Duke4.net Forums: WG Realms 2: Get Medieval on Their Asses! - Duke4.net Forums

Jump to content

  • 30 Pages +
  • « First
  • 16
  • 17
  • 18
  • 19
  • 20
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

#511

Today I'm adding pop-up game tip windows:

Posted Image

I'm running out of things I can do on my own, though. :blink:
0

#512

Kickass. An in-game tutorial!
0

User is offline   Sangman 

#513

Good idea though I don't like the graphic that much.. and now, seeing the chest in that environment, it seems pretty inconsistent with the rest of the art. Look at the pixels on those walls and then look at the really sharp-looking chest..
0

User is offline   Spiker 

#514

That's nice. Are you planning to have a separate tutorial level or do you want to indruduce these things during gameplay?
0

User is offline   Danukem 

  • Duke Plus Developer

#515

View PostSpiker, on Sep 5 2009, 12:36 PM, said:

That's nice. Are you planning to have a separate tutorial level or do you want to indruduce these things during gameplay?


The tutorial windows are coded to pop up the first time you encounter a new type of thing. A tutorial level would be a waste of time; WG has already made the maps so that new things are properly introduced.
0

User is offline   Danukem 

  • Duke Plus Developer

#516

Posted Image

Posted Image

I made a blade of grass sprite and coded it to spawn randomly on grass textured floors when the map loads. It adds a few thousand sprites to each map that has grass. I had a few issues coding it, but it's still a lot easier than placing all those sprites in mapster. Plus I could use the same code to add different stuff.
0

User is offline   Hellbound 

#517

Would that be a big framerate eradication to make that grass with a bigger density?
0

User is offline   Stabs 

#518

cool shit, is it going to added to dukeplus?
0

#519

He might do. It's his code, so he could do whatever he wants with it. Including what you said.

This post has been edited by KillerBudgie: 10 September 2009 - 05:34 AM

0

User is offline   Sangman 

#520

View PostHellbound, on Sep 10 2009, 10:19 AM, said:

Would that be a big framerate eradication to make that grass with a bigger density?


Not necessarily, but it could make the game crash if too many sprites are spawned.

Though I do think it needs bigger density, perhaps you need to set it so it only spawns within a certain distance of the player? As far as I know the unspawned grass wouldn't exist in the gameworld until the player gets in range, but I'm not much of a CON artist.
0

User is offline   Danukem 

  • Duke Plus Developer

#521

View PostHellbound, on Sep 10 2009, 01:19 AM, said:

Would that be a big framerate eradication to make that grass with a bigger density?


Not really, because the grass sprites do not run any code, and they are only 8-bit sprites, not models. However, there are two other problems to worry about. First, there is a limit to how many objects the renderer will draw at once. If the limit is reached, important sprites like monsters will start to blink or disappear (this actually happened in a test where I had the density much higher in a wide open map). I could prevent that by making the grass do something like ifpdistg 32768 cstat 32768, but then all the grass sprites have to run code, and when thousands of sprites run code it lowers fps, even if the code is simple. Also, I really HATE to see sprites popping in and out. The other worry is getting too close to the hard sprite limit of 16384. Right now I only allow up to 6000 grass sprites, and I wouldn't want to go much higher than that or there is a risk of hitting the limit, because of all the other sprites already in the maps and the sprites that get spawned during play. If the maps were smaller and the view distances not so large, I could increase the density a lot. But these are huge, epic WG maps.

This post has been edited by DeeperThought: 10 September 2009 - 06:42 AM

0

User is offline   Jimmy 

  • Let's go Brandon!

#522

I remember MBlackwell coded something like this very soon after Eduke32 was released. It's an interesting effect, and can make maps less bloated in the editor.
0

User is offline   Usurper 

  • Hates Twitter

#523

Yeah, Mb's forest generator was cool. Would spawn "randomly" based on the floor tile. I say random because it would generate the same sprite placement as long as the level geometry stayed the same, if I remember correctly.
0

User is offline   Hellbound 

#524

View PostDeeperThought, on Sep 10 2009, 06:41 AM, said:

Not really, because the grass sprites do not run any code, and they are only 8-bit sprites, not models. However, there are two other problems to worry about. First, there is a limit to how many objects the renderer will draw at once. If the limit is reached, important sprites like monsters will start to blink or disappear (this actually happened in a test where I had the density much higher in a wide open map). I could prevent that by making the grass do something like ifpdistg 32768 cstat 32768, but then all the grass sprites have to run code, and when thousands of sprites run code it lowers fps, even if the code is simple. Also, I really HATE to see sprites popping in and out. The other worry is getting too close to the hard sprite limit of 16384. Right now I only allow up to 6000 grass sprites, and I wouldn't want to go much higher than that or there is a risk of hitting the limit, because of all the other sprites already in the maps and the sprites that get spawned during play. If the maps were smaller and the view distances not so large, I could increase the density a lot. But these are huge, epic WG maps.


Okay, anyway it still looks like next-gen of DN3d total conversions ;]
0

User is offline   Danukem 

  • Duke Plus Developer

#525

View PostUsurper, on Sep 10 2009, 11:08 PM, said:

Yeah, Mb's forest generator was cool. Would spawn "randomly" based on the floor tile. I say random because it would generate the same sprite placement as long as the level geometry stayed the same, if I remember correctly.


He probably coded it in the days before it was possible to reseed the random number generator. While I never saw his system in action, I do remember looking at the code for it a few years ago, and IIRC my system works in pretty much the same way.

It's fine for this TC that the grass sprites do not saturate the ground. The sprites give an impression of depth and make the grass look wild, and that's enough.
0

User is offline   Danukem 

  • Duke Plus Developer

#526

Is there anyone out there who has or could produce a decent sprite for armor shards?

Right now I'm using this, which I believe was ripped from Quake II:

Posted Image

Unfortunately, it looks a lot like a cell phone.
0

User is offline   Mark 

#527

Unfortunately, it looks a lot like a cell phone.


Maybe thats a good thing. We all know that cell phones can do almost anything these days. :o
0

User is offline   XThX2 

#528

There are only the doom bonus armor sprites and a "spinning green strife guy helmet" I know of. If you might want to take a look, just ask.
0

#529

It looks like a brick if you ask me...
0

User is offline   Geoffrey 

#530

View PostDeeperThought, on Sep 19 2009, 04:08 PM, said:

Unfortunately, it looks a lot like a cell phone.


It's a recognizable shape in-game that isn't too detailed to give the impression that it's some super power-up and not dull enough to get ignored. I don't see what's wrong with it. It works.
0

User is offline   Danukem 

  • Duke Plus Developer

#531

View PostGeoffrey, on Sep 20 2009, 10:37 AM, said:

It's a recognizable shape in-game that isn't too detailed to give the impression that it's some super power-up and not dull enough to get ignored. I don't see what's wrong with it. It works.


After seeing them in game, the only thing that bothers me about them is they look too much like red potions when viewed from a distance (they are about the same size and I've got them bobbing up and down like the potions). Replacing the red surface with grey metal should fix that, but then it loses the nice chipped paint look.
0

User is offline   Jimmy 

  • Let's go Brandon!

#532

I don't like the angle either, it looks weird.

What about this sprite from HeXen?
Posted Image
0

User is offline   Stabs 

#533

could use a slight aura glow to it, i could add one but this is all 8-bit and no transparent stuff right?
0

User is offline   Danukem 

  • Duke Plus Developer

#534

View PostDanM, on Sep 20 2009, 02:23 PM, said:

could use a slight aura glow to it, i could add one but this is all 8-bit and no transparent stuff right?


Right. It's impossible to make part of a sprite solid while another part of it is transparent. But it is possible to make the glow outline into a separate sprite and then make the glow transparent using cstat. However, I don't think that armor shards should glow like that.

Anyway, the Hexen sprite C.A. posted looks like a fancy pot with an ankh on it, I would rather go with the Quake one for now. Thanks for trying, though.
0

#535

And I was just about to say "What about using the spiritual armor pickup from DOOM? Wouldn't that be better?"
0

#536

This sprite would add just 1 armour, so it needs to be something minor and small.
0

User is offline   TerminX 

  • el fundador

  #537

Hmm, maybe you could make some different armor shards out of various scrap metal sprites or something. Then, the player could do contact damage to enemies depending on the amount of armor the player had (since it would all be made out of pieces of sharp scrap metal).
0

User is offline   eddym4814 

#538

There are a lot of armor sprites HERE.

I don't know if they would be of any use to you or not.
0

User is offline   Danukem 

  • Duke Plus Developer

#539

View Posteddym4814, on Sep 21 2009, 06:15 PM, said:

There are a lot of armor sprites HERE.

I don't know if they would be of any use to you or not.


Thanks for making me aware of VideoGameSprites.net. I'll start looking there in the future.
0

User is offline   Tea Monster 

  • Polymancer

#540

What do you think of this?

Attached thumbnail(s)

  • Attached Image: shard.jpg

0

Share this topic:


  • 30 Pages +
  • « First
  • 16
  • 17
  • 18
  • 19
  • 20
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

StatCounter - Free Web Tracker and Counter