Search found 28 matches

by MyNameIs
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
by MyNameIs
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 ...
by MyNameIs
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.
by MyNameIs
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!
by MyNameIs
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 ...
by MyNameIs
Thu Feb 18, 2021 10:25 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30881
Views: 2150663

Re: The WIP Thread

Stopsignal wrote: I'd suggest a mechanic in order to regain life (maybe using the combos? that would encourage always moving forward and playing stylishly)
that's a great idea! it would be pretty hard to balance though
by MyNameIs
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 ...
by MyNameIs
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)
by MyNameIs
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

Nevander wrote:How did you do the physics change for no slipping?
i think i took acs from here
viewtopic.php?f=37&t=35761

but the link is dead.. dunno
by MyNameIs
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"
by MyNameIs
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
Image
by MyNameIs
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 ...
by MyNameIs
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 ...
by MyNameIs
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 ...
by MyNameIs
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 ...

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