Hellion Mod (WIP) - Yeah April Fools! (P. 15)

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Amuscaria
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by Amuscaria »

@Leilei: Will fix

Here's some potions (heavily D2 based):

Health Potion: Image Depending on class, it cures different amounts (average is 10, 20, 30, 40, 50 HP).

Mana Potion: Image Same as health potions, gives different amounts of all 3 mana depending on class.

Rejuvination Potion: Image Heals health based on a % rather than value (25%, 50%) regardless of max HP; Inventory item like the Heretic/Hexen "Quartz Flask".

Tonic: Image Restores an amount of "Ether", the special abilities mana (25, 50, 100 EP); Inventory Item.

Elixir: Image Restores everything to 100% (regardless of the maximum value). The ultimate Inventory item.
Last edited by Amuscaria on Sun Sep 21, 2008 11:16 am, edited 2 times in total.
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XutaWoo
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by XutaWoo »

Oooh, awesome. Are the sprites depending on player class, potency, or whether or not you can hold it (the first two)?
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corysykes
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by corysykes »

shit man awsome is a insult to thos keep it up man!! :D
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Amuscaria
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by Amuscaria »

XutaWoo wrote:Oooh, awesome. Are the sprites depending on player class, potency, or whether or not you can hold it (the first two)?
It's like the armor items in Hexen, depending on your class, you get different amounts of protection from it. Physically weaker classes get more health from HP pots, while the stronger classes gets less (if the class is in the middle, you get the normal amount). Same for mana, each class get a different amount of bonus mana from leveling up, the ones that get more, recieve less mana from the mana pots. Just to keep the classes more even in MP.
---------------------------------------------------------------------------------------------------------------------------------------------------
Decided to not bother with the normal Doom pallete and just make my own. Most of the colors were unused, since I only use 4-6 tones of each color per sprite, usuall. So here's the pallete I'm going to use (all the previous stuff I've made all converted very nicely):

Image

This gives me just about every color I could possibly one, with decent amount of tones of each to work with. All the CGed drawings should convert to these colors pretty nicely.
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leileilol
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by leileilol »

What about the player color colormapping?
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Amuscaria
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by Amuscaria »

leileilol wrote:What about the player color colormapping?
The doom-greens are still there. I can modify the colors to anything I want (i think) with the "Player.ColorRange" to set it.

EDIT: Finished the Mystic's walking animation today. Completely recolored using the new Hellion Pallete. I think it looks might better this way. I's also a lot more clear what color the player is.

Image
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Captain Ventris
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by Captain Ventris »

Nice! Is this going to have any sort of online support?

Looks brilliant, I really can't wait to play it! If you ever need some menial Decorate work, I'd love to help.

Now that I'm here, I might as well ask. How do you make a custom palette? Is it complicated?

I was thinking of making one for ZDoom Wars that might change a couple colors to be more vibrant. I'd have to see how it turned out.
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Amuscaria
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by Amuscaria »

Captain Ventris wrote:Nice! Is this going to have any sort of online support?

Looks brilliant, I really can't wait to play it! If you ever need some menial Decorate work, I'd love to help.

Now that I'm here, I might as well ask. How do you make a custom palette? Is it complicated?

I was thinking of making one for ZDoom Wars that might change a couple colors to be more vibrant. I'd have to see how it turned out.
Yes it will have full online support for 8-coop or 16 DM/CTF/whatever. I hope everything works out as I hope it would. If none of the features I'm suggesting gets added, I can simply leave out the leveling-up, upgrading, and other RPG elements and make it more like the classic Doom mod. However, I'm definitely hoping the features suggestions I made gets added, or else this will just be another doom mod. Thanks for the offer on the help in decorate, but I think I should be able to decorate everything that needs to be done (i'm pretty familiar with decorate from DE). I do need help with ACS, but it's still way to early to ask for anything other than minor ACS questions.

My current plans is to finish all the player classes, their weapons, textures needed for the first chapter, wahtever items that will be needed. I'll release a dummed down demo version of it for Deathmatch testing to see if the classes are balanced. Which will require a lot of beta testing. I'll be sure ot notify you when i get that far.

As for color-pallete changing. It highly depends on the extent you want to change your colors. If you just want to modify a few colors (like what I did to DE), you can open up XWE and just modify the colors (within the doom2 PLAYPAL.lump) in the RGB levels a bit without actually moving the colors around. This will not affect any of the images you already have in the wad.

What I did for DE was make an almost completely new pallete (i kept most of the old colors I used for what I had so far). That i used photoshop. I dont think this is what you're looking for.
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Amuscaria
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Re: Hellion Mod (WIP) - Updates and sprites. (p.1 and p.7)

Post by Amuscaria »

Mystic's Running frames and pain is completed (although i might need to fix up some minor things, like the hair). I'm working in the attack and death right now. Then its off to the crouched versions of the normal frames. Here's a small preview:

ImageImage
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corysykes
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Re: Hellion Mod (WIP) - Updates. (p.12)

Post by corysykes »

NICE!!!! keep up with it man cant wait to play :D
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FuzzballFox
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Re: Hellion Mod (WIP) - Updates. (p.12)

Post by FuzzballFox »

God damn that pallette is sex! :3
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Amuscaria
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Re: Hellion Mod (WIP) - Updates. (p.12)

Post by Amuscaria »

Here's what I finished so far (adding weapon to the pain state):

Image
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Unknown_Assassin
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Re: Hellion Mod (WIP) - Updates. (p.12)

Post by Unknown_Assassin »

Boy that was quick. :)

Awesome pallette btw. :D
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Phobus
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Re: Hellion Mod (WIP) - Updates. (p.12)

Post by Phobus »

Ah, so it's not just me who doesn't do the angles at 45 degree intervals. More like 30 and 60.

Pretty good stuff as always man.
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Captain Ventris
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Re: Hellion Mod (WIP) - Updates. (p.12)

Post by Captain Ventris »

Wow, Eriance, that looks awesome. Chance I can commission you for a sprite set some time? XD

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