The WIP Thread

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Re: The WIP Thread

Postby neoworm » Thu Apr 25, 2019 7:07 am

SamVision wrote:It turned out to be so much easier than I thought.

I should fix that shield sprite and finish the bigger one. Also would something similar be possible for monsters? I already made a quick kick that can cancel centaur's shield, but being able to run around and attack him from behind would be also golden.
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Re: The WIP Thread

Postby SamVision » Thu Apr 25, 2019 12:52 pm

neoworm wrote:
SamVision wrote:It turned out to be so much easier than I thought.

I should fix that shield sprite and finish the bigger one. Also would something similar be possible for monsters? I already made a quick kick that can cancel centaur's shield, but being able to run around and attack him from behind would be also golden.

I've never tried this with monsters. If I use the same method it might work but if it doesnt then Id have to try something completely different with monsters.

EDIT: Nailed it
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Re: The WIP Thread

Postby neoworm » Thu Apr 25, 2019 4:13 pm

Awesome, I love it!
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Re: The WIP Thread

Postby Marisa Kirisame » Fri Apr 26, 2019 2:52 am

Hm wait, how are you doing this? I have something exactly like that in the works too (though in addition you can "shield break" them).
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Re: The WIP Thread

Postby SamVision » Fri Apr 26, 2019 2:10 pm

Marisa Kirisame wrote:Hm wait, how are you doing this? I have something exactly like that in the works too (though in addition you can "shield break" them).

It's very basic, while in the blocking frames the monster is constantly spawning a invisible shootable object. I havent tried "shield breaking" since its not in my plans for this Hexen mod.
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Re: The WIP Thread

Postby jdredalert » Sat Apr 27, 2019 2:49 am

Something i've been working out of fun...

Image

Image

No plans for a project thread yet, since it's on very early stages of development.
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Re: The WIP Thread

Postby YukesVonFaust » Sat Apr 27, 2019 4:21 am

jdredalert wrote:Something i've been working out of fun...

Image

Image

No plans for a project thread yet, since it's on very early stages of development.

Yes
YES
YES

ALL OF MY BOULDER-PUNCHING YES
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Re: The WIP Thread

Postby Captain J » Sat Apr 27, 2019 5:37 am

And i honestly can't wait. Finally seeing RE based doom mod!
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Re: The WIP Thread

Postby potetobloke » Sat Apr 27, 2019 5:52 am

jdredalert wrote:Something i've been working out of fun...
No plans for a project thread yet, since it's on very early stages of development.


I could really go for a Jill Sandwich after seeing those.
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Re: The WIP Thread

Postby R4L » Tue Apr 30, 2019 11:06 am

jdredalert wrote:Something i've been working out of fun...

No plans for a project thread yet, since it's on very early stages of development.


I'll be examining this!
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Re: The WIP Thread

Postby Enjay » Sat May 04, 2019 8:05 am

I don't know if this will ever get finished, but I thought I'd see if I could get something approximating the DM_Morpheus towers



It's more "feel" accurate" than accurate accurate and there is obviously still a lot to be done but the flow and basic shape of the tower is right-ish. Not sure how to set gravity inside the tower (under a 3D floor) to normal when everything else needs to be low gravity but I guess there will be a reasonably simple solution there. However, I'm not even sure that I have the time to texture it and finish it, let alone worry about niceties like that.


Based on (of course)
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Re: The WIP Thread

Postby R4L » Sat May 04, 2019 11:55 pm

Added some lighting and shadowing to Samus' arm cannon (at least for the power beam...) and an idle animation.

https://streamable.com/b6x6g

Don't mind my youtube playlist in the background...
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Re: The WIP Thread

Postby Enjay » Sun May 05, 2019 3:48 pm

Did a bit more on the DM_Morpheus map. Still not sure how useful it will turn out but it seems reasonably functional (low gravity and air control works and your vision fades out and you get killed if you fall off a building).

I decided to texture it in a more Doomy way than trying to emulate the UT Texturing (though that might have been a bit easier actually).

It's definitely not a bot-friendly map. They will jump from building to building (and I can script things to give them a bit of help with that) but they end up falling into the abyss an awful lot of the time. :lol:

Anyway...
(If some of the pickup sprites and so on look messed up in these screenshots, it's because I loaded it with a resource mod that messes with some of the scaling.)
Spoiler:


And it would be foolish not to at least test it with a certain mod...
Spoiler:
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Re: The WIP Thread

Postby leileilol » Sun May 05, 2019 5:35 pm

Now i'm kind of wondering if there's zdoom acs trickery possible to replicate the chamber in DM-Pressure...
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Re: The WIP Thread

Postby Marisa Kirisame » Sun May 05, 2019 5:41 pm

I think it would be much easier in ZScript. I'll know for sure when I port it.

Shame there's no "Fatness" feature tho.
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