Search found 28 matches
- Sun Nov 24, 2024 2:12 pm
- Forum: Resources
- Topic: (zscript) Source/Quake - inspired trigger "brush"
- Replies: 2
- Views: 2522
Re: (zscript) Source/Quake - inspired trigger "brush"
On a "on enter" trigger that's set to trigger "true single time" it's possible for multiple actors to trigger it before it disappears. sorry for the late fix - i couldn't bring myself to work on it again, the MATH kinda broke me. should work better now, also changed example map a bit
- Thu Nov 07, 2024 11:19 am
- Forum: Resources
- Topic: (zscript) Source/Quake - inspired trigger "brush"
- Replies: 2
- Views: 2522
(zscript) Source/Quake - inspired trigger "brush"
Trigger "brush", inspired by quake/source one. https://imgur.com/IlffpZM https://imgur.com/WMXyIzS Mode, repeatability, activator, trigger rate, what it can be binded to and tid of an actor which action to activate can be changed Arg0 Trigger Mode - controls how it can be activated (0-continious ...
- Thu Mar 25, 2021 11:55 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Add new timer for shader
- Replies: 3
- Views: 2564
Re: Add new timer for shader
yea, that would be neat imo.
- Thu Mar 04, 2021 12:57 am
- Forum: Scripting
- Topic: (ZScript) is it possible to jump to a state with an offset?
- Replies: 2
- Views: 425
Re: (ZScript) is it possible to jump to a state with an offs
oh.
i thought.. i tried that..
it works, thanks!
i thought.. i tried that..
it works, thanks!
- Wed Mar 03, 2021 3:17 pm
- Forum: Scripting
- Topic: (ZScript) is it possible to jump to a state with an offset?
- Replies: 2
- Views: 425
(ZScript) is it possible to jump to a state with an offset?
i'm trying to make a weapon that lets you skip frames depending on the variable basically, it's for keeping the kicking animation on screen (i'm using a_overlays) if weapon is switched, as it can just cut out if weapon is picked up/dropped at the wrong time. i can't just lock the ability to drop a ...
- Thu Feb 18, 2021 10:25 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150663
Re: The WIP Thread
that's a great idea! it would be pretty hard to balance thoughStopsignal wrote: I'd suggest a mechanic in order to regain life (maybe using the combos? that would encourage always moving forward and playing stylishly)
- Sat Feb 13, 2021 8:41 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150663
Re: The WIP Thread
Hella impressive. Is the baddies have 3d model but with some kind of custom rotation behavior? Never seen like this before. i'm changing its SpriteRotation, works with models too. sadly it can't be interpolated i guess, so it's noticeably "lags" if fps is greater than 35. anyways, it's looks like ...
- Sat Feb 13, 2021 4:18 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150663
Re: The WIP Thread
i'm working on a cyberpunk-ish HotlineMiami-Warframe inspired thing with focus on speed and vertical movement
no map yet tho
(thing starts at 0:12, you can ignore stuff before that timestamp)
no map yet tho
(thing starts at 0:12, you can ignore stuff before that timestamp)
- Sun Mar 26, 2017 1:36 am
- Forum: Levels
- Topic: [RELEASE] AUTOPSY, doom64 - styled map
- Replies: 10
- Views: 2346
Re: [RELEASE] AUTOPSY, doom64 - styled map
i think i took acs from hereNevander wrote:How did you do the physics change for no slipping?
viewtopic.php?f=37&t=35761
but the link is dead.. dunno
- Sat Mar 25, 2017 4:54 am
- Forum: Levels
- Topic: [RELEASE] AUTOPSY, doom64 - styled map
- Replies: 10
- Views: 2346
Re: [RELEASE] AUTOPSY, doom64 - styled map
so.
updated that thing, hope now difficulty is better
also old version still exists, it's difficulty that called "ultra-violence 1.6"
updated that thing, hope now difficulty is better
also old version still exists, it's difficulty that called "ultra-violence 1.6"
- Tue Mar 21, 2017 9:50 pm
- Forum: Levels
- Topic: [RELEASE] AUTOPSY, doom64 - styled map
- Replies: 10
- Views: 2346
Re: [RELEASE] AUTOPSY, doom64 - styled map
i mainly tested with 2.3.2, but tried to launch with 2.4.0. it should work.
i can remove a_weaponoffsets from the weapons, but still anything below will not really work well

i can remove a_weaponoffsets from the weapons, but still anything below will not really work well

- Tue Mar 21, 2017 12:38 am
- Forum: Levels
- Topic: [RELEASE] AUTOPSY, doom64 - styled map
- Replies: 10
- Views: 2346
[RELEASE] AUTOPSY, doom64 - styled map
http://i.imgur.com/vKkmUqD.png http://i.imgur.com/vKkmUqD.png 0M7cPpwPj94 AUTOPSY, doom64 - styled map also, that's my second map and you can check out the first one here IWAD - DOOM2 port - GZDoom, tested with 2.3.2 map - MAP01 map includes: custom monsters custom weapons new music new textures ...
- Sat Feb 18, 2017 6:32 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4663910
Re: [SPRITES] Spriting Carnival!!
hanzo's bow and pharah's rocket launcher http://i.imgur.com/xYkb4va.png http://i.imgur.com/anfStjQ.png animation: 1Qqz3vNlBj4 frames: dunno it's ok or not to post here that many frames, so it's an album on imgur i hope they are in the right order hanzo: http://imgur.com/a/4qOhO pharah: http://imgur ...
- Mon Feb 06, 2017 5:27 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4663910
Re: [SPRITES] Spriting Carnival!!
Sombra's machine pistol http://i.imgur.com/ltcOfmg.png animation also the ammo counter is changing. (but only when lower than 256) yup, it's hexadecimal. aaand it's barely noticeable because of pixels. q111bEtPhso frames afterfire http://i.imgur.com/C4xg0ix.png http://i.imgur.com/ltcOfmg.png fire ...
- Thu Feb 02, 2017 10:16 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4663910
Re: [SPRITES] Spriting Carnival!!
It's uh... A hand cannon or something. http://i65.tinypic.com/2nh22l5.png every weapon sprite needs to have a perspective. and yours is flat. proof: http://i.imgur.com/9xRSid7.png http://i.imgur.com/7aFs95p.png and that's third one, i believe, with same problem needs to have a perspective because ...