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

Jump to content

  • 30 Pages +
  • « First
  • 17
  • 18
  • 19
  • 20
  • 21
  • 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   eddym4814 

#541

View PostDeeperThought, on Sep 21 2009, 10:00 PM, said:

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


Your welcome.
0

#542

View PostTea Monster, on Sep 21 2009, 08:18 PM, said:

What do you think of this?


looks good, do you have a front on view?
0

User is online   Danukem 

  • Duke Plus Developer

#543

View PostWilliam Gee, on Sep 21 2009, 09:05 PM, said:

looks good, do you have a front on view?


What we really want is renderings from about 8 angles, so we can make a spinning animation :o

And keep in mind that the resolution would be reduced a lot, because it's a small item and we are going for that retro 8-bit look. The end product will not be more than, say, 64 pixels tall (and that's pushing it, since it would make it about as detailed as an enemy sprite, who are much bigger in game).
0

User is offline   Sobek 

  • There's coffee in that nebula!

#544

View PostDeeperThought, on Sep 10 2009, 05:46 PM, said:

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.


Perfect mix of colour and scale here, I love it. That random grass sure does sound great... I imagine it would be good for most people to use on simpler maps, and could be somewhat catered for by simply being more strict with regards to the size and visibility of areas you intend to make grassy.

It's all good :o

This post has been edited by Sobek: 21 September 2009 - 10:22 PM

0

User is offline   Tea Monster 

  • Polymancer

#545

View PostDeeperThought, on Sep 21 2009, 10:14 PM, said:

What we really want is renderings from about 8 angles, so we can make a spinning animation :o

And keep in mind that the resolution would be reduced a lot, because it's a small item and we are going for that retro 8-bit look. The end product will not be more than, say, 64 pixels tall (and that's pushing it, since it would make it about as detailed as an enemy sprite, who are much bigger in game).


Yeah, thats no problem. I'll get that done in the next couple of days.
0

#546

Don't play with evil. :o

Posted Image
Posted Image
0

User is offline   Mikko 

  • Honored Donor

#547

That's cool, hope you got some eerie sound effects for the part, could be pretty moody.
0

User is online   Danukem 

  • Duke Plus Developer

#548

I wonder if it would look better to have the stuff coming out of a break in the pillar, so we can see the effect that is spawning it, instead of coming out of a solid wall. It could be a small gap, just big enough to see the ball of light, and then there could be cracks above and below the gap, so it looks like the evil burst forth and broke the pillar. Of course, you can't do that if the pillar already stops before it reaches the ceiling.
0

#549

Stop teasing us, please! Waiting for this mod is almost like waiting for the firing squad!
0

#550

View PostDeeperThought, on Sep 24 2009, 05:02 PM, said:

I wonder if it would look better to have the stuff coming out of a break in the pillar, so we can see the effect that is spawning it, instead of coming out of a solid wall. It could be a small gap, just big enough to see the ball of light, and then there could be cracks above and below the gap, so it looks like the evil burst forth and broke the pillar. Of course, you can't do that if the pillar already stops before it reaches the ceiling.


Parallax mapping stuff, anyone? ;P
0

#551

Getting closer to a release.
Posted Image
0

#552

Yo, William, i'm really happy for your work, i'm let you finish.

BUT DUKE DEEPERTHOUGHT MADE DUKEPLUS, THE BEST EDUKE32 MOD OF ALL TIME.

ONE OF THE BEST EDUKE32 MOD OF ALL TIME!!!

Kanye mode de-activated.

..... What appened :o ?

I can't wait for the release.
0

#553

View PostWilliam Gee, on Sep 26 2009, 10:28 AM, said:

Getting closer to a release.


That's like music to my ears! But I wonder how close to a release is it?

This post has been edited by KillerBudgie: 26 September 2009 - 04:20 AM

0

User is online   Danukem 

  • Duke Plus Developer

#554

View PostFantinaikos, on Sep 26 2009, 03:13 AM, said:

Yo, William, i'm really happy for your work, i'm let you finish.

BUT DUKE DEEPERTHOUGHT MADE DUKEPLUS, THE BEST EDUKE32 MOD OF ALL TIME.

ONE OF THE BEST EDUKE32 MOD OF ALL TIME!!!

Kanye mode de-activated.

..... What appened :o ?


For a minute I didn't notice that your post was a joke reference to Kanye West and I almost wrote critical reply. The internet is a dangerous place for subtle humor.
0

#555

The MOD is at that irritating stage where its really close to being finished, and most of the work left is trying to find ways to preserve walls while getting the unfinished parts done.

Level1 and 2 are finished, I'm just finishing level3 now, hopefully it wont take long. Then finish the HUB level and its done.

Dan has added even more stuff lately, (some things I have wanted for a very long time) so I'm quite inspired.
0

User is online   Danukem 

  • Duke Plus Developer

#556

It will probably be at least a few weeks between the time that it's "done" and the time it is actually released, because we still have to do more testing, not to mention work on the presentation and other details.

Also keep in mind the upcoming release will be the first of three planned releases, corresponding to three episodes in a continuous adventure.
0

#557

A few more screens.

Posted Image
Posted Image
Posted Image

Yes the pixils on the chainsaw still need to be fixed.
0

User is offline   Sangman 

#558

Isn't that from Zombie Crisis? :o

Love the sky, btw, but I'm not sure if it really fits the map. After all the sky is red-ish whereas the map is predominantly green.

This post has been edited by Sangman: 27 September 2009 - 08:47 AM

0

User is online   Danukem 

  • Duke Plus Developer

#559

View PostSangman, on Sep 27 2009, 09:46 AM, said:

Isn't that from Zombie Crisis? ;)


Yep. And in a way, the double-barreled shotgun and gatling gun are as well, since when Cage first made them the plan was to put them in a future version of Zombie Crisis. I'm glad that all of Cage's weapons, both old and new, are being put to good use in this TC. Now if only he would return ;)

View PostSangman, on Sep 27 2009, 09:46 AM, said:

Love the sky, btw, but I'm not sure if it really fits the map. After all the sky is red-ish whereas the map is predominantly green.


That's a tough call, because the skybox fits the later part of the map perfectly. Now I need to stop editing this post. :o

This post has been edited by DeeperThought: 27 September 2009 - 09:14 AM

0

User is offline   Mikko 

  • Honored Donor

#560

I agree with Sang on the skybox. The contrast isn't really appealing, a greenish/blueish sky would fit much better.
0

User is online   Danukem 

  • Duke Plus Developer

#561

I can add an effector that changes the skybox midway through the map. There's a good place for that.
0

User is offline   The Commander 

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

#562

I find nothing wrong with the one I see now myself. It should be left how it is as I trust Williams mapping skills and know that if something doesn't look right to him he soon changes it. lol
0

User is online   Danukem 

  • Duke Plus Developer

#563

View PostThe Commander, on Sep 27 2009, 12:24 PM, said:

I find nothing wrong with the one I see now myself. It should be left how it is as I trust Williams mapping skills and know that if something doesn't look right to him he soon changes it. lol


Bah, I was going to say more but then I realized it would be too much of a spoiler. Let's just say that while the reddish sky does look good, a different hue might look even better for the first part of the map.

This post has been edited by DeeperThought: 27 September 2009 - 12:19 PM

0

User is offline   Jimmy 

  • Let's go Brandon!

#564

I think it looks fine as is, though there is always room for improvement in anything I guess.
0

User is offline   Sebastian 

#565

Awesome atmosphere. There's something missing though, it feels like there should be something in the environment, fog-like almost. Something as simple as translucent clouds or smoke in the environment. There's lots of flora, and I think I'm missing the particles. A random cloud-spawner should look absolutely phenomenal. You could spawn them relative to the player's distance too if there'd be a frame-rate issue.

Actually, just flies and dust from the flora flying around would look stunning.

This post has been edited by Rusty Nails: 28 September 2009 - 02:42 AM

0

User is offline   Sebastian 

#566

So should I bother giving feedback or what?
0

#567

? of cause, DT and I discussed your ideas, we did have a fog spawner, but found the art sucked, and it needs replacing. We have been pretty busy putting together the intro level for the game lately and that's taking up all of our time.

I did replace the sky though.

Posted Image
0

User is offline   Sebastian 

#568

View PostWilliam Gee, on Oct 4 2009, 03:53 PM, said:

? of cause, DT and I discussed your ideas

It's just that whenever I offer a suggestion or feedback things go completely quite - I didn't know if that was a good or bad thing.

View PostWilliam Gee, on Oct 4 2009, 03:53 PM, said:

Posted Image

Looks quite nice. The color palette's better but it seem to offer a much more optimistic theme than before. Was this the map that changed skies?
0

#569

View PostRusty Nails, on Oct 6 2009, 05:35 AM, said:

Was this the map that changed skies?


I don't really want to ruin any more surprises. But thanks for your comments.
0

User is offline   Tea Monster 

  • Polymancer

#570

Here's the armor shard.

Attached thumbnail(s)

  • Attached Image: shard_01.png

Attached File(s)


0

Share this topic:


  • 30 Pages +
  • « First
  • 17
  • 18
  • 19
  • 20
  • 21
  • 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