[RELEASE] Duke Forces -- THE Star Wars mod for EDuke32
#121 Posted 05 February 2017 - 11:08 AM
#122 Posted 05 February 2017 - 11:30 AM
Not that complicated give a better walking, the legs are not seen so it should be enough to change the folds of the skirt on each frame to give the illusion. Or you could just paste the lower part of the tusken.
#123 Posted 05 February 2017 - 11:55 AM
If you want to take a look at it, I have attached the jawa sprite folder with the duplicate sprites removed. I'm sure you are right, but it would still take me a good deal of time to add the animations and I'm trying to finish some other stuff more suited to my skillset.
Number of downloads: 6
#124 Posted 06 February 2017 - 10:52 AM
Missing Jawa Walking Frames.zip (54.61K)
Number of downloads: 6
That DF community Tusken has Melee mace and Thermal Detonator attacks, but Tuskens even uses guns like their Cycler Rifle http://starwars.wiki...n_Cycler_rifle. You would include a Tusken gunner? It seems rather easy to pixeling, It is almost a broomstick.
I wonder if it is possible add a game mechanic that spawns specific enemies in specific areas, for ex. if the the mod finds out that the map is full of a certain quantity of snow areas, it will spawn SnowTrooper in map instead of the regular ones.
This post has been edited by Fantinaikos: 06 February 2017 - 10:59 AM
#125 Posted 06 February 2017 - 11:48 AM
Thank you! I will look at those and code a jawa in the future.
I finished coding the tusken based on the existing animations. Instead of a thermal detonator, I have them throwing a net which temporarily restrains the player (although he can still fire, and he can escape from it using lightsaber). Even though we don't see them using nets in the movies, I feel it is consistent with what we know about them and adds a new gameplay element. Thanks to Gambini for the net sprite!
I have been doing that already in some respects. For example, Duke enemies are much more likely to be randomly replaced by Tusken raiders if they are outside (parallaxed ceiling in the sector). But it gets tricky when trying to determine the type of terrain, not to mention it requires tedious coding. With snow, for example: there are certain textures typically associated with snow, but mappers can be very creative and there is no way to be sure. There was/is a funny bug in Attrition which exemplifies this problem. Footstep sounds in that mod are based on the floor texture and pal, but some floors that look like snow are used for other things (e.g. the white lines on roads) and the snow stepping sound will play if you walk on them.