by solarsnowfall » Fri Feb 01, 2008 10:29 pm
@spidey: The chainsaw sound idea is a nice simple solution. I'll give it a try should I get back to that stage again. I can think of two different ways of doing the engine sounds. 1) Create a bunch of sound entries to play the sound at different pitches and use the speed of the cart to as an index to switch between them. 2) Simply use one sound entry and scale the volume it's played at with the speed value. I've not really experimented with either idea yet, maybe I'll use a combination of both.
@jalla: As for the sound question; yes precisely. Because virtually all of the sound design is predicated upon everything else, it's been at the bottom of a very long list of things to do. As for your other sentiments; yes precisely. And, excellent avatar BTW.
@Vader: There's certainly still interrest! I built a new computer and have been drowning myself in some of the newer games out. Their appeal is waning and so, as usual, I'm finding myself with a Doom editor open and Doom Kart on the brain. At this point, I'll leave it to you to decide your level of participation here, just let me know. Thanks for your contributions thus far.
The biggest reason behind this recent surge of interrest is simply that it would be a monumental shame if the contributions of so many people went to waste. I couldn't say that before people offered to help, and then actually did so. That's been more surprising than anything. It definately raises the bar as far as responsibility on my part.
If I should find that I cannot see everything through this time around, rest assured that I will make all of the resources available to the community.
Despite Dokuro's apparently bellicose and abrasive nature, he does raise a point which I think deserves further examination; doom was never meant to be played like this. This is an intrinsically true statement, no arguments there. However, given the many great advances brought to us by randy and Graf Zahl, I see absolutely no reason why ZDoom isn't capable of this. This is something he might see more readily if he were more familiar with what the engine is capable of.
It's really not all that bad of a starting point to emulate a game like this, within reason. Though ZDoom physics aren't the best, they provide reasonable facsimiles for gravity, acceleration, inertia, and friction which can be exploited to some degree. It also provides a very powerful scripting language to establish a sophisticated control system for these things as well as grant you a decent level of geometric and trigonometric freedom to do what you want.
As for anyone (other than Vader) who is willing to make sprite contributions, a good show of skill would be to take my avatar and make it into Demon kart frame. If you can resize that image to approximately 32 by 32 units and make a good example frame, I don't imagine you'd have problems making all of the frames necessary for the 16 angle actor.
@spidey: The chainsaw sound idea is a nice simple solution. I'll give it a try should I get back to that stage again. I can think of two different ways of doing the engine sounds. 1) Create a bunch of sound entries to play the sound at different pitches and use the speed of the cart to as an index to switch between them. 2) Simply use one sound entry and scale the volume it's played at with the speed value. I've not really experimented with either idea yet, maybe I'll use a combination of both.
@jalla: As for the sound question; yes precisely. Because virtually all of the sound design is predicated upon everything else, it's been at the bottom of a very long list of things to do. As for your other sentiments; yes precisely. [i]And[/i], excellent avatar BTW.
@Vader: There's certainly still interrest! I built a new computer and have been drowning myself in some of the newer games out. Their appeal is waning and so, as usual, I'm finding myself with a Doom editor open and Doom Kart on the brain. At this point, I'll leave it to you to decide your level of participation here, just let me know. Thanks for your contributions thus far.
The biggest reason behind this recent surge of interrest is simply that it would be a monumental shame if the contributions of so many people went to waste. I couldn't say that before people offered to help, and then actually [i]did so[/i]. That's been more surprising than anything. It definately raises the bar as far as responsibility on my part.
If I should find that I cannot see everything through this time around, rest assured that I will make all of the resources available to the community.
Despite Dokuro's apparently bellicose and abrasive nature, he does raise a point which I think deserves further examination; doom was never meant to be played like this. This is an intrinsically true statement, no arguments there. However, given the many great advances brought to us by randy and Graf Zahl, I see absolutely no reason why [i]ZDoom[/i] isn't capable of this. This is something he might see more readily if he were more familiar with what the engine is capable of.
It's really not all that bad of a starting point to emulate a game like this, [i]within reason[/i]. Though ZDoom physics aren't the best, they provide reasonable facsimiles for gravity, acceleration, inertia, and friction which can be exploited to some degree. It also provides a very powerful scripting language to establish a sophisticated control system for these things as well as grant you a decent level of geometric and trigonometric freedom to do what you want.
As for anyone (other than Vader) who is willing to make sprite contributions, a good show of skill would be to take my avatar and make it into Demon kart frame. If you can resize that image to approximately 32 by 32 units and make a good example frame, I don't imagine you'd have problems making all of the frames necessary for the 16 angle actor.