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Reputation: 675 My posts turn threads into gold
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Everything EDuke32 (256 posts)
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User is offline Today, 03:25 PM
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My Information

Age:
25 years old
Birthday:
February 28, 1994
Gender:
Male Male

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E-mail:
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Topics I've Started

  1. [DM RELEASE] Cheers

    24 May 2019 - 05:44 AM

    Cheers is a small DM map for 2 players, very loosely based on the stage set from famed 80s TV sitcom of the same name. I was not about to make the exact piece-by-piece reproduction of the set, but I added enough things that'll be instantly recognisable to anyone who watched the show.

    In addition to pistol, you also have a shotgun, freezer, pipebombs and tripbombs at your disposal, allowing you to create plenty of traps for your opponent!
    Attached File  b7iWr29AaR8.jpg (458.68K)
    Number of downloads: 178

    I know that some of you probably expected a single-player map, and dukematch is not as popular these days as it used to be. Indeed, it can be considered a crime, wasting my magnificent talents on something as unsignificant as this. But come on - atm I don't want to commit myself to another sp map or mod that'll take many months to complete. So I just had some fun with the editor, and you know it's a nice way to spend evenings. ;)

    Let me know what you think of this map, especially if you wathced the show!
  2. SilverballZ [RELEASE]

    24 February 2019 - 10:43 AM


    SilverballZ is a standalone first-person platformer powered by Build Engine. While it features the same technology as the first-person shooters, SBZ is actually a complete antipode of it.The visual style is utterly minimalistic, violence and is minimal, and the actual gameplay is №1 priority here.
    Your character is a anthropomorphic ball named Silver, and you're one of the silver balls. The evil shapes is your enemies, and your job is to free your friends from them,
    i.e. you must collect all balls to finish each level.
    The gameplay is nothing but platforming and evasion.
    Difficulty will gradually grow from level to level.

    Features:

    -12 levels of jumping mayhem!
    -3D-rendered sprites!
    -PC Speaker sounds, for pure retro!
    -OST by Brandon Blume, aka MusicallyInspired! 8 tracks!



    Standalone OST by Brandon Blume is here!

    https://manicware.itch.io/sbzost

    While the game itself is free, the soundtrack is a separate product so if you want to support the me and the composer, you can buy it for just $3.50!

    All 8 tracks from the game is here + monster 9-minute bonus track! In MP3!

    Loseless FLAC version is coming soon too, it'll be released by MusicallyInspired later.



    Credits:

    Sanek - Lead Developer/Designer
    Mblackwell - Programmer
    Brandon Blume (MusicallyInspired) - Composer
    Zykov Eddy - Tester

    SBZ was a very troubled production, but it's finally here. Thanks to all who supported me, and also gave me a fair criticism over the last year.
    And very big thanks to MusicallyInspired, he's AMAZING composer, you should play the game for it's music alone.
    Made with software renderer in mind, but you can use opengl too. However, there's a lot of strange flickering here and there, I don't know to resolve it yet...

    Download: https://manicware.itch.io/silverballz
  3. Clipdist don't work

    18 February 2019 - 12:58 AM

    Want to use Clipdist as a PROJ_CLIPDIST, so the moving sprite will have larger clipping sphere (just the size of a largerst grid).

    for example:

    defineprojectile PROJECTILENAME PROJ_CLIPDIST 200
    


    And it don't have any effect at all.
    Maybe it's confilcting with other PROJ commands, or what else connected with a sprite?

    Here's the code:

    defineprojectile FLOWERPROJECTILE PROJ_WORKSLIKE 36866
    defineprojectile FLOWERPROJECTILE PROJ_ISOUND THUD
    defineprojectile FLOWERPROJECTILE PROJ_XREPEAT 12
    defineprojectile FLOWERPROJECTILE PROJ_YREPEAT 12
    defineprojectile FLOWERPROJECTILE PROJ_EXTRA 1
    defineprojectile FLOWERPROJECTILE PROJ_HITRADIUS 0
    defineprojectile FLOWERPROJECTILE PROJ_SPAWNS -1
    defineprojectile FLOWERPROJECTILE PROJ_VEL 300
    defineprojectile FLOWERPROJECTILE PROJ_CSTAT 32768
    appendevent EVENT_SPAWN
        ife sprite[].pal 4
        {
            ifand sprite[].cstat 1
            {
                geta[].cstat TEMP2
                xor TEMP2 1
                seta[].cstat TEMP2
            }
        }
    endevent
    appendevent EVENT_WORLD
        for TEMPW spritesofstatus 4
        {
            ife sprite[TEMPW].picnum FLOWERPROJECTILE
            {
                setu[].vm_sprite TEMPW
                add TEMP 1
                ifg TEMP 1
                    cstat 128
            }
        }
    endevent
    action AFLOWER1 0 4 1 1 11
    action AFLOWER2 5 3 1 1 30
    action AFLOWER3 8 0 0 0 2
    move NULLMOVE 0
    spriteshadow FLOWER
    actor FLOWER sleeptime -1 cstat 0
    ifaction 0 action AFLOWER1
    ifaction AFLOWER1 ifactioncount 17 action AFLOWER2
    ifaction AFLOWER2 { ifactioncount 3 { shoot FLOWERPROJECTILE resetactioncount } ifcount 250 { action AFLOWER3 resetcount } } 
    ifaction AFLOWER3 ifactioncount 30 action AFLOWER1
  4. GRP auto-detection problem

    11 February 2019 - 12:53 AM

    Have a TC that runs as a standalone game, so it don't need a Duke3D grp file in the folder.
    However, for some reason it finds the only existing Duke3D grp file, the one that comes with World Tour edition. It really shouldn't run with this GRP file.

    I'm using the aug 2017 eduke snapshot, and have this issue while running the game on Win10, with WT installed.
    Is there any explanation for this? Is there a way to solve the issue?
  5. Looking for coder...again

    23 January 2019 - 06:29 AM

    Once again, I'm looking for coder who'll help me to finish the game...which's complete as far as art and maps are concerned. It features all-custom art and will run as standalone.


    What's needed in order to release the game:
    Spoiler


    That's all. If there's anybody who knows CON language and can lend a hand, it'll be tremendously appreciated. I spent 10+ months on this game, and just putting it on the shelf is really depressing for me, after investing so much time and effort into it. And waiting even more months until Mblackwell become free again will be really agonizing. For something that's basically the updated version of Candymania, and not even as complicated as AMC TC or Decay, this is ridiculously, unbelievably LONG development time. With proper man on board, it's just a couple of weeks before being released.

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