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Reputation: 257 My posts turn threads into gold
Group:
Members
Active Posts:
339 (0.11 per day)
Most Active In:
Everything EDuke32 (270 posts)
Joined:
07-May 09
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14,556
Last Active:
User is online 6 minutes ago
Currently:
Viewing Board Index

My Information

Age:
27 years old
Birthday:
June 4, 1990
Gender:
Not Telling Not Telling
Location:
St. Petersburg, Russia

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ:
ICQ  355591824
Skype:
Skype  the_lezing

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Posts I've Made

  1. In Topic: Duke sprite with accurate weapons

    01 February 2018 - 05:26 AM

    View Postsebabdukeboss20, on 10 January 2018 - 02:22 PM, said:

    I felt this deserved it's own topic instead of with my variant enemy sprites. I had some free time and was wondering if anyone ever made Duke sprites holding the correct weapons instead of holding that white rocket launcher box thing, so here are my attempts on them. The pistol and devastator were the hardest to do because of the different poses. But feel free to use them if you want.

    Note: I have not tested them in animations.


    Bravo. Now somebody has to insert all these sprites into the game at correct offsets to make the animations actually work.
    However, I find it overcomplicated to have each sprite with every possible weapon. There's a hundred of sprites of Duke in the game, and there are 11 weapons (if we count knee as a weapon and not counting the pipebomb detonator which is technically also a weapon). Should we use 1100 sprites of the protagonist in a first person shooter just to show his weapon in the mirror? If really needed, I would prefer a two-sprite solution. Just draw Duke without any weapons and put a corresponding weapon sprite on top of it in the right place in the game (the ones you have drawn for your sprites). Sprites in Build have xoffset/yoffset parameters to ease weapon placement for different postures.

    I remember multiplayer mode displaying current weapon image right above each player what is a quick and dirty realization of the concept.
  2. In Topic: What are you working on for Duke right now?

    23 January 2018 - 12:19 AM

    View PostMicky C, on 22 January 2018 - 03:41 PM, said:

    Are you aiming for some kind of compatibility with eduke32 in terms of gameplay and con code as well?

    It would be great to run Duke on my engine, but at most I'll try to parse DOS Duke CON scripts to reverse-engineer the gameplay in the future when the engine has working collision detection and visibility check routines. Also one will have to convert effector sprites into equivalent controllers.
  3. In Topic: What are you working on for Duke right now?

    22 January 2018 - 08:32 AM

    Still working on my custom engine which is able to import Duke3D resources (game art, sounds, and maps). About a week ago I began coding my "Brahma" renderer, which is conceptually similar to Build engine, but is not based on its source code. Now I'm trying to display stacked sectors using stacked wall sections like on the screenshot, the feature that I was striving to get to work in my LNGA mod. The map format my engine uses has a hierarchy of objects with simple properties, making the renderer more flexible. So far I've failed to make it faster than Build for complex maps; the renderer is still buggy and unoptimized and can't even handle sprites and masks, but it's only a matter of time.

    Attached File  CAPT0001.PNG (81.58K)
    Number of downloads: 99
  4. In Topic: [Release] 20 Sector Challenge Community Build Project

    07 January 2018 - 12:35 PM

    View PostPaul B, on 07 January 2018 - 08:16 AM, said:

    Updated to the latest version of Eduke and started the level over. I was successfully able to place the canon onto the Tank & load the ammo. For some reason my first play through using a slightly outdated version of Eduke wouldn't load the tank. Since updating to the latest version I attempted to make the Tank fail again and I wasn't able to. I'm not sure what I did the first time for it not to load or if it was just a problem with the Eduke version I was using. Anyway, there were many nice details that stood out about this map. Here's a break down of what I did and did not like.


    I'm glad that you've managed to make the map work correctly. Can't exactly tell why it was glitching for you first time. Thank you for the constructive feedback. There are some minor issues we overlooked while testing the map. Although it was in the making for years, nobody was working on it most of the time. I've fixed most problems with visuals and tried to make the flow more consistent, still the game design is not totally flawless. There might be situations when the player gets trapped, such as jumping into the well after finding all runes but not collecting the yellow keycard, or going into that endless elevator trip you mentioned.
  5. In Topic: [Release] 20 Sector Challenge Community Build Project

    28 December 2017 - 01:17 AM

    View Postoasiz, on 27 December 2017 - 08:43 AM, said:

    Still, this whole contraption was top notch and I think I figured out everything else (effects) out pretty quickly but not this. Haven't studied it but it does indeed look nasty and one of those things that not even the mapper himself wants to touch once it's working :D

    If you're interested about object appearance/disappearance effect, it involves tricky joining of non-adjacent sectors and placing objects inside a very fast ring-shaped swing door sector which gets out of view instantly, making the sectors inside it invisible. The effect works in reverse as well.

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