[Wolfenstein: Blade of Agony] v3.1 released (p204)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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.
I'm thinking of making more frames for opening it too, maybe a 3D model eventually, because it's a box.
Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
Check inbox.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.
- Captain J
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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.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...
- RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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.
Already did. I squeed.Doom Juan wrote:Check inbox.
- Captain J
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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!
- RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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?
If we want to worry about that, we should make a model.
....have you played this game? I can't think of any level where this is a thing...Captain J wrote:when you're far away from it or it's above you
If we want to worry about that, we should make a model.
- Captain J
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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.
- RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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.
- RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
Captain J> Just so you know, hiRes uses PNG's native transparency, not Cyan.
- Captain J
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
I know how to make the BG transparent, but i decided not to because i'm kinda lazy to do that at the moment.
- Tormentor667
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[WolfenDoom] Blade of Agony (Behind the scenes video | p122)
Simply amazing Torm!
- RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
You do that with Sprites, particles, or textures?
- RockstarRaccoon
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p
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...