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Alien Armageddon [RELEASE]  "showcasing sebabdukeboss20 characters with some enhancements"

User is offline   Forge 

#391

View PostTrooper Dan, on 19 November 2018 - 06:16 PM, said:

It looks fine from underneath or from above. I don't know if it's worth the effort to make an underwater version of the effect, because it would need to look very different.

If it took on the tint (blue, green, purple, whatever) - I think it would look fine underwater as-is.

A little more transparency to the shock-wave & a semi-transparent 'pillar' of 'dust' around the base fire-pillar would be the only thing I see that might make it look more explosiony.
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#392

View PostCommando Nukem, on 19 November 2018 - 06:17 PM, said:

Loving that new handgun, too.


Thanks. It replaces Duke's handgun. I wanted Duke's 1911 to look more authentic and cooler than the N64 version.

This post has been edited by sebabdukeboss20: 19 November 2018 - 06:50 PM

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User is offline   Forge 

#393

View PostCommando Nukem, on 19 November 2018 - 06:17 PM, said:

Loving that new handgun, too.

volunteer to beta-test, then you can look at it first hand.
I kinda suck at noticing hud objects, weapons, & hands. I'm more map and function oriented.

The last batch of interns bailed on me & left me to do most of the checks, checks, and re-checks.

This post has been edited by Forge: 19 November 2018 - 07:02 PM

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User is online   Mark 

  • Honored Donor

#394

Forge said: " I'm more map and function oriented."

I'm more a T & A guy. B)

I agree with Forge. A little transparency would help on the ring effect. More frames for the cloud for smoothness too ( if you have them available)

This post has been edited by Mark: 19 November 2018 - 07:07 PM

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User is offline   Forge 

#395

View PostMark, on 19 November 2018 - 07:01 PM, said:

I'm a T & A guy. B)

testicles and anuses?
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User is online   Mark 

  • Honored Donor

#396

BURN!!!!
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User is offline   Forge 

#397

View PostMark, on 19 November 2018 - 07:08 PM, said:

BURN!!!!

You should probably go see a doctor about that. B)
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User is offline   Commando Nukem 

  • Judge Mental

#398

View Postsebabdukeboss20, on 19 November 2018 - 06:49 PM, said:

Thanks. It replaces Duke's handgun. I wanted Duke's 1911 to look more authentic and cooler than the N64 version.


It definitely looks improved over the 64 version that's for sure. On par with everything else you've done for AA thus far. :)


The chunkier frame and the raised sights make me think of the SVI Infinity, which i've always thought would make a good Duke pistol:

https://i.imgur.com/mXEwYl8.jpg



RE Underwater Explosions:





^ Something that might give just a quick hint of inspiration. It would be cool if the projectiles and explosions were tweaked underwater for more dramatic effect. Not that it needs it, but just a thought. https://forums.duke4.net/public/style_emoticons/default/biggrin.gif

This post has been edited by Commando Nukem: 19 November 2018 - 08:01 PM

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User is offline   Forge 

#399

View PostCommando Nukem, on 19 November 2018 - 07:53 PM, said:

The chunkier frame and the raised sights make me think of the SVI Infinity, which i've always thought would make a good Duke pistol:

nice.

I have one of these. Not top of the line, but I can hit beer cans at 50 meters, so I'm happy with it.
(i'd have to double-check, but I think it's rated at an average 3 inch dispersion at 25 yards & 6.25 inch dispersion at 50 yards)

https://www.rkguns.com/media/catalog/product/cache/1/thumbnail/800x800/9df78eab33525d08d6e5fb8d27136e95/r/e/remington_1911_r1_.45_auto_full-size_pistol_96323.jpg

This post has been edited by Forge: 19 November 2018 - 09:56 PM

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User is online   Trooper Dan 

  • Duke Plus Developer

#400

Gun porn. Nuke porn. Popcorn.

Muelsa provided a very nice nuke animation back in the day, so I'm going back to that well...


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#401

Everybody loves Nukes.

Everybody loves Nukin'em.

Everybody loves Nukem.

This post has been edited by RichardStorm: 20 November 2018 - 12:15 AM

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User is offline   Micky C 

  • Honored Donor

#402

Does it work in classic?

Btw, how did you pull off that huge expanding shockwave? Note that large floor-aligned sprites tend to glitch out in classic mode when viewed beyond a certain distance.
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User is online   Trooper Dan 

  • Duke Plus Developer

#403

View PostMicky C, on 20 November 2018 - 02:28 AM, said:

Does it work in classic?

Btw, how did you pull off that huge expanding shockwave? Note that large floor-aligned sprites tend to glitch out in classic mode when viewed beyond a certain distance.


It checks for rendmode and in classic you see the SW animation for the nuke (as seen in the first video). The Muelsa animation uses transparency and would not look good converted to Duke palette without a lot of work. The shockwave looks fine in classic; it looks the same as in polymost and doesn't glitch in the tests I have done. It's just a single sprite using the sizeto command to get bigger -- it could literally have been in a mod from '96, aside from the fact that it's a large sprite.
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User is offline   necroslut 

#404

IMO the new nuke explosion looks a bit out of place, too smooth...
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User is online   Phredreeke 

#405

Shouldn't the screen shake effect grow stronger as the shockwave gets closer?
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User is offline   Forge 

#406

View Postnecroslut, on 20 November 2018 - 06:45 AM, said:

IMO the new nuke explosion looks a bit out of place, too smooth...

The beginning and end look fine, but I agree that there is a significant portion of frames in the middle of the explosion where the top looks too "smooth" and artificial.
The base / pillar looks decent through most of it

This post has been edited by Forge: 20 November 2018 - 07:14 AM

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User is online   Phredreeke 

#407

Could the explosion/blastwave theoretically set the sectors and sprites it touches to palswap 4 (going from memory but I think that's the all black one) :P
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#408

For a game called Duke "Nukem" with a nuke explosion in the background, it is a little strange that the game doesn't have any nukes right? That's why I modeled/drew the Nuke Launcher.

BTW Commando Nukem, I drew a potential upgraded 1911 with a compensator and laser on the rail. Now that you showed me that one, it inspired me to make another version with a silver long slide and magwell

This post has been edited by sebabdukeboss20: 20 November 2018 - 11:37 AM

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User is online   Trooper Dan 

  • Duke Plus Developer

#409

View PostPhredreeke, on 20 November 2018 - 07:24 AM, said:

Could the explosion/blastwave theoretically set the sectors and sprites it touches to palswap 4 (going from memory but I think that's the all black one) :P


Sectors can have big and random shapes so the results of that would not look good. For sprites it would be better, but it would look odd to have the black sprites on regular ground. Since this could potentially be used in the CTF gametype, I don't want it to have a lasting effect on the map anyway.

Yes, the quake should get stronger but I'm just using the quake command for the quake which doesn't have levels of shake. I could in theory add some custom code for that but meh.

As for the explosion animation, I've got the SW one which is not good enough and I've got this one which is too good. Moving on until further notice.

EDIT: The best use case for the nuke would be a horde mode, which I was already planning to add. You would get one nuke respawning every 90 seconds or so.

This post has been edited by Trooper Dan: 20 November 2018 - 12:21 PM

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User is offline   Micky C 

  • Honored Donor

#410

This mod has the Extclut pack. You could make the sprites orange or grey if you wanted.
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User is offline   Shelia 

#411

View PostTrooper Dan, on 20 November 2018 - 11:43 AM, said:

Sectors can have big and random shapes so the results of that would not look good. For sprites it would be better, but it would look odd to have the black sprites on regular ground. Since this could potentially be used in the CTF gametype, I don't want it to have a lasting effect on the map anyway.

Yes, the quake should get stronger but I'm just using the quake command for the quake which doesn't have levels of shake. I could in theory add some custom code for that but meh.

As for the explosion animation, I've got the SW one which is not good enough and I've got this one which is too good. Moving on until further notice.

EDIT: The best use case for the nuke would be a horde mode, which I was already planning to add. You would get one nuke respawning every 90 seconds or so.
"I ain't afraid of no quake." Sweet updates... I'm surprized you didn't just use the shadow warrior nuke launcher art for the nuke gun, because i think the games use the same if not a similar engine.

Quote

For a game called Duke "Nukem" with a nuke explosion in the background, it is a little strange that the game doesn't have any nukes right? That's why I modeled/drew the Nuke Launcher.

BTW Commando Nukem, I drew a potential upgraded 1911 with a compensator and laser on the rail. Now that you showed me that one, it inspired me to make another version with a silver long slide and magwell
Funny how Shadow warrior the next game had a nuke launcher.

This post has been edited by Yoko: 20 November 2018 - 03:17 PM

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User is online   Trooper Dan 

  • Duke Plus Developer

#412

View PostYoko, on 20 November 2018 - 03:12 PM, said:

Funny how Shadow warrior the next game had a nuke launcher.


Yeah, but of course the Duke Nukem character predates Duke Nukem 3D by 5 years. I don't think he had a nuke in the 2D games either. "Nukem" says more about his attitude than his arsenal.
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User is offline   Commando Nukem 

  • Judge Mental

#413

View Postsebabdukeboss20, on 20 November 2018 - 10:18 AM, said:

For a game called Duke "Nukem" with a nuke explosion in the background, it is a little strange that the game doesn't have any nukes right? That's why I modeled/drew the Nuke Launcher.

BTW Commando Nukem, I drew a potential upgraded 1911 with a compensator and laser on the rail. Now that you showed me that one, it inspired me to make another version with a silver long slide and magwell


Rock on! I look forward to seeing what you come up with...!

View PostTrooper Dan, on 20 November 2018 - 05:45 PM, said:

Yeah, but of course the Duke Nukem character predates Duke Nukem 3D by 5 years. I don't think he had a nuke in the 2D games either. "Nukem" says more about his attitude than his arsenal.


Agreed 100%, though it is amusing that Duke didn't get there first. https://forums.duke4.net/public/style_emoticons/default/biggrin.gif

The Duke Nukem name is more of an inspiration for a theme that get's laid down with some of the design and naming. "Atomic health" "Doctor Proton" etc...



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User is offline   Shelia 

#414

View PostTrooper Dan, on 20 November 2018 - 05:45 PM, said:

Yeah, but of course the Duke Nukem character predates Duke Nukem 3D by 5 years. I don't think he had a nuke in the 2D games either. "Nukem" says more about his attitude than his arsenal.
True, but aside from the nuke in the box art background there's also a reference to Duke's immunity or extreme resistance to radiation via a poster in the 4th episode.

http://agentpalmer.com/wp-content/uploads/2014/04/Duke-Nukem-is-the-Ultimate-Warrior-and-theres-a-poster-to-prove-it-in-Duke-Nukem-3D.jpg

This post has been edited by Yoko: 21 November 2018 - 12:48 PM

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User is offline   necroslut 

#415

View PostKKAP123, on 25 November 2018 - 11:44 AM, said:

I do think it would be quite cool for a new incarnation of Duke to feature either a nuke in his arsenal or a backstory involving him surviving a nuclear blast or its radiation.

Backstories suck, keep your stories out of our shooting games. A Shadow Warrior-style nuke could be cool though, like it was intended for DNF.
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User is offline   Shelia 

#416

View Postnecroslut, on 26 November 2018 - 10:59 AM, said:

Backstories suck, keep your stories out of our shooting games. A Shadow Warrior-style nuke could be cool though, like it was intended for DNF.
Do speak for yourself... not all of us hate backstories in older games.
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User is offline   Commando Nukem 

  • Judge Mental

#417

I think it's a safe to say most prefer to keep the story more lean in an old school FPS game. Keep it non-intrusive and mostly environmental and you're on the right rack. There's of course nothing wrong with having an extensive backstory in the manual/readme or the helps creen, but it's generally better for the game experience to keep that stuff to the side.
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User is online   Trooper Dan 

  • Duke Plus Developer

#418

I don't like the idea of making Duke Nukem into another superhero "He survives a nuclear blast and it gives him powers!" even though there are some interesting gameplay possibilities. I say this as a person who literally made a mod where he (Darth Nukem) has Jedi powers. Hypocrisy? Perhaps, but I feel that being a superhero is worse, somehow. Maybe it's because it makes the nuclear bit too literal.
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User is offline   Micky C 

  • Honored Donor

#419

Donít forget how you imbued Duke with magical power in WGR2, where he gained the ability to store and release spirit energy.
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User is offline   Forge 

#420

View PostMicky C, on 27 November 2018 - 01:20 AM, said:

Donít forget how you imbued Duke with magical power in WGR2, where he gained the ability to store and release spirit energy.

Duke picked up a bad case of midi-chlorians from a hooker on Betelgeuse IV
1

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