looks lush. The only thing I can suggest is that searching your enemies bodies for items instead of/in addition to finding them on the ground seems like a natural improvement... the floating armour powerup just doesn't quite seem to fit with the cinematic atmosphere.

Actually, for powerpus that need to physically be in the room it might even be worth looking into .md3 models so they can be put in different places and blend with the scenery.

Speaking of the cinematic feel, I think there's a few moments where the camera crosses the 'line of action' but who's counting, the jarring feel can often be used in a good way for horror so it's probably what you were going for anyway.

This post has been edited by EHCB: 19 March 2010 - 07:20 AM

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#65

Thats so awesome!
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User is offline   CruX 

#66

View PostZedDB, on Mar 19 2010, 03:06 AM, said:

Will there be puzzles? <_<


Probably not, Zed. I want to keep level progression nice and simple. Apart from that, puzzles just aren't my thing.

View PostEHCB, on Mar 19 2010, 07:16 AM, said:

The only thing I can suggest is that searching your enemies bodies for items instead of/in addition to finding them on the ground seems like a natural improvement... the floating armour powerup just doesn't quite seem to fit with the cinematic atmosphere.

Actually, for powerpus that need to physically be in the room it might even be worth looking into .md3 models so they can be put in different places and blend with the scenery.

Speaking of the cinematic feel, I think there's a few moments where the camera crosses the 'line of action' but who's counting, the jarring feel can often be used in a good way for horror so it's probably what you were going for anyway.


Hmm, if you're talking about the camera that follows the player in the very first sector of the first video, don't worry. That one isn't really used often (and shouldn't be), because it makes alot of things appear ugly and shifty when the player moves. I made it mostly for larger areas, where placing a lot of cameras just to help the player see where he was going would've been ungainly.

I've actually batted around the idea of making a looting screen or something for dead enemies to at least keep some of the R.E feel intact, but coding a smooth system is going to take a lot more work (...I think). Not to mention the fact that I'd have to work around the already existing code that makes them resurrect.

Also, though I'm using a def file for skyboxes and sound effects, I try to avoid the use of models. Sorry. :P

View PostBrOiler1985, on Mar 19 2010, 10:03 AM, said:

Thats so awesome!


Thanks! I try. <_<

This post has been edited by EmericaSkater: 20 March 2010 - 01:24 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#67

Are you still working on this?
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User is offline   CruX 

#68

I'd like to say yes, but about two or three months ago I lost the majority of the spritework I'd done for it, and haven't touched it since then. Never bothered formally announcing it, since it hasn't really been brought up till just now.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#69

View PostEmericaSkater, on Oct 20 2010, 04:13 PM, said:

I'd like to say yes, but about two or three months ago I lost the majority of the spritework I'd done for it, and haven't touched it since then. Never bothered formally announcing it, since it hasn't really been brought up till just now.

You should release what you had, could make a good base for other mods etc.
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User is offline   CruX 

#70

The problem is that I lost all of my player art, extra actions and such that took me over a month to sprite and the code relied on it heavily. It's essentially broken without that art, so before I'd post up any release at all I'd like to at least get the con files cleaned up so they ran properly. I suppose I can start on that within the next few days.

This post has been edited by EmericaSkater: 25 October 2010 - 07:21 AM

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