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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   Jimmy 

  • Let's go Brandon!

#301

You do know you just continued it on, right? :picard:
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User is offline   Sangman 

#302

View PostKillerBudgie, on Jul 10 2009, 12:06 AM, said:

Will you stop going on with the crap cock joke?!


It's not a joke. ;)
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#303

Adding skyboxes for the 32bit players.

Posted Image
Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#304

View PostWilliam Gee, on Jul 9 2009, 05:26 PM, said:

Adding skyboxes for the 32bit players.


Which is to say, everyone who doesn't have a broken computer. This is great because 8-bit skyboxes are broken in Polymost, they only go halfway up the sky (I don't know about Polymer).
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User is offline   ZedDB 

#305

Wow, nice skybox! ^^ Perhaps it's just an illusion but is it animated quake 1 style?
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#306

Its not animated.
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#307

Those skyboxes look nice! Sometimes it's great to have some 32bit art instead of it all being 8bit.

This post has been edited by KillerBudgie: 10 July 2009 - 09:44 AM

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#308

The skyboxes work well, but I doubt think we will be adding anything more HIGHRES. Maybe OGG music but that's all.
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#309

View PostWilliam Gee, on Jul 10 2009, 10:34 AM, said:

The skyboxes work well, but I doubt think we will be adding anything more HIGHRES. Maybe OGG music but that's all.


Yeah. I'm sure a little bit of high quality music wouldn't hurt.
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User is offline   Cage 

#310

Posted Image

still need some tweaks ;) (nice contrast - WG adds 32-bit exclusive skybox and I'm working on the voxel chest ;))

This post has been edited by Cage: 10 July 2009 - 10:47 AM

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User is offline   Spiker 

#311

These are nice chests. I don't know what tweaks are you talking about ;)
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#312

View PostCage, on Jul 10 2009, 08:46 PM, said:

Posted Image

still need some tweaks ;) (nice contrast - WG adds 32-bit exclusive skybox and I'm working on the voxel chest ;))


OMG you haved turned Duke into a Zelda game chest ;) !
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User is offline   HellFire 

#313

Really nice voxel! But i thought that Wg and/or DT were avoiding voxels to make it polymer compatible.
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User is offline   Danukem 

  • Duke Plus Developer

#314

View PostHellFire, on Jul 10 2009, 01:03 PM, said:

Really nice voxel! But i thought that Wg and/or DT were avoiding voxels to make it polymer compatible.


It's fine as long as something shows up in Polymer, like the regular sprite version.
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User is offline   ZedDB 

#315

BTW how does the "episode select" work in WGR 2? Will it be like in Duke Plus where you have this "lobby" or will it be vanilla duke style? If it's the first one perhaps you could make levels unlock if you complete the previous one etc.
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User is offline   Danukem 

  • Duke Plus Developer

#316

View PostZedDB, on Jul 10 2009, 03:22 PM, said:

BTW how does the "episode select" work in WGR 2? Will it be like in Duke Plus where you have this "lobby" or will it be vanilla duke style? If it's the first one perhaps you could make levels unlock if you complete the previous one etc.


There is an episode hub system. The details have not been finalized, but the player will be able to return to completed maps in order to find missed secrets and take care of unfinished business. The hub stuff won't matter much in the first release, which will include only the first episode.
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#317

The Voxel chests look awesome. ;) I always thought the sprite version didn't have enough frames.
As for polymer, that's more DT'S thing, It still doesn't work here so.
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#318

New vid. http://www.youtube.c...h?v=FsuuID9x7yc
HQ should work better this time.
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User is offline   Mia Max 

#319

Looks great!
Epic level design and cool weapons. I love the flamethrower.
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User is offline   aherin 

#320

Looks like it's going to be fantastic ;) I can already see myself getting to the end and wanting about 20 more levels ;)
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#321

I wonder if he'll say the line from 'Time to Kill': "I'm gonna get mid-evil on your asses!" when you start.

The one from Atomic edition sounds good, but the one from 'Time to Kill' sounds a lot better!
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#322

View Postaherin, on Jul 12 2009, 12:34 PM, said:

Looks like it's going to be fantastic ;) I can already see myself getting to the end and wanting about 20 more levels ;)


Thanks.
I'm really hoping the community will build some user levels after the first release. The art and code deserve more levels.
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User is offline   Sangman 

#323

I think I might try my hand at doing one, the enemies look like big fun to work with. ;)
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User is offline   XThX2 

#324

One question. You didn't use the BFG up close the enemies, does it hurt you?
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#325

View PostXThX2, on Jul 13 2009, 12:38 PM, said:

One question. You didn't use the BFG up close the enemies, does it hurt you?


In DOOM. If you fired the BFG at point-blank it wouldn't hurt you. But bad luck tells me that he's coded it to hurt you if you stand too close to an enemy or a wall!
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User is offline   Danukem 

  • Duke Plus Developer

#326

View PostXThX2, on Jul 13 2009, 04:38 AM, said:

One question. You didn't use the BFG up close the enemies, does it hurt you?


The projectile itself has a small radius so it can blow up cracked walls etc. The blasts that it spawns on monsters do not have any radius. So unless you are at point blank range, it is safe. I can eliminate the small radius of the projectile, too. It would be pretty dumb to waste a BFG shot just to blow up a cracked wall anyway.
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User is offline   XThX2 

#327

Well, it would be great if you did because it would kill one of the main uses of BFG in multiplayer then ;)
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User is offline   Danukem 

  • Duke Plus Developer

#328

View PostXThX2, on Jul 13 2009, 10:37 AM, said:

Well, it would be great if you did because it would kill one of the main uses of BFG in multiplayer then ;)


The BFG will still kill opposing players, it just won't kill the player firing it.
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#329

yeah we don't need it to blow up cracks. Its better if it doesn't hurt the player shooting it at all.
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User is offline   Jimmy 

  • Let's go Brandon!

#330

DT, me thinks you could just have the player code run a comparison between the owner of the BFG's projectile and the player getting hit by it. I'm not sure if it'd work.
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