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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

#241

View PostWilliam Gee, on Jul 4 2009, 03:43 PM, said:

Cages new BFG.

Posted Image
Posted Image


Cage said it wasn't finished, but it looks pretty awesome already. In other (lesser) news, I redid the grenades and fixed a few bugs.

This post has been edited by DeeperThought: 04 July 2009 - 03:02 PM

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#242

I think the BFG is really awesome now, its the first time I have been motivated to add it to the game. ;) Great work Cage! (y)
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User is offline   TerminX 

  • el fundador

  #243

Fucking awesome. Cage, your spritework is godlike. You're coming up with stuff that's better than most of the sprites in commercial games from the era, by far. Keep up the great work!
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#244

Sweet Be-frickin'-hemoth, haha.
I would like to, however, see a sort of "in progress" tutorial of sorts on how you do weapons. Just a niggling little doubt at the back of my head. ;)
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#245

Our MOD DB page moved here. http://www.moddb.com/games/wgrealms-2
As WGRealms2 will be a standalone game.

This post has been edited by William Gee: 04 July 2009 - 08:24 PM

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User is offline   Mateos 

#246

(Hope this question wasn't asked)

When you've fired 1 time with the double-barreled shotgun, you can reload ?
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User is offline   Danukem 

  • Duke Plus Developer

#247

View PostMateos, on Jul 5 2009, 12:59 AM, said:

(Hope this question wasn't asked)

When you've fired 1 time with the double-barreled shotgun, you can reload ?


No, there is no reload key in this mod, you just have to fire the other barrel. It really doesn't matter because reloading would take almost as long as firing the other barrel and then reloading, and ammo is not scarce. But that reminds me, I should add an indicator showing whether you have one shell or two loaded.
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User is offline   XThX2 

#248

So I assume we have the option to fire both barrels at once?
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#249

yes using altfire.
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User is offline   Danukem 

  • Duke Plus Developer

#250

And before anyone asks: Yes, pressing altfire shoots only a single barrel if you have only one barrel loaded, and no, I won't make altfire act as reload in that case because it would be confusing and players would end up dying because they would walk up to a monster intending to shoot but then reload at point blank range while the monster laughs and shoots them instead.

This post has been edited by DeeperThought: 05 July 2009 - 01:37 AM

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User is offline   supergoofy 

#251

This mod has a professional feel. You did a great job.

I would like though a reload key for double barreled shotgun. e.g. when you kill all enemies and you want to move forward, but before you do that you should reload. else it makes this double barreled shotgun behavior a little annoying.

Of course there is also another way to do it, without binding extra key. You can make it to reload when I change weapon and then change back to double barreled shotgun, if you have only one barrel loaded then it should load the second.

This post has been edited by supergoofy: 05 July 2009 - 02:26 AM

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#252

Do any of the levels in this mod break the old sector limits?
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User is offline   Cage 

#253

View PostKillerBudgie, on Jul 5 2009, 12:24 PM, said:

Do any of the levels in this mod break the old sector limits?


Uh... all of them ;)

I'm happy how the BFG turned out, the first version was pretty much crap:
Posted Image
looks like the rocket launcher from Shadow Warrior modified to be an energy weapon ;)

The BFG is not finished but the stuff that needs to be done is pretty minor

Actually the only weapons left would be the mighty foot (to accomodate any changes in duke's appearance) and chainsaw (which needs a LOT of cleaning, or maybe I'll do my own one). The pump shotgun will stay most likely (even though it's ripped from Duke64 iirc)

I could do a tutorial about the weapons (plus I've found an awesome way to make colours fit the duke palette lately) but where would I put it? In the tutorials and resources?
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#254

You can feel free to make a new shotgun and chainsaw, It would be super awesome to have a full weapon set all done by you. ;)

One of thing things I would like you to do is remake the hanging egg sacks.

View PostKillerBudgie, on Jul 5 2009, 03:24 AM, said:

Do any of the levels in this mod break the old sector limits?


Most levels are well over 2000 sectors.
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#255

View PostWilliam Gee, on Jul 5 2009, 11:37 AM, said:

Most levels are well over 2000 sectors.


That's good. The larger, the better I always say!

This post has been edited by KillerBudgie: 05 July 2009 - 03:02 AM

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User is offline   ZedDB 

#256

I've just noticed that the blue heretic/hexen vials does not hover like they do in their respective games. Or perhaps this is an intended feature? ;)
Edit: Also typo in modb: "WGRealms2 is a DooMish Quake / Hexan" and "no 3DModles"

This post has been edited by ZedDB: 05 July 2009 - 08:27 AM

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User is offline   Danukem 

  • Duke Plus Developer

#257

View PostZedDB, on Jul 5 2009, 09:02 AM, said:

I've just noticed that the blue heretic/hexen vials does not hover like they do in their respective games. Or perhaps this is an intended feature? ;)


I have ripped a lot of stuff from Hexen but I've never actually played it much. I had forgotten that the vials float. I'm not sure we would want them to, but I could try coding it and see how it looks. Probably it will look good, and it will make them more visible at a distance (which might be why they did it that way in Hexen, come to think of it).

Here's an example of my ignorance: I ripped the Hexen minotaur and noticed that it didn't have a death animation. Then I thought, since it doesn't have a death animation, I could use it as a summon for the player -- it would be invincible until the energy ran out, like the Holoduke (except the minotaur runs around and attacks enemies). I didn't even realize that the minotaur was also a summon in Hexen until someone pointed it out. I have coded various creatures based on Hexen art without ever seeing them in Hexen....I just look at the art and do what seems right.
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User is offline   XThX2 

#258

If you need the death animation, you can look for heretic.

This post has been edited by XThX2: 05 July 2009 - 09:24 AM

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User is offline   Danukem 

  • Duke Plus Developer

#259

View PostXThX2, on Jul 5 2009, 10:23 AM, said:

If you need the death animation, you can look for heretic.


Oh yeah, I see that now, heh. But I don't need it, I like the way it's coded now.
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User is offline   Jimmy 

  • Let's go Brandon!

#260

Yeah the Minotaur was actually an enemy in Heretic, but in HeXen it was a summoned ally. Cage, do you model your weapons or draw them by hand?
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User is offline   ZedDB 

#261

View PostDeeperThought, on Jul 5 2009, 07:18 PM, said:

I have ripped a lot of stuff from Hexen but I've never actually played it much. I had forgotten that the vials float. I'm not sure we would want them to, but I could try coding it and see how it looks. Probably it will look good, and it will make them more visible at a distance (which might be why they did it that way in Hexen, come to think of it).

That's great! ;) Just make sure that it floats in a sine "~" like patterns as the original. Perhaps also make different pal versions of them for maybe +1 hp, +5 hp etc? ^^
I also think it's great that you don't just rip everything and make them behave as the do in the original games! Is always good to come up with something new so that even old hexen/heretic players will be surprised.

This post has been edited by ZedDB: 05 July 2009 - 10:22 AM

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User is offline   Danukem 

  • Duke Plus Developer

#262

View PostZedDB, on Jul 5 2009, 11:16 AM, said:

That's great! ;) Just make sure that it floats in a sine "~" like patterns as the original.


Of course: http://deeperthought...WGR2potions.wmv
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User is offline   Sangman 

#263

Very cute ;)
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User is offline   ZedDB 

#264

View PostDeeperThought, on Jul 5 2009, 08:56 PM, said:


<3 Nice!
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#265

View PostCage, on Jul 5 2009, 12:30 PM, said:

I could do a tutorial about the weapons (plus I've found an awesome way to make colours fit the duke palette lately) but where would I put it? In the tutorials and resources?


You kind of answered your own question there. ;) ( These emoticons suck. .__. )
But otherwise, yes. If anything, it might help people make weapons of their own for future mods, but honestly? I would like to study how you did it. ; )
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#266

I haven't played Hexen, but I did want them floating, maybe I saw it in a vid or something, and I forgot to ask for it, anyways It looks really nice I'm glad you added it. (y)
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User is offline   Tea Monster 

  • Polymancer

#267

View PostWilliam Gee, on Jul 5 2009, 02:59 PM, said:

I haven't played Hexen, but I did want them floating, maybe I saw it in a vid or something, and I forgot to ask for it, anyways It looks really nice I'm glad you added it. (y)


Same here. I'm getting all nostalgic already. Until now, I had become convinced that I was one of 4 people who had ever played Heretic!

Oh, and Cage's sprite work IS amazingly on a level with 'pro' texture artists of the time.

I do prefer models, but I recognize the talent when I see it. He has it.

This post has been edited by Tea Monster: 05 July 2009 - 09:48 PM

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User is offline   daniel262b 

#268

View PostCage, on Jul 5 2009, 01:30 PM, said:

I could do a tutorial about the weapons (plus I've found an awesome way to make colours fit the duke palette lately) but where would I put it? In the tutorials and resources?


that would be awesome to see! not to mention it would be a lot of help to everyone interested in doing 8bit art

The BFG turned out great, it fits in well with the other weapons! ;)

meanwhile, i've went over a couple of pixel art tutorials and started to get the hang of the rules of pixel art:

Posted Image
(left one is pixel-by pixel, the right one is painted with a bad choice of color)

now i just need to figure out how the lighting goes on Doom models and i can make something actually useful instead of samples and crap. ;)

Heretic rocks by the way, but gets boring after a couple of episodes

This post has been edited by daniel262b: 05 July 2009 - 11:41 PM

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User is offline   ZedDB 

#269

BTW DT: is the music in that clip inspired from UT99? ;) Attached File  Foregone.ogg.zip (3.62MB)
Number of downloads: 584
And an other thing. Perhaps we could replace large static sprites with volexes? I think it would look much better if treasure chests were volexes. If your into the idea you could send me the sprites for the chest and I could try to make a volex out of it.

Edit: It seems like your getting there daniel! Just don't give up! ;)
I also think DT said that on second thoughts perhaps the sprite would look better with armoured legs.

This post has been edited by ZedDB: 06 July 2009 - 12:45 AM

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User is offline   XThX2 

#270

Well, it's boots remind me of Wolf3d Nazis' boots ;) Keep up the work though, you are getting there.
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