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Reputation: 132 I have a solid reputation
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Duke Nukem General (78 posts)
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User is offline Feb 21 2018 09:08 AM
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Posts I've Made

  1. In Topic: Duke in 2018?

    15 February 2018 - 02:28 AM

    I've got a feeling it won't be game-related whatsoever.
  2. In Topic: [RELEASE] HECTIC REALMS DEMO

    11 February 2018 - 01:16 AM

    View PostMike Norvak, on 10 February 2018 - 06:51 PM, said:

    Some feedback:

    So did you go back to a previous save, or you kept playing the second map hopelessly? I don't think this is really a problem, and if the player puts some attention, he can guess the key at the top of level 2 in front of the player start is the one needed to open the chest in level 1. The only issue is potentially missing the blue spirit quest. So what I'll do is making the returning entrance two-way so the player can go back to the previous level if he feels like backtracking for whatever reason.


    Nah, I didn't keep playing the first map hopelessly, I just kind of accidentally stumbled into the level load trigger, loaded a previous save and eventually concluded that it has to be a hub map, since there was nowhere else to go.
    It's just a bit unexpected for Duke, since the vast majority of level sets, WGR2 including, have an exclusively linear map progression. The only other mod I can think of having done this was the Millhaven map in the AMC TC.
    But I guess after you've experienced it for the first time, it's not that much of a problem anymore since at that point you expect there to be a hub. And I'm not opposed to the concept itself.

    View PostMike Norvak, on 10 February 2018 - 06:51 PM, said:

    I know what are you coming from, anyway I want the maps to be a mixture of non linear and linear design, which means in some cases there will be points of no return, in the third level for example, is there any specific spot you wanted to get back to? I think preventing the player to go back forces him to explore for items and planning before he lefts.


    It's a tricky subject to handle.
    If you include points of no return, I think it's important to telegraph their existence to the player in some shape or form so they can explore without accidentally blocking themselves off from parts of the map.
    I can't exactly say you didn't do that here, since both of these points in map03 do involve steep drops to tell you that you can't go back. And a big red sign saying "POINT OF NO RETURN" seems a bit too over-the-top.
    The exception are the bars that randomly lower behind you where the path with the toxic goop is, that one was kind of unpredictable.
  3. In Topic: Duke 3d Enemy and Character Sprite Variants

    10 February 2018 - 01:15 PM

    Dan does have a point, these little movements go a long way of making the enemy look lively and flexible, which is what you'd expect from something shaped like a jellyfish.

    Otherwise it would seem like the tentacles are rigid and frozen in place while it's moving. Otherwise, it looks really neat.
  4. In Topic: Sebabdukeboss20 Enemies Ready for EDuke32 Projects

    10 February 2018 - 06:36 AM

    View PostJblade, on 10 February 2018 - 06:24 AM, said:

    None of the other Duke monsters have 8 rotations, I don't think we need to give sebabduke more work in this instance.


    I know that that is the case, and I don't think it's necessary to do that for every monster that has slight asymmetries. With the cyber enforcer and the sniper, which both do show the same effect, I don't think it's that noticeable.

    But in this case, the shield takes up a very large portion of the sprite and has text written on it, hence the mirroring becomes very obvious.
    At the end of the day, I'm just giving suggestions on how to improve on it.
  5. In Topic: Sebabdukeboss20 Enemies Ready for EDuke32 Projects

    10 February 2018 - 06:05 AM

    View PostTrooper Dan, on 10 February 2018 - 04:10 AM, said:

    Early animation test for armored pig. This guy takes up about 140 tiles total. A masterpiece by sebabdukeboss20





    This enemy definitely needs a full set of 8 rotations instead of 5. Otherwise, not only will the shield and the gun change hands, but the EDF text will be backwards, which is extremely noticeable.

    Otherwise it's one of the best sets yet.

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