The WIP Thread

If it's not ZDoom, it goes here.
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GreenLegacy
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Re: The WIP Thread

Post by GreenLegacy »

Replacing old graphics!








If the second demo is released, you’ll see this graphic. I will release the second demo sooner or later
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

I liked the dark colored version, but ow well. Looks nice and a lot more positive, i guess! You're doing absolutely great, my best friend- :D
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leileilol
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Re: The WIP Thread

Post by leileilol »

Having some ye old 1998-era fixed function technique fun. Big gifs, so they are going to be LINKED

Lit scrolling sky textures which are done with vertex lighting only (no multitexturing required, plus idtech3 can't combine lightmaps onto blended stuff anyway)

That fire effect seen in Ocarina of Time was attempted, but actually has issues with the fog and marks and doesn't reduce well in vertex light mode, so i'm scrapping using that idea. Instead i'm using a large texture atlas to go through a fire anim on a single 512x512 quickly
Shader script of that, for reference
Spoiler:
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AFADoomer
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Re: The WIP Thread

Post by AFADoomer »

I was watching a playthrough of Portal 2, and one thing led to another...
Image
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

AFADoomer wrote:I was watching a playthrough of Portal 2, and one thing led to another...
Image
Holy shit
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

This is happening. With Portal... And so what are you going to call this one? Portal 3.0?
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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

AFADoomer wrote:I was watching a playthrough of Portal 2, and one thing led to another...
"You're not a good person. You know that, right?"
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CWolf
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Re: The WIP Thread

Post by CWolf »

strange, looks smaller than I expected...
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

i used to make such mistake often. Thankfully i learned myself how to demonstrate the size of the sprite by making dummy sprite and test it ingame.

... But hey, it looks kinda big enough. Maybe try to add blade at the top.
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CWolf
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Re: The WIP Thread

Post by CWolf »

But there's blade already. It just small and doesn't visible for yes. Well, most of it.

EDIT:

Pistol ready to serve. Without hand but it require to be done later.

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doomfiend
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Re: The WIP Thread

Post by doomfiend »

I've put a hold on Crateria, as I've decided I'm gonna add a spin on the ceres space colony, but in this case since Im going a semi different direction than what I was going for this will not be called "ceres space colony"
but instead the "Ceres UAC asteroid colony" Now at the moment I got majority of the Landing site finished, here's looking to the hanger door that closed upon you've already landed your gunship. (what gun ship model I don't know. I might avoid samus' if I'm going down a particular route.
if anyone's willing to share, Let me know ya?
Image

Heres looking into the base, The landing site was easily... the hardest thing to design as I had 4 different re-designs of the bloody thing and Couldn't get the tech theme down right, then I finally said Fk it and turned it into an asteroid look which I'm very happy about!

Image
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MartinHowe
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Re: The WIP Thread

Post by MartinHowe »

Of course with all those rats, any farm needs an antidote :)

Code: Select all

    IdlePurr:
        BCT2 A  0 { user_ActionCounter = Random[BlackCatIdle] (3, 5); }
    IdlePurrLoop:
        BCT2 A  0 A_JumpIf ( user_ActionCounter == 0, "IdlePurrDone" )
        BCT2 A  0 A_PlaySound("blackcat/purr")
        BCT2 A  9 A_Look
        BCT2 A  9 A_Look
        BCT2 A  9 A_Look
        BCT2 A  9 A_Look
        BCT2 A  9 A_Look
        BCT2 A  0 { user_ActionCounter = user_ActionCounter - 1; }
        Loop
    IdlePurrDone:
        BCT2 A  7 A_Look
        BCT2 A  7 A_Look
        BCT2 A  7 A_Look
        Goto Idle

    See:
        "####" "#" 0 { user_ActionCounter = 3 * Random[BlackCatIdle] (4, 7); }
    SeeLoop:
        BCT1 C 3 A_Chase
        BCT1 C 3 A_Chase
        BCT1 D 3 A_Chase
        BCT1 D 3 A_Chase
        "####" "#" 0
        {
            // Continue loop if still has a target
            if (CheckClass ("Actor", AAPTR_TARGET, TRUE))
            {
                return state ("SeeLoop");
            }
            // The See loop, at least in friendly
            // monsters, continues after the target
            // is dead; however, in reality cats
            // get bored quickly with nothing to do.
            user_ActionCounter = user_ActionCounter - 1;
            if (user_ActionCounter == 0)
            {
                A_ClearTarget;
                return state ("Idle");
            }
            // Must explicitly return here, as a block
            // in this context is actually a function
            // and the default return type is VOID. We
            // must return the same type as explicit
            // returns do; NULL casted to STATE means
            // "don't jump to a state, just continue".
            // We could have returned SeeLoop and omitted
            // the Loop statement below, but this keeps
            // exceptional condition handling separate
            // thus making overall control flow clear.
            return state (0);
        }
        Loop
msc.jpg
I could also have gone back to the original AlienDOOM3 sprites and put my favorite barn cat (pic above) in DOOM, but I did a lot of work on those sprites (as well as making them black) and I really like black cats :) Unlucky for some? Well, in this case, definitely unlucky for demons :p
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lizardcommando
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Re: The WIP Thread

Post by lizardcommando »

I made a short animation. It is based on a true story, believe it or not.



At work, I saw a little lizard run right into one of those pest control traps as I was walking towards it.
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AFADoomer
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Re: The WIP Thread

Post by AFADoomer »

More fun with Portals!
Image
Image
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Tormentor667
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Re: The WIP Thread

Post by Tormentor667 »

This looks awesome AFA!
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