Duke4.net Forums: Sanek - Viewing Profile - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Reputation: 467 My posts turn threads into gold
Active Posts:
496 (0.23 per day)
Most Active In:
Everything EDuke32 (188 posts)
23-April 12
Profile Views:
Last Active:
User is online 36 minutes ago
Viewing Board Index

My Information

24 years old
February 28, 1994
Male Male

Contact Information


Latest Visitors

Topics I've Started

  1. [WIP]SilverballZ

    10 March 2018 - 05:56 PM

    Posted Image
    SilverballZ is a zero-budget, first-person platformer powered by Build Engine. While it features the same technology as Duke Nukem 3D and recent Ion Maiden, my newest game is actually a complete antipode of two. The visual style is utterly minimalistic, violence and interactivity is minimal, and the actual gameplay is №1 priority here. It will be almost identical to my previous game, CandyMania, but only better. More levels, more enemies and more challenges will be waiting for you!

    Attached File  S1.png (6.59K)
    Number of downloads: 17
    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 points to finish each level. For the most part, the gameplay will consist of nothing but platforming and evasion, although some minor button puzzles will be added. Each level will be just one big arena, with some minor variations as big room-small room-big room thrown into the mix. Difficulty will gradually grow from level to level, as well as the size of the levels themselves.

    90% of the textures featured in the game was drawn by me, and the rest comes from public domain. Tea Monster is making the enemies right now (see the prototypes below), and I'm still using Mblackwell's code from CandyMania. However, I'm still looking for people who can join the team, and I hope that this theard will help me when I'll start sending more invitations.

    I will not call a specific release date, but I think it will be released by the end of the year. I also think that I will release a demo version of the game in a couple of months. After making CandyMania, I beelive that a similar game that will feature such simple yet addictive gameplay can be good and successful if it will be more polished and professional. Stay tuned! ;)

    Actual screenshots:

    Posted Image

    Posted Image

    Posted Image

    Posted Image

    Prototypes by Tea Monster:
  2. [RELEASE]CandyPole

    22 December 2017 - 07:10 AM

    CandyPole is a the additional winter-themed, holiday level for CandyMania.
    In order to install the level, copy all files to DATA folder. Be sure to make backups of all files from the original game, otherwise you can't play it again!

    Initially intended as the winter-themed episode, CandyPole was cut to just one single level. The main attraction of the episode was supposed to be the in-game menu by Mblackwell, but unfortunately he's unable to made it by Christmas.
    CandyPole features art from Nuclear Winter, as well as music track.
    I'd call this map fairly easy, compared to Candy Arena from the original game. ;)
    I hope you'll like it! :)
  3. [RELEASE]CandyMania

    30 October 2017 - 08:00 AM

    Posted Image
    CandyMania is the first-person platformer. Your objective is to collect all the candy-points on the level in order to finish it.
    Avoid your enemies and don't fall into Vitamin C and other dangerous lava!
    You can also save the game, but only if you pick up a one-off floppy disk.
    CandyMania includes total of 8 levels, 3 types of enemies and more than 500 candies to collect! The game is quite easy for expierenced player, and it's easy enough to finish it in one sitting. Read CandyMania.txt. before playing! Download link here: https://www.mediafir.../CandyMania.zip

    One notable feature of the mod is the disabled menu. Since I want to pretend that CandyMania is a standalone game I've had to eliminate all the Duke Nukem connections. I can't remove Duke Nukem-related sections from the menu, so I have to close the menu completely. It means that all the game options is locked. You can't change controls, sound and everything else (except brightness settings).
    Mblackwell did not support this idea, so I had to change the СON-code for the menu by myself. I'm sorry if the very idea of locked configuration dissapoints you, but I can't imagine any other way to hide all that menu sections that had nothing to do with the game. The game use Classic Renderer, Vsync is and Widescreen is ON.

    CandyMania was developed by Oddball Wizards - basically Mblackwell and myself. I did all the levels and draw some textures and sprites, but Mblackwell was the real hero of the project. Probably I was more demanding than I should, and I closed the menu despite his warnings, but I'm extremely grateful to him for the fantastic job that he made!
    Most of the music comes from FMX's collection, and MegaBee sprite was drawn by Nightmaresplody. You-know-who also worked on the mod before he disappeared. For more credits and information, open CandyMania.txt.

    I hope some of you would enjoy it!
  4. Disable menu options

    15 October 2017 - 10:05 AM

    While working on CandyMania, I asked about a possibility of disabling of HELP section in the main menu. It's no longer the issue by now, since I will replace the vanilla help screens with my own manual. However, I totally forgot that there's tons of other sections in the menu, like the whole Game Setup section, Player Setup, Duke talk and pretty much every hotkey configuration for vanilla Duke (weapons, inventory, etc.). If I want to release CandyMania as a standalone game, I need to hide that stuff.
    Zykov Eddy disabled these options in Electric Highways, so I know it's possible. However, Eddy don't want to talk with me anymore so I can't ask him for help.
    That's why I came here. I guess most people will told me that I need a significant code knowledge to do a thing like that - the skill which I'm obviously lacking. However, I would appreciate if you will at least explain to me how that thing works and how hard the elimination process is. I guess the menu options is not coded in the CON files but somewhere else so it's a hard thing to do by default.
  5. CandyMania needs a coder...90% is done

    17 September 2017 - 05:22 PM

    Attached File  CANDYMANIA.jpg (206.79K)
    Number of downloads: 122
    CandyMania is a first-person adventure that me and Zykov Eddy (as CandyMade team) worked on since February. Known simply as "Candy project", that mod would feauture points-hunting, puzzle-solving and numerous new enemies to deal with. After playing countless maps and action-packed TC's, working on such a project felt like a breath of fresh air!
    But unfortunately, Eddy started to ignore me without any reason and the work on the mod was virtually stopped since the late May. It was very dissapointing to add another project to my "closed ones" list, but ever since I started working on it, I felt that it's the only project that's worth finishing, since it's something really different. It will help me to break away from the usual Duke mapping and start something completely new. With all the new art, sounds, and enemy (1) being done, It will be the biggest shame ever to just bury all that.

    And I need a new coder to finish this thing. I started to make the thing simpler, cut everything that's not important so the potential coder have the the least amount of work possible. Now the concept is simple - each level is a box, where player must collect all the candies while angry bees try to kill him.I doubt that anyone will join the project if he didn't know what to do, so I wrote a list of everything you need to make. I the only fault I made while working with the previous coder is that I never knew how much new code I exactly needed, and I continued to bombard him with new requests.

    It will never happen again. I have the complete vision of the project now. Open the spoiler and you'll see the COMPLETE list of all things to do:

    Now, here's the current progress list:

    New Art - 95% is ready. Aside from new font and loading screens, all in-game art is done.
    New Sounds: 90% is ready. Death sound and menu sounds is needed, otherwise it's done too (there's not too many sounds in this mod)
    New Code: 40% is ready. Eddy wrote some significant chunks of code before he became a jerk.
    New Maps: 8 out of 20. Considering size and scope of the maps, it will be no trouble to make these maps fast once there will be more code.

    I know that most members of this community have their own projects and don't join forces just because a guy asked about it. Somebody at duke4 said that you have to show some kind of a proof that your project isn't just an "idea", you have to show that something exists and that you are going to actively be a part of creating the thing you want. The screenshots you all saw during the year is a proof that I've actualy made something for that project.
    I took care of every aspect of the production I can - maps, sounds, art tiles, music, etc. The only thing I can't handle is the CON language.
    If there's a person who's interested in such a project and wants to help me finish it, write here!


Sanek has no profile comments yet. Why not say hello?

All copyrights and trademarks are property of their respective owners. Yes, our forum uses cookies. © 2017 Voidpoint, LLC

Enter your sign in name and password

Sign in options