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WG Realms 2: Get Medieval on Their Asses!  "WG and DT present the ultimate 8-bit medieval fragfest"

User is offline   Danukem 

  • Duke Plus Developer

#211

View PostWilliam Gee, on Jun 29 2009, 04:42 PM, said:

Yeah but make sure it isn't human. (Its duke against the monsters) I always wanted a monster holding chaingun, similar to the idea I had with the baren zombie holding shotgun. They are using the weapons you need to pickup, but are not human.

I guess for the duke, you could have 1 blue armored version and we just use it with dif palets.


Yes, a monster. But I hope that is compatible with using art that suggests some athleticism. It would be nice to have a monster that is running around, jumping, crouching, and in general acting more like another player would instead of acting like a lumbering gun turret. The pigcop replacements, like the original pigcops (and like doom zombies) are basically gun turrets with legs that slowly shuffle around. And that's fine for one hitscan enemy, but for the next I'm hoping it can be something quite different, which is why I was suggesting it be based on a player model.

And yeah, for Duke we don't really need different versions...it's probably not worth the effort to have more than one.

This post has been edited by DeeperThought: 29 June 2009 - 07:10 PM

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User is offline   daniel262b 

#212

View PostDeeperThought, on Jun 30 2009, 01:15 AM, said:

We can use multiple versions of the character. I can code it to switch to different art when he picks up armor or a new weapon or whatever.


that sounds great! i could probably finish one player for the first release of WGR2 and then do more that could be implemented as newer versions come out.

View PostDeeperThought, on Jun 30 2009, 02:21 AM, said:

@daniel262b: WG and I have wanted to have a humanoid chaingun enemy for some time now. Seeing those Duke sprites made me think you could make a great one. The quake look would be fine, I think. It would need animation for running, standing, shooting, dying and maybe crouching, crouch shooting and jumping. If you are already making a player, the enemy could be based on it (or vice versa).


i'm kinda new to the whole sprite making/editing but i'll give it a go, i'll make some concepts and post them here within the day. Is this monster a boss type or just an advanced grunt?

View PostWilliam Gee, on Jun 30 2009, 02:42 AM, said:

Yeah but make sure it isn't human. (Its duke against the monsters) I always wanted a monster holding chaingun, similar to the idea I had with the baren zombie holding shotgun. They are using the weapons you need to pickup, but are not human.


in that case, could you take some screenshots of the chaingun and send them to me please? i'd like to know how it looks in all contexts before i start sketching. My address is daniel262b@yahoo.com, thanks in advance.
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User is offline   TerminX 

  • el fundador

  #213

Those sprites are top notch, daniel262b.
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User is offline   Danukem 

  • Duke Plus Developer

#214

View Postdaniel262b, on Jun 29 2009, 10:56 PM, said:

Is this monster a boss type or just an advanced grunt?


Possibly both. I have a tendency to make mini-boss versions of any monster that looks cool.


View Postdaniel262b, on Jun 29 2009, 10:56 PM, said:

in that case, could you take some screenshots of the chaingun and send them to me please? i'd like to know how it looks in all contexts before i start sketching. My address is daniel262b@yahoo.com, thanks in advance.


Instead of e-mailing I'll just post the images here:

Posted Image
Posted Image

It spins and has a grenade launcher on the underside.
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User is offline   Stabs 

#215

a shadow warrior styled grenade launcher?, that thing was my fav BUILD engine weapon ;)
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User is offline   ZedDB 

#216

View PostCaptain Awesome, on Jun 29 2009, 11:50 PM, said:

His art isn't in the same position as the ones you were using.

Your Blue Font is nice, Zed, but I think the N letter looks odd.

Better?
Attached Image: Sk_rmbild.png
Attached File  TILES011.ART.zip (21.36K)
Number of downloads: 591
BTW DT: I sorry if I'm nagging you but does the new numbers that are 12x15 instead of 12x16 solve the "magic numbers" problem?
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User is offline   Danukem 

  • Duke Plus Developer

#217

View PostZedDB, on Jun 30 2009, 01:56 AM, said:

Better?
Attachment Sk_rmbild.png
Attachment TILES011.ART.zip
BTW DT: I sorry if I'm nagging you but does the new numbers that are 12x15 instead of 12x16 solve the "magic numbers" problem?


That is better, especially the small font, but the health numbers still don't line up in the HUD. They line up fine everywhere else though. I'll look into it at some point.
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User is offline   daniel262b 

#218

View PostTX, on Jun 30 2009, 09:39 AM, said:

Those sprites are top notch, daniel262b.

thanks!

View PostDeeperThought, on Jun 30 2009, 10:10 AM, said:

It spins and has a grenade launcher on the underside.


noted! i'll see what i can do ;)

This post has been edited by daniel262b: 30 June 2009 - 02:48 AM

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#219

The chaingun is quite a powerful weapon, so I guess this guy should look pretty strong.
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#220

Level1 is finished.
Level2 is about 95% done
Level3 is about 70% done

Hopefully the first episode will be finished and released in August.

This post has been edited by William Gee: 30 June 2009 - 05:35 PM

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User is offline   daniel262b 

#221

View PostWilliam Gee, on Jun 30 2009, 02:17 PM, said:

The chaingun is quite a powerful weapon, so I guess this guy should look pretty strong.


first round of sketches:

Posted Image

i'm going for a Quake 2 physique rolled back into a Quake 1 look.

let me know what you guys think
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User is offline   TerminX 

  • el fundador

  #222

Chaingun definitely needs to be held lower and by the handle.
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#223

I like the 3rd guy the most cause he looks the less teckish. I guess if the Armour was less high tech looking (Maybe with some spikes and blood) and chaingun was lower like TX said, It would be perfect.
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User is offline   Danukem 

  • Duke Plus Developer

#224

View Postdaniel262b, on Jun 30 2009, 09:02 PM, said:

let me know what you guys think


I think we're damned lucky to have another talented artist who is willing to work for free on a game that uses 8-bit art.
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User is offline   daniel262b 

#225

View PostWilliam Gee, on Jul 1 2009, 07:13 AM, said:

I like the 3rd guy the most cause he looks the less teckish. I guess if the Armour was less high tech looking (Maybe with some spikes and blood) and chaingun was lower like TX said, It would be perfect.


moved the chaingun down a bit:

Posted Image

i tried to find some armor that's less futuristic but the problem with armor is that it limits mobility a lot, so i guess the best bet is the classic quake armor

by the way, how big should be this guy? Battlelord sized or just regular player sized?

View PostDeeperThought, on Jul 1 2009, 07:43 AM, said:

I think we're damned lucky to have another talented artist who is willing to work for free on a game that uses 8-bit art.


my pleasure, it's a fun project and i'd like to contribute somehow ;)

This post has been edited by daniel262b: 30 June 2009 - 10:26 PM

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#226

The middle guy is perfect! Love him. ;) (y) brilliant work there!
Thanks!

This post has been edited by William Gee: 30 June 2009 - 10:34 PM

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User is offline   Danukem 

  • Duke Plus Developer

#227

View Postdaniel262b, on Jun 30 2009, 11:23 PM, said:

moved the chaingun down a bit:

Posted Image

i tried to find some armor that's less futuristic but the problem with armor is that it limits mobility a lot, so i guess the best bet is the classic quake armor

by the way, how big should be this guy? Battlelord sized or just regular player sized?



my pleasure, it's a fun project and i'd like to contribute somehow ;)


WG and I were just talking about this, and we agreed that:

1. The middle guy is the best fit for this game.

2. The size should be somewhere between a normal enemy and boss size. Duke is about 80 pixels tall, and a Cyberdemon is about 110, so the enemy should be between 90 and 95 tall.

As the coder, I would like this enemy to be athletic, and not just an excuse to add the battlelord back into the game with different art. So I would like to see it have RUNNING animation (not walking), and as I said before, jumping and crouching/crouch-firing would be be nice as well (with jumping a higher priority than crouching).

We can't wait to see what you do with this. So far it looks fantastic.
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User is offline   daniel262b 

#228

ok, all noted, i'll start working on it ASAP! ;)
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#229

New movie
http://www.youtube.c...h?v=I3CNVXNmu0Y

This post has been edited by William Gee: 02 July 2009 - 10:52 PM

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User is offline   Danukem 

  • Duke Plus Developer

#230

Great movie. It shows some of the coolest areas without giving away how any of it fits together. Sadly, it is impossible to see the spiders at low resolution, and there is no HQ button when I follow that link. Try adding &fmt=18 to the end of it, like this:

http://www.youtube.c...NVXNmu0Y&fmt=18

That makes it "high quality" although frankly I'm not sure how different it is.

EDIT:

I have some suggestions for improving it. First, instead of putting the credits on a black background and stopping the show, I would make them overlayed on the footage. I don't know what software you are using, but Windows Movie Maker has a ton of effects for that sort of thing: they can be made to come in from the side, stop in the middle for a moment, then move to the other side for example. Second, I suggest getting rid of the border. It looks kind of nice, but the movie is already getting compressed to a low resolution, and the border effectively makes it even lower resolution by wasting rows of pixels on the sides top and bottom. Third, I would pay more attention to how much of each weapon and monster is being shown....right now it seems like there are too many pipebombs while some other weapons are not shown at all. If that's intentional because we aren't giving that stuff away, then fine, except that that's still a lot of pipebombs. Some monsters (and I guess at least one weapon come to think of it) aren't even in the first episode, so not everything will be shown. Fifth, it could use some music. Finally, I suggest that the one true official trailer for episode one (which I assume will come later) should show some of the inventory items, a bit of the HUB level, and other stuff. Some of that's not even done yet so obviously it can't be shown yet.

This post has been edited by DeeperThought: 02 July 2009 - 10:09 PM

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#231

Well yeah I guess its not a TRUE trailer, but more a example of some stuff that you get to do ATM. I chose the best of the footage I took.
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#232

View PostWilliam Gee, on Jul 3 2009, 08:24 AM, said:

Well yeah I guess its not a TRUE trailer, but more a example of some stuff that you get to do ATM. I chose the best of the footage I took.


That was pretty good! I also noticed that you also included boss life meters. So now you'll be able to see how much punishment the b*****s can take before they finally go down!

Keep it up. I'm rooting for you!
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User is offline   daniel262b 

#233

View PostWilliam Gee, on Jul 3 2009, 07:38 AM, said:



looking badass so far!

here are some samples of what the chaingun guy currently looks like:

Posted Image
(chaingun currently borrowed from battlelord, i'll have to modify it or make a new one)

now, what i've learned while making these is that i'm 80% clueless when it comes to making sprites. I'll have to go find some tutorials before i go on
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User is offline   Danukem 

  • Duke Plus Developer

#234

View Postdaniel262b, on Jul 3 2009, 10:32 PM, said:

looking badass so far!

here are some samples of what the chaingun guy currently looks like:

Posted Image
(chaingun currently borrowed from battlelord, i'll have to modify it or make a new one)

now, what i've learned while making these is that i'm 80% clueless when it comes to making sprites. I'll have to go find some tutorials before i go on


Heh, when you posted those awesome player sprite samples, I assumed you were already a sprite master, but now it looks like you are struggling. What you have there is a nice start, but it seems like something got lost in the transition to 8-bit (something always gets lost of course, but I mean more than usual).

Would it be easier to do full size shots in PNG format and then reduce the resolution later? If you use the Duke palette on the larger images, there won't be any artifacts from palette conversion. All we'd have to do is reduce them in size and import them into an art file. Do whatever you think is best, I'm just making a suggestion.

EDIT: The chaingun does not need much editing, if any. The head and arms look pretty good. On the legs...it looks like he's wearing khaki pants tucked into fat leather boots. I don't know what WG thinks, but seeing those wip sprites make me think it would be better to go with one of the other concepts that had armored legs.

This post has been edited by DeeperThought: 03 July 2009 - 10:15 PM

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#235

There's quite a few things you could fix with the sprite - foremost, I'm not entirely sure where the light source is, as it seems on certain parts (say, the arms?) that it's coming from the left side, yet, there's also (as the head indicates) one at the top, then at the front.. Plus you could probably make a better usage of Duke3Ds pallete than that.

Keep working on it though, not much I can say. I think you could go to Pixelation if you want some hardcore constructive criticism on those sprites.
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User is offline   Jimmy 

  • Let's go Brandon!

#236

Always try to use Duke's own colors when you're making them. Also, convert their colors using something other than editart, editart generally doesn't do it well.
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User is offline   Daedolon 

  • Ancient Blood God

#237

View PostDeeperThought, on Jul 4 2009, 08:50 AM, said:

EDIT: The chaingun does not need much editing, if any.


It's the Battlelord's chaingun from Duke Nukem 3D.
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User is offline   Tea Monster 

  • Polymancer

#238

Looks completely Badass! Shame its all sprites though.

I saw the soul cube. Was that a Cacodemon floating around in there? The youtube res sucked here.

I like the concepts for the chaingunner. The sprite looks like a solid representation, but I prefered the concept art's 'manic armouredness'.

This post has been edited by Tea Monster: 04 July 2009 - 12:51 PM

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User is offline   Danukem 

  • Duke Plus Developer

#239

View PostTea Monster, on Jul 4 2009, 01:48 PM, said:

Looks completely Badass! Shame its all sprites though.


If it seems like a shame that it's all sprites, then it isn't badass enough yet.
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#240

Cages new BFG.

Posted Image
Posted Image
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