[Wolfenstein: Blade of Agony] v3.1 released (p204)

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RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by RockstarRaccoon »

Hey Captain J, the box is viewed at this 45 degree angle that isn't going to look as good with your new perspective...

I'm thinking of making more frames for opening it too, maybe a 3D model eventually, because it's a box.
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Doom Juan
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by Doom Juan »

RockstarRaccoon wrote:Hey Captain J, the box is viewed at this 45 degree angle that isn't going to look as good with your new perspective...

I'm thinking of making more frames for opening it too, maybe a 3D model eventually, because it's a box.
Check inbox.
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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by Captain J »

RockstarRaccoon wrote:Hey Captain J, the box is viewed at this 45 degree angle that isn't going to look as good with your new perspective...
Wha, was that intentional? Is there a couple of legs under the box? I bet it won't going to be viewed like this if it's not true. Check out the vanilla doom rocket box for example. It has no legs and it's just a plain box and it doesn't viewed like that.
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RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by RockstarRaccoon »

Yeah, but the look of these sprites are better than Doom's. The box is viewed from above, and at this point, it looks really good with the existing perspective. edit: Also, it's the wrong dimensions to work with the existing sprite.
Doom Juan wrote:Check inbox.
Already did. I squeed.
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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by Captain J »

I'm not sure it would look good when you're far away from it or it's above you, but that sounds reasonable. Alright, then!
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RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by RockstarRaccoon »

I just looked at it in game, and I think the current offset is too little, while yours is too much. Maybe the front should be a few pixels taller?
Captain J wrote:when you're far away from it or it's above you
....have you played this game? I can't think of any level where this is a thing...
If we want to worry about that, we should make a model.
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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by Captain J »

Alright, i get the point. It is pretty unconventional to see such box like that unlike other box sprites that based on vanilla doom box. Forget what i said.
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RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by RockstarRaccoon »

Yeah, I understand that too. I'm just noting that, unlike other stuff, you actually walk up to this, look down at it, and hit a button.
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RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by RockstarRaccoon »

Captain J> Just so you know, hiRes uses PNG's native transparency, not Cyan.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by Captain J »

I know how to make the BG transparent, but i decided not to because i'm kinda lazy to do that at the moment. :P
GENTEK
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[WolfenDoom] Blade of Agony (Behind the scenes video | p122)

Post by GENTEK »

Simply amazing Torm! 8-)
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RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by RockstarRaccoon »

You do that with Sprites, particles, or textures?
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RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Post by RockstarRaccoon »

Ok, so same way I'm doing it in Metroid Doom. I haven't finished coding in the electrical hazards in the ball tunnels, and was wondering if he'd done it differently...
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